Difference between revisions of "Large altar"
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− | {{Ideology}}{{ | + | {{Ideology}} |
− | |name = Large altar | + | {{Stub|reason=General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]]}} |
− | |image = Large_altar.png | + | {{Infobox main|misc |
− | |description = A large platform that plays a role in ideoligious rituals. | + | | name = Large altar |
− | |type = Building | + | | image = Large_altar.png |
− | |type2 = | + | | description = A large platform that plays a role in ideoligious rituals. |
− | |placeable = true | + | | type = Building |
− | |passability = pass through only | + | | type2 = Ideology (Buildings) |
− | |cover = 0.5 | + | | placeable = true |
− | |minifiable = false | + | | passability = pass through only |
− | |size = 3 ˣ 2 | + | | cover = 0.5 |
− | |flammability = 0 | + | | minifiable = false |
− | |hp = 250 | + | | size = 3 ˣ 2 |
− | |beauty = 20 | + | | flammability = 0 |
− | |terrain affordance = medium | + | | hp = 250 |
− | |styledominance = 40 | + | | beauty = 20 |
− | |work to make = 20000 | + | | terrain affordance = medium |
− | |stuff tags = Metallic, Woody, Stony | + | | styledominance = 40 |
− | |resource 1 = Stuff | + | | work to make = 20000 |
− | |resource 1 amount = 200 | + | | stuff tags = Metallic, Woody, Stony |
− | |page verified for version = 1.3.3117 | + | | resource 1 = Stuff |
+ | | resource 1 amount = 200 | ||
+ | | page verified for version = 1.3.3117 | ||
}} | }} | ||
− | + | '''Large altars''' are [[miscellaneous]] buildings added by the [[Ideology DLC]] which act as a focus for colonists to perform, and take part in, [[rituals]]. | |
− | + | ||
− | + | It is the second largest size of altar, larger than the [[small altar]] and [[medium altar]] but smaller than the [[grand altar]]. Altars also act as alternative to the [[ideogram]]. | |
− | *[[ | + | |
− | *[[ | + | == Acquisition == |
+ | Large altars can only be constructed by colonists whose [[ideoligion]] has them selected as one of their [[Ideoligion#Buildings|buildings]]. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. | ||
+ | |||
+ | == Summary == | ||
+ | Altars or ideograms are used as a ritual focus for the [[Rituals#Social party|Social party]], [[Rituals#Animal sacrifice|Animal sacrifice]], [[Rituals#Scarification|Scarification]], [[Rituals#Blinding ceremony|Blinding ceremony]], and [[Rituals#Prisoner execution|Prisoner execution]] [[ritual]]s. Starting these rituals in an altar increases their ritual quality by {{+|20%}}, increasing the chance for a positive outcome. | ||
+ | |||
+ | If the large 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) | ||
+ | * Room [[Impressiveness]] - 60 | ||
+ | * Room area - 25 tiles | ||
+ | * 4x [[column]] | ||
+ | * All [[floor]]ed | ||
+ | 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'' [[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 large altar, you will have to build their own dedicated altar. | ||
+ | |||
+ | == Analysis == | ||
+ | {{Stub|section=1|reason=Analysis missing - general analysis needed for in game and lure game - when to build, worth it, material selection, comparison other altar and alternatives etc. }} | ||
+ | |||
+ | {{Building Stats Table}} | ||
+ | |||
+ | == Styles == | ||
+ | [[Ideoligion]]s 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. | ||
+ | |||
+ | <gallery> | ||
+ | Large_altar.png | Base variant | ||
+ | AltarMorbid2x3 south.png | Morbid variant | ||
+ | AltarTotemic2x3 south.png | Totemic variant | ||
+ | </gallery> | ||
+ | |||
== Version history == | == Version history == | ||
* [[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. |
Large altar
A large platform that plays a role in ideoligious rituals.
Base Stats
- Type
- Building – Ideology (Buildings)
- Beauty
- 20
- Style Dominance
- 40
- HP
- 250
- Flammability
- 0%
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
Creation
- Work To Make
- 20,000 ticks (5.56 mins)
- Stuff Tags
- Metallic, Woody, Stony
Large altars are miscellaneous buildings added by the Ideology DLC which act as a focus for colonists to perform, and take part in, rituals.
It is the second largest size of altar, larger than the small altar and medium altar but smaller than the grand altar. Altars also act as alternative to the ideogram.
Acquisition[edit]
Large altars can only be constructed by colonists whose ideoligion has them selected as one of their buildings. They require 200 Stuff (Metallic/Woody/Stony, 2000 for SMVs) and 20,000 ticks (5.56 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 large 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 large 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 lure game - when to build, worth it, material selection, comparison other altar and alternatives etc.. |
Stats table
Large altar | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 5 | ticks (13.89 mins) | 50,000500 | 0% | 330 |
Gold | 100 | ticks (5 mins) | 18,000150 | 0% | 20,065 |
Granite blocks | 20 | 120,140 ticks (33.37 mins) | 425 | 0% | 610 |
Limestone blocks | 20 | 120,140 ticks (33.37 mins) | 388 | 0% | 610 |
Marble blocks | 28 | 110,140 ticks (30.59 mins) | 300 | 0% | 575 |
Plasteel | 20 | ticks (12.22 mins) | 44,000700 | 0% | 1,960 |
Sandstone blocks | 22 | 100,140 ticks (27.82 mins) | 350 | 0% | 540 |
Silver | 46 | ticks (5.56 mins) | 20,000175 | 0% | 2,070 |
Slate blocks | 22 | 120,140 ticks (33.37 mins) | 325 | 0% | 610 |
Steel | 20 | ticks (5.56 mins) | 20,000250 | 0% | 450 |
Jade | 60 | 100,000 ticks (27.78 mins) | 125 | 0% | 1,360 |
Uranium | 10 | ticks (10.56 mins) | 38,000625 | 0% | 1,335 |
Wood | 20 | ticks (3.89 mins) | 14,000163 | 0% | 290 |
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.