Difference between revisions of "Children"
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Revision as of 07:31, 23 October 2022
This article relates to content added by Biotech (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: Please add a reason . |
Children are smaller, useless pawns added in the Biotech DLC.
Acquisition
Children can be gained through several different methods:
- Naturally, through pregnancy.
- Technologically, through growth vats.
- Purchased from slavers.
- Petty theft.
Natural Pregnancy
Pawns have a chance to get pregnant when they make lovin'. A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or avoid pregnancy (x0.25 chance).
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester. They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.
Note that Pawns in the character selection menu can begin the game already pregnant.
Artificial Pregnancy
Development
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.
Tier | Points | Traits | Passion |
0 | 0 | 1 from 1 options | - |
1 | 30 | 1 from 2 options | - |
2 | 55 | 1 from 3 options | - |
3 | 80 | 1 from 4 options | - |
4 | 100 | 1 from 4 options | 1 from 1 options |
5 | 120 | 1 from 4 options | 1 from 2 options |
6 | ? | ? | |
7 | ? | ? | |
8 | 162 | 1 from 6 options | 3 from 6 options |
Growth Moments
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.
When a child turns 13, you will receive the notification: "Child" became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.