Difference between revisions of "Inhumanized"

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== Analyis ==
 
== Analyis ==
{{Stub|section=1|reason=Worthy of analysis given the effects it has on colony function and wehther you want it on every pawn, any at all, when to get it, etc.}}
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Inhumanization significantly narrows the inputs that affect a colonist's mood. Inhumanized pawns no longer have a beauty or outdoors need, meaning that they will happily toil away in cold filthy underground tunnels without complaint. Having no social opinions can lead to a reduction in social fights and mental breaks after a loved one passes away, but also prevents positive thoughts from social ties. The void pleasure buff sits between [[optimist]] and [[sanguine]] in magnitude and generally ensures that Inhumanized pawns are content.
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The massive skill penalty to the Social skill makes recruiting and converting prisoners more difficult- it can be very difficult to keep your [[Ideoligion#Moral_guide|Moral Guide]] from having Inhumanization mental breaks with the {{Bad|-8}} mood penalty from the Inhumanization Required precept. Inhumanized pawns will also get worse trade prices.
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Ranching is significantly more difficult as non-domesticated animals have a [[Minimum Handling Skill]] starting at 4, meaning that an Inhumanized pawn would require an animal skill of 16 to tame animals such as [[Turkey]]s, or [[Wild boar]]s, and a skill of 17 to tame [[Boomalope]]s. Taming [[Megasloth]]s, [[Thrumbo]]s, [[Emu]]s, [[Ostrich]]es, and [[Rhinoceros]]es is impossible for Inhumanized pawns. Training already tamed animals is restricted by the same stat, meaning that previously tamed animals with a handling requirement above what your pawns possess will slowly lose skills and eventually become wild animals once more.
  
 
== Version history ==  
 
== Version history ==  

Latest revision as of 05:18, 25 July 2024

The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in animals, art, and social.

Ways to become inhumanized[edit]

Pawns from the Horax cult can spawn already inhumanized but all other pawns must acquire it elsewhere.

Anomaly ending[edit]

When you finish the Anomaly ending, you can choose between two different endings. If you choose the embrace the void ending, a pawn of your choosing becomes inhumanized, among other things.

Inhumanization: Required[edit]

Pawns who are part of an ideoligion with the Inhumanizing: Required precept and who are not inhumanized have access to the humanity break mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the −8 Human shame mood moodlet. Pawns who are inhumanized have the +8 Void pleasure mood moodlet instead.
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a +8 mood and don't care about a lot of things that normal pawns do, making them harder to break as well.

Effects[edit]

  • Pain: −50%. Note that this is an offset, not a multiplier.
  • Nullifies all opinions of others.
  • Disables most social interactions.
  • −16 °C (−28.8 °F) Minimum comfortable temperature
  • −12 Animals skill
  • −12 Artistic skill
  • −12 Social skill
  • Disables the need for beauty
  • Disables the need for outdoors
  • Nullifies a large number of thoughts
  • Permanent +8 Void pleasure mood
  • Enables void meditation focus.
  • Inhumanized pawns receive no mood debuff for eating twisted meat raw or as an ingredient in meals. Inhumanization only affects the debuffs for Twisted Meat, so such pawns will still receive the mood penalty if forced to eat Insect Meat, Human Meat, Fungus, Nutrient Paste, or other raw foods without an overriding ideological Precept or Gene.

It is possible to remove the hediff with the Brainwipe psychic ritual.

Analyis[edit]

Inhumanization significantly narrows the inputs that affect a colonist's mood. Inhumanized pawns no longer have a beauty or outdoors need, meaning that they will happily toil away in cold filthy underground tunnels without complaint. Having no social opinions can lead to a reduction in social fights and mental breaks after a loved one passes away, but also prevents positive thoughts from social ties. The void pleasure buff sits between optimist and sanguine in magnitude and generally ensures that Inhumanized pawns are content.

The massive skill penalty to the Social skill makes recruiting and converting prisoners more difficult- it can be very difficult to keep your Moral Guide from having Inhumanization mental breaks with the −8 mood penalty from the Inhumanization Required precept. Inhumanized pawns will also get worse trade prices.

Ranching is significantly more difficult as non-domesticated animals have a Minimum Handling Skill starting at 4, meaning that an Inhumanized pawn would require an animal skill of 16 to tame animals such as Turkeys, or Wild boars, and a skill of 17 to tame Boomalopes. Taming Megasloths, Thrumbos, Emus, Ostriches, and Rhinoceroses is impossible for Inhumanized pawns. Training already tamed animals is restricted by the same stat, meaning that previously tamed animals with a handling requirement above what your pawns possess will slowly lose skills and eventually become wild animals once more.

Version history[edit]