Difference between revisions of "Altar"
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*4x [[column]] | *4x [[column]] | ||
*All [[floor]]ed | *All [[floor]]ed | ||
− | These requirements, and the level of expectations where they apply, can change each time you regenerate the altar. The type of | + | These requirements, and the level of expectations where they apply, can change each time you regenerate the altar. The type of altar doesn't seem to matter - you can get a grand altar with moderate expectations, for instance. |
{{disambiguation}} | {{disambiguation}} |
Revision as of 17:06, 17 February 2023
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
An altar is a general term for 5 distinct buildings, all of which perform the same duties.
Summary
Altars are used as a ritual focus for the Social party, Animal sacrifice, Scarification, Blinding ceremony, and Prisoner execution rituals. Starting these rituals in an altar increases their ritual quality by +20%, increasing the chance for a positive outcome.
Altars are not required by an ideoligion. But if an altar is selected, then a proper temple room will be demanded at either moderate or high expectations. These expectations are reached at 80,000 or 180,000 colony wealth, respectively. Once expectations are reached, altar rooms can have the following requirements:
- No work facilities or beds (always required)
- Room Impressiveness - 60
- Room area - 25 tiles
- 4x column
- All floored
These requirements, and the level of expectations where they apply, can change each time you regenerate the altar. The type of altar doesn't seem to matter - you can get a grand altar with moderate expectations, for instance.