Difference between revisions of "Ideoligion"
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Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type. | Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type. | ||
− | Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward. | + | Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate teh quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}} |
Opinion: | Opinion: |
Revision as of 12:34, 18 December 2022
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Ideoligions are both a system of mechanics introduced by, and the primary focus of, the Ideology DLC. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.
Mechanics
When starting a game, after choosing the world tile, the player can choose their starting ideoligion. There are four options: disable the ideoligion system, choose one of the preset ideoligions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideoligion. You additionally have the ability to customise the ideoligions of the factions, within some restrictions on the memes depending on their type of faction.
Once the game begins, you can view your ideoligions and those of other factions by clicking on the lightbulb icon in the bottom right.
Forming an ideoligion
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall "theme" of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature "God" as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.
Fluid ideoligions
Fluid ideoligions are ideoligions that allow for reformation once a sufficient number of development points are obtained. This process allows for the development of the ideoligion over time and in response to in-game circumstances or progress. Fluid ideoligions must start with only a single meme, though more may be added via reformation. They are otherwise formed in the same way as static ideoligions.
Every time you complete a ritual or convert a person to your ideoligion, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual: a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points; some rituals can even award 3 points if you are lucky. Converting someone (without a conversion ritual) awards 1 point.
With enough development points, you can reform the ideoligion to change structure, alter memes, or change styles, and to change precepts, roles, rituals, buildings, relics, animals, apparel, and pawn appearance, as well as the ideoligion's color, symbol, name, and narrative. If changing memes, a single meme may be added or removed with each reformation, though the total number of memes remains capped at a maximum of 4, and you cannot remove your last meme. If changing styles, existing styles can be removed or changed freely, while one single new style may additionally be added, up to the maximum of 3 styles. Other changes are unlimited, within the limits imposed by structure and memes.
The current point total is displayed just below "styles" in the ideoligion tab. The first reformation costs 10 development points. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on, to a maximum of 20. Activities that provide points will list them in their information.
Development points cannot be "stockpiled" beyond those needed for reformation. For example, if you need 10 development points for a reformation and already have 10 points, any further points earned will be lost.
Preset ideoligions
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs info on other preset ideoligions. |
If you choose the "Classic-like" ideoligion, your colonists with be given an ideoligion with the Individualist meme, a random structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.
The ideoligion will have the following precepts:
- Corpses: Ugly
- Insect meat: Despised
- Marriage name: Usually man's
- Eating nutrient paste: Disgusting
- Physical love: Free
- Women's spouses: One only
- Men's spouses: One only
It will have a leader and a moral guide, a funeral ritual and two other random rituals, and a random altar or ideogram, as well as 2-3 random relics.
Conversion
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Exact mechanics and interweaving with Mental_break#Crisis_of_belief. |
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted by reducing certainty in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.
Conversion attempts can also happen passively as part of normal social interaction, as governed by the converter's Ideoligion Spread Chance.
Once a pawn's certainty is reduced to 0 by a conversion attempt, the pawn will be converted to the ideoligion of the converter.
Certainty loss from conversion attempts of all types is scaled by the converter's Conversion Power and the Global Certainty Loss Factor of the convertee. Additionally, a pawn will lose less or more certainty if they have a trait that agrees or conflicts with the memes of the converter's ideoligion. For example a Transhumanist ideoligion will have greater difficulty converting a Body Purist, but less difficulty converting a Body Modder.
Lost certainty is regained at a rate of ??[Value Needed] per day, and scales with the Mood of the pawn with happier pawns gaining
Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) * Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier |
Relic Conversion Power Factor |
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Structure
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.
Cultures
Cultures affect names, appearances, and symbols.
Image | Culture | Factions Allowed | Description |
---|---|---|---|
Astropolitan | New Arrivals | A broad collection of cultures common among frequent space travelers. | |
Rustican | Outlander Factions | A hardy industrial cultures common among rimworld outlanders. | |
Corunan | New Tribe Tribal Factions |
An ancient culture common among rimworld tribes. | |
Kriminul | Pirate Factions | A broad category describing the styles and practices of many pirate groups. | |
Sophian | Empire Faction Ancient Factions |
A techno-feudal culture centered on the planet Sophiamunda. |
Styles
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's diversity of thought precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.
Style dominance
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered "uniform" if pawn's ideoligion can build it, and "diverse" otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.
Memes
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.
Meme | Description | Impact | Incompatible Memes | Required Precepts | Chance to Have Precept | Disabled Precepts | Unlocked Roles | Required Rituals | Unlocked Rituals | New Buildables | Unlocked Craftables | Start with Research | Agreeing Traits | Conflicting Traits | Styles | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Animal personhood | Animals have rights as humans do. | High | Rancher | Animal connection: Strong Slaughtering animals: Prohibited, Horrible, or Disapproved Meat eating: Abhorrent, Horrible, or Disapproved |
- | - | Animals specialist | - | - | - | - | - | - | - | - | |
Blindsight | Only those who are blind can perceive true reality. | High | Darkness | Blind psysense: Strong Blindness: Respected, Elevated, or Sublime |
- | Blindness: Horrible Lighting: Darklight preferred Combat in darkness: preferred |
Medical specialist | Blinding | - | - | Blindfold | - | - | - | - | |
Cannibal | We must consume human flesh. | High | - | Organ use: Acceptable Cannibalism: Preferred, Required (strong), or Required (ravenous) Execution: Don't care, Respected if guilty, or Required |
- | Execution: Always horrible or Horrible if innocent | - | - | Cannibal feast | - | - | - | Cannibal | - | Morbid | |
Collectivist | Each person is part of a greater whole. People should work to play their part and help the group. | Low | Individualist | Work drive: Tripled | Visage mask: Relaxed | Marriage name: Keep names | - | - | Symbol burning | - | - | - | - | - | - | |
Darkness | Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. | High | Blindsight | Lighting: Darklight preferred Combat in darkness: Preferred |
- | - | Mining specialist | - | - | - | - | - | - | - | - | |
Female supremacy | Women are the superior gender and should rule. | Medium | Male supremacy | - | Burka: Relaxed Veil: Strong |
- | - | - | - | - | - | - | Misandrist | Misogynist | - | |
Flesh purity | The human body should not be debased. | Medium | High life Transhumanist |
Drug use: Prohibited Biosculpting: Despised Body modification: Abhorrent Scarification: Horrible |
- | Body modification: Approved Physical love: Free and approved |
Medical specialist | - | Symbol burning | - | - | - | Body purist Nudist |
Body modder | - | |
Guilty | Our people carry guilt from ages past. Others are more worthy. | Low | Supremacist Loyalist |
Pain: Idealized Charity: Essential, Important, or Worthwhile |
- | Apostasy: Abhorrent, Horrible, and Guilty Slavery: Honorable |
- | - | Symbol burning | - | Torture crown | - | - | - | - | |
High life | Exotic states of mind are central to a good life. | Medium | Flesh purity | Drug use: Essential | Flophat: Relaxed | Drug use: Prohibited, Medical only, or Medical/social only | Plants specialist | Smokeleaf circle | Smokeleaf circle | Autobong Mindbend carpet |
- | - | Chemical interest Chemical fascination |
- | - | |
Human primacy | Humans are the moral center of the universe. | Medium | Nature primacy | Bonding: Disapproved | - | Slaughtering animals: Prohibited, Horrible, and Disapproved Killing innocent animals: Abhorrent, Horrible, and Disapproved Meat eating: Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required Mining: Prohibited, Horrible, and Disapproved Cutting trees: Prohibited, Horrible, and Disapproved |
Production specialist | - | Symbol burning | - | - | - | - | - | - | |
Individualist | Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. | Low | Collectivist Supremacist |
- | - | Slavery: Honorable | - | - | Symbol burning | - | - | - | - | - | - | |
Loyalist | We stand for our own before others. | Low | Supremacist Guilty |
- | - | - | - | - | Symbol burning | - | - | - | - | - | - | |
Male supremacy | Men are the superior gender and should rule. | Medium | Female supremacy | - | Burka: Relaxed Veil: Strong |
- | - | - | - | - | - | - | Misogynist | Misandrist | - | |
Nature primacy | Man is a stain on nature's perfection. | Medium | Human primacy | - | - | - | Plants specialist | - | - | - | - | - | - | Animalist | ||
Nudism | Clothing binds, controls, and suffocates us. We should all hang free. | High | - | Male clothing: Fully nude or Pants at most Female clothing: Fully nude or Pants at most |
- | - | - | - | Symbol burning | - | - | - | Nudist | - | - | |
Pain is virtue | Virtue is shown through suffering of self and others. | High | - | Pain: Idealized Comfort: Ignored Slab bed: Preferred |
- | Charity: Essential, Important, and Worthwhile Execution: Always abhorrent and Always horrible Scarification: Horrible Skullspike: Disapproved |
- | Scarification | Symbol burning | Slab bed Slab double bed |
Torture crown | - | Ascetic Tortured artist Masochist |
Wimp Gourmand |
Morbid | |
Proselytizer | It is our duty to spread our beliefs. | Medium | - | Proselytizing: Occasional, Sometimes, or Frequent | - | - | - | - | - | - | - | - | - | - | - | |
Raider | The strong should take from the weak. | Medium | - | Raiding: Respected or Required Execution: Horrible if innocent, Don't care, Respected if guilty, or Required |
- | Skullspike: Disapproved Slavery: Abhorrent, Horrible, and Disapproved |
Shooting specialist Melee specialist |
- | Symbol burning | - | - | - | - | - | - | |
Rancher | Raising animals is the right way; raising plants to eat is not. | Medium | Animal personhood | Ranching: Central Meat eating: Mildly required, Seriously required, or Strictly required |
- | - | Animals specialist | - | Symbol burning | - | - | - | - | - | - | |
Supremacist | Our people should dominate all others. | Low | Individualist Loyalist Guilty |
Slavery: Acceptable or Honorable Execution: Required, Respected if guilty, or Don't care |
- | Charity: Essential, Important and Worthwhile Skullspike: Disapproved |
Shooting specialist Melee specialist |
- | Symbol burning | - | - | - | - | - | - | |
Transhumanist | Human progress means merging with technology. | Medium | Flesh purity | Sleep accelerator: Preferred Neural supercharge: Preferred Biosculpting: Accelerated Age reversal: Demanded Eating nutrient paste: Don't mind Body modification: Approved |
Slicecap: Relaxed | Body modification: Abhorrent or Disapproved | Research specialist | - | - | Hex carpet Hex tile Neural supercharger Sleep accelerator |
- | - | Body modder | Body purist | Techist | |
Tree connection | Trees are the essence of life, and we must be near them. | High | - | Trees: Desired | - | - | Plants specialist | - | - | - | - | Tree sowing | - | - | - | |
Tunneler | Humans ought to live underground, and enjoy the succulent fruit of the depths. | High | - | Fungus: Preferred Insect meat: Loved Small spaces: Don't care Mining yield: High |
- | Mining: Prohibited, Horrible, or Disapproved | Mining specialist | - | - | Fungal gravel | - | Stonecutting | Undergrounder | - | - | |
Bloodfeeding | Drinking blood is sacred. Bloodfeeders should be worshipped. | Medium | - | Bloodfeeders: Revered Organ use: Acceptable Cannibalism: Acceptable or Preferred Execution: Don't care, Respected if guilty, or Required |
- | - | - | - | - | - | - | Deathrest | - | - | Morbid |
Other Faction Customization
This section has been suggested for recoding. Reason: New faction types and bloodfeeding meme. You can help RimWorld Wiki by improving it. |
Meme | Civil outlander | Rough outlander | Gentle tribe | Fierce tribe | Savage tribe | Cannibal tribe | Nudist tribe | Pirate gang | Pirate cannibal gang | Shattered Empire | Ancient faction |
---|---|---|---|---|---|---|---|---|---|---|---|
Supremacist | Required | Required | Required | Required | * | ||||||
Loyalist | * | * | Required | ||||||||
Guilty | * | * | * | ||||||||
Individualist | Required** | * | * | * | |||||||
Collectivist | Required** | Required | |||||||||
Transhumanist | |||||||||||
Flesh purity | |||||||||||
Raider | Required | Required | |||||||||
Proselytizer | |||||||||||
High life | |||||||||||
Nature primacy | |||||||||||
Human primacy | |||||||||||
Female supremacy | |||||||||||
Male supremacy | |||||||||||
Animal personhood | |||||||||||
Rancher | |||||||||||
Pain is virtue | |||||||||||
Darkness | |||||||||||
Tunneler | |||||||||||
Tree connection | |||||||||||
Nudism | Required | ||||||||||
Blindsight | |||||||||||
Cannibal | Required | Required |
* Appears on faction's options but conflicts with required meme
** Individualist OR Collectivist must be chosen
Natural goodwill with other factions
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.
Individualist | Collectivist | Transhumanist | Flesh purity | Proselytizer | High life | Nature primacy | Human primacy | Female supremacy | Male supremacy | Animal personhood | Rancher | Pain is virtue | Nudism | Cannibal | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Individualist | +10 | -10 | -10 | -10 | -10 | -10 | |||||||||
Collectivist | -10 | +10 | |||||||||||||
Transhumanist | +10 | -20 | -20 | +10 | |||||||||||
Flesh purity | -20 | +10 | -30 | +10 | +10 | ||||||||||
Proselytizer | -10 | ||||||||||||||
High life | -30 | +10 | |||||||||||||
Nature primacy | -20 | +10 | -30 | +10 | -30 | ||||||||||
Human primacy | +10 | +10 | -30 | +10 | -10 | ||||||||||
Female supremacy | -10 | +10 | -30 | ||||||||||||
Male supremacy | -10 | -30 | +10 | ||||||||||||
Animal personhood | +10 | -10 | +10 | -10 | |||||||||||
Rancher | -30 | -10 | |||||||||||||
Pain is virtue | +10 | +10 | |||||||||||||
Nudism | +10 | ||||||||||||||
Cannibal | -10 | +10 | +10 | +10 |
Precepts
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.
Present in every ideoligion
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include "basic" precepts from the base game, used in "Play Classic".
Issue | Precept | Description | Requirement | Associated | Effects | |
---|---|---|---|---|---|---|
Blindness | Horrible | Blinding people for ideoligious reasons is horrible. | Not Blindsight | Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits | ||
Respected | To be blind is a moral thing worthy of respect. | Blindsight | Blindsight | Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns. | ||
Elevated | The blind stand pure above the sighted. | Blindsight | Blindsight | Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10). | ||
Sublime | Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. | Blindsight | Blindsight | Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30. | ||
Cannibalism | Abhorrent | Eating human flesh is a deeply abhorrent and disgusting act. | -20 mood for eating human meat -12 mood for butchering a human -5 mood for a human butchered in the colony -20 opinion for butchering a human -10 opinion for eating human meat -2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing | |||
Horrible | Eating human flesh is a horrible thing to do. | -12 mood for eating human meat -6 mood for butchering a human -3 mood for a human butchered in the colony -10 opinion for butchering a human -5 opinion for eating human meat -2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing | ||||
Disapproved | Eating human flesh is an ugly thing to do. | Pain is virtue | -5 mood for eating human meat -3 mood for butchering a human -1 mood for a human butchered in the colony -5 opinion for butchering a human -3 opinion for eating human meat -1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing | |||
Acceptable | Human meat is just meat, like any other. | Pain is virtue | ||||
Preferred | To consume human meat is a noble and necessary part of life. | Cannibal | +2 mood for eating human meat -2 mood for not eating human meat for ? days +1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing | |||
Required (strong) | Consuming human flesh is important. It should be in every meal. | Cannibal | Cannibal | -2 mood for eating food without human meat -3 opinion for eating food without human meat +4 mood for eating human meat -4 mood for not eating human meat for ? days +2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing | ||
Required (ravenous) | Man-flesh is morality. To eat a meal without it is unthinkable. | Cannibal | Cannibal | -4 mood for eating food without human meat -5 opinion for eating food without human meat +6 mood for eating human meat -8 mood for not eating human meat for ? days +2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing | ||
Corpses | Ugly | The sight of a dead person is horrible. | -4 mood for seeing a human corpse -6 mood for seeing a rotten human corpse | |||
Don't care | The sight of a dead person is nothing to be concerned about. | Pain is virtue Cannibal Supremacist Raider |
Pain is virtue Cannibal Raider |
No saw corpse debuff. No saw rotting corpse debuff | ||
Diversity of thought | Intense bigotry | Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. | Loyalist Proselytizer |
-3, -6, or -9 mood for having other ideologies in the colony +3 for having all colonists of the same ideology -25 opinion for different ideology -5 mood for having a leader of a different ideoligion -4 mood for having another ideoligion's altar in the same room as own ideoligion's +5 mood for matching style surroundings -4 mood for mismatching style surroundings -6 mood for participating in another ideoligion's ritual | ||
Moderate bigotry | Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. | Loyalist Proselytizer |
-2, -4, or -6 mood for having other ideologies in the colony +2 for having all colonists of the same ideology -15 opinion for different ideology -4 mood for having a leader of a different ideoligion -2 mood for having another ideoligion's altar in the same room as own ideoligion's +4 mood for matching style surroundings -3 mood for mismatching style surroundings -4 mood for participating in another ideoligion's ritual | |||
Mild bigotry | Other beliefs are clearly folly. It's not good to let them exist in the community. | Loyalist Proselytizer |
-1, -2, or -3 mood for having other ideologies in the colony +1 for having all colonists of the same ideology -5 opinion for different ideology -3 mood for having a leader of a different ideoligion -1 mood for having another ideoligion's altar in the same room as own ideoligion's +3 mood for matching style surroundings -2 mood for mismatching style surroundings -3 mood for participating in another ideoligion's ritual | |||
Neutral | Other beliefs are neither approved or disapproved. | -2 mood for having a leader of a different ideoligion +2 mood for matching style surroundings 0 mood for mismatching style surroundings | ||||
Appreciated | Other beliefs are worth understanding. It's good to live with others who think differently. | Individualist | +1, +2, or +3 mood for having other ideologies in the colony 0 mood for matching style surroundings +2 mood for mismatching style surroundings | |||
Highly appreciated | Other beliefs hold unique knowledge. It's great to live with others who think differently. | Individualist | Individualist | +2, +4, or +6 mood for having other ideologies in the colony 0 mood for matching style surroundings +3 mood for mismatching style surroundings | ||
Exalted | Working through disagreement is the height of morality. It's very moral to live with others who think differently. | Individualist | Individualist | +3, +6, or +9 mood for having other ideologies in the colony 0 mood for matching style surroundings +4 mood for mismatching style surroundings | ||
Eating Nutrient Paste | Disgusting | Nutrient paste is disgusting. | -4 mood for eating nutrient paste | |||
Don't mind | There's nothing wrong with a meal of efficient, healthy nutrient paste. | Transhumanist | Transhumanist | Nullifies mood penalty from eating nutrient paste. | ||
Execution | Always abhorrent | Executing a prisoner is an abhorrent evil under any circumstances. | Not pain is virtue | Individualist | Pawns will not execute prisoners -20 mood for 6 days for killing a prisoner -3/-4/-6/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist -3/-4/-6/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest -7 mood for 6 days for non-execution prisoner death -25 opinion for executing a prisoner -25 opinion for killing a prisoner[Moods need verification] | |
Always horrible | Executing a prisoner is a horrible thing under any circumstances. | Not pain is virtue Not cannibal |
Individualist | -15 mood for 6 days for killing or executing a prisoner -2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist -2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest -5 mood for 6 days for non-execution guilty prisoner death -15 opinion for executing a prisoner -15 opinion for killing a prisoner[Moods need verification] | ||
Horrible if innocent | Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. | Not cannibal | -15 mood for 6 days for killing or executing an innocent prisoner -2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist -2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest -5 mood for 6 days for non-execution guilty prisoner death -30 opinion for executing an innocent prisoner -15 opinion for killing an innocent prisoner[Moods need verification] | |||
Don't care | Executing prisoners is acceptable, whether they are guilty or innocent. | |||||
Respected if guilty | Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. | Pain is virtue Collectivist |
+10 mood for 6 days for executing a guilty prisoner +3 mood for 6 days for a guilty prisoner executed +20 opinion for executing a guilty prisoner | |||
Required | Prisoners must be executed on a regular basis. When they are, it is a happy occasion. | Supremacist Pain is virtue |
+10 mood for 6 days for executing a prisoner +10 mood for killing a prisoner +3 mood for 2 days for prisoner or guest executed -3 mood for no executions for ? days +15 opinion for executing a prisoner +15 opinion for killing a prisoner | |||
Fungus | Despised | That dark-grown fungus food is just disgusting | Not Tunneler | Ate fungus raw: -6 Ate fungus cooked: -3 | ||
Preferred | Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. | Tunneler | Tunneler | Ate fungus: +3 Ate cooked fungus: +3 Ate non-fungus plant raw: -5 Ate non-fungus plant cooked: -3 | ||
Insect Meat | Despised | Insect meat is disgusting to even look at, much less eat. Slimy! | -6 mood for eating insect meat -3 mood for eating cooked insect meat | |||
Loved | There is nothing more divine than the succulent, slimy flesh of an insect | Tunneler | Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day. | |||
Marriage Name | Always Man's | Couples must share the man's name. | Male supremacy | Couples always take man's name | ||
Usually Man's | Most couples share the man's name | As random, but 95% to not consider taking woman's name and 75% to not consider keeping names | ||||
Random | Couples randomly choose whether to share a name, and which name to share. | Couples randomly select between taking man's, woman's, or keeping names | ||||
Keep Names | Both partners keep their names upon marriage. | Not Collectivist | Couples always keep their names | |||
Usually Woman's | Most couples share the woman's name | As random, but 95% to not consider taking man's name and 75% to not consider keeping names | ||||
Always Woman's | Couples must share the woman's name. | Female supremacy | Couples always take woman's name | |||
Female Clothing | Fully nude | Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. | Male supremacy Nudism |
-4 mood when wearing any clothing and for 0.5 days after removing it -5 opinion for wearing clothes | ||
Pants at most | Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. | Nudism | -4 mood when wearing any clothing except pants and for 0.5 days after removing it -4 mood for not covering groin -5 opinion for wearing clothes other than pants -10 opinion for uncovered groin | |||
No rules | A woman may display or cover any part of her body. | Individualist | ||||
Pants | Women must cover their groin. The rest of the body may be covered, or not. | -4 mood for not covering groin -10 opinion for uncovered groin | ||||
Pants and shirt | Women must cover their groin and chest. The rest of the body may be covered, or not. | -4 mood for not covering groin or chest -10 opinion for uncovered groin or chest | ||||
Pants, shirt, and hat | Women must cover their entire body and hair. The face may be covered, or not. | Male supremacy | -4 mood for not covering groin, chest, or hair -10 opinion for uncovered groin, chest, or hair | |||
Fully covered | Women must cover their entire body, including their hair and face. | Male supremacy | -4 mood for not covering groin, chest, hair, or face -10 opinion for uncovered groin, chest, hair, or face | |||
Male Clothing | Fully nude | Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. | Female supremacy Nudism |
-4 mood when wearing any clothing and for 0.5 days after removing it -5 opinion for wearing clothes | ||
Pants at most | Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. | Nudism | -4 mood when wearing any clothing except pants and for 0.5 days after removing it -4 mood for not covering groin -5 opinion for wearing clothes other than pants -10 opinion for uncovered groin | |||
No rules | A man may display or cover any part of his body. | Individualist | ||||
Pants | Men must cover their groin. The rest of the body may be covered, or not. | -4 mood for not covering groin -10 opinion for uncovered groin | ||||
Pants and shirt | Men must cover their groin and chest. The rest of the body may be covered, or not. | -4 mood for not covering groin or chest -10 opinion for uncovered groin or chest | ||||
Pants, shirt, and hat | Men must cover their entire body and hair. The face may be covered, or not. | Female supremacy | -4 mood for not covering groin, chest, or hair -10 opinion for uncovered groin, chest, or hair | |||
Fully covered | Men must cover their entire body, including their hair and face. | Female supremacy | -4 mood for not covering groin, chest, hair, or face -10 opinion for uncovered groin, chest, hair, or face | |||
Organ use | Totally abhorrent | Any harvesting, trading, or installing natural organs is an abhorrent evil. | Flesh purity | -30 mood for harvesting someone's organ -10 mood for organ harvested in the colony -30 mood for trading an organ -5 mood for organ traded in the colony -30 mood for installing an organ -4 mood for organ installed in the colony -30 opinion for harvesting an organ -30 opinion for trading an organ -15 opinion for installing an organ | ||
No harvest or sell | Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. | Flesh purity | -15 mood for harvesting someone's organ -5 mood for organ harvested in the colony -8 mood for selling an organ -2 mood for organ sold in the colony -20 opinion for harvesting an organ -10 opinion for selling an organ | |||
No harvest | Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. | Cannibal Raider Collectivist |
-15 mood for harvesting someone's organ -5 mood for organ harvested in the colony -20 opinion for harvesting an organ | |||
Acceptable | It's okay to harvest, buy, install, or sell organs. | Cannibal Raider Collectivist |
||||
Physical Love | Free | Physical intimacy is a natural part of life, with any partner, married or not. | Individualist | |||
Prohibited | The physical act of lust is always vile, disgusting, and wrong. | Flesh purity Pain is virtue |
Pawns will not share beds -30 mood for 1 day for lovin' -20 opinion for lovin' | |||
Horrible | The physical act of lust is vile, though within marriage it is necessary. | Flesh purity Pain is virtue |
Pawns will not share beds with non-spouses -30 mood for 1 day for lovin' with non-spouse -20 opinion for lovin' with non-spouse -5 mood for 1 day for lovin' with spouse -5 opinion for lovin' with spouse | |||
Spouse only (strict) | To make love with another outside of marriage is deeply immoral. | Pawns will not share beds with non-spouses -30 mood for 1 day for lovin' with non-spouse -20 opinion for lovin' with non-spouse | ||||
Spouse only (moderate) | To make love with another outside of marriage is wrong. | Pawns will not share beds with non-spouses -15 mood for 1 day for lovin' with non-spouse -10 opinion for lovin' with non-spouse | ||||
Spouse only (mild) | Though it's understandable to make love with another outside of marriage, it's not a good thing. | Pawns will not share beds with non-spouses -5 mood for 1 day for lovin' with non-spouse -5 opinion for lovin' with non-spouse | ||||
Free and approved | The physical act of love is a noble thing, no matter who does it with whom. | Not flesh purity | Individualist | +5 opinion for loving' | ||
Research | Not allowed | To research technology is an immoral act. It is not to be done. | Pawns are unwilling to research. | |||
Extremely slow | Research isn't a worthwhile activity at all. Why try hard at it? | 0.25x Research Speed | ||||
Very slow | Research work is unworthy of serious respect. Better not to be seen trying hard at it. | 0.50x Research Speed | ||||
Slow | Research work just isn't particularly meaningful. Why try hard at it? | 0.75x Research Speed | ||||
Normal | Research is a worthwhile form of work that the community needs. | 1.00x Research Speed | ||||
Fast | Research is an especially virtuous activity. | 1.25x Research Speed | ||||
Very fast | Research is among the most meaningful acts a person can perform. | 1.50x Research Speed | ||||
Scarification | Extreme | Every person ought to bear the ritual scars - all over. | Pain is virtue | +6 mood for getting scarified +3 mood for having 5 scars -3 mood for having fewer than 5 scars +10 opinion for having 5 scars -5 opinion for having 1-4 scars -10 opinion for having no scars | ||
Heavy | Every person ought to bear the ritual scars - many of them. | Pain is virtue | +5 mood for getting scarified +2 mood for having 3 scars -2 mood for having fewer than 3 scars +5 opinion for having 3 scars -3 opinion for having 1-2 scars -5 opinion for having no scars | |||
Minor | Every person ought to bear a ritual scar. | Pain is virtue | +3 mood for getting scarified +1 mood for having a scar -1 mood for having no scars +3 opinion for having a scar -3 opinion for having no scars | |||
Horrible | Scarifying people for ideoligious reasons is horrible. | Not Pain is virtue | -2 mood for scarification ceremony in the colony | |||
Skullspike | Desired | A skull on a spike symbolizes our superiority. | Pain is virtue Supremacist Raider |
Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. | ||
Disapproved | Putting skulls on spikes is a barbaric practice. | Not Pain is virtue Not Supremacist Not Raider |
Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes. | |||
Slavery | Abhorrent | Owning or trading human beings is deeply evil. | Not raider | Guilty Individualist |
-3 mood per slave in the colony Pawns will not sell pawns into slavery Pawns will not enslave prisoners -10 mood for 6 days for a pawn sold into slavery -20 opinion for selling a pawn into slavery -20 opinion for enslaving a pawn | |
Horrible | Owning or trading human beings is a horrible thing. | Not raider | Guilty Individualist |
-2 mood per slave in the colony -10 mood for 6 days for selling a pawn into slavery -10 mood for 6 days for enslaving a prisoner -3 mood for 6 days for a pawn sold into slavery -3 mood for 6 days for a prisoner enslaved -10 opinion for selling a pawn into slavery -10 opinion for enslaving a pawn | ||
Disapproved | Slavery is part of life, though it is extremely distasteful. | Not raider | Guilty Individualist |
-1 mood per slave in the colony -5 mood for 6 days for selling a pawn into slavery -5 mood for 6 days for enslaving a prisoner -2 mood for 6 days for a pawn sold into slavery -2 mood for 6 days for a prisoner enslaved -5 opinion for selling a pawn into slavery -5 opinion for enslaving a pawn | ||
Acceptable | Slavery is a normal, unremarkable part of life. | |||||
Honorable | One who owns and trades slaves should be honored and respected. | Not guilty Not individualist |
Supremacist Collectivist Pain is virtue |
+1 mood per slave in the colony -2 mood for no slaves in the colony +4 mood for 6 days for selling a pawn into slavery +4 mood for 6 days for enslaving a prisoner (unless they were enslaved before) +2 mood for 6 days for a pawn sold into slavery +2 mood for 6 days for a prisoner enslaved +10 opinion for selling a pawn into slavery +10 opinion for enslaving a pawn | ||
Women's spouses | One only | Women may have one spouse only. | ||||
Two or fewer | Women may have up to two spouses. | Female supremacy | ||||
Three or fewer | Women may have up to three spouses. | Female supremacy | ||||
Four or fewer | Women may have up to four spouses. | Female supremacy | ||||
Unlimited | Women may have as many spouses as they like. | Female supremacy | ||||
Men's spouses | One only | Men may have one spouse only. | ||||
Two or fewer | Men may have up to two spouses. | Male supremacy | ||||
Three or fewer | Men may have up to three spouses. | Male supremacy | ||||
Four or fewer | Men may have up to four spouses. | Male supremacy | ||||
Unlimited | Men may have as many spouses as they like. | Male supremacy |
Optional
These precepts can be added through memes or by player choice.
Issue | Precept | Description | Requirement | Associated | Effects | |
---|---|---|---|---|---|---|
Slaughtering animals | Prohibited | Slaughtering animals is absolutely prohibited. | Animal personhood | Prohibitions: Slaughter animal Mood: Someone slaughtered an animal: -4 Opinions: Slaughtered animal: -10 | ||
Horrible | To slaughter an animal is a horrible thing. | Animal personhood | Mood: Slaughtered animal: -15 Someone slaughtered an animal: -2 Opinions: Slaughtered animal: -5 | |||
Disapproved | To slaughter an animal is an ugly thing. | Animal personhood | Mood: Slaughtered animal: -5 Someone slaughtered an animal: -1 Opinions: Slaughtered animal: -3 | |||
Apostasy | Abhorrent | To leave our ideoligion after having known it is the depth of immorality. | Not Guilty | Loyalist Proselytizer |
Opinions: Changed ideoligion: -30 Apostate: -10 Global certainty loss factor: x40% | |
Horrible | To leave our ideoligion after having known it indicates deep moral flaws. | Not Guilty | Loyalist Proselytizer |
Opinions: Changed ideoligion: -15 Apostate: -5 Global certainty loss factor: x60% | ||
Disapproved | To leave our ideoligion after having known it indicates character flaws. | Not Guilty | Loyalist Proselytizer |
Opinions: Changed ideoligion: -8 Apostate: -3 Global certainty loss factor: x80% | ||
Autonomous weapons | Prohibited | Allowing a machine to decide to kill is an absolutely inhuman thing to do. | Nature primacy | Cannot build Turrets Colonists gain Mood: Automated Turret in Colony: -12 | ||
Horrible | Allowing a machine to decide to kill is a terrible thing. | Nature primacy | Colonists gain Mood: Automated Turret in Colony: -8 | |||
Disapproved | Allowing a machine to decide to kill is an ugly thing. | Nature primacy | Colonists gain Mood: Automated Turret in Colony: -4 | |||
Body modification | Abhorrent | To modify the natural human body is a flagrant violation of clear moral laws. | Not Transhumanist | Flesh purity | Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. | |
Disapproved | To modify the natural human body is an ugly, dirty act. | Not Transhumanist | Flesh purity | As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. | ||
Approved | Humans should strive to reach our full potential by improving our flawed natural bodies. | Not Flesh purity | Transhumanist | +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder) -3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist) -3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) | ||
Charity | Essential | We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. | Not supremacist Not pain is virtue |
Guilty | -8 mood for refusing to help on a charity quest[Optional precepts 1] -12 mood for attacking beggars or pilgrims +4 mood for helping on a charity quest[Optional precepts 1] | |
Important | It's important to be charitable to those in need. Refusing to help is a terrible act. | Not supremacist Not pain is virtue |
Guilty | -4 mood for refusing to help on a charity quest[Optional precepts 1] -8 mood for attacking beggars or pilgrims +2 mood for helping on a charity quest[Optional precepts 1] | ||
Worthwhile | Helping those in need is a good thing. It makes the community stronger. | Not supremacist Not pain is virtue |
Guilty | -2 mood for refusing to help on a charity quest[Optional precepts 1] -6 mood for attacking beggars or pilgrims +1 mood for helping on a charity quest[Optional precepts 1] | ||
Drug use | Prohibited | The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. | Not high life | Flesh purity Collectivist |
-15 mood for 3 days for using a drug -15 mood for 3 days for administering a drug -3 opinion for 5 days for using a drug -3 opinion for 5 days for administering a drug Pawns are unwilling to take drugs Pawns are unwilling to administer drugs | |
Medical only | Poisoning the body for recreational purposes is a deeply immoral act. | Not high life | Collectivist | -15 mood for 3 days for using a recreational drug -15 mood for 3 days for administering a recreational drug -5 opinion for 5 days for using a recreational drug -5 opinion for 5 days for administering a recreational drug Pawns are unwilling to take recreational drugs Pawns are unwilling to administer recreational drugs | ||
Medical or social only | A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. | Not high life | Collectivist | -15 mood for 3 days for using a hard drug -15 mood for 3 days for administering a hard drug -8 opinion for 5 days for using a hard drug -8 opinion for 5 days for administering a hard drug Pawns are unwilling to take hard drugs Pawns are unwilling to administer hard drugs | ||
Essential | Exotic states of mind are central to a good life. | High life | High life | x1.5 drug plant harvest yeild x1.5 drug synthesis speed +10% drug sell price +3 mood for having taken a drug within 0.75 days Linearly increasing mood penalty for not having taken drugs recently, starting at -1 after 2 days, up to -10 mood after 11 days. | ||
Combat in darkness | Preferred | We fight better in the dark. | Not blindsight | Darkness | Ranged chance to hit +25% in the dark, -20% in the light Melee hit chance +10% in the dark, -10% in the light Melee dodge chance +10% in the dark, -10% in the light | |
Cutting trees | Prohibited | To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. | Not Human primacy | Nature primacy | Disables logging camps. Pawns will not cut trees -4 mood for 3 days for a tree cut -4 mood for 3 days for an uprooted tree dying -10 opinion for cutting a tree | |
Horrible | To cut down a tree is a horrible act. | Not Human primacy | Nature primacy | Disables logging camps. -10 mood for 3 days for cutting a tree -2 mood for 3 days for a tree cut -2 mood for 3 days for an uprooted tree dying -5 opinion for cutting a tree | ||
Disapproved | To cut down a tree is a distasteful thing to do. | Not Human primacy | Nature primacy | Disables logging camps. -5 mood for 3 days for cutting a tree -1 mood for 3 days for a tree cut -1 mood for 3 days for an uprooted tree dying -3 opinion for cutting a tree | ||
Killing innocent animals | Abhorrent | To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. | Not human primacy | Nature primacy Animal personhood |
Disables hunting camps Pawns will not attack innocent animals -4 mood for 6 days if innocent animal is killed -15 opinion for killing innocent animal | |
Horrible | To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. | Not human primacy | Nature primacy Animal personhood |
Disables hunting camps -15 mood for killing an innocent animal -2 mood for 6 days if innocent animal is killed -10 opinion for killing innocent animal | ||
Disapproved | To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. | Not human primacy | Nature primacy Animal personhood |
Disables hunting camps -5 mood for killing an innocent animal -1 mood for 6 days if innocent animal is killed -5 opinion for killing innocent animal | ||
Lighting | Darklight preferred | Normal lights are too bright. Darklights are better. | Not blindsight | Darkness | +4 mood with Darklight -4 mood in dim light -8 mood in bright light. No modifier for Darkness. Surgery penalty without Darklight. Disables low-light move speed penalties Disables low-light global work speed penalties | |
Meat eating | Abhorrent | Eating meat of any kind is deeply evil. | Not human primacy | Animal personhood Flesh purity |
Disables hunting camps -24 mood for 1 day for eating meat -15 opinion for eating meat | |
Horrible | Eating meat of any kind is a horrible act. | Not human primacy | Animal personhood Flesh purity |
Disables hunting camps -12 mood for 1 day for eating meat -10 opinion for eating meat | ||
Disapproved | Eating meat of any kind should be avoided. | Not human primacy | Animal personhood Flesh purity |
Disables hunting camps -4 mood for 1 day for eating meat -5 opinion for eating meat | ||
Mildly required | Every meal ought to have meat. | Not human primacy | Animal personhood (but conflicts) Flesh purity |
Disables farming camps -4 mood for 1 day for eating food without meat -5 opinion for eating food without meat | ||
Seriously required | Every meal must have meat. Eggs, milk, and processed food are okay as well. | Not human primacy | Animal personhood (but conflicts) Flesh purity |
Disables farming camps -10 mood for 1 day for eating food without meat -10 opinion for eating food without meat | ||
Strictly required | If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. | Not human primacy | Animal personhood (but conflicts) Flesh purity |
Disables farming camps -16 mood for 1 day for eating food without meat -15 opinion for eating food without meat | ||
Mining | Prohibited | Raping the natural earth with mining tools is a horrifically evil act. | Not human primacy Not tunneler |
Nature primacy | Disables mining camps Pawns will not mine -40 mood for 2 days for destroying a natural wall -4 mood for 2 days for a block mined a colony -15 opinion for mining a block | |
Horrible | Violating the natural earth with mining tools is a horrible act. | Not human primacy Not tunneler |
Nature primacy | Disables mining camps -20 mood for 2 days for mining a block -20 mood for 2 days for destroying a natural wall -2 mood for 2 days for a natural wall destroyed a colony -10 opinion for destroying a natural wall | ||
Disapproved | Mining into the natural earth is an ugly act. | Not human primacy Not tunneler |
Nature primacy | Disables mining camps -3 mood for 2 days for mining a block -3 mood for 2 days for destroying a natural wall -1 mood for 2 days for a natural wall destroyed a colony -5 opinion for destroying a natural wall | ||
Raiding | Respected | We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. | Global work speed -8% +3 mood for 5 days for participating in a raid +6 mood for a raid less than ? days ago -6 mood for a raid more than ? days ago[Details] | |||
Required | We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. | Global work speed -16% +6 mood for 5 days for participating in a raid +12 mood for a raid less than ? days ago -12 mood for a raid more than ? days ago[Details] | ||||
Trees | Desired | It's essential to live surrounded by beautiful trees. | Tree connection | Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum | ||
Growth vats | Prohibited | Growth vats rob children of their childhood. | Prohibitions: Build growth vat Mood: Growth vat in colony: −3 My child in a growth vat: −8. Nullifying trait: Psychopath. Stack Limit: 3 Child not in growth vat: +1. Stack Limit: 3 | |||
Essential | We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. | Transhumanist | Mood: Natural pregnancy: −5. Minimum expectations: Moderate Child not in growth vat: −2. Stack Limit: 3. Minimum expectations: Moderate Stats: Growth vat occupant speed: ×130% | |||
Bloodfeeders | Revered | Bloodfeeders should be worshiped[sic]. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. | Mood: Bloodfeeder died: −2. Stack limit: 3. Duration: 10 days. Revered bloodfeeder: +4 No bloodfeeders: −2 No bloodfeeder master: −1 Bloodfeeder master: +2 Negates Fed on: −5 Opinions: Bloodfeeder: +20 | |||
Reviled | Anyone who drinks blood to survive is a monster. | Mood: Bloodfeeder died: +5. Duration: 10 days. Bloodfeeder self hatred: −12 Bloodfeeder among us: −8 Opinions: Bloodfeeder: −40 | ||||
Child labor | Encouraged | Children build character through work. It's important for everyone to contribute. | Collectivist | Mood: Child assigned recreation: −3. Adults only. Stats: Global Work Speed: +20%. Children only | ||
Disapproved | Childhood is sacred. We should let kids be kids. | Individualist | Mood: Child assigned work: −3. Adults only. Stats: Learning Rate Factor: +20%.[Verify] Children only
| |||
Mechanoid labor | Enhanced | Why should we work when we have machines? | Stats: Global Work Speed: −8%. Mechanoid Global Work Speed: +20%. |
Meme-specific
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.
Issue | Precept | Description | Meme | Effects | |
---|---|---|---|---|---|
Age reversal | Demanded | Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. | Transhumanist | -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high +3 mood for 4 days after age reversal | |
Animal connection | Strong | We have a strong connection to our animal friends | Animal personhood |
| |
Biosculpting | Accelerated | All biosculpting cycles take half the usual time. | Transhumanist | All biosculpting cycles take half the usual time. | |
Despised | Biosculpter pods violate the purity human flesh and should never be used. | Flesh purity | -8 mood for 12 days for using biosculpter pod | ||
Blind psysense | Strong | Our blind have special ways of connecting with the psychic aether | Blindsight | Boosts Psychic Sensitivity by 30% for blind pawns. | |
Bonding | Disapproved | To emotionally bond with a lower being is a shameful act | Human primacy | Appears to disable bonding event for pawns with ideology. | |
Comfort | Ignored | We should pay no attention to comfort | Pain Is Virtue | Disables comfort need, and comfort-related thoughts, both positive and negative | |
Eclipse | Beautiful | Eclipses are a beautiful respite from the blinding sunlight. | Darkness unless blindsight |
+5 mood for seeing an eclipse | |
Gauranlen connection | Strong | We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. | Tree connection | +25% pruning speed +3 mood for Gauranlen tree connection 0/-1/-2/-4/-6 mood at very low/low/moderate/high/sky high expectations without Gauranlen tree connection | |
Mining yield | High | Mining is so important that we do it with great focus and respect, and we get more resources because of that. | Tunneler | +10% mining yield | |
Neural supercharger | Preferred | Having a neural supercharge is the new standard. Without it, you're obsolete. | Transhumanist | -6 mood if expectations are at least moderate and haven't had neural supercharge in 2? days | |
Pain | Idealized | To experience nerve-singing pain is a mark of morality. | Pain is virtue Guilty |
+3/5/7/9 mood for minor/serious/intense/mind-shattering pain | |
Proselytizing | Occasional | Those who know the truth should try to bring it to others, when it seems appropriate. | Proselytizer | x3 conversion attempt frequency | |
Sometimes | Those who know the truth should bring it to others at every opportunity. | Proselytizer | x5 conversion attempt frequency | ||
Frequent | Those who know the truth have a duty to always spread it and drive out other beliefs. | Proselytizer | x7 conversion attempt frequency | ||
Ranching | Central | We must raise and consume many large animals, and we must not eat plants. | Rancher | Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. | |
Rough living | Welcomed | We don't need to separate ourselves from the roughness of nature. | Tree connection Pain Is Virtue |
Nullifies:
| |
64px | Slab bed | Preferred | The right way to sleep is on a slab bed. | Pain is virtue | Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds. |
Sleep accelerator | Preferred | One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. | Transhumanist | +3 mood for 1 day when using sleep accelerator | |
Small spaces | Don't care | There's nothing bothersome about being in tight quarters. | Tunneler | Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected. | |
Temperature | Tough | Extreme temperatures don't bother us as much. | Tree connection Pain is virtue |
Nullifies:
Note: It doesn't appear to affect comfortable temperatures or the related hypothermia/heatstroke tolerances. It is only referenced for the above moodlets | |
Work drive | Tripled | The duration of the leader's work drive ability is tripled. | Collectivist | 3x Work Drive Duration (from 3 days to 9 days) |
Roles
This page is suggested to be moved. Destination: Roles. Reason: Keep table as it is, link from here to separate page for proper analysis and summary like Persona weapon. See talk page to discuss & leave opinion. |
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs mechanical detail beyond just what the stats are and the tables cover. |
General info
Some factors are consistent across all roles.
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it.
All roles lose Certainty at 50% the normal rate.
Only New Tribe colonies can select the War mask and Tribal headdress as options, while only New Arrivals colonies can select the Slicecap and Beret .
Leaders
A leader who holds the group together and represents your faction in diplomatic interactions.
Will always be restricted to any Supreme gender selected.
Leader abilities share a cooldown of 600,000 ticks (166.67 mins) or 10 in-game days.
Leaders receive a flat +2% to Trade Price Improvement when they act as traders.
Leaders can select between these apparels as assigned equipment:
Ability Image | Ability | Ability Desc | Ability Effect |
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Leader Speech | A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. | ? | |
Work Drive | Call on a person to work harder for some time. | The sense of being called upon by a leader to work harder.
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Combat Command | Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. | Combat abilities are boosted thanks to being near someone who is using the combat command ability.
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Trial | A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators. | If successful, you are allowed to execute, banish, or arrest a person without social consequences. |
Moral Guides
A moral/spiritual leader who heads rituals and personally counsels believers. Moral guides get a 2x multiplier to the efficacy of their Conversion attempts.
Moral Guide abilities share a cooldown of 180,000 ticks (50 mins) or 3 in-game days.
Moral Guides can select between these apparels as assigned equipment:
- Cape
- Veil
- Hood
- Headwrap
- Broadwrap
- Burka
- Tribal headdress, only for tribal factions
- War mask, only for tribal factions
- Slicecap, requires Transhumanist meme
- Visage mask
Ability Image | Ability | Ability Desc | Ability Effect |
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Convert | Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. | ? | |
Counsel | Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. | ? | |
Reassure | Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. | ? | |
Conversion Ritual | Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. | ? | |
Preach Health | Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. | This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves. |
Specialists
Image | Name | Description | Required Memes | Pawn requirements | Bonuses | Disabled Work Types | Ability Image | Ability | Ability Desc | Ability Effect |
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Shooting Specialist | A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work. |
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Marksman Command | Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. | Someone is using the marksman command ability nearby, boosting this person's shooting abilities.
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Animals Specialist | A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.< |
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Animal Calm | Use unique methods of connecting with animals to calm a maddened beast. |
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Medical Specialist | A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks. |
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Immunity Drive | Offer moral support that energizes the body, boosting someone's immunity gain for one day. | "This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system." | |||
Melee Specialist | A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work. |
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Berserk Trance | The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. | "Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger."
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Mining Specialist | A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. |
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Mining Command | Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's mining speed is boosted thanks to being near someone who is using the mining command ability."'
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Plants Specialist | A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work. |
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Farming Command | Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's farming abilities are boosted thanks to being near someone who is using the farming command ability."'
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Production Specialist | A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work. |
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Production Command | Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability."
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Research Specialist | A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks. |
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Research Command | Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's research speed is boosted because they are near someone who is using the research command ability."
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- ^1 This affects the quality of every item the pawn creates, including Art, despite the tooltip only listing Crafting and Construction.
Rituals
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Image | Ritual | Factors | Outcomes | Notes |
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Funeral | Participant count (10): +70% Moral guide present: +30% |
5% Terrible: -3 15% Lackluster: -1 60% Good: +5 20% Heartwarming: +8 |
If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count. | |
Social Festival | Participant count (10): +25% Leader present: +25% Started at altar: +20% Lectern used: +20% Seats for everyone: +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +5 20% Unforgettable: +8 |
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Dance party | Participant count (10): +30% Started at lightball: +20% Active loudspeakers (6): +30% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +8 20% Unforgettable: +16 |
If the party is fun or unforgettable, there is a chanceprobability? that all participants will get +20% Global Work Speed for 24h. Only available to non-tribals. | |
Drum party | Participant count (10): +30% Started at campfire: 20% Drums (6): +30% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +8 20% Unforgettable: +16 |
If the party is fun or unforgettable, there is a chanceprobability? that all participants will get +20% Global Work Speed for 24h. Only available to tribals. | |
Skylantern festival | Participant count (10): +100% | 5% Terrible: -3 15% Unimpressive: -1 60% Beautiful: +6 20% Unforgettable: +10 |
Each participant makes a skylantern out of 4 wood. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.probability? | |
Christmas tree Symbol burning Smokeleaf circle Cannibal feast |
Participant count (10): +80% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +5 20% Unforgettable: +8 |
Destroys the ritual target. | |
Scarification | Participant count (10): +25% Moral guide present: +20% Started at altar: +20% Lectern used: +15% Seats for everyone: +20% |
5% Terrible: -2 15% Boring: -1 60% Satisfying: +1 20% Spectacular: +3 |
Scarifies the subject. Only available with the Pain is Virtue meme. | |
Blinding ceremony | Participant count (10): +25% Moral guide present: +20% Started at altar: +20% Lectern used: +15% Seats for everyone: +20% |
5% Terrible: -2 15% Boring: -1 60% Satisfying: +1 20% Spectacular: +3 |
Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a psylink upgrade or unlock a new psychic power.probability? Only available with the Blindsight meme. | |
Animal sacrifice | Participant count (10): +25% Moral guide present: +25% Started at altar: +20% Lectern used: +15% Seats for everyone: +15% |
5% Terrible: -3 15% Boring: -1 60% Satisfying: +5 20% Spectacular: +8 |
If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an inspiration. Only available with the Human Primacy meme. | |
Gladiator duel | Participant count (10): +20% Leader present: +20% Duelist dies: +100% Weapon used: +60% |
5% Terrible: -3 15% Boring: -1 60% Good: +5 20% Unforgettable: +8 |
The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boostseparate from the usual mood boost?, and fill their recreation bars.verify The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes. | |
Prisoner execution | Participant count (10): +80% Started at altar: +20% |
15% Awkward: -1 65% Satisfying: +6 20% Spectacular: +8 |
Participating slaves are fully suppressed. Can be performed by all ideoligions. | |
Leader speech | Participant count (10): +40% Room impressiveness (120): +20 Leader's Social Impact (150%): +40% |
5% Terrible: -8 15% Uninspiring: -4 60% Encouraging: +5 20% Inspirational: +8 |
The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion. | |
Trial | Participant count (20): +60% Leader's Negotiation Ability * 0.25 Defendant's Negotiation Ability * -0.25 |
50% Exonerated 50% Convicted |
If the defendant is convicted, they are considered guilty for the purpose of executions and banishments. If the defendant has a mental break during the trial, their Negotiation Ability is effectively set to 0. | |
Conversion ritual | Participant count (10): +40% Room impressiveness (120): +20% Moral guide's Social Impact (150%): +30% Convertee's Expectations (Very Low): +10%, (Sky High): -30% |
5% Terrible 15% Ineffective 60% Effective: +3 20% Masterful: +6 |
The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%. | |
Tree connection | Participant count (10): +100% | The connector will start with 25-45% connection strength, depending on ritual quality. |
Relics
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Relics are objects revered by your ideoligion. To obtain them you need to go through a series of quests. If you take control of them, they give various boni to your colony. When placed in a Reliquary, pilgrims of your Ideoreligion will visit your colony to pay reverence to the relic. Mood penalty for lost or destroyed <link to mood page here>
Buildings
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Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet.
Weapon preferences
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.
Pair | First group | Second group |
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Melee / Ranged | All melee weapons, including beer and wood | All ranged weapons, including grenades |
Melee piercer / Melee blunt | Thrumbo horn, Elephant tusk, Breach axe, Gladius, Longsword, Knife, Ikwa, Spear, Persona monosword, Monosword, Plasmasword, Persona plasmasword | Beer, Wood, Mace, Club, Persona zeushammer, Axe, Warhammer, Zeushammer, Eltex staff |
Long shots / Short shots | Bolt-action rifle, Sniper rifle | Machine pistol, Pump shotgun, Chain shotgun, Heavy SMG |
Ranged heavy / Ranged light | Incendiary launcher, Smoke launcher, EMP launcher, Heavy SMG, LMG, Sniper rifle, Minigun, Triple rocket launcher, Greatbow, Charge lance | Revolver, Autopistol, Machine pistol, Short bow, Recurve bow, Charge rifle |
Neolithic / Ultratech | Wood, Club, Knife, Ikwa, Spear, Short bow, Pila, Recurve bow, Greatbow | Persona monosword, Persona zeushammer, Persona plasmasword, Monosword, Zeushammer, Plasmasword, Eltex staff |
Apparel preferences
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If more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion, they will gain a small mood buff.
The color of the ideoligion can be set at creation.
Xenotype preferences
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs proper write up. Test if specific to Sanguophage or the implanter gene.. |
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.
Up to three Xenotypes can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.
Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. If Sanguophage is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.[Fail?]
Opinion:
- Prefered xenotype: +10
- Disliked xenotype: −30
Mood:
- All prefered xenotype: +2
- Some disliked xenotypes: −2
- Many disliked xenotypes: −3
- Tons of disliked xenotypes: −4
- I am disliked xenotype<: −6
Venerated animals
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This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.
— Description
An ideoligion can have up to 18 venerated animals.
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.
Colonists will butcher venerated animals without any issue, but will refuse to eat their meat or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and cannot be manually ordered to do so. Colonists take no issue using leather, wool, milk, or eggs of the venerated animal.
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: +2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.
Venerated animals are twice as easy to tame.
Hair and tattoos
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.
Newly spawned paws of an ideoligion will always have matching appearance.
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use styling station on their free time to automatically change their looks. They can also be sent to adjust their appearance manually.
Version history
- Ideology DLC Release - Added.
- 1.3.3067 - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.
- 1.3.3069 -
- Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
- Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.
- If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.
- 1.3.3069b - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.
- 1.3.3074 - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.
- 1.3.3076 - Tree connection pawns have a 25% boost to Pruning Speed. Added temperature tough issue and precept.
- 1.3.3080 - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.
- 1.3.3101 - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%.
- 1.3.3117 -
- Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
- Gaining, changing, or removing a role now requires a simple ritual.
- Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.
- 1.3.3200 - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.
- 1.3.3287 - Reworked eclipse precept artwork.
- 1.4.3555 - Biotech DLC cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added prefered xenotypes.