Editing Ideology Min-Maxing
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* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat. | * Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat. | ||
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing. | * Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing. | ||
− | In addition, you get access to skullspikes and Corpses: Don't Care | + | In addition, you get access to skullspikes and Corpses: Don't Care. |
At 2 main downsides: | At 2 main downsides: | ||
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Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the "death spiral") when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist. | Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the "death spiral") when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist. | ||
− | Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive. | + | :Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive. |
=== Tunneler === | === Tunneler === | ||
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[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion. | [[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion. | ||
− | Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter | + | Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. |
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work. | Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work. | ||
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== Other memes == | == Other memes == | ||
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'''Not required for their precepts:'''<br> | '''Not required for their precepts:'''<br> | ||
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion. | Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion. | ||
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*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details. | *'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details. | ||
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male. | *'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male. | ||
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Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus. | Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus. | ||
− | '''N.B.''' For the combat precept: if the sun is out and the area is considered "outside", then it does count as "lit" for combat, no matter how bright/dark the area is. Darklights | + | '''N.B.''' For the combat precept: if the sun is out and the area is considered "outside", then it does count as "lit" for combat, no matter how bright/dark the area is. Darklights do not penalize combat. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter. |
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|'''Body Modification: None or Approved''' | |'''Body Modification: None or Approved''' | ||
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== Buildings == | == Buildings == | ||
− | [[Pew]] and [[ | + | [[Pew]] and [[ideogram]] / [[medium altar]] tends to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow. Ideograms cost 50 steel, do not take up space, and ritual room requirements only apply at high [[expectations]] (180k wealth). Small altars cost 50 wood/stone/steel, but is activated at moderate expectations (80k wealth). Medium altars cost 100 wood/stone/steel and also have high expectations. |
== Weapons == | == Weapons == |