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.}}
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| description = A multiplier on how much other people are affected by this person's social interactions.
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| category = PawnSocial
 +
}}
  
Social impact affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, as well as the success chance of [[Titles#Speeches|Speeches]] {{RoyaltyIcon}}. Protective gear can be swapped for social gear before a speech to gain a higher success chance.
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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]], nor does it affect [[prisoner]] recruitment beyond slightly hastening how quickly the prisoners like the warden, as that recruitment is dependent on [[Negotiation Ability]].
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* 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}}.
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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 ==
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=== Offsets ===
 
*Equipment:
 
*Equipment:
**[[Bowler hat]]: +15%
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**[[Bowler hat]]: {{+|15%}}
**[[Cowboy hat]]: +10%
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**[[Cowboy hat]]: {{+|10%}}
**[[Tribal headdress]]: +15%
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**[[Tribal headdress]]: {{+|15%}}
**[[Beret]] {{RoyaltyIcon}}: +10%
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**[[Hood]]: {{+|20%}}
**[[Coronet]] {{RoyaltyIcon}}: +20%
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**[[Beret]] {{RoyaltyIcon}}: {{+|10%}}
**[[Crown]] {{RoyaltyIcon}}: +20%
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**[[Coronet]] {{RoyaltyIcon}}: {{+|20%}}
**[[Hood]] {{RoyaltyIcon}}: +20%
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**[[Crown]] {{RoyaltyIcon}}: {{+|20%}}
**[[Ladies hat]] {{RoyaltyIcon}}: +20%
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**[[Ladies hat]] {{RoyaltyIcon}}: {{+|20%}}
**[[Top hat]] {{RoyaltyIcon}}: +20%
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**[[Top hat]] {{RoyaltyIcon}}: {{+|20%}}
**[[Stellic crown]] {{RoyaltyIcon}}: +20%
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**[[Stellic crown]] {{RoyaltyIcon}}: {{+|20%}}
  
{| class = "wikitable" width="180" style="text-align: center;"
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{{Stat Factors Table}}
! Social Skill Level
 
! Negotiation Ability
 
|-
 
! 0
 
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 1
 
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 2
 
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 3
 
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 4
 
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 5
 
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 6
 
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 7
 
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 8
 
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 9
 
| {{#expr: ({{P|Skill Base Factor}} + 9*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 10
 
| {{#expr: ({{P|Skill Base Factor}} + 10*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 11
 
| {{#expr: ({{P|Skill Base Factor}} + 11*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 12
 
| {{#expr: ({{P|Skill Base Factor}} + 12*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 13
 
| {{#expr: ({{P|Skill Base Factor}} + 13*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 14
 
| {{#expr: ({{P|Skill Base Factor}} + 14*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 15
 
| {{#expr: ({{P|Skill Base Factor}} + 15*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 16
 
| {{#expr: ({{P|Skill Base Factor}} + 16*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 17
 
| {{#expr: ({{P|Skill Base Factor}} + 17*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 18
 
| {{#expr: ({{P|Skill Base Factor}} + 18*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 19
 
| {{#expr: ({{P|Skill Base Factor}} + 19*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|-
 
! 20
 
| {{#expr: ({{P|Skill Base Factor}} + 20*{{P|Skill Bonus Factor}})* 100 round 0}}%
 
|}
 
  
 
== Version history ==
 
== Version history ==

Latest revision as of 03:06, 1 October 2024

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 Content added by the Ideology DLC, the Moral Guide's Conversion Ritual Content added by the Ideology DLC, and the Praetor's (or higher) Throne Speech Content added by the Royalty DLC. Protective gear can be swapped for social gear before a ritual to improve the likelihood of a good outcome.

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]

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.