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=== Mood table (Core) === | === Mood table (Core) === | ||
With [[ideoligion]] disabled: | With [[ideoligion]] disabled: | ||
− | {| class= | + | {| class=wikitable |
− | ! Trait !! | + | ! 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) |
− | | {{--| | + | | {{--|3 Mood}}<br/>(0.25 days. 3 stacks. 0.5 stack multiplier) || {{--|7 Mood}}<br/>(0.25 days. 5 stacks. 0.3 stack multiplier) || {{--|6 Mood}}<br/>(6 days. 4 stacks. 0.75 stack multiplier) || {{--|6 Mood}}<br/>(6 days. 1 stack) || {{--|20 Mood}}<br/>(1 day. 1 stack) || {{--|15 Mood}}<br/>(1 day. 1 stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}<br/>(4 days. 5 stacks) || {{--|5 Mood}}<br/>(7.5 days. 5 stacks. 0.75 stack multiplier) |
|- | |- | ||
− | ! | + | ! 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> || – || – || – |
|- | |- | ||
− | ! | + | |
− | | – || – || – || – || <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> | + | ! 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 |
− | | – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br>(1 day | + | | – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br/>(1 day. 1 stack) || {{+|15 Mood}}<br/>(1 day. 1 stack) || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> |
|- | |- | ||
|} | |} | ||
− | |||
− | 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 | + | 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 | + | * '''[[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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*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 | + | 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 [[ | + | [[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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*Organ Use: Acceptable* | *Organ Use: Acceptable* | ||
*Slavery* | *Slavery* | ||
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{{nav/guides}} | {{nav/guides}} | ||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |