Difference between revisions of "Children"

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Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.
 
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.
  
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==== Age 7 ====
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==== Age 10 ====
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==== Age 13 ====
 
When a child turns 13, you will receive the notification: "Child" became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.
 
When a child turns 13, you will receive the notification: "Child" became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.
  

Revision as of 20:44, 24 October 2022

Children are smaller, weaker, useless pawns added in the Biotech DLC.

Acquisition

Children can be gained through several different methods:

  1. Naturally, through pregnancy or surrogacy.
  2. Technologically, through growth vats.
  3. Purchased from slavers.
  4. Kidnapping.

Natural pregnancy

Pawns have a chance to get pregnant when they initiate lovin'. A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility increases until it reaches 100% at age 20, then drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.

Fertility by Age for Baseline Humans
Age Females Males
20 100% 100%
30 80% 100%
40 10% 100%
50 0% 100%
60 0% ~80%
70 0% ~50%
80 0% ?

You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).

Pregnancy lasts for 18 days, broken into three 6 day trimesters. The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester. They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.

The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e.; The father).

Note that Pawns in the character selection menu can begin the game already pregnant.

Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate.

Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.

Artificial pregnancy

To create children artificially you need a growth vat and to have researched fertility procedures.

Then with the following procedure

  1. Performing an operation on a female pawn to extract an ovum (can be a prisoner).
  2. Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner)[What about a slave?].
  3. Planting the embryo into the growth vat by either selecting the growth vat or the embryo

Time taken to birth is 9 days.

Growth vat must be given a constant supply of nutrition.

Development

Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.

Growth Tiers and Rewards
Tier Points Traits Passion
0 0 1 from 1 options -
1 30 1 from 2 options -
2 55 1 from 3 options -
3 80 1 from 4 options -
4 100 1 from 4 options 1 from 1 options
5 120 1 from 4 options 1 from 2 options
6 135 1 from 4 options 1 from 3 options
7 150 1 from 4 options 2 from 4 options
8 162 1 from 6 options 3 from 6 options

Growth moments

Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.

Age 7

Age 10

Age 13

When a child turns 13, you will receive the notification: "Child" became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.

Learning

Floor drawing

Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.

Lessons

The child(ren) and an adult sit together at a desk and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.

Nature running

Sky dreaming

Children lay on the ground and watch the sky much like adults that are cloud watching.

Work watching

Children that are work watching follow an adult who is working while the adult does standard work.


Growth acceleration

Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a growth vat.

Children in grown vats age 20x as fast as normal children.