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'''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. | '''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. | ||
− | == | + | ==Types== |
− | Whenever you start a new game, you | + | Whenever you start a new game, you'll be hit with the Ideology 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 | + | *'''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 amount of buildings |
− | :However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to 2 [[ritual]]s - a dance party and drum party. | + | :However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to 2 [[ritual]]s - a dance party and drum party. |
*'''Create ideoligion (fluid)''' - Design an ideoligion that can change over time. | *'''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, but otherwise 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 | + | :A fluid ideoligion only has access to 1 [[meme]] at the start of the game, but otherwise 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. | *'''Create ideoligion (fixed)''' - Design an ideoligion with complete control. | ||
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* [[#Men's spouses|Men's spouses: One only]] | * [[#Men's spouses|Men's spouses: One only]] | ||
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==Forming an ideoligion== | ==Forming an ideoligion== | ||
− | An ideoligion consists of | + | An ideoligion consists of multiple, separate mechanics: |
− | + | ===Primary=== | |
− | *'''Structure''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract Theist | + | *'''Structure''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract Theist', that "gods are everywhere", or ''Christian origin'', which is similar 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 [[roles| | + | *'''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 [[roles|Specialists]]. |
− | *'''Precepts''' - What | + | *'''Precepts''' - What followers believe in. Precepts 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. |
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− | + | ===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. | *'''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. | ||
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*'''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 work. You can have multiple Shooting Specialists in 1 colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion. | *'''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 work. You can have multiple Shooting Specialists in 1 colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion. | ||
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*'''Buildings''' - Buildings used by your ideoligion: altars, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion. | *'''Buildings''' - Buildings used by your ideoligion: altars, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion. | ||
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*'''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s{{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question. | *'''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s{{BiotechIcon}}, as well as venerate specific [[animal]]s. 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 they could not make. Certain styles may have access to more or less buildings. | *'''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 they could not make. Certain styles may have access to more or less buildings. | ||
*'''Cultures''' - Roughly where your ideoligion comes from. Astropolitians represent those coming from space. Corunans are those with a [[New Tribe|tribal]] background. Entirely cosmetic. | *'''Cultures''' - Roughly where your ideoligion comes from. Astropolitians represent those coming from space. Corunans are those with a [[New Tribe|tribal]] background. Entirely cosmetic. | ||
− | *'''Lore''' - A randomly generated description of the ideoligion, based off of memes, | + | *'''Lore''' - A randomly generated description of the ideoligion, based off of memes, styles, cultures, etc. Entirely cosmetic. |
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