Difference between revisions of "Social Impact"
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| min value = 0.2 | | min value = 0.2 | ||
| to string style = PercentTwo | | to string style = PercentTwo | ||
− | | description = A multiplier on how much other people are affected by this person's social interactions.}} | + | | description = A multiplier on how much other people are affected by this person's social interactions. |
+ | | category = PawnSocial | ||
+ | }} | ||
− | Social impact affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, as well as the | + | Social impact affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, as well as the outcome of three [[Rituals]]: the [[Ideoligion#Leaders|Leader's]] Leader Speech {{IdeologyIcon}}, the [[Ideoligion#Moral_guides|Moral Guide's]] Conversion Ritual {{IdeologyIcon}}, and the [[Titles#Table_of_Requirements|Praetor's]] (or higher) Throne Speech {{RoyaltyIcon}}. Protective gear can be swapped for social gear before a ritual to improve the likelihood of a good outcome. |
− | It does '''NOT''' affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]] | + | * It does '''NOT''' directly affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]] |
+ | * It does '''NOT''' directly affect [[prisoner]] recruitment beyond slightly hastening how quickly the prisoners like the warden, as recruitment is dependent on [[Negotiation Ability]]. | ||
+ | * It does '''NOT''' directly affect peace talks, as those are dependent on [[Negotiation Ability]]. | ||
+ | * It does '''NOT''' directly affect the [[Ideoligion#Moral_guides|Moral Guide's]] Convert ability, as that is dependent on [[Conversion Power]] {{IdeologyIcon}}. | ||
+ | |||
+ | A pawn with a high social impact will probably also score high in the other stats, as all four stats factor in a pawn's [[Skills#Social|Social]] skill, [[Talking]] and [[Hearing]] capabilities. However, when looking for the best pawn to perform a given task it is best to check the relevant stat specifically, as there are some factors which only affect a single stat. For example, a [[top hat]] will not help with trade prices. | ||
== Factors == | == Factors == | ||
+ | === Base factors === | ||
* [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level. | * [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level. | ||
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]] | * [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]] | ||
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]] | * [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]] | ||
− | == Offsets == | + | === Offsets === |
*Equipment: | *Equipment: | ||
− | **[[Bowler hat]]: +15% | + | **[[Bowler hat]]: {{+|15%}} |
− | **[[Cowboy hat]]: +10% | + | **[[Cowboy hat]]: {{+|10%}} |
− | **[[Tribal headdress]]: +15% | + | **[[Tribal headdress]]: {{+|15%}} |
− | **[[ | + | **[[Hood]]: {{+|20%}} |
− | **[[ | + | **[[Beret]] {{RoyaltyIcon}}: {{+|10%}} |
− | **[[ | + | **[[Coronet]] {{RoyaltyIcon}}: {{+|20%}} |
− | **[[ | + | **[[Crown]] {{RoyaltyIcon}}: {{+|20%}} |
− | **[[Ladies hat]] {{RoyaltyIcon}}: +20% | + | **[[Ladies hat]] {{RoyaltyIcon}}: {{+|20%}} |
− | **[[Top hat]] {{RoyaltyIcon}}: +20% | + | **[[Top hat]] {{RoyaltyIcon}}: {{+|20%}} |
− | **[[Stellic crown]] {{RoyaltyIcon}}: +20% | + | **[[Stellic crown]] {{RoyaltyIcon}}: {{+|20%}} |
− | { | + | {{Stat Factors Table}} |
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== Version history == | == Version history == |
Latest revision as of 03:06, 1 October 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Effects on Title speech needed. |
Social Impact is a stat: A multiplier on how much other people are affected by this person's social interactions. Its minimum allowed value is 20%. Its default value is 100%.
Social impact affects the Opinion bonuses and maluses pawn interactions can create, as well as the outcome of three Rituals: the Leader's Leader Speech , the Moral Guide's Conversion Ritual , and the Praetor's (or higher) Throne Speech . Protective gear can be swapped for social gear before a ritual to improve the likelihood of a good outcome.
- It does NOT directly affect trade prices as that is instead dependent on Trade Price Improvement
- It does NOT directly affect prisoner recruitment beyond slightly hastening how quickly the prisoners like the warden, as recruitment is dependent on Negotiation Ability.
- It does NOT directly affect peace talks, as those are dependent on Negotiation Ability.
- It does NOT directly affect the Moral Guide's Convert ability, as that is dependent on Conversion Power .
A pawn with a high social impact will probably also score high in the other stats, as all four stats factor in a pawn's Social skill, Talking and Hearing capabilities. However, when looking for the best pawn to perform a given task it is best to check the relevant stat specifically, as there are some factors which only affect a single stat. For example, a top hat will not help with trade prices.
Factors[edit]
Base factors[edit]
- Social: 82% plus 2.75% per skill level.
- Talking: 90% importance, 5% allowed defect. Max 100%
- Hearing: 30% importance, 5% allowed defect. Max 100%
Offsets[edit]
- Equipment:
- Bowler hat: +15%
- Cowboy hat: +10%
- Tribal headdress: +15%
- Hood: +20%
- Beret : +10%
- Coronet : +20%
- Crown : +20%
- Ladies hat : +20%
- Top hat : +20%
- Stellic crown : +20%
Social Skill Level | Social Impact |
---|---|
0 | 82% |
1 | 84.75% |
2 | 87.5% |
3 | 90.25% |
4 | 93% |
5 | 95.75% |
6 | 98.5% |
7 | 101.25% |
8 | 104% |
9 | 106.75% |
10 | 109.5% |
11 | 112.25% |
12 | 115% |
13 | 117.75% |
14 | 120.5% |
15 | 123.25% |
16 | 126% |
17 | 128.75% |
18 | 131.5% |
19 | 134.25% |
20 | 137% |
Version history[edit]
- ? - Renamed from Social Chat Impact to Social Impact.