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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.
  
==Type of ideoligion==
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==Types==
Whenever you start a new game, you will see the Ideology menu once you've selected a world tile.
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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 ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).
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*'''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.{{Check Tag|Verify|Extremely quick testing}}
 
  
 
*'''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.  
 
*'''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.  
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* [[#Men's spouses|Men's spouses: One only]]
 
* [[#Men's spouses|Men's spouses: One only]]
 
</div>
 
</div>
 
===Fluid ideoligions ===
 
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}
 
Development points are a mechanic exclusive to fluid ideoligions. They can be obtained in the following ways:
 
*'''Successful rituals''': A "good" ritual (effective, fun, beautiful...) gives 1 development point. A "great" ritual (heartwarming, unforgettable, spectacular...) gives 2 development points. Ineffective rituals give no points. Some rituals can even award 3 points if you are lucky.
 
* Converting someone (without a conversion ritual) awards 1 point.
 
* Executing a guilty pawn with [[#Execution|Execution]]: Respected if Guilty or Execution: Required precepts awards 1 point (even without the "Prisoner Execution" ritual).
 
* Finding an ideoligion's [[relic]] awards 5 points.
 
 
When you have enough development points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.
 
 
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.
 
  
 
==Forming an ideoligion==
 
==Forming an ideoligion==
An ideoligion consists of many separate aspects to customize:
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An ideoligion consists of multiple, separate mechanics:
  
'''Primary'''
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===Primary===
 
*'''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.
 
*'''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.
  
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:Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.
 
:Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.
  
'''Secondary'''
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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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*'''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'''
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===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, structures, cultures, etc. Entirely cosmetic.
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*'''Lore''' - A randomly generated description of the ideoligion, based off of memes, styles, cultures, etc. Entirely cosmetic.
  
*'''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for following their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.
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==Mechanics==
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So long as the ideoligion system is not inactive, there are several mechanics involved in creation.
  
==Certainty==
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===Certainty===
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----
 
{{See also|Conversion Power|Global Certainty Loss Factor}}
 
{{See also|Conversion Power|Global Certainty Loss Factor}}
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.
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'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Certainty rises over time. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.
  
===Reassurance===
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====Reassurance====
 
Certainty increases by a set rate per day, which is dependent on current [[mood]].
 
Certainty increases by a set rate per day, which is dependent on current [[mood]].
 
*1% / day at 20% mood or less
 
*1% / day at 20% mood or less
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Between 20% and 80% mood, certainty gain is linearly interpolated.
 
Between 20% and 80% mood, certainty gain is linearly interpolated.
  
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].
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The [[Roles#Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion to increase certainty.
 
 
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
 
  
===Conversion===
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====Conversion====
These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the user's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will harder to convert from an ideology with the Tunneler meme.
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These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's [[Social Impact]], and decreased by the user's [[Global Certainty Loss Factor]].
 
*Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.
 
*Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.
*The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
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*The [[role]] of [[Roles#Moral Guide]] has a "Convert" ability. This is x200% as strong as a regular conversion, but has a cooldown of 3 days.
*If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
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*If you keep a pawn [[prisoner]], you can set the prisoner to Convert in the ideoligion tab. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
  
The certainty reduction of a convert attempt can be calculated as follows:
 
 
<pre>'''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier'''</pre>
 
<pre>'''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier'''</pre>
*'''Relic conversion factor:'''
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*'''Relic conversion factor:''''
 
{| class="wikitable"
 
{| class="wikitable"
 
! Relic Conversion Power Factor
 
! Relic Conversion Power Factor
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| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}
 
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}
 
|}
 
|}
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----
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These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Social Impact or Certainty Loss Factor.
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*[[Rituals#Conversion ritual|Conversion ritual]]. Requires a [[Roles#Moral Guide]]. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide.
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*[[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you have tried to convert them to a specific ideoligion.
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*A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Detail}}
  
'''Other certainty reduction''':<br>
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====Relics on conversion===
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.
 
*[[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide.
 
*[[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted convert them to a specific ideoligion. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
 
*A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Detail}}
 

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