Difference between revisions of "User:Hordes/Ideoligion"

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'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.
 
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.
  
==Types==
+
==Type of ideoligion==
 +
Whenever you start a new game, you will see the Ideology menu once you've selected a world tile.
 +
 
 +
*'''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).
 +
:However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}}
 +
 
 +
*'''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.
 +
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, but otherwise has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain ''development points'', you can add / remove memes, and re-customize just about everything else. See [[#Development points]] for more details.
 +
 
 +
*'''Create ideoligion (fixed)''' - Design an ideoligion with complete control.
 +
 
 +
*'''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. Some aspects, like rituals and relics, will be randomized
 +
:For example, the "Classic-like" preset will have the following precepts:
 +
<div style="column-count:2; width:600px">
 +
* [[#Corpses|Corpses: Ugly]]
 +
* [[#Insect meat|Insect meat: Despised]]
 +
* [[#Marriage name|Marriage name: Usually man's]]
 +
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]
 +
* [[#Physical love|Physical love: Free]]
 +
* [[#Women's spouses|Women's spouses: One only]]
 +
* [[#Men's spouses|Men's spouses: One only]]
 +
</div>
 +
 
 +
===Fluid ideoligions ===
 +
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}
 +
Development points are a mechanic exclusive to fluid ideoligions. They can be obtained in the following ways:
 +
*'''Successful rituals''': A "good" ritual (effective, fun, beautiful...) gives 1 development point. A "great" ritual (heartwarming, unforgettable, spectacular...) gives 2 development points. Ineffective rituals give no points. Some rituals can even award 3 points if you are lucky.
 +
* Converting someone (without a conversion ritual) awards 1 point.
 +
* Executing a guilty pawn with [[#Execution|Execution]]: Respected if Guilty or Execution: Required precepts awards 1 point (even without the "Prisoner Execution" ritual).
 +
* Finding an ideoligion's [[relic]] awards 5 points.
 +
 
 +
When you have enough development points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.
 +
 
 +
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.
  
 
==Forming an ideoligion==
 
==Forming an ideoligion==
An ideoligion consists of multiple, separate mechanics:
+
An ideoligion consists of many separate aspects to customize:
  
===Primary===
+
'''Primary'''
*'''Structure''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract Theist', that "gods are everywhere", or ''Christian origin'', which is similar to the Abrahamic religions of the west.  Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
+
*'''Structure''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract Theist'', that "gods are everywhere", or ''Christian origin'', which is similar to the Abrahamic religions of the west.  Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
  
*'''Memes''' - The basic beliefs of the ideoligion. An ideoligion with the Cannibal meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|Specialists]].
+
*'''Memes''' - The basic beliefs of the ideoligion. An ideoligion with the Cannibal meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|role specialists]].
  
*'''Precepts''' - What followers believe in. Precepts determine how colonists will react to certain actions. An ideoligion with Cannibalism: Preferred will have followers enjoy eating human meat. An ideoligion with Cannibalism: Required (Ravenous) will want to eat human meat for every meal.
+
*'''Precepts''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with Cannibalism: Preferred will have followers enjoy eating human meat. An ideoligion with Cannibalism: Required (Ravenous) will want to eat human meat for every meal.
 +
:Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.
  
===Secondary===
+
'''Secondary'''
 
*'''Rituals''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.  
 
*'''Rituals''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.  
  
Line 21: Line 55:
 
*'''Roles''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of work. You can have multiple Shooting Specialists in 1 colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.  
 
*'''Roles''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of work. You can have multiple Shooting Specialists in 1 colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.  
  
*'''Buildings''' - Buildings used by your ideoligion. [[Altar]]s, [[sacrificial flag]]s, etc. Used for rituals, mostly. Altars and the like will eventually be demanded by followers of your ideoligion.
+
*'''Relics''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons
 +
 
 +
*'''Buildings''' - Buildings used by your ideoligion: altars, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion.
  
 
*'''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s{{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.
 
*'''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s{{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.
  
===Descriptive===
+
'''Descriptive'''
 
*'''Styles''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that they could not make. Certain styles may have access to more or less buildings.
 
*'''Styles''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that they could not make. Certain styles may have access to more or less buildings.
  
 
*'''Cultures''' - Roughly where your ideoligion comes from. Astropolitians represent those coming from space. Corunans are those with a [[New Tribe|tribal]] background. Entirely cosmetic.
 
*'''Cultures''' - Roughly where your ideoligion comes from. Astropolitians represent those coming from space. Corunans are those with a [[New Tribe|tribal]] background. Entirely cosmetic.
  
*'''Lore''' - A randomly generated description of the ideoligion, based off of memes, styles, cultures, etc. Entirely cosmetic.
+
*'''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.
 +
 
 +
*'''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for following their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.
 +
 
 +
==Certainty==
 +
{{See also|Conversion Power|Global Certainty Loss Factor}}
 +
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.
 +
 
 +
===Reassurance===
 +
Certainty increases by a set rate per day, which is dependent on current [[mood]].
 +
*1% / day at 20% mood or less
 +
*2% / day at 50% mood
 +
*3% / day at 80% mood or more
 +
Between 20% and 80% mood, certainty gain is linearly interpolated.
 +
 
 +
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].
 +
 
 +
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
 +
 
 +
===Conversion===
 +
These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the user's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will harder to convert from an ideology with the Tunneler meme.
 +
*Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.
 +
*The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
 +
*If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
 +
 
 +
The certainty reduction of a convert attempt can be calculated as follows:
 +
<pre>'''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier'''</pre>
 +
*'''Relic conversion factor:'''
 +
{| class="wikitable"
 +
! Relic Conversion Power Factor
 +
|-
 +
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}
 +
|}
 +
 
 +
'''Other certainty reduction''':<br>
 +
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.
 +
*[[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide.
 +
*[[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted convert them to a specific ideoligion. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
 +
*A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Detail}}

Latest revision as of 19:51, 27 January 2023

Ideoligions are both a system of mechanics introduced by, and the primary focus of, the Ideology DLC. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.

Type of ideoligion[edit]

Whenever you start a new game, you will see the Ideology menu once you've selected a world tile.

  • Ideology system inactive - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any style, or cosmetic variant, of building (click the circle icon in the Architect tab, right next to the search bar).
However, some aspects of the ideoligion system remain. You can still assign a Leader, and will have access to 2 rituals - a dance party and drum party.[Verify]
  • Create ideoligion (fluid) - Design an ideoligion that can change over time.
A fluid ideoligion only has access to 1 meme at the start of the game, but otherwise has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain development points, you can add / remove memes, and re-customize just about everything else. See #Development points for more details.
  • Create ideoligion (fixed) - Design an ideoligion with complete control.
  • Presets - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. Some aspects, like rituals and relics, will be randomized
For example, the "Classic-like" preset will have the following precepts:

Fluid ideoligions[edit]

Development points are a mechanic exclusive to fluid ideoligions. They can be obtained in the following ways:

  • Successful rituals: A "good" ritual (effective, fun, beautiful...) gives 1 development point. A "great" ritual (heartwarming, unforgettable, spectacular...) gives 2 development points. Ineffective rituals give no points. Some rituals can even award 3 points if you are lucky.
  • Converting someone (without a conversion ritual) awards 1 point.
  • Executing a guilty pawn with Execution: Respected if Guilty or Execution: Required precepts awards 1 point (even without the "Prisoner Execution" ritual).
  • Finding an ideoligion's relic awards 5 points.

When you have enough development points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.

Reformation allows you to add or remove 1 meme, or change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme. In addition, you can only add 1 style at a time. All other changes are unlimited.

Forming an ideoligion[edit]

An ideoligion consists of many separate aspects to customize:

Primary

  • Structure - What deities (or lack thereof) that followers believe in. Examples include Abstract Theist, that "gods are everywhere", or Christian origin, which is similar to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
  • Memes - The basic beliefs of the ideoligion. An ideoligion with the Cannibal meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to role specialists.
  • Precepts - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with Cannibalism: Preferred will have followers enjoy eating human meat. An ideoligion with Cannibalism: Required (Ravenous) will want to eat human meat for every meal.
Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.

Secondary

  • Rituals - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist mood, and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a gauranlen pod to sprout.
You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if present.
  • Roles - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of work. You can have multiple Shooting Specialists in 1 colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.
  • Relics - Ideoligions can have relics. Relics can be either Legendary quality weapons
  • Buildings - Buildings used by your ideoligion: altars, sacrificial flags, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion.
  • Preferences - Ideoligions can prefer apparel, weapons, and xenotypesContent added by the Biotech DLC, as well as venerate specific animals. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.

Descriptive

  • Styles - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that they could not make. Certain styles may have access to more or less buildings.
  • Cultures - Roughly where your ideoligion comes from. Astropolitians represent those coming from space. Corunans are those with a tribal background. Entirely cosmetic.
  • Lore - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.
  • Icon / color - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a +1 moodlet for following their ideology's color, or their own favorite color. All colors require dye and the same amount of dye.

Certainty[edit]

Certainty is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.

Reassurance[edit]

Certainty increases by a set rate per day, which is dependent on current mood.

  • 1% / day at 20% mood or less
  • 2% / day at 50% mood
  • 3% / day at 80% mood or more

Between 20% and 80% mood, certainty gain is linearly interpolated.

The Moral Guide of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on Conversion Power.

If a pawn is converted, then they will start with 50% certainty in their new ideoligion.

Conversion[edit]

These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's Conversion Power, and decreased by the user's Global Certainty Loss Factor. Conversion strength is then multiplied by relevant traits. For example, an Undergrounder will harder to convert from an ideology with the Tunneler meme.

  • Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the Ideoligion Spread Chance, which is increased by the Proselytizing precept.
  • The role of Moral Guide has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
  • If a pawn is held prisoner, you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.

The certainty reduction of a convert attempt can be calculated as follows:

'''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier'''
  • Relic conversion factor:
Relic Conversion Power Factor

Other certainty reduction:
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.

  • Conversion ritual. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead increase certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by Social Impact of the moral guide.
  • Crisis of belief is an extreme mental break which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a random ideoligion - even if you've attempted convert them to a specific ideoligion. Notably, crisis of belief is one of 2 mental breaks that prisoners associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
  • A throne speechContent added by the Royalty DLC can convert listeners to the speaker's ideoligion.[Detail]