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[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.
 
[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.
  
The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, gives strong pain resistance, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.
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The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.
  
 
Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.
 
Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.
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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.
*'''Inhuman:''' Taking just the Inhumanization precept is a very strong option, but the whole meme is still worth considering. See [[#Inhuman]].
 
 
*'''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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||Bloodfeeders: Revered is great if you start with a bloodfeeder.  
 
||Bloodfeeders: Revered is great if you start with a bloodfeeder.  
  
Otherwise, [[Sanguophage]] quests can take a long while to appear. If you plan to just use bloodfeeders for their 6 organs, then Reviled gives another +5 moodlet for doing so. However, Sanguophage implantations can be incredibly useful, preventing death while curing scars / health problems without the risks of [[luciferium]], at the cost of keeping a few legless [[prisoner]]s fed. No precept is a useful middle ground.
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Otherwise, [[Sanguophage]] quests can take a long while to appear. If you plan to just use bloodfeeders for their 6 organs, then Reviled gives another +5 moodlet for doing so. However, Sanguophage implantations can be incredibly useful, preventing death while curing scars / health problems a la [[luciferium]], at the cost of keeping a few legless [[prisoner]]s fed. No precept is a useful middle ground.
 
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|'''Mechanoid labor: ?'''{{BiotechIcon}}
 
|'''Mechanoid labor: ?'''{{BiotechIcon}}

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