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=== Mood table (Core) ===
 
=== Mood table (Core) ===
 
With [[ideoligion]] disabled:
 
With [[ideoligion]] disabled:
{| class="wikitable center"
+
{| class=wikitable
! Trait !! [[Mood#Observed corpse|Observes corpse]] !! [[Mood#Observed rotting corpse|Observes rotting corpse]] !! [[Mood#I butchered humanlike|Butchers human]] !! [[Mood#We butchered humanlike|Somebody butchers human (colony-wide)]] !! [[Mood#Raw cannibalism|Eats raw human flesh]] !! [[Mood#Cooked cannibalism|Eats meal with human flesh]] !! Wears human skin clothing !! Trades human flesh or leather !! [[Mood#A prisoner was sold|A slave is sold]] (world-wide) !! [[Mood#Someone's organ harvested|An organ is harvested]] (world-wide) !! Harvests organ
+
! Trait !! Observes corpse !! Observes rotting corpse !! Butchers human !! Somebody butchers human (colonywide) !! Eats raw human flesh !! Eats meal with human flesh !! Wears human skin clothing !! Trades human flesh or leather !! A slave is sold (colonywide) !! An organ is harvested (colonywide)
 
|-
 
|-
! None<br>(average<br>colonist)
+
! None<br/>(average<br/>colonist)
| {{--|4 Mood}}<br>(0.5 days,<br> 3 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(0.5 days,<br> 5 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 4 stacks,<br> 0.75 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 1 stack) || {{--|20 Mood}}<br>(1 day,<br> 1 stack) || {{--|15 Mood}}<br>(1 day,<br> 1 stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}<br>(4 days,<br> 5 stacks) || {{--|5 Mood}}<br>(7.5 days,<br> 5 stacks,<br> 0.75 stack multiplier) || –
+
| {{--|3 Mood}}<br/>(0.25 days.&nbsp;3&nbsp;stacks. 0.5&nbsp;stack multiplier) || {{--|7 Mood}}<br/>(0.25&nbsp;days. 5&nbsp;stacks. 0.3&nbsp;stack multiplier) || {{--|6 Mood}}<br/>(6&nbsp;days. 4&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|6 Mood}}<br/>(6&nbsp;days. 1&nbsp;stack) || {{--|20 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|15 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}<br/>(4&nbsp;days. 5&nbsp;stacks) || {{--|5 Mood}}<br/>(7.5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier)
 
|-
 
|-
! [[Psychopath]]
+
! Psychopath
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || – || –
+
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || –
 
|-
 
|-
! [[Bloodlust]]
+
 
| – || – || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || – || {{+|4 Mood}}<br>(1 stack)
+
! Bloodlust
 +
| – || – || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|4 Mood}}<br/>(stack unknown)
 
|-
 
|-
! [[Cannibal]]
+
! Cannibal
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br>(1 day,<br> 1 stack) || {{+|15 Mood}}<br>(1 day,<br> 1 stack) || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || –
+
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|15 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span>
 
|-
 
|-
 
|}
 
|}
Note that the "[[Mood#Someone's organ harvested|Someone's organ harvested]]" debuff does not affect the colonist performing the operation, nor the patient, that will have the "[[Mood#My organ harvested|My organ harvested]]" debuff instead.
 
  
All [[Ideoligion]]s{{IdeologyIcon}} have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a -4 moodlet for observing a fresh corpse, instead of the -3 with ideoligions disabled. See [[Human resources#Ideoligion table]] for more details.
+
All [[Ideoligion]]s{{IdeologyIcon}} have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a -4 moodlet for observing a fresh corpse, instead of the -3 with ideoligions disabled. See [[Human resources#Ideoligion Table]] for more details.
  
 
=== Traits ===
 
=== Traits ===
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:* does '''NOT''' like cannibalism or slavery
 
:* does '''NOT''' like cannibalism or slavery
  
* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather
+
* '''[[Traits#Cannibal|Cannibal]]''': Loves human flesh and likes to wear human leather
 
:*No issue with seeing fresh corpses or butchering corpses
 
:*No issue with seeing fresh corpses or butchering corpses
 
:* does '''NOT''' like slavery or organ harvesting.
 
:* does '''NOT''' like slavery or organ harvesting.
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* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.
 
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base #}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base #}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}} market value.  
+
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base #}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base #}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base #}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}} market value.  
 
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.
 
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.
*If the pawn has the [[Genes#Deathless|Deathless]] gene{{BiotechIcon}}, then you can harvest all 6 organs for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}}}}}}. A [[sanguophage]] quest can net a huge sum of money.  
+
*If thet pawn has the [[Genes#Deathless|Deathless]] gene{{BiotechIcon}}, then you can harvest all 5 organs for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}}}}}}. A [[sanguophage]] quest can net a huge sum of money.  
 
** If installing the [[xenogerm]] yourself, 1 [[archite capsule]] costs {{Icon Small|silver||{{Q|Archite capsule|Market Value Base}}}} to buy, for a net profit of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}} - {{Q|Archite capsule|Market Value Base #}} }}}}.
 
** If installing the [[xenogerm]] yourself, 1 [[archite capsule]] costs {{Icon Small|silver||{{Q|Archite capsule|Market Value Base}}}} to buy, for a net profit of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}} - {{Q|Archite capsule|Market Value Base #}} }}}}.
 
*If the heart and liver are both unavailable, you may harvest a second kidney for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + 2* {{Q|Kidney|Market Value Base #}}}}}} or lung for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}.
 
*If the heart and liver are both unavailable, you may harvest a second kidney for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + 2* {{Q|Kidney|Market Value Base #}}}}}} or lung for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}.
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If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} +  {{Q|Kidney|Market Value Base #}}}}}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.
 
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} +  {{Q|Kidney|Market Value Base #}}}}}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.
  
Pawns with [[bionic]]s or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.
+
Pawns with [[bionic]] attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing an artificial part doesn't count as organ harvesting{{Check Tag|Fact Check}}.
  
 
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.
 
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.
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By default, "humanlike corpses" is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces a base yield of {{Icon Small|human meat||{{Q|Human|Meat Yield}}}} [[human meat]] and {{Icon Small|human leather||{{Q|Human|Leather Yield}}}} [[human leather]].  
 
By default, "humanlike corpses" is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces a base yield of {{Icon Small|human meat||{{Q|Human|Meat Yield}}}} [[human meat]] and {{Icon Small|human leather||{{Q|Human|Leather Yield}}}} [[human leather]].  
  
Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each undamaged adult corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}} + {{Q|Human|Leather Yield}}*{{Q|Human leather|Market Value Base}}}}}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to [[packaged survival meal]]s and [[duster]]s  provides an average of {{Icon Small|silver||338}} per corpse.{{Check Tag|Detail|Expected value at say, skill 10?}} This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills]] etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.
+
Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each undamaged adult corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}} + {{Q|Human|Leather Yield}}*{{Q|Human leather|Market Value Base}}}}}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to [[packaged survival meal]]s and [[duster]]s  provides an average of {{Icon Small|silver||??}} per corpse.{{Check Tag|Detail|Expected value at say, skill 10?}} This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills]] etc. In most practical scenarios, pawns will die from damage, and you'll recieve less material.
  
 
=== Human meat ===
 
=== Human meat ===
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*Alternatively, human meat may be made into [[carnivore lavish meal]]s, or supplement vegetables in [[lavish meal]]s. This reduces the net mood loss from eating the meat down to only {{--|3}} for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.
 
*Alternatively, human meat may be made into [[carnivore lavish meal]]s, or supplement vegetables in [[lavish meal]]s. This reduces the net mood loss from eating the meat down to only {{--|3}} for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.
  
A human corpse provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}}}}}}. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also be processed in a biofuel refinery for {{Icon Small|chemfuel||{{#expr: 35*{{Q|Human|Meat Yield}}/70}}}} [[chemfuel]], worth {{Icon Small|silver||{{#expr: 35*{{Q|Chemfuel|Market Value Base}} * {{Q|Human|Meat Yield}}/70}}}}.
+
A human corpse provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}}}}}}. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also processed in a biofuel refinery for {{Icon Small|chemfuel||{{#expr: 35*{{Q|Human|Meat Yield}}/70}}}} [[chemfuel]], worth {{Icon Small|silver||{{#expr: 35*{{Q|Chemfuel|Market Value Base}} * {{Q|Human|Meat Yield}}/70}}}}.
  
 
=== Human leather ===
 
=== Human leather ===
 
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}
 
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[Cannibal (Trait)|cannibal]] traits and a mood penalty to those without.
+
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[cannibal]] traits and a mood penalty to those without.
  
 
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. Like human meat, working human leather does not have any penalties, once it has been butchered.
 
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. Like human meat, working human leather does not have any penalties, once it has been butchered.
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* {{--|3}} - Seeing a corpse.
 
* {{--|3}} - Seeing a corpse.
  
To the butcher
+
To the butcherer
* {{--|6}} - I butchered corpse. This does stack, up to 4 corpses.
+
* {{--6}} - I butchered corpse. This does stack, up to 4 corpses.
  
Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.
+
Other than the intial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.
  
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.
+
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is managable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.
  
 
== Selling slaves ==
 
== Selling slaves ==
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== Ideoligion ==
 
== Ideoligion ==
 
{{Ideology|section=1}}
 
{{Ideology|section=1}}
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}
+
{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}
 
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:
 
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:
 
*'''Cannibalism: '''
 
*'''Cannibalism: '''
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*Organ Use: Acceptable*
 
*Organ Use: Acceptable*
 
*Slavery*
 
*Slavery*
 
== Version history ==
 
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
 
  
 
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