Difference between revisions of "Rituals"
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{{Stub|reason=Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}} | {{Stub|reason=Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}} | ||
{{Image wanted}} | {{Image wanted}} | ||
− | '''Rituals''' are options for [[ideoligions]]. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony. | + | '''Rituals''' are primarily options for [[ideoligions]] {{IdeologyIcon}}, with a handful available through other DLC {{RoyaltyIcon}}{{BiotechIcon}}. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony. |
== Mechanics == | == Mechanics == | ||
{{Stub|reason=Reward options, General mechanics, Quality != Success chance etc.}} | {{Stub|reason=Reward options, General mechanics, Quality != Success chance etc.}} | ||
− | Every ritual has a Quality, expressed as a percentage, associated with it, influenced by a set of factors unique to each ritual type. Quality determines the chance of positive and negative outcomes, with some ritual effects scaling to the outcome tier and others applying only at specific | + | Every ritual has a Quality, expressed as a percentage, associated with it, influenced by a set of factors unique to each ritual type. Quality determines the chance of positive and negative outcomes, with some ritual effects scaling to the outcome tier and others applying only at specific tiers. |
Note that percentage is '''not''' the chance of success. 100% Quality only means that the chance of success cannot be improved further. | Note that percentage is '''not''' the chance of success. 100% Quality only means that the chance of success cannot be improved further. |
Revision as of 08:03, 1 July 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page. |
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Rituals are primarily options for ideoligions , with a handful available through other DLC . They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.
Mechanics
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Reward options, General mechanics, Quality != Success chance etc.. |
Every ritual has a Quality, expressed as a percentage, associated with it, influenced by a set of factors unique to each ritual type. Quality determines the chance of positive and negative outcomes, with some ritual effects scaling to the outcome tier and others applying only at specific tiers.
Note that percentage is not the chance of success. 100% Quality only means that the chance of success cannot be improved further.
The exact relationship between quality and success chance is not known, however the following approximation has been created through testing.
Quality expressed as a number between 0 and 1; so 100%=1; 50%=0.5;
- Terrible: 1/(4+(16×Q))
- Boring: 3/(4+(16×Q))
- Fun: 3×Q/(1+(4×Q))
- Unforgettable: Q/(1+(4×Q))
Overview table
Image | Ritual | Factors | Outcomes | Notes | ||
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Funeral | Participant count (10): +70% Moral guide present: +30% |
5% Terrible: -3 15% Lackluster: -1 60% Good: +5 20% Heartwarming: +8 |
If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count. | |||
Social festival | Participant count (10): +25% Leader present: +25% Started at altar: +20% Lectern used: +20% Seats for everyone: +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +5 20% Unforgettable: +8 |
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Dance party | Participant count (10): +30% Started at lightball: +20% Active loudspeakers (6): +30% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +8 20% Unforgettable: +16 |
If the party is fun or unforgettable, there is a chance[Probability?] that all participants will get +20% Global Work Speed for 24h. Only available to non-tribals. | |||
Drum party | Participant count (10): +30% Started at campfire: 20% Drums (6): +30% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +8 20% Unforgettable: +16 |
If the party is fun or unforgettable, there is a chance[Probability?] that all participants will get +20% Global Work Speed for 24h. Only available to tribals. | |||
Skylantern festival | Participant count (10): +100% | 5% Terrible: -3 15% Unimpressive: -1 60% Beautiful: +6 20% Unforgettable: +10 |
Each participant makes a skylantern out of 4 wood. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.[Probability?] | |||
Christmas tree Symbol burning Smokeleaf circle Cannibal feast |
Participant count (10): +80% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +5 20% Unforgettable: +8 |
Destroys the ritual target. | |||
Scarification | Participant count (10): +25% Moral guide present: +20% Started at altar: +20% Lectern used: +15% Seats for everyone: +20% |
5% Terrible: -2 15% Boring: -1 60% Satisfying: +1 20% Spectacular: +3 |
Scarifies the subject. Only available with the Pain is Virtue meme. | |||
Blinding ceremony | Participant count (10): +25% Moral guide present: +20% Started at altar: +20% Lectern used: +15% Seats for everyone: +20% |
5% Terrible: -2 15% Boring: -1 60% Satisfying: +1 20% Spectacular: +3 |
Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a psylink upgrade or unlock a new psychic power.[Probability?] Only available with the Blindsight meme. | |||
Animal sacrifice | Participant count (10): +25% Moral guide present: +25% Started at altar: +20% Lectern used: +15% Seats for everyone: +15% |
5% Terrible: -3 15% Boring: -1 60% Satisfying: +5 20% Spectacular: +8 |
If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an inspiration. Only available with the Human Primacy meme. | |||
Gladiator duel | Participant count (10): +20% Leader present: +20% Duelist dies: +100% Weapon used: +60% |
5% Terrible: -3 15% Boring: -1 60% Good: +5 20% Unforgettable: +8 |
The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood 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. | |||
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. | |||
Leader speech | Participant count (10): +40% Room impressiveness (120): +20 Leader's Social Impact (150%): +40% |
5% Terrible: -8 15% Uninspiring: -4 60% Encouraging: +5 20% Inspirational: +8 |
The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion. | |||
Trial | Participant count (20): +60% Leader's Negotiation Ability * 0.25 Defendant's Negotiation Ability * -0.25 |
50% Exonerated 50% Convicted |
If the defendant is convicted, they are considered guilty for 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. | |||
Conversion ritual | Participant count (10): +40% Room impressiveness (120): +20% Moral guide's Social Impact (150%): +30% Convertee's Expectations (Very Low): +10%, (Sky High): -30% |
5% Terrible 15% Ineffective 60% Effective: +3 20% Masterful: +6 |
The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%. | |||
Tree connection | Participant count (10): +100% | The connector will start with 25-45% connection strength, depending on ritual quality. | ||||
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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. | |||
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 | |||
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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 |
Analysis
Funeral
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.
Social festival
Dance party
This is tied with "drum party" for the most "success bonuses" and shortest cooldown.
Drum party
This is tied with "dance party" for the most "success bonuses" and shortest cooldown.
Skylantern festival
Christmas tree
Symbol burning
Smokeleaf circle
The ritual indirectly results in your colonists getting the stoned on smokeleaf condition, which applies to them for approximately 18 hours. This results in a -30% consciousness debuff, making participants slow and ineffective workers or combatants. An unforgettable festival gives only a +8 mood buff (plus a short-lived mood buff from Stoned on Smokeleaf), so it is less effective for mood than dance or drum festivals. Furthermore, costing 150, the Burnbong is the equivalent of 37.5 smokeleaf joints.
Cannibal feast
Scarification
Blinding ceremony
Animal sacrifice
Animal sacrifice does not cause the violent death penalty for butchering, and is thus an alternative to slaughtering.
Gladiator duel
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:
- Give the fighters go-juice or yayo. Getting downed by pain shock will end the ritual with a lower score.
- Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a +20% Weapon used quality bonus even if nobody dies.
- Choose one fighter with a high and the other with a low Melee skill to give the first one an advantage.
- Remove one of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.
Strip both gladiators before battle to prevent any clothes becoming tainted when they die.
Prisoner execution
Trial
Conversion ritual
Tree connection
Version history
- 1.3.3066 - Throne speeches have been re-tooled into rituals.