Children

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Revision as of 20:49, 10 November 2022 by Hordes (talk | contribs) (→‎Age 3: move Ideology content below age 3)
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Children are added by the Biotech DLC. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.

Acquisition

  • Having a baby age up to 3 or beyond.
  • Purchasing them from slavers.
  • Most quests and events where a regular colonist would join.

Note that raids will not have children, unless you enable it in the storyteller settings.

Summary

A child is a human that is from ages 3 to 13. Humans below 3 are babies. Humans above 13 are considered adult for most purposes, gaining access to adult clothing and all work types, but still recieve some penalties from being undeveloped. Those under 16 can't reproduce. People under 18 will age 400% faster, though this can be altered by using a growth vat or in the storyteller settings.

Children as young as 3 can wield weapons, but are limited to child-wearable clothing like the kid pants and kid parka, and can only do certain types of work. Younger pawns recieve penalties to Global Work Speed and move speed, scaling with age. Due to their body size, they can store less nutrition and recieve stronger effects from drugs. Finally, children are vulnerable to the Fleeing Fire mental break when seeing fire.

Children recieve growth moments at ages 7, 10, and 13. These give the pawn access to more work types, as well as the choice of traits and passions. Giving a child access Learning increases the possible choices. See #Development for more details.

Mood

Children up to 13 recieve a moodlet for simply being young: at age 3, +16 Childlike joy, at age 7, +12 Childlike wonder, and at age 10, +4 Childlike confidence. Other than that, most regular moodlets apply to them.

Adult colonists recieve a +? Happy youngsters for having children with high mood in the colony, and parents are especially happy. Most recieve a −6 moodlet for killing an innocent child.

Stats

Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: movement speed, Aiming Time (thus, DPS), Arrest Success Chance, Market Value, and Global Work Speed. Each trait is affected differently by age: move speed changes in jolts by life stage, whereas Global Work Speed rises steadily until adulthood.

Global Work Speed Multiplier by Age

Body Size

Certain traits are indirectly affected due to a child's smaller body size. These include drug effectiveness, Carrying Capacity, Meat Amount / Leather Amount, and nutrition capacity. Stats that don't differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.

0-2 3-13 13-18
? ? 0.8

Development

At the default setting, children naturally age four times faster than adults do. So in one year, they can go from a 4 to an 8 year-old. Once they are biologically 13, they lose the need for Learning, and have access to all work types. Once 18, they'll lose all work speed penalties.

Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at 0 (or very low) skill, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children -- Learning. This takes the place of Recreation.

Growth score

Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.

A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed. Chaging the child aging rate in storyteller settings adjusts the growth point gain proportionately. Therefore, average Learning need can roughly predict the final growth tier of a child, assuming the child completes the entire growth stage within the colony.

Growth Tiers and Rewards
Tier Points Traits Passion Min Av Learning
0 0 1 from 1 options - -
1 30 1 from 2 options - 17%
2 55 1 from 3 options - 31%
3 80 1 from 4 options - 44%
4 100 1 from 4 options 1 from 1 options 56%
5 120 1 from 4 options 1 from 2 options 67%
6 135 1 from 4 options 1 from 3 options 75%
7 150 1 from 4 options 2 from 4 options 83%
8 162 1 from 6 options 3 from 6 options 90%

Growth moments

Babies become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection is randomized, and increased by the growth tier. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.

Age 3

 Baby <BABY NAME> has grown up and become a child! (S)He is now old enough to do the following work: <LIMITED WORK> Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. 

At this age, now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social. Their Play need is also replaced with a new Learning need.

Capable work types
Firefight Patient Doctor Bed Rest Childcare Basic Warden Handle Cook Hunt Construct Grow Mine Plant Cut Smith Tailor Art Craft Haul Clean Research
- - - - - - - - - - - - - - - -
Learnable skills
Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medical Social Intellectual
- - - - - - - - -

Ideology

 <BABY NAME> has decided to become a follower of the ideoligion <MAJOR COLONY IDEOLIGION>. By tradition <BABY NAME>, born to <MOTHER NAME> of <COLONY> (and) <FATHER NAME> of <COLONY> / unknown parents, is a colonist/tribesman, but exceptions can be made... Should <BABY NAME> remain a colonist/tribesman? 

With IdeologyContent added by the Ideology DLC, the child will now follow the major ideoligion your colony currently believes in (assuming your colony has one). By default, they will remain as a colony child, but you can make an exception and enslave him/her instead. This can be postponed for up to 12 hours:

Age 7

Capable work types
Firefight Patient Doctor Bed Rest Childcare Basic Warden Handle Cook Hunt Construct Grow Mine Plant Cut Smith Tailor Art Craft Haul Clean Research
- - - - - -
Learnable skills
Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medical Social Intellectual
- - - -

Age 10

Capable work types
Firefight Patient Doctor Bed Rest Childcare Basic Warden Handle Cook Hunt Construct Grow Mine Plant Cut Smith Tailor Art Craft Haul Clean Research
- -
Learnable skills
Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medical Social Intellectual
-

Age 13

When a child turns 13, you will receive the notification: "Child" became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types.

They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning, and teens no longer have the +4 childlike confidence' moodlet. drug dependency genes take effect at this age, as if took the drug on their birthday.

Some kids get special changes upon turning 13. Your child may randomly receive a new nickname, such as John Doe gaining the nickname Johnny (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.

Capable work types
Firefight Patient Doctor Bed Rest Childcare Basic Warden Handle Cook Hunt Construct Grow Mine Plant Cut Smith Tailor Art Craft Haul Clean Research
Learnable skills
Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medical Social Intellectual

Learning

Children have 1 or 2 tasks which satisfy the Learning need at any given time. When children are scheduled to do Anything or Recreation, they will fulfill their learning tasks, although they need the participation of an adult to accomplish work watching.

Floor drawing

Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt.

Lessons

The child(ren) sit together at a school desk. If an adult is present, they will instruct the children in a random, currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. It also trains the adult's Social skill.

Nature running

Children run around outside, similar to the adult "Going for a walk" activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge.

Radio Talking

Chat with people over the radio, which requires a powered comms console. This can interfere with the usage if required to contact another faction or a nearby Trader Ship orbiting above the colony.

Sky dreaming

Children lay on the ground and watch the sky, much like adults that are cloud watching.

Work watching

Children that are work watching will follow an adult, who does standard work. If the children is at a suitable age for the skill the adult is doing work on (i.e: Treating injury with medicine or attempting to recruit/convert prisoners), said skill will slowly be gained.