Ideoligion

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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 ideoligion. There are four options: disable the ideoligion system, choose one of the preset ideoligions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideoligion. You additionally have the ability to customise the ideoligions of the factions, within some restrictions on the memes depending on their type of faction.

Once the game begins, you can view your ideoligions and those of other factions by clicking on the lightbulb icon in the bottom right.

Forming an ideoligion

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 ideoligions are ideoligions that allow for reformation once a sufficient number of development points are obtained. This process allows for the development of the ideoligion over time and in response to in-game circumstances or progress. Fluid ideoligions must start with only a single meme, though more may be added via reformation. They are otherwise formed in the same way as static ideoligions.

Every time you complete a ritual or convert a person to your ideoligion, 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; some rituals can even award 3 points if you are lucky. Converting someone (without a conversion ritual) awards 1 point.

With enough development points, you can reform the ideoligion to change structure, alter memes, or change styles, and to change precepts, roles, rituals, buildings, relics, animals, apparel, and pawn appearance, as well as the ideoligion's color, symbol, name, and narrative. If changing memes, a single meme may be added or removed with each reformation, though the total number of memes remains capped at a maximum of 4, and you cannot remove your last meme. If changing styles, existing styles can be removed or changed freely, while one single new style may additionally be added, up to the maximum of 3 styles. Other changes are unlimited, within the limits imposed by structure and memes.

The current point total is displayed just below "styles" in the ideoligion tab. The first reformation costs 10 development points. 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, to a maximum of 20. Activities that provide points will list them in their information.

Development points cannot be "stockpiled" beyond those needed for reformation. For example, if you need 10 development points for a reformation and already have 10 points, any further points earned will be lost.

Preset ideoligions

If you choose the "Classic-like" ideoligion, your colonists with be given an ideoligion with the Individualist meme, a random structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.

The ideoligion will have the following precepts:

It will have a leader and a moral guide, a funeral ritual and two other random rituals, and a random altar or ideogram, as well as 2-3 random relics.

Conversion

Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted by reducing certainty 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.

Conversion attempts can also happen passively as part of normal social interaction, as governed by the converter's Ideoligion Spread Chance.

Once a pawn's certainty is reduced to 0 by a conversion attempt, the pawn will be converted to the ideoligion of the converter.

Certainty loss from conversion attempts of all types is scaled by the converter's Conversion Power and the Global Certainty Loss Factor of the convertee. Additionally, a pawn will lose less or more certainty if they have a trait that agrees or conflicts with the memes of the converter's ideoligion. For example a Transhumanist ideoligion will have greater difficulty converting a Body Purist, but less difficulty converting a Body Modder.

Lost certainty is regained at a rate of ??[Value Needed] per day, and scales with the Mood of the pawn with happier pawns gaining

Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) * Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier
Relic Conversion Power Factor

Structure

Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.

Image Structure Description Styles Unlocked Rituals Chance to Have Precept
Abstract theist.png Abstract theist 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.png Animist 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.png Archist 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.png Buddhist origin 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.png Christian origin 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.png Embodied theist 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.png Hindu origin 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.png Ideological There are no gods. The moral structure of the universe is found in our grand narrative of social forces. Symbol burning
Islamic origin.png Islamic origin 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.

Image Culture Factions Allowed Description
Astropolitan.png Astropolitan New Arrivals A broad collection of cultures common among frequent space travelers.
Rustican Outlander Factions A hardy industrial cultures common among rimworld outlanders.
GentleTribe.png Corunan New Tribe
Tribal Factions
An ancient culture common among rimworld tribes.
Pirate.png Kriminul Pirate Factions A broad category describing the styles and practices of many pirate groups.
Empire map marker.png Sophian Content added by the Royalty DLC 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 - - 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.png Animal personhood 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.png Blindsight 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.png 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.png Collectivist 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.png Darkness 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.png Female supremacy Women are the superior gender and should rule. Medium Male supremacy - Burka: Relaxed
Veil: Strong
- - - - - - - Misogynist - -
Flesh purity.png Flesh purity 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.png Guilty 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.png High life 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.png Human primacy 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.png Individualist 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.png Loyalist We stand for our own before others. Low Supremacist
Guilty
- - - - - Symbol burning - - - - - -
Male supremacy.png Male supremacy Men are the superior gender and should rule. Medium Female supremacy - Burka: Relaxed
Veil: Strong
- - - - - - - Misandrist - -
Nature primacy.png Nature primacy Man is a stain on nature's perfection. Medium Human primacy - - - Plants specialist - - - - - - Animalist
Nudism.png 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.png 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.png Proselytizer It is our duty to spread our beliefs. Medium - Proselytizing: Occasional, Sometimes, or Frequent - - - - - - - - - - -
Raider.png 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.png Rancher 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.png Supremacist 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.png Transhumanist 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.png Tree connection Trees are the essence of life, and we must be near them. High - Trees: Desired - - Plants specialist - - - - Tree sowing - - -
Tunneler.png 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

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 Checkoff.png Required Checkoff.png Checkoff.png Required Checkon.png Checkon.png Required Required Checkoff.png* Checkon.png
Loyalist Checkoff.png Checkoff.png* Checkon.png Checkon.png Checkoff.png* Checkon.png Checkon.png Checkoff.png Checkoff.png Required Checkon.png
Guilty Checkoff.png Checkoff.png* Checkon.png Checkon.png Checkoff.png* Checkon.png Checkon.png Checkoff.png Checkoff.png Checkoff.png* Checkon.png
Individualist Required** Checkoff.png* Checkon.png Checkon.png Checkoff.png* Checkon.png Checkon.png Checkoff.png Checkoff.png Checkoff.png* Checkon.png
Collectivist Required** Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Required Checkon.png
Transhumanist Checkoff.png Checkon.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Flesh purity Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png
Raider Checkoff.png Checkon.png Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Required Required Checkon.png Checkon.png
Proselytizer Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkoff.png Checkon.png
High life Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Nature primacy Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Human primacy Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Female supremacy Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Male supremacy Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Animal personhood Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Rancher Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Pain is virtue Checkoff.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png
Darkness Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Tunneler Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Tree connection Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkon.png Checkoff.png Checkoff.png Checkon.png Checkon.png
Nudism Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Required Checkoff.png Checkoff.png Checkoff.png Checkon.png
Blindsight Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkoff.png Checkon.png
Cannibal Checkoff.png Checkon.png Checkon.png Checkon.png Checkon.png Required Checkon.png Checkoff.png Required Checkon.png Checkon.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.png Blindness 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.png Cannibalism 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
Preferred To consume human meat is a noble and necessary part of life. Cannibal +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 -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 -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
Precept corpses.png Corpses Ugly The sight of a dead person is horrible. -4 mood for seeing a human corpse
-6 mood for seeing a rotten human corpse
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
No saw corpse debuff. No saw rotting corpse debuff
IdeoDiversity.png Diversity of thought 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
EatingNutrientPaste.png Eating Nutrient Paste Disgusting Nutrient paste is disgusting. -4 mood for eating nutrient paste
Don't mind There's nothing wrong with a meal of efficient, healthy nutrient paste. Transhumanist Transhumanist Nullifies mood penalty from eating nutrient paste.
Execution.png Execution 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 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist
-3/-4/-6/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest 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 ? days
+15 opinion for executing a prisoner
+15 opinion for killing a prisoner
Fungus.png Fungus 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
InsectMeat.png Insect Meat 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.
MarriageName.png Marriage Name 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
Nudity Female.png Female Clothing 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
Nudity Male.png Male Clothing 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
OrganUse.png Organ use 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
PhysicalLove.png Physical Love 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.png Research Not allowed To research technology is an immoral act. It is not to be done. Pawns are unwilling to research.
Extremely slow Research isn't a worthwhile activity at all. Why try hard at it? 0.25x Research Speed
Very slow Research work is unworthy of serious respect. Better not to be seen trying hard at it. 0.50x Research Speed
Slow Research work just isn't particularly meaningful. Why try hard at it? 0.75x Research Speed
Normal Research is a worthwhile form of work that the community needs. 1.00x Research Speed
Fast Research is an especially virtuous activity. 1.25x Research Speed
Very fast Research is among the most meaningful acts a person can perform. 1.50x Research Speed
Scarification.png Scarification 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
Precept skullspike.png Skullspike 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.
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.
Slavery.png Slavery Abhorrent Owning or trading human beings is deeply evil. Not raider Guilty
Individualist
-3 mood per slave in the colony
Pawns will not sell pawns into slavery
Pawns will not enslave prisoners
-10 mood for 6 days for a pawn sold into slavery
-20 opinion 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
-2 mood per slave in the colony
-10 mood for 6 days for selling a pawn into slavery
-10 mood for 6 days for enslaving a prisoner
-3 mood for 6 days for a pawn sold into slavery
-3 mood for 6 days for a prisoner enslaved
-10 opinion 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
-1 mood per slave in the colony
-5 mood for 6 days for selling a pawn into slavery
-5 mood for 6 days for enslaving a prisoner
-2 mood for 6 days for a pawn sold into slavery
-2 mood for 6 days for a prisoner enslaved
-5 opinion for selling a pawn into slavery
-5 opinion for enslaving a pawn
Acceptable Slavery is a normal, unremarkable part of life.
Honorable One who owns and trades slaves should be honored and respected. Not guilty
Not individualist
Supremacist
Collectivist
Pain is virtue
+1 mood per slave in the colony
-2 mood for no slaves in the colony
+4 mood for 6 days for selling a pawn into slavery
+4 mood for 6 days for enslaving a prisoner (unless they were enslaved before)
+2 mood for 6 days for a pawn sold into slavery
+2 mood for 6 days for a prisoner enslaved
+10 opinion for selling a pawn into slavery
+10 opinion for enslaving a pawn
SpouseCountFemale.png Women's spouses 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
SpouseCountMale.png Men's spouses 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
AnimalSlaughter.png Slaughtering animals 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.png Apostasy 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%
AutonomousWeapons.png Autonomous weapons 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
BodyModifications.png Body modification 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.png Charity 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]
DrugUse.png Drug use 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 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 yeild
x1.5 drug synthesis speed
+10% drug sell price
+3 mood for having taken a drug 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.
DarknessCombat.png Combat in darkness 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
Precept tree cutting.png Cutting trees 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 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.png Lighting Darklight preferred Normal lights are too bright. Darklights are better. Not blindsight Darkness +4 mood in the darkness
-4 mood in dim light
-8 mood in bright light.
Disables low-light move speed penalties
Disables low-light global work speed penalties
MeatEating.png Meat eating 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.png Mining 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.png Raiding 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. Global work speed -8%
+3 mood for 5 days for participating in a raid
+6 mood for a raid less than ? days ago
-6 mood for a raid more than ? days ago
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. Global work speed -16%
+6 mood for 5 days for participating in a raid
+12 mood for a raid less than ? days ago
-12 mood for a raid more than ? days ago
Trees.png Trees 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
  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
AgeReversal.png Age reversal 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
Precept animal connection.png Animal connection Strong We have a strong connection to our animal friends Animal personhood
Precept biosculpting.png Biosculpting 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 -8 mood for 12 days for using biosculpter pod
BlindPsysense.png Blind psysense Strong Our blind have special ways of connecting with the psychic aether Blindsight Boosts Psychic Sensitivity by 30% for blind pawns.
Bonding.png Bonding Disapproved To emotionally bond with a lower being is a shameful act Human primacy Appears to disable bonding event for pawns with ideology.
Comfort.png Comfort Ignored We should pay no attention to comfort Pain Is Virtue Disables comfort need, and comfort-related thoughts, both positive and negative
Precept Eclipse.png Eclipse Beautiful Eclipses are a beautiful respite from the blinding sunlight. Darkness
unless blindsight
+5 mood for seeing an eclipse
GauranlenConnection.png Gauranlen connection 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 +25% pruning speed
+3 mood for Gauranlen tree connection
0/-1/-2/-4/-6 mood at very low/low/moderate/high/sky high expectations without Gauranlen tree connection
MiningYield.png Mining yield High Mining is so important that we do it with great focus and respect, and we get more resources because of that. Tunneler +10% mining yield
NeuralSupercharger.png Neural supercharger Preferred Having a neural supercharge is the new standard. Without it, you're obsolete. Transhumanist -6 mood if expectations are at least moderate and haven't had neural supercharge in 2? days
Pain.png Pain Idealized To experience nerve-singing pain is a mark of morality. Pain is virtue
Guilty
+3/5/7/9 mood for minor/serious/intense/mind-shattering pain
Proselytizing.png Proselytizing 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.png Ranching Central We must raise and consume many large animals, and we must not eat plants. Rancher 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.
RoughLiving.png Rough living 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"
64px Slab bed 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.
Precept sleep accelerator.png Sleep accelerator 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
SmallSpaces.png Small spaces 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.
Precept temperature.png Temperature 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

Precept work drive.png Work drive 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

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.

All roles lose Certainty at 50% the normal rate.

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 Content added by the Royalty DLC.

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 Image Ability Ability Desc Ability Effect
LeaderSpeech.png 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. ?
WorkDrive.png Work Drive Call on a person to work harder for some time. The sense of being called upon by a leader to work harder.
CombatCommand.png 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.
Trial.png 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

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 Image Ability Ability Desc Ability Effect
Convert.png 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.png 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.png Reassure Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. ?
ConversionRitual.png 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. ?
PreachHealth.png 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 Ability Desc Ability Effect
SpecialistShooting.png 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.
  • Crafting
  • Cooking
  • Plantwork
  • Mining
  • Constructing
MarksmanCommand.png 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.
SpecialistAnimals.png 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.<
  • Crafting
  • Cooking
  • Plantwork
  • Mining
  • Constructing
AnimalCalm.png Animal Calm 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
SpecialistMedical.png 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.
  • Violent
ImmunityDrive.png 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."
SpecialistMelee.png 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 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
BerserkTrance.png 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."
SpecialistMining.png 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.
  • Animals
  • Crafting
  • Cooking
  • Plantwork
  • Constructing
MiningCommand.png 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."'
  • 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
SpecialistPlants.png 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.
  • Animals
  • Crafting
  • Cooking
  • Constructing
  • Mining
FarmingCommand.png 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."'
  • 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
SpecialistProduction.png 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.
  • Dumb labor
  • Animals
  • Cooking
  • Plantwork
  • Mining
ProductionCommand.png 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."
SpecialistResearch.png 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.
  • Dumb labor
  • Animals
  • Cooking
  • Plantwork
  • Mining
ResearchCommand.png 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."
  • 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 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 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.
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
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 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.
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 ideoligions.
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 banishments. 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

Relics are objects revered by your Ideoreligion. 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.

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

  • 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. 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%.
  • 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.
  • 1.3.3200 - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.
  • 1.3.3287 - Reworked eclipse precept artwork.