Difference between revisions of "Social Impact"
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It does '''NOT''' affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]], nor does it affect [[prisoner]] recruitment beyond slightly hastening how quickly the prisoners like the warden, as that recruitment is dependent on [[Negotiation Ability]]. | It does '''NOT''' affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]], nor does it affect [[prisoner]] recruitment beyond slightly hastening how quickly the prisoners like the warden, as that recruitment is dependent on [[Negotiation Ability]]. | ||
− | ==Factors== | + | == Factors == |
* [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level. | * [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level. | ||
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]] | * [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]] | ||
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]] | * [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]] | ||
+ | |||
+ | == Offsets == | ||
*Equipment: | *Equipment: | ||
**[[Bowler hat]]: +15% | **[[Bowler hat]]: +15% | ||
Line 24: | Line 26: | ||
**[[Top hat]] {{RoyaltyIcon}}: +20% | **[[Top hat]] {{RoyaltyIcon}}: +20% | ||
**[[Stellic crown]] {{RoyaltyIcon}}: +20% | **[[Stellic crown]] {{RoyaltyIcon}}: +20% | ||
+ | |||
+ | {| class = "wikitable" width="180" style="text-align: center;" | ||
+ | ! Social Skill Level | ||
+ | ! Negotiation Ability | ||
+ | |- | ||
+ | ! 0 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 1 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 2 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 3 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 4 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 5 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 6 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 7 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 8 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 9 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 9*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 10 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 10*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 11 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 11*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 12 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 12*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 13 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 13*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 14 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 14*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 15 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 15*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 16 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 16*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 17 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 17*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 18 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 18*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 19 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 19*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |- | ||
+ | ! 20 | ||
+ | | {{#expr: ({{P|Skill Base Factor}} + 20*{{P|Skill Bonus Factor}})* 100 round 0}}% | ||
+ | |} | ||
+ | |||
{{nav|stats|wide}} | {{nav|stats|wide}} |
Revision as of 11:51, 17 February 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Effects on Title speech needed. |
Social Impact is a stat: A multiplier on how much other people are affected by this person's social interactions. Its minimum allowed value is 20%. Its default value is 100%.
Social impact affects the Opinion bonuses and maluses pawn interactions can create, as well as the success chance of Speeches . Protective gear can be swapped for social gear before a speech to gain a higher success chance.
It does NOT affect trade prices as that is instead dependent on Trade Price Improvement, nor does it affect prisoner recruitment beyond slightly hastening how quickly the prisoners like the warden, as that recruitment is dependent on Negotiation Ability.
Factors
- Social: 82% plus 2.75% per skill level.
- Talking: 90% importance, 5% allowed defect. Max 100%
- Hearing: 30% importance, 5% allowed defect. Max 100%
Offsets
- Equipment:
- Bowler hat: +15%
- Cowboy hat: +10%
- Tribal headdress: +15%
- Beret : +10%
- Coronet : +20%
- Crown : +20%
- Hood : +20%
- Ladies hat : +20%
- Top hat : +20%
- Stellic crown : +20%
Social Skill Level | Negotiation Ability |
---|---|
0 | 82% |
1 | 85% |
2 | 88% |
3 | 90% |
4 | 93% |
5 | 96% |
6 | 99% |
7 | 101% |
8 | 104% |
9 | 107% |
10 | 110% |
11 | 112% |
12 | 115% |
13 | 118% |
14 | 121% |
15 | 123% |
16 | 126% |
17 | 129% |
18 | 132% |
19 | 134% |
20 | 137% |