Difference between revisions of "Ideoligion"
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<nowiki>*Appears on faction's options but conflicts with required meme</nowiki><br> | <nowiki>*Appears on faction's options but conflicts with required meme</nowiki><br> | ||
<nowiki>**Individualist OR Collectivist must be chosen</nowiki> | <nowiki>**Individualist OR Collectivist must be chosen</nowiki> | ||
+ | |||
+ | === 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. | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | ! !! 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== | ==Precepts== |
Revision as of 17:51, 7 November 2021
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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.
Mechanics
When starting a game, after choosing the world tile, the player can choose their starting ideologion. There are four options: You could choose to "Play Classic", choose one of the prebuilt ideologions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideologion. You additionally have the ability to customise the ideologions of the factions, within some restrictions on the memes depending on their type of faction.
Once the game begins, you can view your ideologions and those of other factions by clicking on the lightbulb icon in the bottom right.
Forming an Ideologion
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall "theme" of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature "God" as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.
Fluid ideoligions
Fluid ideologions can only start with a single meme, but are otherwise formed in the same as static ideoligions.
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. Once you gain 10 points you can change your ideology in some way, such as by adding or removing a meme, still up to a maximum of 4 memes. There is a point counter just below "styles" in the ideoligion tab. You can reform your ideoligion many times, although each time your points are reset to 0 and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on.
Play Classic
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If you choose to "Play Classic", your colonists with be given an ideologion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.
Conversion
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Exact mechanics. |
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.
Structure
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.
Cultures
Cultures affect names, appearances, and symbols.
Image | Culture | Factions Allowed | Description |
---|---|---|---|
Astropolitan | New Arrivals | A broad collection of cultures common among frequent space travelers. | |
Rustican | Outlander Factions | A hardy industrial cultures common among rimworld outlanders. | |
Corunan | New Tribe Tribal Factions |
An ancient culture common among rimworld tribes. | |
Kriminul | Pirate Factions | A broad category describing the styles and practices of many pirate groups. | |
Sophian | Empire Faction Ancient Factions |
A techno-feudal culture centered on the planet Sophiamunda. |
Styles
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Ideally also the style dominance of each building, and an explanation of how style dominance works.. |
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get a happy thought if around objects of their ideoligion's styles. If multiple styles of an ideoligion affect the same object, left-most applies.
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 tile | Recon helmet, Marine helmet, Cataphract helmet | Small sculpture, Large sculpture, Grand sculpture, 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 tile | Recon helmet, Marine helmet, Cataphract helmet | Small sculpture, Large sculpture, Grand sculpture, 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 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 | Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) | Yes |
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 | 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 | Animals have rights as humans do. | High | Animal connection: Strong Slaughtering animals: Prohibited, Horrible, or Disapproved Meat eating: Abhorrent, Horrible, or Disapproved |
- | - | Animals specialist | - | - | - | - | - | - | - | - | |
Blindsight | Only those who are blind can perceive true reality. | High | Blind psysense: Strong Blindness: Respected, Elevated, or Sublime |
- | Blindness: Horrible Lighting: Darklight preferred Combat in darkness: preferred |
Medical specialist | Blinding | - | - | Blindfold | - | - | - | - | |
Cannibal | 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 | Each person is part of a greater whole. People should work to play their part and help the group. | Low | Work drive: Tripled | Visage mask: Relaxed | Marriage name: Keep names | - | - | Symbol burning | - | - | - | - | - | - | |
Darkness | Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. | High | Lighting: Darklight preferred Combat in darkness: Preferred |
- | - | Mining specialist | - | - | - | - | - | - | - | - | |
Female supremacy | Women are the superior gender and should rule. | Medium | - | Burka: Relaxed Veil: Strong |
- | - | - | - | - | - | - | Misogynist | - | - | |
Flesh purity | The human body should not be debased. | Medium | 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 | Our people carry guilt from ages past. Others are more worthy. | Low | Pain: Idealized Charity: Essential, Important, or Worthwhile |
- | Apostasy: Abhorrent, Horrible, and Guilty Slavery: Honorable |
- | - | Symbol burning | - | Torture crown | - | - | - | - | |
High life | Exotic states of mind are central to a good life. | Medium | 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 | Humans are the moral center of the universe. | Medium | 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 | Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. | Low | - | - | Slavery: Honorable | - | - | Symbol burning | - | - | - | - | - | - | |
Loyalist | We stand for our own before others. | Low | - | - | - | - | - | Symbol burning | - | - | - | - | - | - | |
Male supremacy | Men are the superior gender and should rule. | Medium | - | Burka: Relaxed Veil: Strong |
- | - | - | - | - | - | - | Misandrist | - | - | |
Nature primacy | Man is a stain on nature's perfection. | Medium | - | - | - | Plants specialist | - | - | - | - | - | - | Animalist | ||
Nudism | 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 | 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 | It is our duty to spread our beliefs. | Medium | Proselytizing: Occasional, Sometimes, or Frequent | - | - | - | - | - | - | - | - | - | - | - | |
Raider | 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 | Raising animals is the right way; raising plants to eat is not. | High | Ranching: Central Meat eating: Mildly required, Seriously required, or Strictly required |
- | - | Animals specialist | - | Symbol burning | - | - | - | - | - | - | |
Supremacist | Our people should dominate all others. | Low | 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 | Human progress means merging with technology. | Medium | Sleep accelerator: Preferred Neural supercharge: Preferred Biosculpting: Accelerated Age reversal: Demanded Eating nutrient paste: Dont[sic] 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 | Trees are the essence of life, and we must be near them. | High | Trees: Desired | - | - | Plants specialist | - | - | - | - | Tree sowing | - | - | - | |
Tunneler | 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: Prohibited, Horrible, or Disapproved | Mining specialist | - | - | Fungal gravel | - | Stonecutting | Undergrounder | - | - |
Other Faction Customization
*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
Bolded precepts are present in every ideoligion and may not be removed, though their level may be changed.
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.
Required precepts must be present if a meme is present.
Unlocked precepts are unavailable without one of the unlocking memes.
Issue | Precept | Description | Memes | Effects | |
---|---|---|---|---|---|
Age Reversal | Demanded | Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. | Transhumanist (Unlocked, Required) | Increasing -4/-7/-10 mood malus if pawn is not de-aged, +3 mood when pawn is de-aged. Reoccurs every 60 days unless under biologic age 25. | |
Animal Connection | Strong | We have a strong connection to our animal friends | Animal personhood (Unlocked, Required) |
| |
Slaughtering animals | Prohibited | Slaughtering animals is absolutely prohibited. | Animal personhood (Required) | Prohibitions: Slaughter animal Mood: Someone slaughtered an animal: -4 Opinions: Slaughtered animal: -10 | |
Horrible | To slaughter an animal is a horrible thing. | Animal personhood (Required) | Mood: Slaughtered animal: -15 Someone slaughtered an animal: -2 Opinions: Slaughtered animal: -5 | ||
Disapproved | To slaughter an animal is an ugly thing. | Animal personhood (Required) | Mood: Slaughtered animal: -5 Someone slaughtered an animal: -1 Opinions: Slaughtered animal: -3 | ||
Apostasy | Abhorrent | To leave our ideoligion after having known it is the depth of immorality. | Guilty (Conflicting) Loyalist (Associated) Proselytizer (Associated) |
Opinions: Changed ideoligion: -30 Apostate: -10 Global certainty loss factor: x40% | |
Horrible | To leave our ideoligion after having known it indicates deep moral flaws. | Guilty (Conflicting) Loyalist (Associated) Proselytizer (Associated) |
Opinions: Changed ideoligion: -15 Apostate: -5 Global certainty loss factor: x60% | ||
Disapproved | To leave our ideoligion after having known it indicates character flaws. | Guilty (Conflicting) Loyalist (Associated) Proselytizer (Associated) |
Opinions: Changed ideoligion: -8 Apostate: -3 Global certainty loss factor: x80% | ||
Autonomous Weapons | Prohibited | Allowing a machine to decide to kill is an absolutely inhuman thing to do. | Nature primacy (Associated) | 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 (Associated) | Colonists gain Mood: Automated Turret in Colony: -8 | ||
Disapproved | Allowing a machine to decide to kill is an ugly thing. | Nature primacy (Associated) | Colonists gain Mood: Automated Turret in Colony: -4
| ||
Biosculpting | Accelerated | All biosculpting cycles take half the usual time. | Transhumanist (Required) | All biosculpting cycles take half the usual time. | |
Despised | Biosculpter pods violate the purity human flesh and should never be used. | Flesh Purity (Required) | -8 mood penalty for using biosculpter pod. <insert link to moodlet here>
| ||
Blindness | Horrible | Blinding people for ideoligious reasons is horrible. | Blindsight (Conflicting) | 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 (Required) | 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 (Required) | 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 (Required) | 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. | ||
Blind psysense | Strong | Our blind have special ways of connecting with the psychic aether | Blindsight (Associated, Required) | Boosts Psychic Sensitivity by 30% for blind pawns.
| |
Body Modification | Abhorrent | To modify the natural human body is a flagrant violation of clear moral laws. | Transhumanist (Conflicting) Flesh purity (Associated) |
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. | Transhumanist (Conflicting) Flesh purity (Associated) |
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. | Transhumanist (Associated) Flesh purity (Conflicting) |
Colonists gain a -3 mood penalty if they have no prosthetics or artificial parts unless expectations are below Moderate. They gain a bonus based on having prosthetics or artificial parts, and a -10 opinion malus towards any pawn without prosthetics or artificial parts. Values are adjusted for pawns with Body Purist and Body Modder.
| ||
Bonding | Disapproved | To emotionally bond with a lower being is a shameful act | Human primacy (Required) | Appears to disable bonding event for pawns with ideology. | |
Cannibalism | Abhorrent | Eating human flesh is a deeply abhorrent and disgusting act. | |||
Horrible | Eating human flesh is a horrible thing to do. | ||||
Disapproved | Eating human flesh is an ugly thing to do. | Pain is virtue (Associated) | |||
Acceptable | Human meat is just meat, like any other. | Pain is virtue (Associated) | |||
Preferred | To consume human meat is a noble and necessary part of life. | Cannibal (Required) | |||
Required (strong) | Consuming human flesh is important. It should be in every meal. | Cannibal (Unlocked, Required) | |||
Required (ravenous) | Man-flesh is morality. To eat a meal without it is unthinkable. | Cannibal (Unlocked, Required) | |||
Charity
| |||||
Comfort | Ignored | We should pay no attention to comfort | Pain Is Virtue (Associated, Required) | Makes colonists prefer slab beds, and gives a moodlet of +2 when they sleep in slab beds.
| |
Corpses | Don't care | The sight of a dead person is nothing to be concerned about. | Pain Is Virtue (Associated, Required) Cannibal (Associated, Required) Raider (Associated, Required) Supremacist (Associated) |
No saw corpse debuff. No saw rotting corpse debuff | |
Combat in Darkness | Thoughts on fighting under darkness | Preferred - Required for Darkness Meme | |||
Drug Use | Prohibited | ||||
Medical only | |||||
Medical or social only | |||||
Essential | |||||
Cutting Trees | Prohibited | To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. | Human primacy (Disallowed) Nature primacy (Associated) |
Disallows logging camps. Moodlets of blah for doing blah | |
Horrible | To cut down a tree is a horrible act. | Human primacy (Disallowed) Nature primacy (Associated) |
Disallows logging camps. Moodlets of blah for doing blah | ||
Prohibited | To cut down a tree is a distasteful thing to do. | Human primacy (Disallowed) Nature primacy (Associated) |
Disallows logging camps. Moodlets of blah for doing blah | ||
Diversity of thought
| |||||
Eating Nutrient Paste | Don't mind | There's nothing wrong with a meal of efficient, healthy nutrient paste. | Transhumanist (Associated, Required) | Nullifies mood penalty from eating nutrient paste. | |
Execution | |||||
Fungus | Despised | That dark-grown fungus food is just disgusting | 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 (Associated, Required) | Ate fungus: +3 Ate cooked fungus: +3 Ate non-fungus plant raw: -5 Ate non-fungus plant cooked: -3 | ||
Insect Meat | Loved | There is nothing more divine than the succulent, slimy flesh of an insect | Tunneler (Associated, required for Tunneler Meme) | Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.
| |
Gauranlen Connection | Feelings of connection to the Gauranlen tree | Great - Needs, and required for Tree connection Meme
| |||
Lighting | Darklight preferred | Normal lights are too bright. Darklights are better. | Darkness (Associated, Required), Blindsight (Conflicting) | +4 mood in the darkness, -4 mood in dim light, -8 mood in bright light.
| |
Marriage Name | Always Man's | Couples must share the man's name. | Male Supremacy (Associated) | " " | |
Usually Man's | Most couples share the man's name | N/A | 95% chance of couple refusing to take woman's name, 75% chance of couple refusing to keep names. | ||
Random | Couples randomly choose whether to share a name, and which name to share. | N/A | " " | ||
Keep Names | Both partners keep their names upon marriage. | Collectivist (Conflicts) | " " | ||
Usually Woman's | Most couples share the woman's name | N/A | 95% chance of couple refusing to take man's name, 75% chance of couple refusing to keep names. | ||
Always Woman's | Couples must share the woman's name. | Female Supremacy (Associated) | " "
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Meat Eating | Feelings of eating meat, or any meals containing meat | Abhorrent - Required for Animal personhood Meme
Horrible - Required for Animal personhood Meme Disapproved - Required for Animal personhood Meme Mildly Required - Required for Rancher Meme Seriously Required - Required for Rancher Meme Strictly Required - Required for Rancher Meme | |||
Mining | |||||
Mining Yield | |||||
Neural Supercharger | Preferred | Having a neural supercharge is the new standard. Without it, you're obsolete. | Transhumanist (Associated, Required) | Causes a -6 mood penalty when not neurally supercharged. | |
Female Clothing | |||||
Male Clothing | |||||
Organ use | |||||
Pain | |||||
Physical Love | |||||
Proselytizing | |||||
Raiding | Feeling of raiding faction's minor and major bases | Respected - Required for Raider Meme
Required - Required for Raider Meme | |||
Ranching | Central | We must raise and consume many large animals, and we must not eat plants. | Rancher (Associated, Required) | Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. | |
Research | Not allowed | To research technology is an immoral act. It is not to be done. | N/A |
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Extremely slow | Research isn't a worthwhile activity at all. Why try hard at it? | N/A |
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Very slow | Research work is unworthy of serious respect. Better not to be seen trying hard at it. | N/A |
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Slow | Research work just isn't particularly meaningful. Why try hard at it? | N/A |
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Normal | Research is a worthwhile form of work that the community needs. | N/A |
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Fast | Research is an especially virtuous activity. | N/A |
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Very fast | Research is among the most meaningful acts a person can perform. | N/A |
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Rough Living | Welcomed | We don't need to separate ourselves from the roughness of nature. | Tree connection (Associated, Required) Pain Is Virtue (Associated, Required) |
Nullifies:
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Scarification
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Skullspike | Desired | A skull on a spike symbolizes our superiority. | Pain Is Virtue (associated), Supremacist (Associated), Raider (Associated) | Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. | |
Disapproved | Putting skulls on spikes is a barbaric practice. | Pain Is Virtue (disallowed), Supremacist (disallowed), Raider (disallowed) | Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.
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Slavery | Abhorrent | Owning or trading human beings is deeply evil. | Raider (Conflicting) Guilty (Associated) Individualist (Associated) |
Pawns will refuse to sell slaves or enslave prisoners. -30 opinon, stacking up to 3 times and lasting 15 days, for anyone that has sold a slave, Adds mood penalties for slavery: -3 mood for having a slave in the colony, -? mood for having enslaved a prisoner, -? mood for someone having sold a slave in the colony. | |
Horrible | Owning or trading human beings is a horrible thing. | Raider (Conflicting) Guilty (Associated) Individualist (Associated) |
? | ||
Disapproved | Slavery is part of life, though it is extremely distasteful. | Raider (Conflicting) Guilty (Associated) Individualist (Associated) |
? | ||
Acceptable | Slavery is a normal, unremarkable part of life. | - | ? | ||
Honorable | One who owns and trades slaves should be honored and respected. | Supremacist (Associated) Collectivist (Associated) Pain Is Virtue (Associated) Guilty (Conflicting) Individualist (Conflicting) |
?
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Slave Trading | |||||
Sleep Accelerator | Preferred | One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. | Transhumanist (Required) | +3 Mood when using Sleep accelerator <insert link to moodlet here> | |
Small Spaces | Feelings of being inside a small space | Don't care - Needs, and required for Tunneler Meme | |||
Women's spouses | |||||
Men's spouses | |||||
Trees | |||||
Temperature | Tough | Extreme temperatures don't bother us as much. | Tree Connection (Associated, Required) Pain Is Virtue (Associated, Required) |
Nullifies:
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 | Tripled | The duration of the leader's work drive ability is tripled. | Collectivist (Required) | 3x Work Drive Duration |
Roles
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This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs mechanical detail beyond just what the stats are and the tables cover. |
General info
Some factors are consistent across all roles.
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it.
Only New Tribe colonies can select the War mask and Tribal headdress as options, while only New Arrivals colonies can select the Slicecap and Beret .
Leaders
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 can select between these apparels as assigned equipment:
Ability Image | Ability | Abililty Desc | Ability Effect |
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Leader Speech | 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 | Call on a person to work harder for some time. | The sense of being called upon by a leader to work harder.
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Combat Command | 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.
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Trial | 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
A moral/spiritual leader who heads rituals and personally counsels believers
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:
- Cape
- Veil
- Hood
- Headwrap
- Broadwrap
- Burka
- Tribal headdress, only for tribal factions
- War mask, only for tribal factions
- Slicecap, requires Transhumanist meme
- Visage mask
Ability Image | Ability | Abililty Desc | Ability Effect |
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Convert | 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 | 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 | Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. | ? | |
Conversion Ritual | 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 | 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
Image | Name | Description | Required Memes | Pawn requirements | Bonuses | Disabled Work Types | Ability Image | Ability | Abililty Desc | Ability Effect | Required Equipment |
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Shooting Specialist | 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. |
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Marksman Command | 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.
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Tailcap | |||
Animals Specialist | 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.< |
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Animal Calm | Use unique methods of connecting with animals to calm a maddened beast. |
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Medical Specialist | 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. |
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Immunity Drive | 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 | 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 abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work. |
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Berserk Trance | 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."
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Mining Specialist | 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. |
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Mining Command | 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."'
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Plants Specialist | 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. |
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Farming Command | 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."'
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Shadecone | |||
Production Specialist | 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. |
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Production Command | 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."
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Research Specialist | 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. |
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Research Command | 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."
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Rituals
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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 chanceprobability? 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 chanceprobability? 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 boostseparate from the usual mood boost?, and fill their recreation bars.verify The duelists also gain the mood effect from ritual quality. 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 the purpose of executions and other actions.what else? 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. |
Relics
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Mood penalty for lost or destroyed <link to mood page here>
Buildings
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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 |
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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
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Venerated Animals
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Venerated animals are twice as easy to tame.
Tattoos
Style | Face | Body |
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Tribal | tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried | tiger, buttons, rings |
Punk | tear, headshot, double, love, stars | heart, cross, jester, moon, power, royal, wings |
Cannibal | skull, spider | scar, skeleton, spike |
Misc | - | insect, sun |
Version History
- Ideology DLC Release - Added.
- 1.3.3067 - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.
- 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.
- 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.
- 1.3.3101 - Reduce production specialist crafting speed buffs from +70% to +50%.
- 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.