Difference between revisions of "Small altar"
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− | {{Ideology}}{{Stub|reason=General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]]}}{{ | + | {{Ideology}} |
+ | {{Stub|reason=General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]]}} | ||
+ | {{Infobox main|misc | ||
| name = Small altar | | name = Small altar | ||
| image = Small_altar.png | | image = Small_altar.png | ||
| description = A small platform that plays a role in ideoligious rituals. | | description = A small platform that plays a role in ideoligious rituals. | ||
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = Ideology (Buildings) |
| placeable = true | | placeable = true | ||
| passability = pass through only | | passability = pass through only | ||
Line 32: | Line 34: | ||
If the small altar is chosen for an ideoligion, 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: | If the small altar is chosen for an ideoligion, 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 [[bed]]s (always required) | + | * No work facilities or [[bed]]s (always required) |
− | *Room [[Impressiveness]] - 60 | + | * Room [[Impressiveness]] - 60 |
− | *Room area - 25 tiles | + | * Room area - 25 tiles |
− | *4x [[column]] | + | * 4x [[column]] |
− | *All [[floor]]ed | + | * All [[floor]]ed |
− | These requirements, | + | These requirements, and the level of expectations where they apply, can change each time you regenerate the altar. |
− | If the altar's room requirements aren't met, then colonists will gain {{--|4}} ''<Altar> disrespected'', or {{--|4}} ''Missing <Altar>'' if nonexistent. They only apply once moderate / high expectations are actually reached. For example, you can place an altar inside a bedroom until you reach the expectation threshold. Altars are instanced per ideoligion; even if 2 ideoligions use a small altar, you will have to build their own dedicated altar. | + | If the altar's room requirements aren't met, then colonists will gain a {{--|4}} ''<Altar> disrespected'' [[mood]]let, or {{--|4}} ''Missing <Altar>'' if nonexistent. They only apply once moderate / high expectations are actually reached. For example, you can place an altar inside a bedroom until you reach the expectation threshold. Altars are instanced per ideoligion; even if 2 ideoligions use a small altar, you will have to build their own dedicated altar. |
== Analysis == | == Analysis == | ||
− | {{Stub|section=1}} | + | {{Stub|section=1|reason=Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.}} |
− | Small altars are the cheapest altar to create. Small altars also have the highest [[wealth]], [[ideoligion#Style|style dominance]], and [[beauty]] per tile. [[Ideogram]]s cost 50 [[steel]], unable to be made of [[wood]] or [[stone]], and take up a 3x3 area. Therefore, small altars are generally the best altar in terms of raw stats. | + | |
+ | Small altars are the cheapest altar to create, both in terms of resources and work to build. Small altars also have the highest [[wealth]], [[ideoligion#Style|style dominance]], and [[beauty]] per tile. [[Ideogram]]s cost 50 [[steel]], unable to be made of [[wood]] or [[stone]], and take up a 3x3 area. Therefore, small altars are generally the best altar in terms of raw stats. | ||
Small altars are the only altar option with a "'''''light terrain affordance'''''", allowing it to be placed on any tile that can support a wooden wall, including [[bridge]]s. | Small altars are the only altar option with a "'''''light terrain affordance'''''", allowing it to be placed on any tile that can support a wooden wall, including [[bridge]]s. | ||
− | {{Building | + | {{Building Stats Table}} |
== Styles == | == Styles == | ||
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* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
− | {{ | + | {{Nav|ideology|wide}} |
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] |
Latest revision as of 04:30, 16 December 2023
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram. |
Small altar
A small platform that plays a role in ideoligious rituals.
Base Stats
- Type
- Building – Ideology (Buildings)
- Beauty
- 10
- Style Dominance
- 10
- HP
- 50
- Flammability
- 0%
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Light
Creation
- Work To Make
- 5,000 ticks (1.39 mins)
- Stuff Tags
- Metallic, Woody, Stony
Small altars are buildings added by the Ideology DLC which act as a focus for colonists to perform, and take part in, rituals.
It is the smallest size of altar, with the larger sizes being the medium altar, large altar and grand altar. Altars also act as alternative to the ideogram.
Acquisition[edit]
Small altars can only be constructed by colonists whose ideoligion has them selected as one of their buildings. They require 50 Stuff (Metallic/Woody/Stony, 500 for SMVs) and 5,000 ticks (1.39 mins) of work.
Summary[edit]
Altars or ideograms 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.
If the small altar is chosen for an ideoligion, 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.
If the altar's room requirements aren't met, then colonists will gain a −4 <Altar> disrespected moodlet, or −4 Missing <Altar> if nonexistent. They only apply once moderate / high expectations are actually reached. For example, you can place an altar inside a bedroom until you reach the expectation threshold. Altars are instanced per ideoligion; even if 2 ideoligions use a small altar, you will have to build their own dedicated altar.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.. |
Small altars are the cheapest altar to create, both in terms of resources and work to build. Small altars also have the highest wealth, style dominance, and beauty per tile. Ideograms cost 50 steel, unable to be made of wood or stone, and take up a 3x3 area. Therefore, small altars are generally the best altar in terms of raw stats.
Small altars are the only altar option with a "light terrain affordance", allowing it to be placed on any tile that can support a wooden wall, including bridges.
Stats table
Small altar | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 2 | ticks (3.47 mins) | 12,500100 | 0% | 83 |
Gold | 60 | ticks (1.25 mins) | 4,50030 | 0% | 5,015 |
Granite blocks | 10 | ticks (8.37 mins) | 30,14085 | 0% | 154 |
Limestone blocks | 10 | ticks (8.37 mins) | 30,14078 | 0% | 154 |
Marble blocks | 14 | ticks (7.68 mins) | 27,64060 | 0% | 145 |
Plasteel | 10 | ticks (3.06 mins) | 11,000140 | 0% | 490 |
Sandstone blocks | 11 | ticks (6.98 mins) | 25,14070 | 0% | 136 |
Silver | 26 | ticks (1.39 mins) | 5,00035 | 0% | 520 |
Slate blocks | 11 | ticks (8.37 mins) | 30,14065 | 0% | 154 |
Steel | 10 | ticks (1.39 mins) | 5,00050 | 0% | 113 |
Jade | 35 | ticks (6.94 mins) | 25,00025 | 0% | 340 |
Uranium | 5 | ticks (2.64 mins) | 9,500125 | 0% | 335 |
Wood | 10 | ticks (58.33 secs) | 3,50033 | 0% | 73 |
Styles[edit]
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Version history[edit]
- Ideology DLC Release - Added.