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=== Chitchat === | === Chitchat === | ||
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait. | The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait. | ||
− | === Deep | + | === Deep Talk === |
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait. | A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait. | ||
=== Insulted === | === Insulted === | ||
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=== Slighted === | === Slighted === | ||
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet. | This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet. | ||
− | + | === Social Fights === | |
− | + | Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as bloodlust and a pawn's current level of inebriation. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after {{Ticks|420}}, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights. | |
− | === Social | ||
− | Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as | ||
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{| {{STDT| sortable c_07 text-center}} | {| {{STDT| sortable c_07 text-center}} | ||
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** = Creates a thought that affects the mood | ** = Creates a thought that affects the mood | ||
=== Lovin' === | === Lovin' === | ||
− | {{ | + | {{Stub|section=1|reason=General stub also investigate JobDriver_Lovin }} |
− | Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving | + | Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving or bleeding, the pawns are in bed, et cetera). Both partners evaluate their mean-time-between separately and is adjusted by the following: |
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− | * [[Pain]]: | + | * [[Pain]]: mean-time-between is multiplied by 1/(1-pain). |
− | * [[Consciousness]]: | + | * [[Consciousness]]: increases mean-time-between when lower than 50%. |
− | * [[Genes#Low libido|Low libido]] {{BiotechIcon}}: {{MTB}} ×2 | + | * Age: up to age 14, 0%, age 16 to 25, 100%, age 80, 20%. |
− | * [[Genes#High libido|High libido]] {{BiotechIcon}}: {{MTB}} ×0.5 | + | * [[Genes#Low libido|Low libido]] {{BiotechIcon}}: {{MTB}} ×2 |
− | + | * [[Genes#High libido|High libido]] {{BiotechIcon}}: {{MTB}} ×0.5 | |
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− | + | {| class="wikitable" | |
− | + | |- | |
− | + | ! Chance of Lovin' by Age | |
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− | + | | {{GraphChart|width=200|height=200|xAxisTitle=Age|yAxisTitle=Chance of Lovin'|type=line|x=0, 14, 16, 25, 80, 100|y=0, 0, 1, 1, 0.2, 0.2|yType=number|yAxisMax=1|xAxisMax=100|linewidth=1|colors=black}} | |
− | + | |} | |
=== Affairs === | === Affairs === | ||
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer. | If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer. | ||
− | This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse | + | This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. |
==Misc actions== | ==Misc actions== | ||
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Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony. | Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony. | ||
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! Thought name | ! Thought name | ||
! Opinion | ! Opinion | ||
− | ! | + | ! Max cumulated opinion or stack limit per pawn |
! Nullifying traits | ! Nullifying traits | ||
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! Botched my surgery | ! Botched my surgery | ||
| -20* | | -20* | ||
− | | 5 | + | | 5 |
| None | | None | ||
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! Rescued me | ! Rescued me | ||
| 15 | | 15 | ||
− | | 3 | + | | 3* |
| None | | None | ||
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| 2* | | 2* | ||
| None | | None | ||
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* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc. | * [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc. | ||
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them. | * [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them. | ||
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* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony. | * [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony. | ||
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[[Category:Characters]] | [[Category:Characters]] |