Ideoligion
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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.
Type of ideoligion
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.
- Ideology system inactive - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any style, or cosmetic variant, of building (click the circle icon in the Architect tab, right next to the search bar).
- However, some aspects of the ideoligion system remain. You can still assign a Leader, and will have access to a funeral and 2 rituals - a dance party and drum party.[Verify] In addition, there will be 3 randomized relics that you can search for.
- Create ideoligion (fluid) - Design an ideoligion that can change over time.
- A fluid ideoligion only has access to 1 meme at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain development points, you can add / remove memes, and re-customize just about everything else.
- Create ideoligion (fixed) - Design an ideoligion with complete control.
- Presets - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. You will start with a Funeral and 2 other random rituals, as well as a random relic. Other aspects of the ideoligion will also be randomized.
- For example, the "Classic-like" preset will have the following precepts:
Development points
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.
Development points can be obtained in the following ways:
- Performing rituals. Rituals will give a varying amount of points depending on if they are "anytime" rituals or "dated" rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals Do not count for the following table.
Terrible | Boring | Fun | Unforgettable | |
---|---|---|---|---|
1 Ritual | 2 | 4 | 6 | 7 |
2 Rituals | 1 | 2 | 3 | 4 |
3 Rituals | 1 | 1 | 2 | 3 |
4 Rituals | 0 | 1 | 1 | 2 |
5+ Rituals | 0 | 1 | 1 | 1 |
- Converting someone: 1 point.
Certain precepts allow an ideoligion to gain points from actions related to the precept.
- Blindness: Respected, Elevated or Sublime: Blinding someone: 1 point
- Charity: Worthwhile, Important or Essential: Completing charity quests and accepting charity events
- Helping beggars: 2 points
- Accepting joining wanderer: 1 point
- Giving hospitality : 2 points
- Saving shuttle crash survivors : 3 points
- Saving a pod crash victim: 1 point
- Saving the noble wimp : 1 point
- Helping the threatened joiner: 2 points
- Execution: Respected if guilty or Required: Executing prisoner: 1 point
- Proselytizing: Occasional, Sometimes or Frequent:
- Raiding: Respected or Required:
- Raiding someone: 1 point
- Raiding a bandit camp or work site: 2 points
- Ranching: Central: Successfully completing an Animal Hospitality quest: 2 points
- Slavery: Honorable: Enslaving new prisoner: 1 point
- Gauranlen Connection: Strong: Planting gauranlen tree: 1 point
Reformation allows you to add or remove 1 meme, or change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 style at a time. All other changes are unlimited.
Forming an ideoligion
An ideoligion consists of many separate aspects to customize:
Primary
- Structure - What deities (or lack thereof) that followers believe in. Examples include Abstract theist, that "god(s) are formless and everywhere", or Christian origin, which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
- Memes - The basic beliefs of the ideoligion. An ideoligion with the Cannibal meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to role specialists.
- Precepts - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with Cannibalism: Preferred will have followers enjoy eating human meat. An ideoligion with Cannibalism: Required (Ravenous) will want to eat human meat for every meal.
- Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.
Secondary
- Rituals - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist mood, and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a gauranlen pod to sprout.
- You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.
- Roles - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.
- Relics - Ideoligions can have relics. Relics can be either Legendary quality weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.
- Buildings - Buildings used by your ideoligion: altars, sacrificial flags, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.
- Preferences - Ideoligions can prefer apparel, weapons, and xenotypes , as well as venerate specific animals. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.
Descriptive
- Styles - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.
- Cultures - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents tribes in general. Entirely cosmetic.
- Lore - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.
- Icon / color - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a +1 moodlet for wearing their ideology's color, or their own favorite color. All colors require dye and the same amount of dye.
Certainty
This page is suggested to be split. Destination: Certainty . Reason: Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a Template:Main link to the oage. redirect Conversion there too. |
Certainty is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.
Reassurance
Certainty increases by a set rate per day, which is dependent on current mood.
- 1% / day at 20% mood or less
- 2% / day at 50% mood
- 3% / day at 80% mood or more
Between 20% and 80% mood, certainty gain is linearly interpolated. Certainty does not regenerate while deathresting.[What else?] The Moral Guide of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on Conversion Power. If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
Conversion
These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's Conversion Power, and decreased by the user's Global Certainty Loss Factor. Conversion strength is then multiplied by relevant traits. For example, an Undergrounder will be harder to convert from an ideology with the Tunneler meme.
- Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the Ideoligion Spread Chance, which is increased by the Proselytizing precept.
- The role of Moral Guide has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
- If a pawn is held prisoner, you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
The certainty reduction of a convert attempt can be calculated as follows:
Certainty loss = 6% × Conversion Power of the Converter × If Converter is Moral Guide (×2) × Global Certainty Loss Factor of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier |
- Relic conversion factor:
Relic Conversion Power Factor |
---|
Other certainty reduction: These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.
- Conversion ritual. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead increase certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by Social Impact of the moral guide, among other factors.
- Crisis of belief is an extreme mental break which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a random ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that prisoners associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
- A throne speech can convert listeners to the speaker's ideoligion.[Verify]
Children are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the Children page.
Structure
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.
Cultures
Cultures affect names, appearances, and symbols.
Culture | Factions Allowed | Description |
---|---|---|
Astropolitan |
New Arrivals | A broad collection of cultures common among frequent space travelers. |
Rustican |
Outlander Factions | A hardy industrial cultures common among rimworld outlanders. |
Corunan |
New Tribe Tribal Factions |
An ancient culture common among rimworld tribes. |
Kriminul |
Pirate Factions | A broad category describing the styles and practices of many pirate groups. |
Sophian |
Empire Faction Ancient Factions |
A techno-feudal culture centered on the planet Sophiamunda. |
Styles
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 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.
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 |
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 |
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 |
We must consume human flesh. | High | - | Organ use: Acceptable Cannibalism: Preferred, Required (strong), or Required (ravenous) Execution: Don't care, Respected if guilty, or Required |
- | Execution: Always horrible or Horrible if innocent | - | - | Cannibal feast | - | - | - | Cannibal | - | Morbid |
Collectivist |
Each person is part of a greater whole. People should work to play their part and help the group. | Low | Individualist | Work drive: Tripled | Visage mask: Relaxed | Marriage name: Keep names | - | - | Symbol burning | - | - | - | - | - | - |
Darkness |
Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. | High | Blindsight | Lighting: Darklight preferred Combat in darkness: Preferred |
- | - | Mining specialist | - | - | - | - | - | - | - | - |
Female supremacy |
Women are the superior gender and should rule. | Medium | Male supremacy | - | Burka: Relaxed Veil: Strong |
- | - | - | - | - | - | - | Misandrist | Misogynist | - |
Flesh purity |
The human body should not be debased. | Medium | High life Transhumanist |
Drug use: Prohibited Body modification: Abhorrent Scarification: Horrible |
- | Body modification: Approved Physical love: Free and approved |
Medical specialist | - | Symbol burning | - | - | - | Body purist Nudist |
Body modder | - |
Guilty |
Our people carry guilt from ages past. Others are more worthy. | Low | Supremacist Loyalist |
Pain: Idealized Charity: Essential, Important, or Worthwhile |
- | Apostasy: Abhorrent, Horrible, and Guilty Slavery: Honorable |
- | - | Symbol burning | - | Torture crown | - | - | - | - |
High life |
Exotic states of mind are central to a good life. | Medium | 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 |
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 |
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 |
We stand for our own before others. | Low | Supremacist Guilty |
- | - | - | - | - | Symbol burning | - | - | - | - | - | - |
Male supremacy |
Men are the superior gender and should rule. | Medium | Female supremacy | - | Burka: Relaxed Veil: Strong |
- | - | - | - | - | - | - | Misogynist | Misandrist | - |
Nature primacy |
Man is a stain on nature's perfection. | Medium | Human primacy | - | - | - | Plants specialist | - | - | - | - | - | - | Animalist | |
Nudism |
Clothing binds, controls, and suffocates us. We should all hang free. | High | - | Male clothing: Fully nude or Pants at most Female clothing: Fully nude or Pants at most |
- | - | - | - | Symbol burning | - | - | - | Nudist | - | - |
Pain is virtue |
Virtue is shown through suffering of self and others. | High | - | Pain: Idealized Comfort: Ignored Slab bed: Preferred |
- | Charity: Essential, Important, and Worthwhile Execution: Always abhorrent and Always horrible Scarification: Horrible Skullspike: Disapproved |
- | Scarification | Symbol burning | Slab bed Slab double bed |
Torture crown | - | Ascetic Tortured artist Masochist |
Wimp Gourmand |
Morbid |
Proselytizer |
It is our duty to spread our beliefs. | Medium | - | Proselytizing: Occasional, Sometimes, or Frequent | - | - | - | - | - | - | - | - | - | - | - |
Raider |
The strong should take from the weak. | Medium | - | Raiding: Respected or Required Execution: Horrible if innocent, Don't care, Respected if guilty, or Required |
- | Skullspike: Disapproved Slavery: Abhorrent, Horrible, and Disapproved |
Shooting specialist Melee specialist |
- | Symbol burning | - | - | - | - | - | - |
Rancher |
Raising animals is the right way; raising plants to eat is not. | Medium | Animal personhood | Ranching: Central Meat eating: Mildly required, Seriously required, or Strictly required |
- | - | Animals specialist | - | Symbol burning | - | - | - | - | - | - |
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 |
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 |
Trees are the essence of life, and we must be near them. | High | - | Trees: Desired Rough living: Welcomed Temperature: Tough Gauranlen connection: Strong |
- | - | Plants specialist | - | - | - | - | Tree sowing | - | - | - |
Tunneler |
Humans ought to live underground, and enjoy the succulent fruit of the depths. | High | - | Fungus: Preferred Insect meat: Loved Small spaces: Don't care Mining yield: High |
- | Mining: Prohibited, Horrible, or Disapproved | Mining specialist | - | - | Fungal gravel | - | Stonecutting | Undergrounder | - | - |
Bloodfeeding |
Drinking blood is sacred. Bloodfeeders should be worshipped. | Medium | - | Bloodfeeders: Revered Organ use: Acceptable Cannibalism: Acceptable or Preferred Execution: Don't care, Respected if guilty, or Required |
- | - | - | - | - | - | - | Electricity Deathrest |
- | - | Morbid |
Ritualist |
There is a greater energy in the universe. Through ritual we can understand it and harness its power. | Medium | - | Psychic rituals: Exalted Void study: Very efficient Research: Slow, Very Slow or Extremely Slow |
- | - | - | - | - | - | - | - | - | - | Morbid |
Inhuman |
Humanity is a barrier to our connection with the machine god and its pleasurable rewards. | High | - | Inhumanizing: Required Execution: Respected if guilty Cannibalism: Acceptable Corpses: Don't care Eating nutrient paste: Don't mind Skullspike: Desired Slavery: Acceptable Physical love: Free Male clothing: No rules Female clothing: No rules Organ use: Acceptable Diversity of thought: Neutral, Mild bigotry, Moderate bigotry or Intense bigotry |
- | - | - | - | - | - | - | - | - | - | - |
Other Faction Customization
* Appears on faction's options but conflicts with required meme
** Since only two memes available, one of 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
This page has been suggested for recoding. Reason: Convert mood descriptions to Template: Thought. DO NOT convert without adequate detail to fully utilize the template, including max stack count, duration etc.. You can help RimWorld Wiki by improving it. |
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 |
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 +10 Opinion bonus towards blind pawns, or a -2 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 |
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 | Mood: Nullifies −4 Observed corpse mood for 0.5 days | ||
Preferred | To consume human meat is a noble and necessary part of life. | Cannibal | Mood: Nullifies −4 Observed corpse mood for 0.5 days +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 | Mood: Nullifies −4 Observed corpse mood for 0.5 days -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 | Mood: Nullifies −4 Observed corpse mood for 0.5 days -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 | |
Corpses |
Ugly | The sight of a dead person is horrible. | Mood: Experiences default −4 Observed corpse mood for 0.5 days upon seeing a human corpse. Note that this thought is nullified by the Bloodlust, Psychopath, and Cannibal traits, as well as pro-Cannibalism precepts. Experiences default −6 Observed rotting corpse mood for 0.5 days | ||
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 |
Mood: Nullifies −4 Observed corpse mood for 0.5 days Nullifies −6 Observed rotting corpse mood for 0.5 days | |
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 | |
Eating Nutrient Paste |
Disgusting | Nutrient paste is disgusting. | Mood: Experiences default −4 Ate nutrient paste meal mood for 1 day[Verify stacking] Note that this thought is nullified by the ascetic trait. | ||
Don't mind | There's nothing wrong with a meal of efficient, healthy nutrient paste. | Transhumanist | Transhumanist | Mood: Nullifies −4 Ate nutrient paste meal mood for 1 day[Verify stacking] | |
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/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist -3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning 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 30 days +15 opinion for executing a prisoner +15 opinion for killing a prisoner | ||
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 | |
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. | ||
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 | ||
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 | ||
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 | ||
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 |
|||
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 |
Not allowed | To research technology is an immoral act. It is not to be done. | Prohibition: Pawns are unwilling to research. | ||
Extremely slow | Research isn't a worthwhile activity at all. Why try hard at it? | Stats: Research Speed: ×0.25 | |||
Very slow | Research work is unworthy of serious respect. Better not to be seen trying hard at it. | Stats: Research Speed: ×0.50 | |||
Slow | Research work just isn't particularly meaningful. Why try hard at it? | Stats: Research Speed: ×0.75 | |||
Normal | Research is a worthwhile form of work that the community needs. | Stats: Research Speed: ×1.00 | |||
Fast | Research is an especially virtuous activity. | Stats: Research Speed: ×1.25 | |||
Very fast | Research is among the most meaningful acts a person can perform. | Stats: Research Speed: ×1.50 | |||
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 | ||
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. Mood effects negated by the Masochist trait. | |
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. Mood effects negated by the Masochist trait. | ||
Slavery |
Abhorrent | Owning or trading human beings is deeply evil. | Not raider | Guilty Individualist |
Prohibitions: Pawns will not sell pawns into slavery Pawns will not enslave prisoners Mood: −10 <abbr title="We solve[sic] someone into slavery. It was an abhorrent, barbaric act.">Slave sold mood for 6 days (Colony wide). Does not apply to quest lodgers. −3 Slaves in colony mood, per slave. Does not apply to quest lodgers. Opinion: −20 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 |
Mood: −2 Slaves in colony mood, per slave. Does not apply to quest lodgers. −10 Sold slave mood for 6 days −10 Enslaved prisoner mood for 6 days (Only if they weren't previously enslaved) −3 Slave sold mood for 6 days (Colony wide). Does not apply to quest lodgers. −3 Prisoner enslaved mood for 6 days (Colony wide). Does not apply to quest lodgers. Opinion: −10 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 |
Mood: −1 Slaves in colony mood, per slave. Does not apply to quest lodgers. −5 Sold slave mood for 6 days −5 Enslaved prisoner mood for 6 days (Only if they weren't previously enslaved) −2 Slave sold mood for 6 days (Colony wide). Does not apply to quest lodgers. −2 Prisoner enslaved mood for 6 days (Colony wide). Does not apply to quest lodgers. Opinion: −5 for selling a pawn into slavery −5 opinion for enslaving a pawn | |
Acceptable | Slavery is a normal, unremarkable part of life. | No mood or opinion effects for enslaving, buying, or selling slaves. | |||
Honorable | One who owns and trades slaves should be honored and respected. | Not guilty Not individualist |
Supremacist Collectivist Pain is virtue |
Mood: +1 Slaves in colony mood, per slave −2 No slaves in colony mood, if Low expectations or higher +4 Sold slave mood for 6 days +4 Enslaved prisoner mood for 6 days (Only if they weren't previously enslaved) +2 Slave sold mood for 6 days (Colony wide) +2 Prisoner enslaved mood for 6 days (Colony wide) Opinion: +10 for selling a pawn into slavery +10 opinion for enslaving a pawn | |
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 | |||
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 |
---|---|---|---|---|---|
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 |
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% | |
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 | ||
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. Xenogenes trigger this mood penalty if they are not inheritable. |
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. Xenogenes trigger this mood penalty if they are not inheritable. | |
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) [Xenogenes?] | |
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] | |
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 (Non-Medical) 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 yield x1.5 drug synthesis speed +10% drug sell price +3 mood for having taken a drug[Recreational only?] 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. | |
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 |
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 |
Darklight preferred | Normal lights are too bright. Darklights are better. | Not blindsight | Darkness | +4 mood with Darklight -4 mood in dim light -8 mood in bright light. No modifier for Darkness. Surgery penalty without Darklight. Disables low-light move speed penalties Disables low-light global work speed penalties |
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 |
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 |
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. | Mood: +3 mood for 5 days for participating in a raid +6 mood for a raid less than 25 days ago −6 mood for a raid more than 25 days ago Stats: Global work speed −8% | ||
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. | Mood: +6 mood for 5 days for participating in a raid +12 mood for a raid less than 25 days ago −12 mood for a raid more than 25 days ago Stats: Global work speed −16% | |||
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 | |
Biosculpting |
Despised | Biosculpter pods violate the purity human flesh and should never be used. | Not Transhumanist | Mood: −8 Used biosculpter pod mood for 12 days after using biosculpter pod. | |
Accelerated | All biosculpting cycles take half the usual time. | Transhumanist | Transhumanist | All biosculpting cycles take half the usual time. | |
Growth vats |
Prohibited | Growth vats rob children of their childhood. | Prohibitions: Build growth vat Mood: Growth vat in colony: −3 My child in a growth vat: −8. Nullifying trait: Psychopath. Stack Limit: 3 Child not in growth vat: +1. Stack Limit: 3 | ||
Essential | We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. | Transhumanist | Mood: Natural pregnancy: −5. Minimum expectations: Moderate Child not in growth vat: −2. Stack Limit: 3. Minimum expectations: Moderate Stats: Growth vat occupant speed: ×130% (only to pawns with the ideoligion; embryos / babies are not boosted) | ||
Bloodfeeders |
Revered | Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. | Mood: −2 Bloodfeeder died mood for 10 days (Colony wide) when a bloodfeeder dies.[Any faction?]. +4 Revered bloodfeeder mood for being a bloodfeeder. −2 No bloodfeeders mood (Colony wide) for having no bloodfeeders in the colony. −1 No bloodfeeder master mood (Colony wide) for having bloodfeeders in the colony, but not as the leader. +2 Bloodfeeder master mood (Colony wide) for having A bloodfeeder as the leader. Nullifies −5 Fed on by <NAME> mood for 5 days[Stacking?] Opinions: +20 for being a Bloodfeeder | ||
Reviled | Anyone who drinks blood to survive is a monster. | Mood: +5 Bloodfeeder died mood for 10 days (Colony wide) when a bloodfeeder dies. −12 Bloodfeeder self hatred mood for being a bloodfeeder. −8 Bloodfeeder among us mood (Colony wide) for having a bloodfeeder in the colony. Opinions: −40 for being a Bloodfeeder | |||
Child labor |
Encouraged | Children build character through work. It's important for everyone to contribute. | Collectivist | Mood: Child assigned recreation: −3. Adults only. Stats: Global Work Speed: +20%. Children only | |
Disapproved | Childhood is sacred. We should let kids be kids. | Individualist | Mood: Child assigned work: −3. Adults only. Stats: Learning Rate Factor: +20%. Children only | ||
Mechanoid labor |
Enhanced | Why should we work when we have machines? | Stats: Global Work Speed: −8%. Mechanoid Global Work Speed: +20%. | ||
Psychic rituals |
Abhorrent | Psychic rituals are utterly evil. | Prohibitions: Participate in psychic ritual Mood: Psychic ritual performed: −4 Involved in psychic ritual: −12 Opinions: Involved in psychic ritual: −20 | ||
Disapproved | Psychic rituals should be avoided when possible. | Mood: −2 Psychic ritual performed mood −6 Involved in psychic ritual mood Opinions: Involved in psychic ritual: −10 Stats: Psychic ritual quality offset: −10% | |||
Exalted | Connecting with psychic flows brings us closer to truth. | Ritualist | Mood: +3 Involved in psychic ritual mood. −3 No psychic ritual for 6 days (Min expectations: High) mood. Opinions: Involved in psychic ritual: +10 Stats: Psychic ritual quality offset: +10 | ||
Void study |
Very inefficient | All this void nonsense is superstition. Let's focus on reality. | Stats: Study efficiency: 50% | ||
Inneficient | Trying to understand the unknowable is pointless. We should focus more on meaningful activities. | Stats: Study efficiency: 75% | |||
Efficient | The void is a true mystery that deserves to be studied. | Stats: Study efficiency: 125% | |||
Very efficient | The void is the ultimate truth. | Ritualist | Stats: Study efficiency: 150% | ||
Inhumanizing |
Required | Human morality and feeling are a distraction. We must leave humanity behind. Mental breaks will cause followers to become inhumanized. |
Inhuman | Mood: −8 Human shame mood. Only if not inhumanized. +8 Void pleasure mood. Only if inhumanized. Mental breaks: Humanity break |
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 |
---|---|---|---|---|
Age reversal |
Demanded | Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. | Transhumanist | Mood: −4 Harmful aging mood, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year. −7 Terrible aging mood, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days. −10 Horrific aging mood, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days. +3 Received age reversal mood for 4 days after age reversal. Notes: Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period). Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period). |
Animal connection |
Strong | We have a strong connection to our animal friends | Animal personhood |
|
Blind psysense |
Strong | Our blind have special ways of connecting with the psychic aether | Blindsight | Stats: Psychic Sensitivity: +30% for blind pawns. |
Bonding |
Disapproved | To emotionally bond with a lower being is a shameful act | Human primacy | Disables animal bonding event for pawns with ideology. Does not disable pre-existing bonds or disable their thoughts. |
Comfort |
Ignored | We should pay no attention to comfort | Pain Is Virtue | Disables comfort need, and comfort-related thoughts, both positive and negative |
Eclipse |
Beautiful | Eclipses are a beautiful respite from the blinding sunlight. | Darkness unless blindsight |
+5 mood for seeing an eclipse |
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 | Mood: +3 Gauranlen connection mood when connected to Gauranlen tree. −0 Want Gauranlen connection mood, at Very Low expectations. −1 Want Gauranlen connection mood, at Low expectations. −2 Want Gauranlen connection mood, at Moderate expectations. −4 Want Gauranlen connection mood, at High expectations. −6 Want Gauranlen connection mood, at Sky High expectations. Stats: Pruning speed: +25% |
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 | Stats: Mining yield: +10% |
Neural supercharge |
Preferred | Having a neural supercharge is the new standard. Without it, you're obsolete. | Transhumanist | Mood: −6 Want neural supercharge mood whenever 2+[Verify time] days have passed since neural supercharging, assuming Moderate expectations or higher. |
Pain |
Idealized | To experience nerve-singing pain is a mark of morality. | Pain is virtue Guilty |
Mood: +3 Minor pain mood, pain between 1% and 14% inclusive. Replaces default −5 +5 Serious pain mood, pain between 15% and 39% inclusive. Replaces default −10 +7 Intense pain mood, pain between 40% and 79% inclusive. Replaces default −15 +9 Mind-shattering pain mood, pain of 80%+. Replaces default −20 Note: These thoughts are replaced by the Masochist specific thoughts for pawns with that trait, and with the default values for Wimps. |
Proselytizing |
Occasional | Those who know the truth should try to bring it to others, when it seems appropriate. | Proselytizer | Stats: Social chat conversion attempt frequency: ×300 Development points: +1 each pawn converted to the ideoligion.[Verify] +5 for a successful relic hunt.[Final Quest only?][Verify] +2 for each successful Reliquary Pilgrims quest.[Verify] |
Sometimes | Those who know the truth should bring it to others at every opportunity. | Proselytizer | Stats: Social chat conversion attempt frequency: ×500 Development points: +1 each pawn converted to the ideoligion.[Verify] +5 for a successful relic hunt.[Final Quest only?][Verify] +2 for each successful Reliquary Pilgrims quest.[Verify] | |
Frequent | Those who know the truth have a duty to always spread it and drive out other beliefs. | Proselytizer | Stats: Social chat conversion attempt frequency: ×700 Development points: +1 each pawn converted to the ideoligion.[Verify] +5 for a successful relic hunt.[Final Quest only?][Verify] +2 for each successful Reliquary Pilgrims quest.[Verify] | |
Ranching |
Central | We must raise and consume many large animals, and we must not eat plants. | Rancher | Stats: Plant Work Speed: ×70% Tame Animal Chance: ×120% Animal Gather Yield: ×120% Butchery Efficiency: ×120% Animals Learning Factor: ×200%. Animal Products Price Improvement: +10%.[Mechanics?] Affects meat, leather and wool of all types, including Human. Eggs, milk, insect jelly, and live animals are not affected. Mood: −3/−2/−1/+1/+2/+3 mood based on total animal body size per colonist,[What ratios?][Colonist only?] if Low expectations or higher. Does not apply to quest lodgers. −4 Sowed human food plant mood for 2 days if Low expectations or higher.[Which plants?][Sow only?] Does not apply to quest lodgers. Development points: +2 for each successful Animal hospitality quest. |
Rough living |
Welcomed | We don't need to separate ourselves from the roughness of nature. | Tree connection Pain Is Virtue |
Nullifies:
|
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. |
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 |
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. |
Temperature |
Tough | Extreme temperatures don't bother us as much. | Tree connection Pain is virtue |
Nullifies:
Note: It doesn't appear to affect comfortable temperatures or the related hypothermia/heatstroke tolerances. It is only referenced for the above moodlets |
Work drive |
Tripled | The duration of the leader's work drive ability is tripled. | Collectivist | 3x Work Drive Duration (from 3 days to 9 days) |
Roles
This page is suggested to be moved. Destination: Roles. Reason: Keep table as it is, link from here to separate page for proper analysis and summary like Persona weapon. See talk page to discuss & leave opinion. |
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof. |
General info
Note: When creating an ideoligion a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with "<Role Name>".
Some factors are consistent across all roles.
- Pawns can only hold one role at a time.
- All roles lose Certainty at 50% the normal rate.
- Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent −4 "Want <Role Name> apparel" mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the war mask and tribal headdress as apparel options, while only New Arrivals colonies can select the slicecap and beret .
Removing a role from a pawn causes a −15 "Lost <Role Name> role" moodlet for 10 days.[Detail Needed] This does not happen when changing from a moral guide to leader.
When at least 3 colonists have the same ideoligion, its moral guide role activates. Slaves, prisoners and quest lodgers do not count toward this three pawn requirement. Activation allows the moral guide role to be assigned, but pawns with that ideology receive −5 "No <Role Name>" when the role is unfilled. This requirement persists, even if follower count diminishes, until there's only 1 pawn of that ideoligion left. There is a short grace period when starting the game before the moodlet is applied.
The leader and moral guide roles are mandatory and cannot be removed, and are each limited to only one bearer of the role. You can have 1 leader across all your colonists, even of different ideoligions. You can have 1 moral guide per ideoligion in your colony, so long as the role is activated.
Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types.
Leader
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml. |
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:
Leaders have expectations that are two levels higher than normal.
Ability | Ability Desc | Ability Effect |
---|---|---|
Leader Speech |
A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. | ? |
Work Drive |
Call on a person to work harder for some time. | The sense of being called upon by a leader to work harder.
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Combat Command |
Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. | Combat abilities are boosted thanks to being near someone who is using the combat command ability.
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Trial |
A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators. | If successful, you are allowed to execute, banish, or arrest a person without social consequences. |
Moral guide
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Ability details. |
A moral/spiritual leader who heads rituals and personally counsels believers. Moral guides get a 2x multiplier to the efficacy of their Conversion attempts.
Unlike Leaders, Moral Guides are not restricted to any Supreme gender selected.
Moral Guide abilities share a cooldown of 180,000 ticks (50 mins) or 3 in-game days.
Moral Guides can select between these apparels as assigned equipment:
- Cape
- Veil
- Hood
- Headwrap
- Broadwrap
- Burka
- Tribal headdress, only for tribal factions
- War mask, only for tribal factions
- Slicecap, requires Transhumanist meme
- Visage mask
Moral guides have expectations that are two levels higher than normal.
Ability | Ability Desc | Ability Effect |
---|---|---|
Convert |
Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. | ? |
Counsel |
Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. | ? |
Reassure |
Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. | ? |
Conversion Ritual |
Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. | ? |
Preach Health |
Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. | This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves. |
Specialists
Name | Description | Required Memes | Pawn requirements | Bonuses | Disabled Work Types | Ability | Ability Description | Ability Effect |
---|---|---|---|---|---|---|---|---|
Shooting Specialist |
A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work. |
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Marksman Command |
Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. | Someone is using the marksman command ability nearby, boosting this person's shooting abilities.
| |
Animals Specialist |
A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks. |
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Animal Calm |
Use unique methods of connecting with animals to calm a maddened beast. |
| |
Medical Specialist |
A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks. |
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Immunity Drive |
Offer moral support that energizes the body, boosting someone's immunity gain for one day. | "This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system." | |
Melee Specialist |
A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work. |
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Berserk Trance |
The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. | "Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger."
| ||
Mining Specialist |
A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. |
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Mining Command |
Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's mining speed is boosted thanks to being near someone who is using the mining command ability."'
| |
Plants Specialist |
A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work. |
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Farming Command |
Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's farming abilities are boosted thanks to being near someone who is using the farming command ability."'
| |
Production Specialist |
A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work. |
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Production Command |
Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability."
| |
Research Specialist |
A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks. |
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Research Command |
Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. | "This person's research speed is boosted because they are near someone who is using the research command ability."
|
- ^1 This affects the quality of every item the pawn creates, including Art, despite the tooltip only listing Crafting and Construction.
- ^2 The caster won't benefit from their own ability, but will benefit from the same ability from a different caster. Doesn't stack.
Rituals
Image | Ritual | Factors | Outcomes | Notes | ||
---|---|---|---|---|---|---|
| ||||||
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 chance[Probability?] that all participants will get +20% Global Work Speed for 24h. Only available to non-tribals. | |||
Drum party | Participant count (10): +30% Started at campfire: 20% Drums (6): +30% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +8 20% Unforgettable: +16 |
If the party is fun or unforgettable, there is a chance[Probability?] that all participants will get +20% Global Work Speed for 24h. Only available to tribals. | |||
Skylantern festival | Participant count (10): +100% | 5% Terrible: -3 15% Unimpressive: -1 60% Beautiful: +6 20% Unforgettable: +10 |
Each participant makes a skylantern out of 4 wood. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.[Probability?] | |||
Christmas tree Symbol burning Smokeleaf circle Cannibal feast |
Participant count (10): +80% Room Impressiveness (120): +20% |
5% Terrible: -3 15% Boring: -1 60% Fun: +5 20% Unforgettable: +8 |
Destroys the ritual target. | |||
Scarification | Participant count (10): +25% Moral guide present: +20% Started at altar: +20% Lectern used: +15% Seats for everyone: +20% |
5% Terrible: -2 15% Boring: -1 60% Satisfying: +1 20% Spectacular: +3 |
Scarifies the subject. Only available with the Pain is Virtue meme. | |||
Blinding ceremony | Participant count (10): +25% Moral guide present: +20% Started at altar: +20% Lectern used: +15% Seats for everyone: +20% |
5% Terrible: -2 15% Boring: -1 60% Satisfying: +1 20% Spectacular: +3 |
Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a psylink upgrade or unlock a new psychic power.[Probability?] Only available with the Blindsight meme. | |||
Animal sacrifice | Participant count (10): +25% Moral guide present: +25% Started at altar: +20% Lectern used: +15% Seats for everyone: +15% |
5% Terrible: -3 15% Boring: -1 60% Satisfying: +5 20% Spectacular: +8 |
If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an inspiration. Only available with the Human Primacy meme. | |||
Gladiator duel | Participant count (10): +20% Leader present: +20% Duelist dies: +100% Weapon used: +60% |
5% Terrible: -3 15% Boring: -1 60% Good: +5 20% Unforgettable: +8 |
The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost[Separate from the usual mood boost?], and fill their recreation bars.[Verify] The duelists also gain the mood effect from ritual quality. Duelists must be capable of violence. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes. | |||
Prisoner execution | Participant count (10): +80% Started at altar: +20% |
15% Awkward: -1 65% Satisfying: +6 20% Spectacular: +8 |
Participating slaves are fully suppressed. Can be performed by all ideologions. | |||
Leader speech | Participant count (10): +40% Room impressiveness (120): +20 Leader's Social Impact (150%): +40% |
5% Terrible: -8 15% Uninspiring: -4 60% Encouraging: +5 20% Inspirational: +8 |
The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion. | |||
Trial | Participant count (20): +60% Leader's Negotiation Ability * 0.25 Defendant's Negotiation Ability * -0.25 |
50% Exonerated 50% Convicted |
If the defendant is convicted, they are considered guilty for 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their Negotiation Ability is effectively set to 0. | |||
Conversion ritual | Participant count (10): +40% Room impressiveness (120): +20% Moral guide's Social Impact (150%): +30% Convertee's Expectations (Very Low): +10%, (Sky High): -30% |
5% Terrible 15% Ineffective 60% Effective: +3 20% Masterful: +6 |
The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%. | |||
Tree connection | Participant count (10): +100% | The connector will start with 25-45% connection strength, depending on ritual quality. | ||||
| ||||||
Bestowing Ceremony | Participant count (24): +60% Room Impressiveness (170): +40% |
Bonus mood for 6 days: 5% Terrible: -3 15% Unimpressive: -1 60% Honorable: +3 20% Grandiose: +6 |
Bonus honor based on number of gathered spectators and room impressiveness. The bonus does not depend on outcome. Provides 1 honor above 30% ritual quality, 2 above 60% and 3 above 90% quality. Requires New title's ceremony quest to start. | |||
Throne Speech | Participant count (10): +40% Organizer's social impact(150%): +40%[Verify] Room Impressiveness (120): +20% |
Bonus mood for 8 days: 5% Terrible: -8 15% Uninspiring: -4 60% Encouraging: +5 20% Inspirational: +10 |
If the speech is inspiring, participants may acquire Inspirations The speech quality will also affect the listeners' opinions of the speaker in the same way as a leader speech, up to +40 opinion at inspirational. 10 days cooldown on Begin Throne Speech ability. Expected ritual duration: 2 hours | |||
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Child birth | Loved one present: +5% Mother's age (peaks at 20-30): +50% Doctor's medicine skill (20): +25% Indoors: +5% Room cleanliness (0.6): +10% Bed health effects (5): +5% |
2.5% Stillborn 7.5% Sick 90% Healthy |
There is a chance the mother will die during birth: 20% at 0% quality, 5% at 20% quality and 0% above 90% quality. This is independent of the stillbirth chance. A successful birth gives the mother a +8 [name] was born healthy thought for 15 days, while a stillbirth gives her a −15 Stillbirth thought for 10 days. See Reproduction#Quality and Reproduction#Outcomes for detail |
Relics
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Relics are objects revered by your ideoligion. 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
Buildings
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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[Verify] with a noble weapon grants +3 mood for 1 day[Thought Template] while using a despised one to attack anything - including objects - grants -5 for 2 days.[Thought Template]
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
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Some kinds[Detail needed] of apparel can be set as preferred. The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds[Cap?] of apparel can be chosen.
Pawns that are wearing all of their desired apparel will gain a small mood bonus of +1 for a relaxed desire, and +2 for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire Cataphracts spawning with hats in place of their helmets making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.
Ideoligions have an ideoligion color. Pawns gain a gain a +1 mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of +2. For a full list of valid apparel color options, see the Dye page.
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.[Children?] Apparel can be dyed at the styling station for one dye per piece of apparel. Note that unlike with preferred apparel, outside of the Man in Black event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.
Xenotype preferences
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.
Up to three Xenotypes can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.
Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. If Sanguophage is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.[Fail?]
Opinion:
- Preferred xenotype: +10
- Disliked xenotype: −30
Mood:
- All preferred xenotype: +2
- Some disliked xenotypes: −2
- Many disliked xenotypes: −3
- Tons of disliked xenotypes: −4
- I am disliked xenotype<: −6
Venerated animals
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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.
Despite being tameable, Insectoids cannot be selected as a venerated animal.
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 pawns 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, and will have a -??[Value?] mood penalty until they do so. 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. Fix: Essential roles can be removed.
- 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. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.
- 1.3.3076 - Tree connection pawns have a 25% boost to Pruning Speed. Added temperature tough issue and precept. Fix: High life meme ideos generate with a warning about conflicting apparel.
- 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%. Increase impact of 'lost role' thought from −5 to −15. Pawns now recover from berserk trance on being downed. Fix: There are some duplicate ideoligion icons.
- 1.3.3117 -
- Fix: Sunlamp does not trigger blinding light for Darkness pawns.
- 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.
- 1.3.3159 - Precept name length is now limited.
- 1.3.3200 - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.
- 1.3.3287 - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a −3 mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme "Flesh Purity" no longer forces the anti-biosculpting precept.
- 1.3.3326 - Fix: Ability gizmos are still available for roles that have been removed via reformation.
- 1.3.3387 - Fix: Not all precepts are added to memes during fluid ideoligion development.
- 1.4.3523 - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.
- 1.4.3542 - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
- 1.4.3555 - Biotech DLC cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added preferred xenotypes.
- 1.4.3557 - Assign a fallback ideo[Detail Needed] to non-baby colonists during load that don't have an ideo set. Fix: "Child not in growth vat" thought appears for dead children.
- 1.4.3563 - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. "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." -> "A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks."
- 1.4.3613 - Fix: Randomize symbols doesn't update member noun in ideology's description. Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.