Difference between revisions of "Ideoligion"

From RimWorld Wiki
Jump to navigation Jump to search
Line 940: Line 940:
 
--><br>[[Butchery Efficiency]]: {{Good|x120%}}<!--
 
--><br>[[Butchery Efficiency]]: {{Good|x120%}}<!--
 
--><br>[[Skills#Animals|Animals]] Learning Factor: {{Good|x200%}}.<!--
 
--><br>[[Skills#Animals|Animals]] Learning Factor: {{Good|x200%}}.<!--
--><br>Animal Products Price Improvement: {{+|10%}} {{Check Tag|Mechanics?|How does this apply in the order of operations, and what does it affect specifically}}<!--
+
--><br>Animal Products Price Improvement: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.<!--
 
--><br>'''Mood:'''<!--
 
--><br>'''Mood:'''<!--
 
--><br>{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.<!--  
 
--><br>{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.<!--  

Revision as of 02:58, 16 May 2023

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.

Type of ideoligion

Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.

  • Ideology system inactive - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any style, or cosmetic variant, of building (click the circle icon in the Architect tab, right next to the search bar).
However, some aspects of the ideoligion system remain. You can still assign a Leader, and will have access to a funeral and 2 rituals - a dance party and drum party.[Verify] In addition, there will be 3 randomized relics that you can search for.
  • Create ideoligion (fluid) - Design an ideoligion that can change over time.
A fluid ideoligion only has access to 1 meme at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain development points, you can add / remove memes, and re-customize just about everything else.
  • Create ideoligion (fixed) - Design an ideoligion with complete control.
  • Presets - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. You will start with a Funeral and 2 other random rituals, as well as a random relic. Other aspects of the ideoligion will also be randomized.
For example, the "Classic-like" preset will have the following precepts:

Development points

Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.

Development points can be obtained in the following ways:

  • Successful rituals. A "good" ideoligious ritual (effective, fun, beautiful...) gives 1 development point. A "great" ritual (heartwarming, unforgettable, spectacular...) gives 2 development points. Ineffective rituals give no points. Some rituals can even award 3 points if you are lucky.
  • Converting someone awards 1 point (without a conversion ritual).
  • Executing a guilty pawn with Execution: Respected if Guilty or Execution: Required precepts awards 1 point (without the prisoner execution ritual).
  • Finding an ideoligion's relic awards 5 points.
  • Successfully completing a Animal Hospitality questContent added by the Royalty DLC with the Rancher precept.

Reformation allows you to add or remove 1 meme, or change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 style at a time. All other changes are unlimited.

Forming an ideoligion

An ideoligion consists of many separate aspects to customize:

Primary

  • Structure - What deities (or lack thereof) that followers believe in. Examples include Abstract theist, that "god(s) are formless and everywhere", or Christian origin, which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
  • Memes - The basic beliefs of the ideoligion. An ideoligion with the Cannibal meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to role specialists.
  • Precepts - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with Cannibalism: Preferred will have followers enjoy eating human meat. An ideoligion with Cannibalism: Required (Ravenous) will want to eat human meat for every meal.
Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.

Secondary

  • Rituals - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist mood, and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a gauranlen pod to sprout.
You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.
  • Roles - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.
  • Relics - Ideoligions can have relics. Relics can be either Legendary quality weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.
  • Buildings - Buildings used by your ideoligion: altars, sacrificial flags, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.
  • Preferences - Ideoligions can prefer apparel, weapons, and xenotypesContent added by the Biotech DLC, as well as venerate specific animals. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.

Descriptive

  • Styles - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.
  • Cultures - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents tribes in general. Entirely cosmetic.
  • Lore - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.
  • Icon / color - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a +1 moodlet for wearing their ideology's color, or their own favorite color. All colors require dye and the same amount of dye.

Certainty

Certainty is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.

Reassurance

Certainty increases by a set rate per day, which is dependent on current mood.

  • 1% / day at 20% mood or less
  • 2% / day at 50% mood
  • 3% / day at 80% mood or more

Between 20% and 80% mood, certainty gain is linearly interpolated.

The Moral Guide of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on Conversion Power.

If a pawn is converted, then they will start with 50% certainty in their new ideoligion.

Conversion

These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's Conversion Power, and decreased by the user's Global Certainty Loss Factor. Conversion strength is then multiplied by relevant traits. For example, an Undergrounder will harder to convert from an ideology with the Tunneler meme.

  • Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the Ideoligion Spread Chance, which is increased by the Proselytizing precept.
  • The role of Moral Guide has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
  • If a pawn is held prisoner, you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.

The certainty reduction of a convert attempt can be calculated as follows:

Certainty loss = 6% × Conversion Power of the Converter × If Converter is Moral Guide (×2) × Global Certainty Loss Factor of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier
  • Relic conversion factor:
Relic Conversion Power Factor

Other certainty reduction:
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.

  • Conversion ritual. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead increase certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by Social Impact of the moral guide, among other factors.
  • Crisis of belief is an extreme mental break which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a random ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that prisoners associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
  • A throne speechContent added by the Royalty DLC can convert listeners to the speaker's ideoligion.[Verify]

Structure

Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.

Structure Description Styles Unlocked Rituals Chance to Have Precept
Abstract theist
Abstract theist.png
The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe.
Animist
Animist.png
Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. Animalist
Archist
Archist.png
Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it.
Buddhist origin
Buddhist origin.png
This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. Buddhist Smokeleaf circle Headwrap: Relaxed
Broadwrap: Relaxed
Christian origin
Christian origin.png
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. Christian Christmas tree party Headwrap: Relaxed
Broadwrap: Relaxed
Embodied theist
Embodied theist.png
The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe.
Hindu origin
Hindu origin.png
This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. Hindu Smokeleaf circle Headwrap: Relaxed
Broadwrap: Relaxed
Ideological
Ideological.png
There are no gods. The moral structure of the universe is found in our grand narrative of social forces. Symbol burning
Islamic origin
Islamic origin.png
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. Islamic Headwrap: Relaxed
Broadwrap: Relaxed

Cultures

Cultures affect names, appearances, and symbols.

Culture Factions Allowed Description
Astropolitan
Astropolitan.png
New Arrivals A broad collection of cultures common among frequent space travelers.
Rustican Outlander Factions A hardy industrial cultures common among rimworld outlanders.
Corunan
GentleTribe.png
New Tribe
Tribal Factions
An ancient culture common among rimworld tribes.
Kriminul
Pirate.png
Pirate Factions A broad category describing the styles and practices of many pirate groups.
Sophian Content added by the Royalty DLC
Empire map marker.png
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 New buildables Affects items Affects objects Affects ritual ambience sound
Hindu - Simple helmet, Flak helmet Small sculpture, Large sculpture, Grand sculpture Yes
Christian - - Small sculpture, Large sculpture, Grand sculpture Yes
Islamic - - Small sculpture, Large sculpture, Grand sculpture Yes
Buddhist - - Small sculpture, Large sculpture, Grand sculpture Yes
Morbid Morbid carpet, Morbid slab (broad), Morbid slab (medium), Morbid stone tile Recon helmet, Marine helmet, Cataphract helmet Small sculpture, Large sculpture, Grand sculpture, Small altar, Medium altar, Large altar, Grand altar, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column Yes
Totemic Totemic boards, Totemic slab (broad), Totemic slab (medium), Totemic stone tile Recon helmet, Marine helmet, Cataphract helmet Small sculpture, Large sculpture, Grand sculpture, Small altar, Medium altar, Large altar, Grand altar, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column Yes
Spikecore Spikecore floor-star (broad), Spikecore floor-star (medium), Spikecore plates, Spikecore stone tile Simple helmet, Flak helmet, Flak jacket, Duster, Jacket, Parka Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column Yes
Rustic Rustic rug (broad), Rustic rug (medium) Simple helmet, Flak helmet Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) Yes
Animalist Animalist slab (broad), Animalist slab (medium) Recon helmet, Marine helmet, Cataphract helmet, War mask Small sculpture, Large sculpture, Grand sculpture Yes
Techist Hex carpet, Hex tile - Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) Yes

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.

 Style Dominance
Animalist slab (broad)40
Animalist slab (medium)30
Biomutation pulser10
Burnbong10
Cannibal platter10
Christmas tree10
Column10
Darktorch5
Effigy10
Fungus darktorch5
Grand altar50
Grand sculpture40
Hex carpet1
Hex tile1
Ideogram20
Incense shrine10
Kneel pillow5
Kneel sheet5
Large altar40
Large sculpture20
Medium altar20
Mindbend carpet1
Morbid carpet1
Morbid slab (broad)40
Morbid slab (medium)30
Morbid stone tile1
Pew5
Pyre10
Rustic rug (broad)40
Rustic rug (medium)30
Sacrificial flag10
Small altar10
Small sculpture10
Spikecore floor-star (broad)40
Spikecore floor-star (medium)30
Spikecore plates1
Spikecore stone tile1
Standing lamp5
Table (1x2)5
Table (2x2)10
Table (2x4)20
Table (3x3)20
Torch lamp5
Totemic boards1
Totemic slab (broad)40
Totemic slab (medium)30
Totemic stone tile1
Void sculpture10
Wall torch lamp5

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
Animal personhood.png
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
Blindsight.png
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
Cannibal.png
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
Collectivist.png
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
Darkness.png
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
Female supremacy.png
Women are the superior gender and should rule. Medium Male supremacy - Burka: Relaxed
Veil: Strong
- - - - - - - Misandrist Misogynist -
Flesh purity
Flesh purity.png
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
Guilty.png
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
High life.png
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
Human primacy.png
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
Individualist.png
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
Loyalist.png
We stand for our own before others. Low Supremacist
Guilty
- - - - - Symbol burning - - - - - -
Male supremacy
Male supremacy.png
Men are the superior gender and should rule. Medium Female supremacy - Burka: Relaxed
Veil: Strong
- - - - - - - Misogynist Misandrist -
Nature primacy
Nature primacy.png
Man is a stain on nature's perfection. Medium Human primacy - - - Plants specialist - - - - - - Animalist
Nudism
Nudism.png
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
Pain is virtue.png
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
Proselytizer.png
It is our duty to spread our beliefs. Medium - Proselytizing: Occasional, Sometimes, or Frequent - - - - - - - - - - -
Raider
Raider.png
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
Rancher.png
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
Supremacist.png
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
Transhumanist.png
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
Tree connection.png
Trees are the essence of life, and we must be near them. High - Trees: Desired
Rough living: Welcomed
Temperature: Tough
Gauranlen connection: Strong
- - Plants specialist - - - - Tree sowing - - -
Tunneler
Tunneler.png
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 - -
BloodfeedingContent added by the Biotech DLC
Bloodfeeding.png
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
- - - - - - - Electricity
Deathrest
- - Morbid

Other Faction Customization

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 Ex.png Required Ex.png Ex.png Required Check.png Check.png Required Required Ex.png* Check.png
Loyalist Ex.png Ex.png* Check.png Check.png Ex.png* Check.png Check.png Ex.png Ex.png Required Check.png
Guilty Ex.png Ex.png* Check.png Check.png Ex.png* Check.png Check.png Ex.png Ex.png Ex.png* Check.png
Individualist Required** Ex.png* Check.png Check.png Ex.png* Check.png Check.png Ex.png Ex.png Ex.png* Check.png
Collectivist Required** Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Required Check.png
Transhumanist Ex.png Check.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Check.png Check.png
Flesh purity Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Raider Ex.png Check.png Ex.png Check.png Check.png Check.png Check.png Required Required Check.png Check.png
Proselytizer Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Ex.png Check.png
High life Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Nature primacy Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Human primacy Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Female supremacy Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Male supremacy Ex.png Check.png Check.png Check.png Check.png Ex.png Check.png Ex.png Ex.png Check.png Check.png
Animal personhood Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Rancher Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Pain is virtue Ex.png Check.png Ex.png Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Darkness Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Tunneler Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Tree connection Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Ex.png Ex.png Check.png Check.png
Nudism Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Required Ex.png Ex.png Ex.png Check.png
Blindsight Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Check.png
Cannibal Ex.png Check.png Check.png Check.png Check.png Required Check.png Ex.png Required Check.png Check.png

* 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
Blindness.png
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
Cannibalism.png
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 Mood:
Nullifies −4 Observed corpse mood for 0.5 days
Preferred To consume human meat is a noble and necessary part of life. Cannibal Mood:
Nullifies −4 Observed corpse mood for 0.5 days
+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 Mood:
Nullifies −4 Observed corpse mood for 0.5 days
-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 Mood:
Nullifies −4 Observed corpse mood for 0.5 days
-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
Precept corpses.png
Ugly The sight of a dead person is horrible. Mood:
Experiences default −4 Observed corpse mood for 0.5 days upon seeing a human corpse. Note that this thought is nullified by the Bloodlust, Psychopath, and Cannibal traits, as well as pro-Cannibalism precepts.
Experiences default −6 Observed rotting corpse mood for 0.5 days
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
Mood:
Nullifies −4 Observed corpse mood for 0.5 days
Nullifies −6 Observed rotting corpse mood for 0.5 days
Diversity of thought
IdeoDiversity.png
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
EatingNutrientPaste.png
Disgusting Nutrient paste is disgusting. Mood:
Experiences default −4 Ate nutrient paste meal mood for 1 day[Verify stacking] Note that this thought is nullified by the ascetic trait.
Don't mind There's nothing wrong with a meal of efficient, healthy nutrient paste. Transhumanist Transhumanist Mood:
Nullifies −4 Ate nutrient paste meal mood for 1 day[Verify stacking]
Execution
Execution.png
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/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist
-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning 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 30 days
+15 opinion for executing a prisoner
+15 opinion for killing a prisoner
Fungus
Fungus.png
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
InsectMeat.png
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
MarriageName.png
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
Nudity Female.png
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
Nudity Male.png
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
OrganUse.png
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
PhysicalLove.png
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
Research.png
Not allowed To research technology is an immoral act. It is not to be done. Prohibition:
Pawns are unwilling to research.
Extremely slow Research isn't a worthwhile activity at all. Why try hard at it? Stats:
Research Speed: ×0.25
Very slow Research work is unworthy of serious respect. Better not to be seen trying hard at it. Stats:
Research Speed: ×0.50
Slow Research work just isn't particularly meaningful. Why try hard at it? Stats:
Research Speed: ×0.75
Normal Research is a worthwhile form of work that the community needs. Stats:
Research Speed: ×1.00
Fast Research is an especially virtuous activity. Stats:
Research Speed: ×1.25
Very fast Research is among the most meaningful acts a person can perform. Stats:
Research Speed: ×1.50
Scarification
Scarification.png
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
Precept skullspike.png
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. Mood effects negated by the Masochist trait.
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. Mood effects negated by the Masochist trait.
Slavery
Slavery.png
Abhorrent Owning or trading human beings is deeply evil. Not raider Guilty
Individualist
Prohibitions:
Pawns will not sell pawns into slavery
Pawns will not enslave prisoners
Mood:
−10 Slave sold mood for 6 days (Colony wide). Does not apply to quest lodgers.
−3 Slaves in colony mood, per slave. Does not apply to quest lodgers.
Opinion:
−20 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
Mood:
−2 Slaves in colony mood, per slave. Does not apply to quest lodgers.
−10 Sold slave mood for 6 days
−10 Enslaved prisoner mood for 6 days (Only if they weren't previously enslaved)
−3 Slave sold mood for 6 days (Colony wide). Does not apply to quest lodgers.
−3 Prisoner enslaved mood for 6 days (Colony wide). Does not apply to quest lodgers.
Opinion:
−10 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
Mood:
−1 Slaves in colony mood, per slave. Does not apply to quest lodgers.
−5 Sold slave mood for 6 days
−5 Enslaved prisoner mood for 6 days (Only if they weren't previously enslaved)
−2 Slave sold mood for 6 days (Colony wide). Does not apply to quest lodgers.
−2 Prisoner enslaved mood for 6 days (Colony wide). Does not apply to quest lodgers.
Opinion:
−5 for selling a pawn into slavery
−5 opinion for enslaving a pawn
Acceptable Slavery is a normal, unremarkable part of life. No mood or opinion effects for enslaving, buying, or selling slaves.
Honorable One who owns and trades slaves should be honored and respected. Not guilty
Not individualist
Supremacist
Collectivist
Pain is virtue
Mood:
+1 Slaves in colony mood, per slave
−2 No slaves in colony mood, if Low expectations or higher
+4 Sold slave mood for 6 days
+4 Enslaved prisoner mood for 6 days (Only if they weren't previously enslaved)
+2 Slave sold mood for 6 days (Colony wide)
+2 Prisoner enslaved mood for 6 days (Colony wide)
Opinion:
+10 for selling a pawn into slavery
+10 opinion for enslaving a pawn
Women's spouses
SpouseCountFemale.png
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
SpouseCountMale.png
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
AnimalSlaughter.png
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
Apostasy.png
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
AutonomousWeapons.png
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
BodyModifications.png
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
Charity.png
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
DrugUse.png
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 (Non-Medical) 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 yield
x1.5 drug synthesis speed
+10% drug sell price
+3 mood for having taken a drug[Recreational only?] 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
DarknessCombat.png
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
Precept tree cutting.png
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
KillingInnocentAnimals.png
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
Lighting.png
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
MeatEating.png
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
Mining.png
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
Raiding.png
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. Mood:
+3 mood for 5 days for participating in a raid
+6 mood for a raid less than ? days ago[Details]
−6 mood for a raid more than ? days ago[Details]
Stats:
Global work speed −8%
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. Mood:
+6 mood for 5 days for participating in a raid
+12 mood for a raid less than ? days ago[Details]
−12 mood for a raid more than ? days ago[Details]
Stats:
Global work speed −16%
Trees
Trees.png
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 vatsContent added by the Biotech DLC
GrowthVats.png
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%
(only to pawns with the ideoligion; embryos / babies are not boosted)
BloodfeedersContent added by the Biotech DLC
Bloodfeeders.png
Revered Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. Mood:
−2 Bloodfeeder died mood for 10 days (Colony wide) when a bloodfeeder dies.[Any faction?].
+4 Revered bloodfeeder mood for being a bloodfeeder.
−2 No bloodfeeders mood (Colony wide) for having no bloodfeeders in the colony.
−1 No bloodfeeder master mood (Colony wide) for having bloodfeeders in the colony, but not as the leader.
+2 Bloodfeeder master mood (Colony wide) for having A bloodfeeder as the leader.
Nullifies −5 Fed on by <NAME> mood for 5 days[Stacking?]
Opinions:
+20 for being a Bloodfeeder
Reviled Anyone who drinks blood to survive is a monster. Mood:
+5 Bloodfeeder died mood for 10 days (Colony wide) when a bloodfeeder dies.
−12 Bloodfeeder self hatred mood for being a bloodfeeder.
−8 Bloodfeeder among us mood (Colony wide) for having a bloodfeeder in the colony.
Opinions:
−40 for being a Bloodfeeder
Child laborContent added by the Biotech DLC
ChildLabor.png
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 laborContent added by the Biotech DLC
MechanoidLabor.png
Enhanced Why should we work when we have machines? Stats:
Global Work Speed: −8%.
Mechanoid Global Work Speed: +20%.
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger

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
AgeReversal.png
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
Precept animal connection.png
Strong We have a strong connection to our animal friends Animal personhood
Biosculpting
Precept biosculpting.png
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 Mood:
−8 Used biosculpter pod mood for 12 days after using biosculpter pod.
Blind psysense
BlindPsysense.png
Strong Our blind have special ways of connecting with the psychic aether Blindsight Stats:
Psychic Sensitivity: +30% for blind pawns.
Bonding
Bonding.png
Disapproved To emotionally bond with a lower being is a shameful act Human primacy Disables animal bonding event for pawns with ideology. Does not disable pre-existing bonds or disable their thoughts.
Comfort
Comfort.png
Ignored We should pay no attention to comfort Pain Is Virtue Disables comfort need, and comfort-related thoughts, both positive and negative
Eclipse
Precept Eclipse.png
Beautiful Eclipses are a beautiful respite from the blinding sunlight. Darkness
unless blindsight
+5 mood for seeing an eclipse
Gauranlen connection
GauranlenConnection.png
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 Mood:
+3 Gauranlen connection mood when connected to Gauranlen tree.
−0 Want Gauranlen connection mood, at Very Low expectations.
−1 Want Gauranlen connection mood, at Low expectations.
−2 Want Gauranlen connection mood, at Moderate expectations.
−4 Want Gauranlen connection mood, at High expectations.
−6 Want Gauranlen connection mood, at Sky High expectations.
Stats:
Pruning speed: +25%
Mining yield
MiningYield.png
High Mining is so important that we do it with great focus and respect, and we get more resources because of that. Tunneler Stats:
Mining yield: +10%
Neural supercharger
NeuralSupercharger.png
Preferred Having a neural supercharge is the new standard. Without it, you're obsolete. Transhumanist Mood:
−6 Want neural supercharge mood whenever 2+[Verify time] days have passed since neural supercharging, assuming Moderate expectations or higher.
Pain
Pain.png
Idealized To experience nerve-singing pain is a mark of morality. Pain is virtue
Guilty
Mood:
+3 Minor pain mood, pain between 1% and 14% inclusive. Replaces default −5
+5 Serious pain mood, pain between 15% and 39% inclusive. Replaces default −10
+7 Intense pain mood, pain between 40% and 79% inclusive. Replaces default −15
+9 Mind-shattering pain mood, pain of 80%+. Replaces default −20
Note: These thoughts are replaced by the Masochist specific thoughts for pawns with that trait, and with the default values for Wimps.
Proselytizing
Proselytizing.png
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
Ranching.png
Central We must raise and consume many large animals, and we must not eat plants. Rancher Stats:
Plant Work Speed: ×70%
Tame Animal Chance: ×120%
Animal Gather Yield: ×120%
Butchery Efficiency: ×120%
Animals Learning Factor: ×200%.
Animal Products Price Improvement: +10%.[Mechanics?] Affects meat, leather and wool of all types, including Human. Eggs, milk, insect jelly, and live animals are not affected.
Mood:
−3/−2/−1/+1/+2/+3 mood based on total animal body size per colonist,[What ratios?][Colonist only?] if Low expectations or higher. Does not apply to quest lodgers.
−4 Sowed human food plant mood for 2 days if Low expectations or higher.[Which plants?][Sow only?] Does not apply to quest lodgers.
Development points:
+2 for each successful Animal hospitality quest.Content added by the Royalty DLC
Rough living
RoughLiving.png
Welcomed We don't need to separate ourselves from the roughness of nature. Tree connection
Pain Is Virtue
Nullifies:
  • "Ate without table -3"
  • "Slept outside -4"
  • "Slept on ground -4"
  • "Soaking wet -3"
Slab bed
Precept Slab Bed.png
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
Precept sleep accelerator.png
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
SmallSpaces.png
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
Precept temperature.png
Tough Extreme temperatures don't bother us as much. Tree connection
Pain is virtue
Nullifies:
  • "Slept in the cold -4"
  • "Slept in the heat -4"

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
Precept work drive.png
Tripled The duration of the leader's work drive ability is tripled. Collectivist 3x Work Drive Duration (from 3 days to 9 days)

Roles

General info

Note: When creating an ideoligion a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with "<Role Name>".

Some factors are consistent across all roles.

  • Pawns can only hold one role at a time.
  • All roles lose Certainty at 50% the normal rate.
  • Roles can have assigned equipment that they will demand when they have the role - they get a permanent −4 "Want <Role Name> apparel" mood debuff without it. Only New Tribe colonies can select the war mask and tribal headdress as apparel options, while only New Arrivals colonies can select the slicecap and beret Content added by the Royalty DLC.

Removing a role from a pawn causes a −15 "Lost <Role Name> role" moodlet for 10 days.[Detail Needed]

When at least 3 colonists or slaves[Verify] have the same ideoligion, its moral guide role activates. This allows the moral guide role to be assigned, but pawns with that ideology receive −5 "No <Role Name>" when the role is unfilled. This requirement persists, even if follower count diminishes, until there's only 1 pawn of that ideoligion left. There is a short grace period when starting the game before the moodlet is applied.

The leader and moral guide roles are mandatory and cannot be removed, and are each limited to only one bearer of the role. You can have 1 leader across all your colonists, even of different ideoligions. You can have 1 moral guide per ideoligion in your colony, so long as the role is activated.

Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types.

Leaders

Leader.png

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 Ability Desc Ability Effect
Leader Speech
LeaderSpeech.png
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
WorkDrive.png
Call on a person to work harder for some time. The sense of being called upon by a leader to work harder.
Combat Command
CombatCommand.png
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.
Trial
Trial.png
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

MoralGuide.png

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:

Ability Ability Desc Ability Effect
Convert
Convert.png
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
Counsel.png
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
Reassure.png
Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. ?
Conversion Ritual
ConversionRitual.png
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
PreachHealth.png
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

Name Description Required Memes Pawn requirements Bonuses  Disabled Work Types Ability Ability Desc Ability Effect
Shooting Specialist
SpecialistShooting.png
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.
  • Crafting
  • Cooking
  • Plantwork
  • Mining
  • Constructing
Marksman Command
MarksmanCommand.png
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.
Animals Specialist
SpecialistAnimals.png
A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.
  • Crafting
  • Cooking
  • Plantwork
  • Mining
  • Constructing
Animal Calm
AnimalCalm.png
Use unique methods of connecting with animals to calm a maddened beast.
  • Hold animal stunned while casting, calms hostile animals if successful.
  • Casting time: 1.5s
  • AoE: Single target? Touch range.
  • Duration: Instantaneous
Medical Specialist
SpecialistMedical.png
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.
  • Violent
Immunity Drive
ImmunityDrive.png
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
SpecialistMelee.png
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.
  • Crafting
  • Cooking
  • Plantwork
  • Mining
  • Constructing
  • Hunting
  • Shooting
Berserk Trance
BerserkTrance.png
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."
Mining Specialist
SpecialistMining.png
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.
  • Animals
  • Crafting
  • Cooking
  • Plantwork
  • Constructing
Mining Command
MiningCommand.png
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."'
  • Mining Speed +40%
  • AoE: 9.9 tile radius aura centered on Caster
  • Duration:
    • Aura: 60,000 ticks (16.67 mins) or 1 in-game day
    • Effect: While in aura radius
Plants Specialist
SpecialistPlants.png
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.
  • Animals
  • Crafting
  • Cooking
  • Constructing
  • Mining
Farming Command
FarmingCommand.png
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."'
  • Plant Work Speed +40%
  • AoE: 9.9 tile radius aura centered on Caster
  • Duration:
    • Aura: 60,000 ticks (16.67 mins) or 1 in-game day
    • Effect: While in aura radius
Production Specialist
SpecialistProduction.png
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.
  • Dumb labor
  • Animals
  • Cooking
  • Plantwork
  • Mining
Production Command
ProductionCommand.png
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."
Research Specialist
SpecialistResearch.png
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.
  • Dumb labor
  • Animals
  • Cooking
  • Plantwork
  • Mining
Research Command
ResearchCommand.png
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."
  • Research Speed +30%
  • AoE: 9.9 tile radius aura centered on Caster
  • Duration:
    • Aura: 60,000 ticks (16.67 mins) or 1 in-game day
    • Effect: While in aura radius
^1 This affects the quality of every item the pawn creates, including Art, despite the tooltip only listing Crafting and Construction.

Rituals

Image Ritual Factors Outcomes Notes
Ritual funeral.png 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.png 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
Dance party.png 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 chance[Probability?] that all participants will get +20% Global Work Speed for 24h. Only available to non-tribals.
Drum party.png 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 chance[Probability?] that all participants will get +20% Global Work Speed for 24h. Only available to tribals.
Ritual skylantern festival.png 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 Wood 4 wood. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.[Probability?]
Christmas tree ritual.png
Symbol burning.png
Smokeleaf circle.png
Cannibal feast.png
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.
Ritual scarification.png 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.
Ritual blinding.png 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.
Ritual animal sacrifice.png 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.
Ritual gladiator duel.png 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 boost[Separate from the usual mood boost?], and fill their recreation bars.[Verify] The duelists also gain the mood effect from ritual quality. Duelists must be capable of violence. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.
Ritual public execution.png 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 ideologions.
LeaderSpeech.png 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.png 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 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their Negotiation Ability is effectively set to 0.
ConversionRitual.png 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 ritual.png Tree connection Participant count (10): +100% The connector will start with 25-45% connection strength, depending on ritual quality.
Bestowing ceremony.png Bestowing Ceremony Participant count (24): +60%
Room Impressiveness (170): +40%
Bonus mood for 6 days:
5% Terrible: -3
15% Unimpressive: -1
60% Honorable: +3
20% Grandiose: +6
Bonus honor based on number of gathered spectators and room impressiveness. The bonus does not depend on outcome. Provides 1 honor above 30% ritual quality, 2 above 60% and 3 above 90% quality.
Requires New title's ceremony quest to start.
Speech.png Throne Speech Participant count (10): +40%
Organizer's social impact(150%): +40%[Verify]
Room Impressiveness (120): +20%
Bonus mood for 8 days:
5% Terrible: -8
15% Uninspiring: -4
60% Encouraging: +5
20% Inspirational: +10
If the speech is inspiring, participants may acquire Inspirations
The speech quality will also affect the listeners' opinions of the speaker in the same way as a leader speech, up to +40 opinion at inspirational.
10 days cooldown on Begin Throne Speech ability.
Expected ritual duration: 2 hours
Child birth.png Child birth Loved one present: +5%
Mother's age (peaks at 20-30): +50%
Doctor's medicine skill (20): +25%
Indoors: +5%
Room cleanliness (0.6): +10%
Bed health effects (5): +5%
2.5% Stillborn
7.5% Sick
90% Healthy
There is a chance the mother will die during birth: 20% at 0% quality, 5% at 20% quality and 0% above 90% quality. This is independent of the stillbirth chance.
A successful birth gives the mother a +8 [name] was born healthy thought for 15 days, while a stillbirth gives her a −15 Stillbirth thought for 10 days.

See Reproduction#Quality and Reproduction#Outcomes for detail

Relics

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

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
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

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

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:

  • Preferred xenotype: +10
  • Disliked xenotype: −30

Mood:

  • All preferred xenotype: +2
  • Some disliked xenotypes: −2
  • Many disliked xenotypes: −3
  • Tons of disliked xenotypes: −4
  • I am disliked xenotype<: −6

Venerated animals

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

  • 1.3.3067 - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.
  • 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%. Increase impact of 'lost role' thought from −5 to −15.
  • 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.
  • 1.3.3159 - Precept name length is now limited.
  • 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. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a −3 mood.
  • 1.3.3326 - Fix: Ability gizmos are still available for roles that have been removed via reformation.
  • 1.4.3555 - Biotech DLC cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added preferred xenotypes.
  • 1.4.3563 - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. "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." -> "A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks."