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== Growth moments ==
 
== Growth moments ==
 
{{Stub|section=1|reason= How do work restrictions affect skill and/or trait selections - [[Version/1.4.3525]] implies that work restrictions do prevent it, because they had to make an exception for temp restrictions.}}
 
{{Stub|section=1|reason= How do work restrictions affect skill and/or trait selections - [[Version/1.4.3525]] implies that work restrictions do prevent it, because they had to make an exception for temp restrictions.}}
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection of traits and skills is randomized,{{Check Tag|Genes/incomp. traits?|What do genes and existing traits disable skills, add passions, or are incompatible with other traits do? Possibly allows players to influence selections}} and the number of options is increased by the growth tier. When at least three traits were chosen there's a 35% chance that one of them will be replaced with the option to select no trait. This option can be selected if no trait is preferable to the traits offered.  Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.
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[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection of traits and skills is randomized,{{Check Tag|Genes/incomp. traits?|What do genes and existing traits disable skills, add passions, or are incompatible with other traits do? Possibly allows players to influence selections}} and the number of options is increased by the growth tier. When at least two traits are offered, one trait option may be replaced with the option to select no trait. This option if offered randomly{{Check Tag|When/How often?|Are there any preconditions to it being offered, and what are the chances of the offer?}} and can be selected if no trait is preferable to the traits offered.  Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen.
  
 
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.
 
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.
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  '' Baby '''<BABY NAME>''' has grown up and become a child! (S)He is now old enough to do the following work: <LIMITED WORK> Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''
 
  '' Baby '''<BABY NAME>''' has grown up and become a child! (S)He is now old enough to do the following work: <LIMITED WORK> Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''
  
With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, "<Pawn> became a child". The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends. In addition, you'll have 12 hours to decide whenever to make the child a colonist or a slave, depending on their birth mother, they will be a colonist or slave by default, for prisoner births they will be a colonist due to having been adopted.
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With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, "<Pawn> became a child". The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends. In addition, you'll have 12 hours to decide whenever to make the child a colonist or a slave.
  
  '' '''<BABY NAME>''' has decided to become a follower of the ideoligion '''<MAJOR COLONY IDEOLIGION>'''. By tradition '''<BABY NAME>''', born to '''<MOTHER NAME>''' of '''<COLONY>''' (and) '''<FATHER NAME>''' of '''<COLONY>''' / unknown parents, is a colonist/tribesman/slave, but exceptions can be made... Should '''<BABY NAME>''' remain a colonist/tribesman/slave? ''
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  '' '''<BABY NAME>''' has decided to become a follower of the ideoligion '''<MAJOR COLONY IDEOLIGION>'''. By tradition '''<BABY NAME>''', born to '''<MOTHER NAME>''' of '''<COLONY>''' (and) '''<FATHER NAME>''' of '''<COLONY>''' / unknown parents, is a colonist/tribesman, but exceptions can be made... Should '''<BABY NAME>''' remain a colonist/tribesman? ''
  
 
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].
 
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].
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* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.
 
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.
 
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.
 
 
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts
 
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts
 
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed "Tribal Child" not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.
 
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed "Tribal Child" not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.

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