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{| class="wikitable floatright"
 
|+ "What do you believe?"
 
|-
 
! <youtube>https://www.youtube.com/watch?v=jhphFRc0Sww</youtube>
 
|-
 
|}
 
 
{{Ideology}}
 
{{Ideology}}
{{About|the DLC|the Ideology system added by this DLC|Ideoligion}}
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{{Stub}}
{{PCIcon}} ''Released on July 20, 2021''
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{{For|the Ideology system added by this DLC|Ideoligion}}
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{{quote|"What do you believe?"|Ideology DLC Tag line|large=1}}
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''Released on July 20, 2021''
  
{{ConsoleIcon}} ''Released on April 25, 2023''
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'''Ideology''' is a [[DLC]] for RimWorld that focuses on belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. The DLC also adds Gaulauren trees that produce multipurpose working creatures called dryads and also adds a new win condition, the Archotech Nexus. The DLC managed to run out of Steam keys for [http://www.rimworldgame.com www.rimworldgame.com] buyers within a hour.
 
 
'''Ideology''' is a [[DLC]] for RimWorld that focuses on belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. The DLC also adds Gauranlen trees that produce multipurpose working creatures called dryads and also adds a new win condition, the Archotech Nexus. The DLC managed to run out of Steam keys for [http://www.rimworldgame.com www.rimworldgame.com] buyers within a hour.
 
  
 
With the Ideology expansion, each person in the game gets a belief system.
 
With the Ideology expansion, each person in the game gets a belief system.
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Ideology makes your story into your story more than ever before.
 
Ideology makes your story into your story more than ever before.
  
== Memes ==
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==Memes==
Each belief system is built around a collection of 1-4 core memes, where each meme represents a core idea in the belief system. By combining memes and changing the details of how they are expressed, you can create a staggeringly vast array of different belief systems.
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Each belief system is built around a collection of 1-4 core memes, where each meme represents a core idea in the belief system. By combining memes and changing the details of how they are expressed, you can create a near-infinite variety of different belief systems.
  
 
The memes are:
 
The memes are:
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* Comfort: Some pay no attention to comfort.
 
* Comfort: Some pay no attention to comfort.
 
* Slab bed: Some think the proper way to sleep is on a cold, uncomfortable slab.
 
* Slab bed: Some think the proper way to sleep is on a cold, uncomfortable slab.
* Corpses: Seeing the dead may be disturbing to [[colonists]] or it may not bother them at all.
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* Corpses: Seeing the dead may be disturbing to colonists or it may not bother them at all.
 
* Drug use: Drugs may be prohibited, limited to medical and social use, or essential.
 
* Drug use: Drugs may be prohibited, limited to medical and social use, or essential.
 
* Diversity of thought: Varies widely from deep appreciation to intense bigotry.
 
* Diversity of thought: Varies widely from deep appreciation to intense bigotry.
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==Conversion==
 
==Conversion==
People can convert each other to new beliefs. You can assign wardens to convert prisoners, or use the special abilities of your moral guide. People will also spontaneously try to convert those around them. Those with proselytizing beliefs will do this much more intensely, which can lead to conflict, including fights between people. Depending on traits, some people are much easier to convert than others.
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People can convert each other to new beliefs. You can assign wardens to convert prisoners, or use the special abilities of your moral guide.
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People will also spontaneously try to convert those around them. Those with proselytizing beliefs will do this much more intensely - which can lead to conflict.
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Depending on traits, some people are much easier to convert than others.
  
 
You can bring everyone in your colony to one belief system, or try to keep a diversity of beliefs to capture the benefits of all of them.
 
You can bring everyone in your colony to one belief system, or try to keep a diversity of beliefs to capture the benefits of all of them.
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==Social roles==
 
==Social roles==
 
{{Main|Roles}}
 
{{Main|Roles}}
Make use of your favorite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.
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Make use of your favourite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.
  
 
The leader role gives inspirational speeches, buffs combat allies around them, encourages harder work, and plays a special role in some rituals. They can also accuse individuals of crimes and hold trials.
 
The leader role gives inspirational speeches, buffs combat allies around them, encourages harder work, and plays a special role in some rituals. They can also accuse individuals of crimes and hold trials.
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* [[Gaumaker]]: Produces Gauranlen sprouts to make new Gauranlen trees.
 
* [[Gaumaker]]: Produces Gauranlen sprouts to make new Gauranlen trees.
  
Beliefs matter. If your colonists venerate the trees, they can connect with Gauranlen trees more effectively and influence the dryads more efficiently. Only those who truly respect the trees can control their reproduction. With time, such a tree-connector colony can build an economy and an army from its Gauranlen orchard and the cute, useful, and fearsome dryads.
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Beliefs matter. If your colonists venerate the trees, they can connect with Gauranlen trees more effectively and influence the dryads more efficiently. Only those who truly respect the trees can control their reproduction. With time, such a tree-connector colony can build an economy and an army from its Gauranlen orchard and the cute, useful, fearsome dryads.
  
 
==Relic hunts==
 
==Relic hunts==
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Ancient complex loot quests see you raiding loot-filled ancient complexes, either in a shuttle or by traveling in a caravan. These ancient complexes aren’t about finding a relic - just about getting rich. Complexes are procedurally-generated and contain a wide variety of threats. The threats are designed to interact with each other and even be useful - You can intentionally wake sleeping ancient soldiers to help fight pirates who followed you to the complex, or ignite an ancient fuel node to burn out giant insects nesting in the next room. It can get pretty crazy - this is RimWorld, after all.
 
Ancient complex loot quests see you raiding loot-filled ancient complexes, either in a shuttle or by traveling in a caravan. These ancient complexes aren’t about finding a relic - just about getting rich. Complexes are procedurally-generated and contain a wide variety of threats. The threats are designed to interact with each other and even be useful - You can intentionally wake sleeping ancient soldiers to help fight pirates who followed you to the complex, or ignite an ancient fuel node to burn out giant insects nesting in the next room. It can get pretty crazy - this is RimWorld, after all.
  
New temporary encampments will set up near your colony. These small communities are lightly-defended and often not associated with any larger faction, making them good targets if you want to become a raider yourself. Beliefs matter - if your beliefs are aggressive, your colonists may even demand this kind of attack be carried out regularly to satisfy their need for dominance. The encampments vary from farms to logging sites, mines, and hunting lodges, each with different kinds of defenders and loot.
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New temporary encampments will set up near your colony. These small communities are lightly-defended and often not associated with any larger faction, making them good targets if you want to become a raider yourself. Beliefs matter - If your beliefs are aggressive, your colonists may even demand this kind of attack be carried out regularly to satisfy their need for dominance. The encampments vary from farms to logging sites, mines, and hunting lodges, each with different kinds of defenders and loot.
  
 
Groups of beggars will arrive and ask for aid. Help them, and they might reward you later. You can also choose to betray them and enslave them, recruit them, sell them, or anything else. Beliefs matter - if your beliefs are charitable, your colonists will be especially happy when you take care of the needy travelers.
 
Groups of beggars will arrive and ask for aid. Help them, and they might reward you later. You can also choose to betray them and enslave them, recruit them, sell them, or anything else. Beliefs matter - if your beliefs are charitable, your colonists will be especially happy when you take care of the needy travelers.
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Many of the buildings are used to support rituals. These include:
 
Many of the buildings are used to support rituals. These include:
  
* Altar: Traditional platforms used in rituals. These are the center of your ritual hall.
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* [[Altar]]: Traditional platforms used in rituals. These are the center of your ritual hall.
 
* [[Ideogram]]: Arcane symbols on the floor that are used in rituals.
 
* [[Ideogram]]: Arcane symbols on the floor that are used in rituals.
 
* [[Lectern]]: Give your rituals a formal look with this slanted stand. Having one nearby will extend the duration of certain rituals’ positive effects.
 
* [[Lectern]]: Give your rituals a formal look with this slanted stand. Having one nearby will extend the duration of certain rituals’ positive effects.
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* [[Autobong]]s: Passively produce a cloud of smokeleaf for everyone around. Associated with drug worship.
 
* [[Autobong]]s: Passively produce a cloud of smokeleaf for everyone around. Associated with drug worship.
* [[Standing darklamp|Darklamp]]s and [[darktorch]]es: For those who shun the light, these provide gentle illumination.
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* [[Dark lamp]]s and [[dark torch]]es: For those who shun the light, these provide gentle illumination.
 
* [[Slab bed]]s: For those colonists whose beliefs eschew physical comfort, sleeping on these is noble.
 
* [[Slab bed]]s: For those colonists whose beliefs eschew physical comfort, sleeping on these is noble.
 
* [[Sleep accelerator]]s: Accelerate sleep at the cost of power and hunger. Transhumanists want these.
 
* [[Sleep accelerator]]s: Accelerate sleep at the cost of power and hunger. Transhumanists want these.
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* [[Neural supercharger]]s: Supercharge consciousness to speed up work. Transhumanists want these.
 
* [[Neural supercharger]]s: Supercharge consciousness to speed up work. Transhumanists want these.
 
* [[Gibbet cage]]s: Display the corpse of a defeated foe to strike fear into all who see. Aggressors desire these.
 
* [[Gibbet cage]]s: Display the corpse of a defeated foe to strike fear into all who see. Aggressors desire these.
* [[Bonsai pot]]s: Tree-worshippers can get their fix of trees even while indoors.
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* [[Bonsai plant pot]]s: Tree-worshippers can get their fix of trees even while indoors.
  
 
==Styles==
 
==Styles==
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Some styles also come with specific floors including:
 
Some styles also come with specific floors including:
* [[Morbid stone tile|Morbid tile]]s and carpets with horror skulls.
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* Morbid tiles and carpets with horror skulls.
* [[Spikecore stone tile|Spikecore tiles]] and plates.
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* Spikecore tiles and plates.
* [[Totemic stone tile|Totemic tile]] and boards.
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* Totemic tile and boards.
* Hex carpets and [[Hex tile|tiles]] for a techist look.
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* Hex carpets and tiles for a techist look.
 
* Mindbend carpets for those seeking spirits in the smoke.
 
* Mindbend carpets for those seeking spirits in the smoke.
  
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* [[Headwrap]]s and [[broadwrap]]s: Traditional head coverings.
 
* [[Headwrap]]s and [[broadwrap]]s: Traditional head coverings.
  
Colonists also want new tattoos and beards and hairstyles related to their beliefs. They can visit a styling station to recolor garments using [[dye]]s harvested from the new tinctoria crop, change tattoos, or restyle their beard and hair. Colonists get mood buffs if the majority of their apparel is dyed the color of their ideoligion or their favorite color.
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Colonists also want new tattoos and beards and hairstyles related to their beliefs. They can visit a styling station to recolor garments using dyes harvested from the new tinctoria crop, change tattoos, or restyle their beard and hair.
  
 
==Slaves==
 
==Slaves==
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The release of this DLC achieved, at least in part, several Proposed Modules from the original RimWorld Kickstarter, Namely "Beliefs and Religions" and "Archeology".
 
The release of this DLC achieved, at least in part, several Proposed Modules from the original RimWorld Kickstarter, Namely "Beliefs and Religions" and "Archeology".
  
While not shown in game. It is possible to use BBcode (with sharp brackets instead of square ones) to format text description of player colonist's ideology.
 
 
[[Category: Ideology| ]]
 
[[Category: Ideology| ]]
 
[[Category: DLC]]
 
[[Category: DLC]]

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