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== Certainty ==
 
== Certainty ==
{{Split|destination=Certainty|reason=Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a [[Template:Main]] link to the oage. redirect [[Conversion]] there too}}
 
 
{{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]].
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* 3% / day at 80% mood or more
 
* 3% / day at 80% mood or more
 
Between 20% and 80% mood, certainty gain is linearly interpolated.
 
Between 20% and 80% mood, certainty gain is linearly interpolated.
 +
 
Certainty does not regenerate while [[deathrest]]ing.{{BiotechIcon}}{{Check Tag|What else?|What else pauses reassurance}}
 
Certainty does not regenerate while [[deathrest]]ing.{{BiotechIcon}}{{Check Tag|What else?|What else pauses reassurance}}
 +
 
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].
 
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].
 +
 
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
 
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
 +
 
=== 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]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.
 
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]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.
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* The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
 
* The [[role]] of [[Roles#Moral Guide|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.
 +
 
The certainty reduction of a convert attempt can be calculated as follows:
 
The certainty reduction of a convert attempt can be calculated as follows:
 
{| class="wikitable"
 
{| class="wikitable"
 
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier
 
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier
 
|}
 
|}
 +
 
*'''Relic conversion factor:'''
 
*'''Relic conversion factor:'''
 
{| class="wikitable"
 
{| class="wikitable"
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| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}
 
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}
 
|}
 
|}
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'''Other certainty reduction''':
 
'''Other certainty reduction''':
 +
 
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, among other factors.
 
* [[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, among other factors.
 
* [[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've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
 
* [[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've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
 
* A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}
 
* A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}
 +
 
[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.
 
[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.
  
 
== Structure ==
 
== Structure ==
 
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.
 
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.
{| class="wikitable sortable"
+
{| class="wikitable"
 
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept
 
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept
 
|- id="Abstract theist"
 
|- id="Abstract theist"
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|- id="Body modification"
 
|- id="Body modification"
 
! rowspan="3"| Body modification<br/>[[File:BodyModifications.png|64px]]
 
! rowspan="3"| Body modification<br/>[[File:BodyModifications.png|64px]]
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.
+
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}
 
|-
 
|-
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.
+
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}
 
|-
 
|-
 
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)<br/>-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)<br/>-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}
 
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)<br/>-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)<br/>-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}
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Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.
 
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.
  
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}
+
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.
  
 
{| class="wikitable"
 
{| class="wikitable"
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Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.
 
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.
  
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.
+
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game state. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.
  
 
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.
 
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.
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* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.
 
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.
 
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons.  
 
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons.  
* [[Version/1.3.3117|1.3.3117]] -  
+
* [[Version/1.3.3117|1.3.3117]] -
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.
 
 
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
 
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
 
** Gaining, changing, or removing a role now requires a simple ritual.
 
** Gaining, changing, or removing a role now requires a simple ritual.
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* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.
 
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.
 
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.
 
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme "Flesh Purity" no longer forces the anti-biosculpting precept.
+
* [[Version/1.3.3287|1.3.3287]] - Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme "Flesh Purity" no longer forces the anti-biosculpting precept.
 
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.
 
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.
 
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development.  
 
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development.  

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