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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. |
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*'''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]] | ||
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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'', 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=== | |
*'''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=== | |
*'''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. |
− | + | ==Mechanics== | |
+ | So long as the ideoligion system is not inactive, there are several mechanics involved in creation. | ||
− | ==Certainty== | + | ===Certainty=== |
+ | ---- | ||
{{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. | + | '''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=== | + | ====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# | + | The [[Roles#Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion to increase certainty. |
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− | ===Conversion=== | + | ====Conversion==== |
− | These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's [[ | + | 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# | + | *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 | + | *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. |
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<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:''' | + | *'''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}} | ||
|} | |} | ||
+ | ---- | ||
+ | These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Social Impact or Certainty Loss Factor. | ||
+ | *[[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. | ||
+ | *[[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. | ||
+ | *A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Detail}} | ||
− | + | ====Relics on conversion=== | |
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