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{{Biotech}}
 
{{Biotech}}
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{{Stub|reason=Verify noncombatant mechanic. Possibly add analysis?}}
 
{{About|children of age 3 and up|pregnancy and babies|Reproduction}}  
 
{{About|children of age 3 and up|pregnancy and babies|Reproduction}}  
 
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.
 
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.
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* Most [[quest]]s and [[event]]s where an adult colonist would join.
 
* Most [[quest]]s and [[event]]s where an adult colonist would join.
  
Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child enemies|storyteller settings]].
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Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child raiders|storyteller settings]].
  
 
== Summary ==
 
== Summary ==
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Age is measured both biologically and chronologically. Biological age represents how far a pawn has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their "true" age, so to say. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.
 
Age is measured both biologically and chronologically. Biological age represents how far a pawn has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their "true" age, so to say. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.
  
By default, children biologically age at 400% speed. Upon reaching 11, their aging will linearly slow from the [[AI Storytellers#Child aging rate|child aging rate]] until they reach 20, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Storytellers#Biotech|storyteller settings]].   
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By default, children biologically age 400% faster. Upon reaching 11, their aging will linearly slow from the [[AI Storytellers#Child aging rate|child aging rate]] until they reach 20, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Storytellers#Biotech|storyteller settings]].   
  
 
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11.  
 
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11.  
  
[[Growth vat]]s can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. A pawn in a [[growth vat]] will age at a constant 20x speed, unaffected by any other aging factors except for the [[Growth Vat Occupant Speed]] stat{{IdeologyIcon}}, as long as it has access to [[power]] and [[nutrition]]. However, if used to speed up the "Child" stage (ages 3-13), then the vat will impact the child's [[#Development|Development]]. Conversely, the [[Genes#Ageless|ageless]] [[gene]] will linearly slow aging from 13 until stopping entirely at 18.5. Growth vats ignore the ageless gene.
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[[Growth vat]]s can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. A pawn in a [[growth vat]] will age at a constant 20x speed, unaffected by any other aging factors except for the [[Growth Vat Occupant Speed]] stat{{IdeologyIcon}}, as long as it has access to [[power]] and [[nutrition]]. However, if used to speed up the "Child" stage (ages 3-13), then the vat will impact the child's [[#Development|Development]]. Conversely, the [[Genes#Ageless|ageless]] [[gene]] will linearly slow aging from 13 until stopping entirely at 18 (if not in a growth vat).
  
 
For more explanation of aging rate, see [[#Aging]].
 
For more explanation of aging rate, see [[#Aging]].
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=== Noncombatants ===
 
=== Noncombatants ===
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack.
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Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack. However, they are still vulnerable to stray shots. Meanwhile, opponentless attackers and hungry predators will still target your children when nearby.
 
 
However, children are still ''able'' to be targeted. This is in contrast to [[pen animal]]s, who enemies will never attack intentionally. If a raider has no other targets available, a "noncombatant" child will be attacked. Hungry predators have no regard for this mechanic, and will target your children if they are nearby. In any case, a child in the way of a firefight can be hit by stray shots and [[friendly fire]].
 
  
 
=== Mood ===
 
=== Mood ===
 
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them.  
 
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them.  
  
Adult colonists receive a {{+|2}} ''Happy youngsters'' for each child colonist with 60 mood or higher, stacking up to +6. They will receive a -2 mood for each child colonist with 35 mood or less, stacking up to -6. Most receive a {{--|6}} moodlet for killing an innocent child.
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Adult colonists receive a {{+|2}}{{Check Tag|??|Possibly scales with mood itself}} ''Happy youngsters'' for having children with high mood in the colony. Most receive a {{--|6}} moodlet for killing an innocent child.
  
 
== Development ==
 
== Development ==
 
=== Learning ===
 
=== Learning ===
 
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.
 
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.
 
Specifically, when the schedule allows it, children will try to begin a Learning task if their Learning need is currently below 90%, their mood is above any mental break threshold, and their Food and Sleep needs are above 40%.  (Some of those conditions seem to be recalculated only once per hour.)  Once begun, they will continue the Learning task until either Learning reaches 100%, or they get interrupted (by needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types).  After an interruption, if their Learning is below 90%, they'll resume doing a learning task, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.
 
 
Thus, a perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%.  This gives a margin for error with respect to the maximum growth tier goal of "average Learning ≥ 90%".
 
  
 
=== Learning Tasks ===
 
=== Learning Tasks ===
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** Teaching lessons improves the child's opinion of the adult, for {{+|8}} ''Taught me a skill''. The adult will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.
 
** Teaching lessons improves the child's opinion of the adult, for {{+|8}} ''Taught me a skill''. The adult will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.
  
* '''Nature running''': Children run around outside, similar to the adult "Going for a walk" activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge. Children can ignore [[allowed area]]s while "running", but will quickly go back.
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* '''Nature running''': Children run around outside, similar to the adult "Going for a walk" activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge. Children can ignore [[allowed area]]s while "running", but will quicky go back.
  
 
* '''Radio talking''': Chat with people over the radio, which requires a powered [[comms console]]. Children will stop radio talking if the comms console is used for other purposes, such as trading with a trade ship or contacting another faction.
 
* '''Radio talking''': Chat with people over the radio, which requires a powered [[comms console]]. Children will stop radio talking if the comms console is used for other purposes, such as trading with a trade ship or contacting another faction.
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* '''Sky dreaming''': Children lay on the ground and watch the sky, much like adults that are cloud watching.
 
* '''Sky dreaming''': Children lay on the ground and watch the sky, much like adults that are cloud watching.
  
* '''Work watching''': Children that are work watching will follow an adult, who does standard work, and slowly gain the corresponding skill (e.g. Plants when watching plant work).  Children will only watch work types that use a skill they can use themselves (e.g. children under 7 will only watch Social work, such as childcare and wardening; they ''do'' watch wardening even though they can't perform it until age 10).  Children gain skill even when watching the unskilled parts of skilled work (e.g. they gain Crafting skill when watching stonecutting and Medical skill when watching a doctor feed patients).
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* '''Work watching''': Children that are work watching will follow an adult, who does standard work. If the children is at a suitable age for the skill the adult is doing work on (i.e: Meidcal for treating injury with medicine or Social for attempting to recruit/convert prisoners), said skill will slowly be gained.
  
 
* '''Reading''': Children can read books to fulfill their learning need.
 
* '''Reading''': Children can read books to fulfill their learning need.
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The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards. A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed.
 
The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards. A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed.
  
Growth point gain is directly proportional to the time spent between growth moments, so that average Learning for each growth tier remains constant. Under the default settings, children from 3-7 gain up to 3 growth points per day, and children from 7-10 and 10-13 gain 4 growth points per day. Changing the child aging rate in storyteller settings adjusts the growth point gain accordingly. Changes to [[Global Learning Factor]], such as [[Fast learner]], have no impact on growth points or the Learning need.
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Growth point gain is directly proportional to the time spent between growth moments, so that average Learning for each growth tier remains constant. Under the default settings, children from 3-7 gain up to 3 growth points per day, and children from 7-10 and 10-13 gain 4 growth points per day. Changing the child aging rate in storyteller settings adjusts the growth point gain accordingly. Changes to [[Global Learning Factor]], such as [[Fast learner]], have no impact to growth points or Learning need.
 
 
The [[precept]]{{IdeologyIcon}} ''Child Labor: Disapproved'' increases Learning gain by 20%.  It doesn't directly improve growth point gain, but makes it easier to keep the Learning need high.
 
 
 
Note that the displayed growth points are always rounded down to avoid confusion regarding thresholds.
 
  
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The [[precept]]{{IdeologyIcon}} ''Child Labor: Disapproved'' increases growth point gain by 20%.
 
{| class=wikitable
 
{| class=wikitable
 
|+ Growth Tiers and Rewards
 
|+ Growth Tiers and Rewards
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== Growth moments ==
 
== Growth moments ==
{{Stub|section=1|reason= How do work restrictions affect skill and/or trait selections - [[Version/1.4.3525]] implies that work restrictions do prevent it, because they had to make an exception for temp restrictions.}}
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[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection is randomized, and increased by the growth tier. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection of traits and skills is randomized,{{Check Tag|Genes/incomp. traits?|What do genes and existing traits disable skills, add passions, or are incompatible with other traits do? Possibly allows players to influence selections}} and the number of options is increased by the growth tier. When at least three traits were chosen there's a 35% chance that one of them will be replaced with the option to select no trait. This option can be selected if no trait is preferable to the traits offered.  Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.
 
  
 
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.
 
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.
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At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need. Because babies haven't learned anything yet, this "growth moment" does not come with traits or passions.
 
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need. Because babies haven't learned anything yet, this "growth moment" does not come with traits or passions.
  
On their birthday, you will receive up to 2 notifications. The first is "Growth moment for <Pawn>", which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines.  
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On their birthday, you will receive a few notifications. The first is "Growth moment for <Pawn>", which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines.  
  
 
  '' Baby '''<BABY NAME>''' has grown up and become a child! (S)He is now old enough to do the following work: <LIMITED WORK> Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''
 
  '' Baby '''<BABY NAME>''' has grown up and become a child! (S)He is now old enough to do the following work: <LIMITED WORK> Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''
  
With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, "<Pawn> became a child". The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends. In addition, you'll have 12 hours to decide whenever to make the child a colonist or a slave, depending on their birth mother, they will be a colonist or slave by default, for prisoner births they will be a colonist due to having been adopted.
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With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, "<Pawn> became a child". The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends. In addition, you'll have 12 hours to decide whenever to make the child a colonist or a slave.
  
  '' '''<BABY NAME>''' has decided to become a follower of the ideoligion '''<MAJOR COLONY IDEOLIGION>'''. By tradition '''<BABY NAME>''', born to '''<MOTHER NAME>''' of '''<COLONY>''' (and) '''<FATHER NAME>''' of '''<COLONY>''' / unknown parents, is a colonist/tribesman/slave, but exceptions can be made... Should '''<BABY NAME>''' remain a colonist/tribesman/slave? ''
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  '' '''<BABY NAME>''' has decided to become a follower of the ideoligion '''<MAJOR COLONY IDEOLIGION>'''. By tradition '''<BABY NAME>''', born to '''<MOTHER NAME>''' of '''<COLONY>''' (and) '''<FATHER NAME>''' of '''<COLONY>''' / unknown parents, is a colonist/tribesman, but exceptions can be made... Should '''<BABY NAME>''' remain a colonist/tribesman? ''
  
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].
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Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty|beauty]], [[Traits|traits]], and [[Ideoligion|ideoligion]].
  
 
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them. If you started as a [[New Tribe]], then children will gain the ''Natural'' [[meditation focus]].{{RoyaltyIcon}}
 
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them. If you started as a [[New Tribe]], then children will gain the ''Natural'' [[meditation focus]].{{RoyaltyIcon}}
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== Stats ==
 
== Stats ==
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] & [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.
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Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] & [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Property:Body Size|Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.
 
 
Note. The melee hit chance multiplier is applied not to the hit chance itself, but to the bonuses and penalties imposed on it. That is, a 3-year-old child will have ~ 50% +-5% chance of hitting both having the maximum skill level + Go-juice, and having severe traumas that reduce work and vision to 0%.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[Aiming Time]] Multiplier by Age
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! Aiming Time Multiplier by Age
 
|-
 
|-
 
| {{Graph:Chart
 
| {{Graph:Chart
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[Melee Hit Chance]] Multiplier by Age
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! Melee Hit Chance Multiplier by Age
 
|-
 
|-
 
| {{Graph:Chart
 
| {{Graph:Chart
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[Arrest Success Chance]] Multiplier by Age
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! Arrest Success Chance Multiplier by Age
 
|-
 
|-
 
| {{Graph:Chart
 
| {{Graph:Chart
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[Global Work Speed]] Multiplier by Age
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! Global Work Speed Multiplier by Age
 
|-
 
|-
 
| {{Graph:Chart
 
| {{Graph:Chart
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==== Body size ====
 
==== Body size ====
{{Recode|section=1|reason= Graphs/Tables of values correlated to body size}}
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Certain traits are indirectly affected due to a child's smaller body size. These include [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.  Note that teenagers also have a 1.25 multiplier on maximum nutrition, which offsets the 0.8 multiplier from their reduced body size, resulting in the same nutrition capacity as an adult.
Certain traits are indirectly affected due to a child's smaller body size. These include health, [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.  Note that teenagers also have a 1.25 multiplier on maximum nutrition, which offsets the 0.8 multiplier from their reduced body size, resulting in the same nutrition capacity as an adult.
 
  
 
{| class=wikitable
 
{| class=wikitable
| '''Age''' || 0-2 || 3-8 || 9-13 || 13-18 || >18
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| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || >18
 
|-
 
|-
 
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1
 
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1
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=== Aging ===
 
=== Aging ===
{{Rewrite|section=1|reason=Ageless now stops at 18.5. Update ageless calc accordingly}}
 
 
Aging starts to linearly slow from biological age 11 to 20. Assuming that the adult aging rate is 100%, the deviation in biological age and chronological age is displayed in the below chart.
 
Aging starts to linearly slow from biological age 11 to 20. Assuming that the adult aging rate is 100%, the deviation in biological age and chronological age is displayed in the below chart.
  
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<div class="ul-column-width-200">
 
<div class="ul-column-width-200">
{{#ask: [[Lifestage::~Child*]]
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* {{Icon Small|Shield belt|24}} [[Shield belt]]
| format = template
+
* {{Icon Small|Kid pants|24}} [[Kid pants]]
| template = Icon List
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* {{Icon Small|Kid parka|24}} [[Kid parka]]
| link = none
+
* {{Icon Small|Kid romper|24}} [[Kid romper]]
| sort = From DLC
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* {{Icon Small|Kid shirt|24}} [[Kid shirt]]
}}
+
* {{Icon Small|Kid tribalwear|24}} [[Kid tribalwear]]
 +
* {{Icon Small|Kid helmet|24}} [[Kid helmet]]
 +
* {{Icon Small|Face mask|24}} [[Face mask]]
 +
* {{Icon Small|Gas mask|24}} [[Gas mask]]
 +
* {{Icon Small|Bowler hat|24}} [[Bowler hat]]
 +
* {{Icon Small|Cowboy hat|24}} [[Cowboy hat]]
 +
* {{Icon Small|Hood|24}} [[Hood]]
 +
* {{Icon Small|Tribal headdress|24}} [[Tribal headdress]]
 +
* {{Icon Small|Tuque|24}} [[Tuque]]
 +
* {{Icon Small|Veil|24}} [[Veil]]
 +
* {{Icon Small|Beret|24}} [[Beret]] {{RoyaltyIcon}}
 +
* {{Icon Small|Ladies hat|24}} [[Ladies hat]] {{RoyaltyIcon}}
 +
* {{Icon Small|Top hat|24}} [[Top hat]] {{RoyaltyIcon}}
 +
* {{Icon Small|Authority cap|24}} [[Authority cap]] {{IdeologyIcon}}
 +
* {{Icon Small|Broadwrap|24}} [[Broadwrap]] {{IdeologyIcon}}
 +
* {{Icon Small|Flophat|24}} [[Flophat]] {{IdeologyIcon}}
 +
* {{Icon Small|Headwrap|24}} [[Headwrap]] {{IdeologyIcon}}
 +
* {{Icon Small|Shadecone|24}} [[Shadecone]] {{IdeologyIcon}}
 
</div>
 
</div>
 
== Ideoligion ==
 
{{Ideology|section=1}}
 
Babies have no [[ideoligion]] of their own, however when a baby becomes a child at age 3, an ideoligion is assigned to the child based on a weighted random selection.
 
 
These weights are assigned to the ideoligions of the pawns that interact with the baby. For the purposes of this calculation, this is specifically:
 
* {{+|0.5}} for any social interaction.
 
* {{+|1.0}} for carrying the baby for one hour.
 
* {{+|1.0}} for breastfeeding the baby for one hour.
 
* {{+|1.0}} for feeding the baby [[baby food]] for one hour.
 
These interactions are remembered forever until the baby transitions into a child.
 
 
As with all weighted selections, the more that pawns from a given ideoligion interact with the baby, the more likely the baby is to choose that ideoligion, however ultimately there is always a chance selects any ideoligion to which it was exposed.
 
  
 
== Analysis ==
 
== Analysis ==
When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one "great" trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child.  
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When raised naturally and with lots of Recreation time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one "great" trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child.  
  
Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage on default Child Aging Rate settings. However, time is not equal to ''work''. Once they reach age 3, children do not actually require much adult supervision to raise optimally. Five of the six Learning types don't even involve an adult dedicating time to Childcare. The one type that is improved by an adult being present—''Lesson learning''—can be done perfectly fine without one. Children gain Learning at the same rate, but having adults present will increase their skill experience (as well as increasing [[opinion]] between child and teacher). Set an [[allowed area]] so that they won't wander too far from your base, and children will develop almost entirely without interaction from either colonists or the player. The only actual burden of raising children, is food.
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Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage. However, time is not equal to ''work''. Once they reach age 3, children do not actually require much adult supervision to raise optimally. Five of the six Learning types don't even involve an adult dedicating time to Childcare. The one type that is improved by an adult being present—''Lesson learning''—can be done perfectly fine without one. Children gain Learning at the same rate, but having adults present will increase their skill experience (as well as increasing [[opinion]] between child and teacher). Set an [[allowed area]] so that they won't wander too far from your base, and children will develop almost entirely without interaction from either colonists or the player. The only actual burden of raising children, is food.
  
 
To fulfill all possible Learning types, you'll need a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, and a means to go outside. In practice, you can skip out on 1-2 types, and still have 100% Learning. These requirements can make it somewhat hard for starting children (especially for [[New Tribe]]s) to get the maximum bonuses, though it is trivial for any midgame colony to handle. Older children that join your colony will be comparatively worse off.
 
To fulfill all possible Learning types, you'll need a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, and a means to go outside. In practice, you can skip out on 1-2 types, and still have 100% Learning. These requirements can make it somewhat hard for starting children (especially for [[New Tribe]]s) to get the maximum bonuses, though it is trivial for any midgame colony to handle. Older children that join your colony will be comparatively worse off.
  
 
===Baby stage===
 
===Baby stage===
As opposed to the proper child stage, the [[baby]] stage, which lasts for 45 days (3/4ths of a year), requires a notably higher amount of colonist labor. Feeding babies takes a surprisingly long time, especially if breastfed.  The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. On the plus side, feeding and playing with babies can be done by children as young as age 3.
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As opposed to the proper child stage, the [[baby]] stage, which lasts for 45 days (3/4ths of a year), requires a notably higher amount of colonist labor. Babies must both be fed and played with by adults.  Feeding babies takes a surprisingly long time, especially if breastfed.  The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days.  
  
 
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty to parents. Babies don't learn, so this comes at no cost to a child's development.
 
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty to parents. Babies don't learn, so this comes at no cost to a child's development.
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=== Vats ===
 
=== Vats ===
 
{{Main|Growth vat}}
 
{{Main|Growth vat}}
[[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days -  while a pregnant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty.
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[[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days -  while a pregant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penatly.
  
 
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies.
 
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies.
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== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults.
 
* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults.
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.
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* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3.
* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.
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* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed "Tribal Child" not giving Natural meditation focus.
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.
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* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get natural meditation focus (at 3).
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.
 
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts
 
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed "Tribal Child" not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.
 
* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3.
 
* [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Radiotalking doesn't adhere to child's allowed area.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.
 
* [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed.  
 
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Animals|#Children]]
 
[[Category:Animals|#Children]]

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