Editing User:Hordes/Ideoligion
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 2: | Line 2: | ||
'''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. |
− | |||
*'''Create ideoligion (fluid)''' - Design an ideoligion that can change over time. | *'''Create ideoligion (fluid)''' - Design an ideoligion that can change over time. | ||
Line 24: | Line 23: | ||
* [[#Men's spouses|Men's spouses: One only]] | * [[#Men's spouses|Men's spouses: One only]] | ||
</div> | </div> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Forming an ideoligion== | ==Forming an ideoligion== | ||
− | An ideoligion consists of | + | An ideoligion consists of multiple, separate aspects to customize: |
'''Primary''' | '''Primary''' | ||
Line 68: | Line 55: | ||
*'''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic. | *'''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic. | ||
− | + | ==Mechanics== | |
+ | So long as the ideoligion system is not inactive, there are several mechanics that interact with ideoligion. | ||
− | ==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. 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 | ||
Line 81: | Line 70: | ||
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, which increases certainty based on [[Conversion Power]]. |
− | |||
− | |||
− | ===Conversion=== | + | ====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]] | + | 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]]. |
*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 the same as normal conversion, but done on command. This 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. | *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. | ||
Line 102: | Line 89: | ||
'''Other certainty reduction''':<br> | '''Other certainty reduction''':<br> | ||
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor. | 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. | + | *[[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 | + | *[[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}} | *A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Detail}} |