Difference between revisions of "Talking"
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| description = A [[characters|character]]'s capacity of speech. Directly affected by consciousness. | | description = A [[characters|character]]'s capacity of speech. Directly affected by consciousness. | ||
− | }}{{#set:Effective Maximum = {{#expr: {{Q|Consciousness|Effective Maximum}} + 0.5 }} }} | + | }}{{#set:Effective Maximum = {{#expr: {{Q|Consciousness|Effective Maximum}} * 1.25 + 0.5 }} }} |
Talking is a factor of all social stats. Talking capacity is reduced by a damaged or missing [[Table of Human Body Parts#Jaw|jaw]]. [[Dementia]] also impairs talking. | Talking is a factor of all social stats. Talking capacity is reduced by a damaged or missing [[Table of Human Body Parts#Jaw|jaw]]. [[Dementia]] also impairs talking. | ||
− | {{Hover title|Version/1.4.3901|At the time of writing}}, the maximum possible talking capacity is {{%|{{P|Effective Maximum}} }} for a pawn with [[sensory mechanites]] and the maximum possible consciousness of {{%|{{Q|Consciousness|Effective Maximum}} }}. There is however no advantage of a talking capacity above 100%. | + | {{Hover title|Version/1.4.3901|At the time of writing}}, the maximum possible talking capacity is {{%|{{P|Effective Maximum}} }} for a pawn with [[sensory mechanites]], a [[bionic jaw]], and the maximum possible consciousness of {{%|{{Q|Consciousness|Effective Maximum}} }}. There is however no advantage of a talking capacity above 100%. |
== Affected stats == | == Affected stats == | ||
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}} | }} | ||
== Factors == | == Factors == | ||
+ | Pawns need a talking capacity above '''0%''' in order to socially interact with other pawns, trade, tame/train animals, and hold speeches. | ||
+ | === Base factors === | ||
The following factors affect Talking: | The following factors affect Talking: | ||
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max | * [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max | ||
− | * Jaw part efficiency. 100% importance, no allowed defect. No Max | + | * Jaw part efficiency. 100% importance, no allowed defect. No Max (effectively 125%). |
− | ** [[Denture]]: | + | ** [[Denture]]: '''80%''' part efficiency, resulting in {{--|20%}} Talking |
− | * Tongue part efficiency. 100% importance, no allowed defect. No Max | + | ** [[Bionic jaw]]: '''125%''' part efficiency, resulting in {{+|25%}} Talking |
− | ** [[Bionic tongue]]: | + | ** Tongue part efficiency. 100% importance, no allowed defect. No Max (effectively 100%). |
− | + | *** [[Bionic tongue]]: '''100%''' part efficiency, resulting in no changes in capacity. | |
− | == Offsets == | + | === Offsets === |
The following offsets affect Talking: | The following offsets affect Talking: | ||
+ | * [[Anesthetic]]: | ||
+ | ** Woozy: {{--|20%}} | ||
* [[Dementia]]: {{--|25%}} | * [[Dementia]]: {{--|25%}} | ||
− | ** Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a {{--|40%}} to Talking | + | ** Note, that as dementia also inflicts a {{--|15%}} Consciousness penalty, this is effectively a {{--|40%}} to Talking (assuming no other factors are involved) |
− | * [[Sensory mechanites]]: {{+|50%}} | + | * [[Sensory mechanites]] (Any severity): {{+|50%}} |
+ | |||
+ | ===Post factors=== | ||
+ | The following factors affect Talking. They are applied after the offsets. | ||
+ | * [[Food poisoning]]: | ||
+ | ** Major: {{Bad|x0.8}} | ||
+ | *** Note that food poisoning also penalizes Consciousness, so the effective penalty is greater than this would suggest. | ||
+ | * [[Ghoul]]:{{AnomalyIcon}}: {{Bad|x0}} | ||
+ | |||
+ | === Cap Modifiers === | ||
+ | The following factor restricts the maximum Talking value: | ||
+ | * [[Trauma savant]]: '''0%''' | ||
+ | |||
+ | |||
{{nav|stats|wide}} | {{nav|stats|wide}} |
Latest revision as of 14:31, 13 March 2025
Talking, called Communication on mechanoids, is a pawn capacity: A character's capacity of speech. Directly affected by consciousness. Talking is a factor of all social stats. Talking capacity is reduced by a damaged or missing jaw. Dementia also impairs talking.
At the time of writing, the maximum possible talking capacity is 262.5% for a pawn with sensory mechanites, a bionic jaw, and the maximum possible consciousness of 170%. There is however no advantage of a talking capacity above 100%.
Affected stats[edit]
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Conversion Power | Stat | 0.9 | 1 | How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses. |
Train Animal Chance | Stat | 0.7 | 1 | The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on. |
Tame Animal Chance | Stat | 0.9 | 1 | The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. |
Trade Price Improvement | Stat | 0.9 | 1 | When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. |
Social Impact | Stat | 0.9 | 1 | A multiplier on how much other people are affected by this person's social interactions. |
Negotiation Ability | Stat | 0.9 | 1 | How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. |
Factors[edit]
Pawns need a talking capacity above 0% in order to socially interact with other pawns, trade, tame/train animals, and hold speeches.
Base factors[edit]
The following factors affect Talking:
- Consciousness: 100% importance, no allowed defect. No Max
- Jaw part efficiency. 100% importance, no allowed defect. No Max (effectively 125%).
- Denture: 80% part efficiency, resulting in −20% Talking
- Bionic jaw: 125% part efficiency, resulting in +25% Talking
- Tongue part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
- Bionic tongue: 100% part efficiency, resulting in no changes in capacity.
Offsets[edit]
The following offsets affect Talking:
- Anesthetic:
- Woozy: −20%
- Dementia: −25%
- Note, that as dementia also inflicts a −15% Consciousness penalty, this is effectively a −40% to Talking (assuming no other factors are involved)
- Sensory mechanites (Any severity): +50%
Post factors[edit]
The following factors affect Talking. They are applied after the offsets.
- Food poisoning:
- Major: ×0.8
- Note that food poisoning also penalizes Consciousness, so the effective penalty is greater than this would suggest.
- Major: ×0.8
- Ghoul:
: ×0
Cap Modifiers[edit]
The following factor restricts the maximum Talking value:
- Trauma savant: 0%