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{{Biotech}}
 
{{Biotech}}
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{{Stub}}
 
{{About|human pregnancy and babies|older children|Children}}
 
{{About|human pregnancy and babies|older children|Children}}
  
 
'''Reproduction''' is the means by which [[human]] babies are created.  
 
'''Reproduction''' is the means by which [[human]] babies are created.  
{{TOCright}}
 
  
 
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three.  
 
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three.  
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*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.
 
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.
  
Note that with the exception of the first point, these methods become unavailable if "Disable children" is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].
+
Note that with the exception of the first point, these methods become unavailable if "Disable children" is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].
  
 
== Natural reproduction ==
 
== Natural reproduction ==
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'. The ''Sleeping Alone'' debuff only checks if 2 pawns are ''assigned'' the same bed; they don't need to sleep at the same time or ever engage in lovin' to avoid it.
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{{Image wanted|section=1|reason=Images of the "Try for pregnancy" etc. icons.}}
 +
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the "sleeping alone" mood debuff.  
  
 
=== Chance ===
 
=== Chance ===
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{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! [[File:Normal.png|32px]]         
 
! [[File:Normal.png|32px]]         
 
| '''Normal''' (Default) || x1 pregnancy chance.  
 
| '''Normal''' (Default) || x1 pregnancy chance.  
 
|-  
 
|-  
 
! [[File:AvoidPregnancy.png|32px]]  
 
! [[File:AvoidPregnancy.png|32px]]  
| '''Avoid pregnancy''' || x0.25 pregnancy chance.  
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| '''Avoid pregnancy''' || x0.25 pregnancy chance.  
 
|-  
 
|-  
 
! [[File:TryForBaby.png|32px]]     
 
! [[File:TryForBaby.png|32px]]     
| '''Try for baby'''     || x4 pregnancy chance.  
+
| '''Try for baby'''   || x4 pregnancy chance.  
 
|}
 
|}
Therefore, the total chance of pregnancy in one relationship is likely:
+
Therefore, the total chance of pregnancy in one relationship is likely:  
  
'''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''
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{| class="wikitable"
 +
|-
 +
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''
 +
|}
  
 
+
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low libido|low libido]] and [[Genes#High libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.
 
  
 
=== Pregnancy ===
 
=== Pregnancy ===
Pregnancy lasts for 18 days, broken into three 6-day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than the statistical penalties, pregnant pawns have no restrictions on the activities they pursue.
 
  
If the mother is in poor health, such as [[Malnutrition]], she might suffer a miscarriage.{{Check Tag|Details|Sick? Injured? Blood loss? Low capacities?}}
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Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Stage !! Effects
 
! Stage !! Effects
 
|-
 
|-
 
| First trimester ||
 
| First trimester ||
 +
 
* Hunger rate offset: {{++|10%}}
 
* Hunger rate offset: {{++|10%}}
 
|-
 
|-
 
| Second trimester ||
 
| Second trimester ||
 +
 
* [[Moving]]: {{--|10%}}
 
* [[Moving]]: {{--|10%}}
 
* [[Manipulation]]: {{--|5%}}
 
* [[Manipulation]]: {{--|5%}}
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|-
 
|-
 
| Third trimester ||  
 
| Third trimester ||  
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* [[Moving]]: {{--|50%}}
 
* [[Moving]]: {{--|50%}}
 
* [[Manipulation]]: {{--|10%}}
 
* [[Manipulation]]: {{--|10%}}
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|}
 
|}
  
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings, which includes the third trimester.{{Check Tag|Detail needed}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: "Pregnancy Mood (<duration>, <type>)" with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood <type>''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.
+
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 3rd tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: "Pregnancy Mood (<duration>, <type>)" with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood <type>''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.
  
 
'''Types of Mood swings:'''
 
'''Types of Mood swings:'''
* {{Thought|desc=This pregnancy is so hard. My body always feels awful. So exhausting!|label=pregnancy mood collapse|value=-14|stack=1}}
+
* High: ?
* {{Thought|desc=It feels like everything is going wrong for me today. Pregnancy is tough.|label=pregnancy mood down|value=-8|stack=1}} 
+
* Down: {{Bad|-8}} ''It feels like everything is going wrong for me today. Pregnancy is tough.''
* {{Thought|desc=Everything feels a little bit more pleasant today. Pregnancy is nice.|label=pregnancy mood up|value=4|stack=1}} 
 
* {{Thought|desc=I feel amazing! Being pregnant is a gift!|label=pregnancy mood high|value=8|stack=1}}
 
  
Pregnant pawns may also receive the "morning sickness" condition, which lasts 4 to 8 in-game hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.
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Pregnant pawns may also receive the "morning sickness" condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.
  
 
'''Morning sickness:'''
 
'''Morning sickness:'''
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* [[Moving]]: {{Bad|x0.9}}
 
* [[Moving]]: {{Bad|x0.9}}
 
* [[Manipulation]]: {{Bad|x0.9}}
 
* [[Manipulation]]: {{Bad|x0.9}}
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} hours}}
+
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}
  
 
Note that Pawns in the character selection menu can begin the game already pregnant.
 
Note that Pawns in the character selection menu can begin the game already pregnant.
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Both methods require extracting an ovum from a [[Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: "Extract ovum for IVF". The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure.  
 
Both methods require extracting an ovum from a [[Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: "Extract ovum for IVF". The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure.  
  
The ovum may then fertilized by a fertile male colonist or slave (but not a prisoner or guest) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.
+
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.
  
 
=== Surrogacy ===
 
=== Surrogacy ===
With the [[Research#Fertility Procedures|Fertility Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.
+
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.
  
 
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.
 
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.
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Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.
 
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.
  
Otherwise, growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. On practice, per 100 birth there will be 2 dead and 10 sick. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.
+
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.
  
 
== Birth ==
 
== Birth ==
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Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the "Begin birth" option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.
 
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the "Begin birth" option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.
  
=== Labor ===
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===Labor===
 
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying "<mother>'s labor has entered the final stage", and the labor will progress to the final "pushing" stage.  
 
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying "<mother>'s labor has entered the final stage", and the labor will progress to the final "pushing" stage.  
  
 
'''Stages of labor:'''
 
'''Stages of labor:'''
 
* dilation, mild: pain +25%, moving x40%
 
* dilation, mild: pain +25%, moving x40%
* dilation, intense: pain +50%, moving x20%
+
* dilation, debilitating: pain +85%
* dilation, debilitating: pain +85%, moving x0%
+
* pushing: pain +85%
* pushing: pain +85%, moving x0%
 
  
 
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the "Leave child birth" option.
 
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the "Leave child birth" option.
 
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the "Cancel child birth" option, which allows you to restart childbirth later.
 
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the "Cancel child birth" option, which allows you to restart childbirth later.
  
=== Quality ===
+
===Quality===
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by (descending order of influence):
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When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:
* Age of the mother: The mother has a natural {{+|50%}} quality bonus between ages 20-30. Outside this range, the bonus drops. See the graph below.
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* Loved one present: The presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.
 +
* Age of the mother: The mother has a natural +50% quality between ages 20-30. Outside this range, the number drops.
 
* Doctor's [[medical]] skill: Can range from 0-25%. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.
 
* Doctor's [[medical]] skill: Can range from 0-25%. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.
 +
* [[Rooms|Indoors]]: If inside, the quality gains +5%.
 
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.
 
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.
* Other factors, gives up to 5% each:
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* [[Bed]] health effects: Contributes up to 5%, with things like bed [[quality]], or a [[hospital bed]] influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.
** Loved one present: The presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too, and forcing father to participate in addition to doctor will give nothing.
 
** [[Rooms|Indoors]]: If inside, the quality gains +5%.
 
** [[Bed]] health effects: Contributes up to 5%, with things like bed [[quality]], or a [[hospital bed]] influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.
 
  
Birth quality is determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.
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Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.
  
{| class="wikitable"
+
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.
! colspan="2" | Additional quality from Mother's age
 
|-
 
| {{Graph:Chart
 
| xAxisTitle = Mother Age
 
| yAxisTitle = Additional Quality (+%)
 
| x  = 14, 15, 20, 30, 40, 65
 
| y1 = 0, 30, 50, 50, 30, 0
 
}}
 
|
 
* 14 yrs:  {{+|0%}}
 
* 15 yrs: {{+|30%}}
 
* 20 yrs: {{+|50%}}
 
* 30 yrs: {{+|50%}}
 
* 40 yrs: {{+|30%}}
 
* 65 yrs:  {{+|0%}}
 
Note: Bonus is linearly<br>interpolated between these points
 
|}
 
  
 
=== Outcomes ===
 
=== Outcomes ===
{{Stub|section=1|reason=Stillborn thoughts. Use [[Template:Thought]] with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum}}
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{{Stub|section=1|reason=Exact math on the chance mechanics}}
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth, also known as being stillborn. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be >90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities, such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.
+
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be >90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Birth Outcome Chance
 
! Birth Outcome Chance
 +
|-
 +
|{{GraphChart
 +
|width=300
 +
|height=200
 +
|xAxisTitle=Birth Quality (%)
 +
|yAxisTitle=Chance (%)
 +
|legend=Outcomes
 +
|type=stackedarea
 +
|x= 0,  5,  10,  15,  20,  25,  30,  35,  40,  45,  50,  55,  60,  65,  70,  75,  80,  85,  90,  100
 +
|y1=100, 34,  20,  14.7,  11.1,  9.3,  7.9, 6.8, 6,    5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5, 2.5
 +
|y2=0,  5.1, 6.1, 6.6, 6.8, 7,    7.1, 7.2, 7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5, 7.5
 +
|y3=0,  60.9,  73.9,  78.7,  82.1,  83.7, 85,  86,  86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90,  90
 +
|y1Title=Stillborn
 +
|y2Title=Sick
 +
|y3Title=Healthy
 +
|interpolate=monotone
 +
|colors=#0066bb,#00aacc,#00ddff
 +
|}}
 +
|-
 
! Mother Death Chance
 
! Mother Death Chance
 
|-
 
|-
| {{Graph:Chart
+
|{{GraphChart
| width = 300
+
|width=300
| height = 200
+
|height=100
| type  = stackedarea
+
|xAxisTitle=Birth Quality (%)
| xAxisTitle = Birth Quality (%)
+
|yAxisTitle=Chance (%)
| yAxisTitle = Chance (%)
+
|type=line
| legend = Outcomes
+
|x=0,  20, 90,  100
| x =   0,  5  , 10  , 15  , 20  , 25  , 30  , 35  , 40  , 45  , 50  , 55  , 60  , 65  , 70  , 75  , 80  , 85  , 90  , 100
+
|y=20, 5,  0,  0
| y1 = 100, 34  , 20 , 14.7, 11.1,  9.3,  7.9,  6.8,  6  ,  5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5,  2.5
+
}}
| y2 =  0,  5.1,  6.1,  6.6,  6.8,  7  ,  7.1,  7.2,  7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5,  7.5
 
| y3 =  0, 60.9, 73.9, 78.7, 82.1, 83.7, 85  , 86  , 86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90 90
 
| y1Title = Stillborn
 
| y2Title = Sick
 
| y3Title = Healthy
 
| interpolate = monotone
 
| colors = #0066bb, #00aacc, #00ddff
 
}}
 
| {{Graph:Chart
 
| width  = 300
 
| height = 200
 
| type  = line
 
| xAxisTitle = Birth Quality (%)
 
| yAxisTitle = Chance (%)
 
| x =  0, 20, 90, 100
 
| y = 20, 5,  0,  0
 
}}
 
 
|}
 
|}
  
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.{{Check Tag|Thought Template|Please convert to Template: Thought with all details}}
+
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.
  
If your baby was healthy, the notification is "Healthy child birth", and it gives you 24 hours to choose a name for the baby. You can also name stillborn babies via the stillborn notification.{{Check Tag|Notification title?|Like "Healthy child birth" but for stillborn.}}
+
If your baby was healthy, the notification is "Healthy child birth", and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called "Baby <Mother's last name>". The baby will also receive the Childhood title "Newborn", and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that "<Baby> was born healthy" {{Good|+8}}.
 
 
These are only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called "Baby <Mother's last name>". The baby will also receive the Childhood title "Newborn", and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that "<Baby> was born healthy" {{Good|+8}}.
 
  
 
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.
 
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.
 
If the baby is stillborn, then the mother and father will experience a negative moodlet. If a surrogate mother is used, the biological mother will receive the moodlet.
 
  
 
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.
 
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.
  
 
=== Lactation ===
 
=== Lactation ===
{{Quote|''The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days. People who are lactating will have a harder time becoming pregnant.''|Description}}
+
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby.
 
 
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby or if the pawn is malnourished. If a lactating pawn is sent on a pawn lending [[quest]], the 10 day timer will tick down unless they are sent along with a baby or babies that they can feed.
 
  
 
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above 0%, a pawn can breastfeed any baby, reducing milk accordingly. If it is below 100%, then the mother's Food Consumption increases. Consumption increases by up to +0.5 [[nutrition]] per day, for a total of 2.1 nutrition per day, until milk is full. For reference, 1 [[simple meal]] is 0.9 nutrition. The increased hunger scales with milk regeneration rate, which decreases as the pawn gets hungry.
 
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above 0%, a pawn can breastfeed any baby, reducing milk accordingly. If it is below 100%, then the mother's Food Consumption increases. Consumption increases by up to +0.5 [[nutrition]] per day, for a total of 2.1 nutrition per day, until milk is full. For reference, 1 [[simple meal]] is 0.9 nutrition. The increased hunger scales with milk regeneration rate, which decreases as the pawn gets hungry.
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|}
 
|}
  
Lactation also multiplies [[Fertility]] by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.
+
Lactation also multiplies Fertility by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.
  
 
== Heredity ==
 
== Heredity ==
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When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited.  
 
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited.  
  
Genes which can be passed down come from the germline DNA, and are called germline genes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If a germline gene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an germline gene is present in both parents, it will always be passed down.
+
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.
  
Generally, all pawns will have at least one hair color and skin color germline gene. Offspring will always pick one hair color and skin color germline gene from their parents. If no hair/skin color germline gene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color germline gene will be picked from the natural list of hair/skin colors instead.
+
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.
  
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over germline genes. Thus, even though the Slow runner germline gene overrides their Fast runner germline gene, the Fast runner ''xenogene'' will override the Slow runner germline gene. Note that overridden germline genes can still be passed down as normal.
+
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner ''xenogene'' will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.
  
 
=== Inbreeding ===
 
=== Inbreeding ===
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{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! '''Inbred'''
 
! '''Inbred'''
[[File:Gene Inbred.png|64px]]         
+
[[File:Gene_Inbred.png|64px]]         
 
|
 
|
 
* Complexity: {{Bad|+1}}
 
* Complexity: {{Bad|+1}}
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{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Relation
 
! Relation
! [[File:Gene Inbred.png|24px]] Inbreeding risk
+
! [[File:Gene_Inbred.png|24px]] Inbreeding risk
 
! Coefficient of relationship
 
! Coefficient of relationship
 +
 
|-
 
|-
 
! Parent/Sibling/Child
 
! Parent/Sibling/Child
| 80% || 50%
+
| 80%
 +
| 50%
 +
 
 
|-
 
|-
 
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild
 
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild
| 40% || 25%
+
| 40%
 +
| 25%
 +
 
 
|-
 
|-
 
! Halfniece/Halfnephew
 
! Halfniece/Halfnephew
| 40% || 12.5%
+
| 40%
 +
| 12.5%
 +
 
 
|-
 
|-
 
! Cousin
 
! Cousin
| 20% || 12.5%
+
| 20%
 +
| 12.5%
 +
 
 
|-
 
|-
 
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild
 
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild
| 10% || 12.5%
+
| 10%
 +
| 12.5%
 +
 
 
|-
 
|-
 
! Half grandniece/Half grandnephew/Cousin once removed
 
! Half grandniece/Half grandnephew/Cousin once removed
| 10% || 6.25%
+
| 10%
 +
| 6.25%
 +
 
 
|-
 
|-
 
! Second cousin
 
! Second cousin
| 10% || 3.125%
+
| 10%
 +
| 3.125%
 +
 
 
|-
 
|-
 
! Birth parent<ref>Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.</ref>/Kin
 
! Birth parent<ref>Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.</ref>/Kin
| 0% || N/A
+
| 0%
 +
| N/A
 
|}
 
|}
</li></div>
+
</li><div>
 
<references/>
 
<references/>
  
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{| class="wikitable"
 
{| class="wikitable"
! Fertility
 
 
|-
 
|-
| {{Graph:Chart
+
! Female Fertility
| width = 400
+
|-
| height = 100
+
| {{GraphChart
| type   = line
+
|width=400
| x = 0, 14,               18,  20, 28, 35, 40, 45, 50, 90, 120
+
|height=100
| y1 = 0, 0, {{#expr: 200/3}}, 100, 100, 50, 10,   2,   0,  0,  0
+
|type=line
| y2 = 0,  0,              100, 100, 100, 100, 100, 100, 100,  0,   0
+
|x=0, 14, 20, 28, 35, 40, 45, 50, 120
| xAxisTitle = Pawn age (years)
+
|y=0, 0, 100, 100, 50, 10, 2, 0, 0
| yAxisTitle = Fertility (%)
+
|xAxisTitle = Pawn age (years)
| legend =
+
|yAxisTitle = Fertility (%)
| y1Title = Female
+
}}
| y2Title = Male
 
}}
 
 
|}
 
|}
  
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. The [[Genes#Ageless|Ageless]] gene prevents aging entirely, which prevents fertility loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertility. Even a completely infertile pawn (due to age) can start reproduction again.
+
{| class="wikitable"
 +
|-
 +
! Male Fertility
 +
|-
 +
| {{GraphChart
 +
|width=400
 +
|height=100
 +
|type=line
 +
|x=0, 14, 18, 50, 90, 120
 +
|y=0, 0, 100, 100, 0, 0
 +
|xAxisTitle = Pawn age (years)
 +
|yAxisTitle = Fertility (%)
 +
}}
 +
|}
 +
 
 +
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. The [[Genes#Ageless|Ageless]] gene prevents aging entirely, which prevents fertillity loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertillity. Even a completely infertile pawn (due to age) can start reproduction again.
  
 
== Contraceptives ==
 
== Contraceptives ==
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach "Avoid pregnancy" in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{Bad|x5%}} multiplier to Fertility.
+
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach "Avoid pregnancy" in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{bad|x5%}} multiplier to Fertility.
  
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, reversible or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.
+
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.
  
 
=== IUD ===
 
=== IUD ===
This is a method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a female pawn from becoming pregnant with the "Implant IUD" medical operation, which has a base 100% success chance and no chance of pawn death upon failure. The operation requires 1 Medicine of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the "Remove IUD" medical operation for 1 Medicine of Industrial quality or better. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.
+
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the "Implant IUD" medical operation, which has a base 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the "Remove IUD" medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.
  
 
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.
 
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.
  
 
=== Vasectomy ===
 
=== Vasectomy ===
This is another method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a male pawn from impregnating others with the "Perform vasectomy" medical operation, which also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring 1 Medicine of any type. You can later remove it through the "Reverse vasectomy" medical operation, also for and 1 Medicine of any type.{{Check Tag|Industrial only?|xml implies herbal is not sufficient}} Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile. Chance of permanent sterilization during vasectomy reversal is higher than IUD's removal.
+
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the "Perform vasectomy" medical operation, which also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the "Reverse vasectomy" medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.
  
 
=== Tubal Ligation ===
 
=== Tubal Ligation ===
This permanently stops a female pawn from being able to reproduce. "Perform tubal ligation" is a medical operation requiring 1 Medicine of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure. The operation is irreversable.
+
This permanently stops a female pawn from being able to reproduce. "Perform tubal ligation" is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.
 
 
Neither of the IUD, Vasectomy and Tubal Ligation will be "healed" by luciferium, bioregeneration cycle and by applying healing or resurrection mech serum.
 
  
 
=== Termination ===
 
=== Termination ===
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation "Terminate pregnancy" requiring 2 Medicine {{Check Tag|What quality?|Add "of herbal/industrial quality or better" or equivalent for whatever quality medicine is required.}} and {{ticks|1500}} of work, after which the pawn will no longer be pregnant. There is a 2% of death if this operation fails, but a {{Good|x2}} success chance factor. Note that the maximum success chance still applies, resulting in a 0.04% chance of death with max surgery success.
+
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation "Terminate pregnancy" requiring {{Icon Small|medicine}} 2 [[Medicine]], after which the pawn will no longer be pregnant.
  
This operation can upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days. If a pawn was not happy about the pregnancy, they will gain a {{+|5}} moodlet instead. If performed on another faction's pawn, it is considered a violation and will result in loss of [[goodwill]].
+
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.
  
This is the only fertility procedure that does not require the Fertility Procedures research.
+
This operation does not require the Fertillity Procedures research.
 
 
== Pregnancy analysis ==
 
[[Growth vat]]s are the "best" way to create your own children, with it being faster, having no risk to the mother, and able to be done with low Fertility. However, the nutrition cost is non-negligible. The vats themselves cost some steel, components, and research to make.
 
 
 
If both pawns are reasonably young, fertile, and sleeping at the same time, then pregnancy will be quite common; it is easy to get pawns pregnant, if you wanted them to.
 
  
 
== Babies ==
 
== Babies ==
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The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play.  
 
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play.  
  
Babies are born with no traits or skills: these develop during childhood [[Children#Growth moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.
+
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.
  
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}}
+
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth_vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}}
  
 
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.
 
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.
  
[[Artificial body parts]] cannot be applied to babies, but [[Xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.
+
===Food===
 
 
=== Food ===
 
{{Stub|section=1|reason=How much less nutrition}}
 
 
{{See also|Saturation}}
 
{{See also|Saturation}}
 
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.
 
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.
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==== Drugs ====
 
==== Drugs ====
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health>>Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.
+
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health>>Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction_and_Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.
  
=== Sleep ===
+
===Sleep===
 
{{See also|Rest}}
 
{{See also|Rest}}
 
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.
 
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.
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Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.
 
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.
  
=== Play ===
+
===Play===
 
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.
 
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.
  
=== Mood ===
+
===Mood===
 
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:
 
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:
  
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|}
 
|}
  
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic drone|psychic drones]], [[Events#Psychic soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts.  
+
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts.  
  
 
Uniquely, babies get a mood bonus when their parents are very happy: "Parent is happy" {{Good|+6}}, or "Parents are happy" {{Good|+12}}.
 
Uniquely, babies get a mood bonus when their parents are very happy: "Parent is happy" {{Good|+6}}, or "Parents are happy" {{Good|+12}}.
Line 411: Line 413:
 
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for "My child <baby> is happy". If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking "My child <baby> is unhappy". Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} "Happy youngsters" mood boost to a {{Bad|-2}} "Sad youngsters", to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.
 
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for "My child <baby> is happy". If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking "My child <baby> is unhappy". Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} "Happy youngsters" mood boost to a {{Bad|-2}} "Sad youngsters", to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.
  
==== Giggling and crying ====
+
====Giggling and crying====
 
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying "fits" which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.
 
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying "fits" which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.
  
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling. Pawns with 0% [[Hearing]] are not affected by the crying.{{Check Tag|Giggling?|Do deaf pawns get the mood buff}}{{Check Tag|Parents vs non|Verify that deafness prevents the mood effects for both giggles and crying for both parents and non parents}}
+
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Giggling occurance
 
! Giggling occurance
 
|-
 
|-
| {{Graph:Chart
+
| {{GraphChart
| width = 400
+
|width=400
| height = 100
+
|height=100
| type   = line
+
|type=line
| x = 0   , 25   , 50, 75, 100
+
|x=0, 25, 50, 75, 100
| y = 0.125, 0.25, 1, 2,   4  
+
|y=0.125, 0.25, 1, 2, 4  
| xAxisTitle = Baby mood (%)
+
|xAxisTitle = Baby mood (%)
| yAxisTitle = Average occurance (times per day)
+
|yAxisTitle = Average occurance (times per day)
}}
+
}}
 
|}
 
|}
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Crying occurance
 
! Crying occurance
 
|-
 
|-
| {{Graph:Chart
+
| {{GraphChart
| width = 400
+
|width=400
| height = 100
+
|height=100
| type   = line
+
|type=line
| x = 0, 25, 50, 75   , 100
+
|x=0, 25, 50, 75, 100
| y = 12, 6, 1, 0.25,   0.125  
+
|y=12, 6, 1, 0.25, 0.125  
| xAxisTitle = Baby mood (%)
+
|xAxisTitle = Baby mood (%)
| yAxisTitle = Average occurance (times per day)
+
|yAxisTitle = Average occurance (times per day)
}}
+
}}
 
|}
 
|}
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Giggling to crying ratio (higher is better)
 
! Giggling to crying ratio (higher is better)
 
|-
 
|-
| {{Graph:Chart
+
| {{GraphChart
| width = 400
+
|width=400
| height = 100
+
|height=100
| type   = line
+
|type=line
| x = 0   , 25   , 50, 75, 100
+
|x=0, 25, 50, 75, 100
| y = 0.011, 0.042, 1, 8, 32  
+
|y=0.011, 0.042, 1, 8, 32  
| xAxisTitle = Baby mood (%)
+
|xAxisTitle = Baby mood (%)
| yAxisTitle = Occurance of giggling per time crying
+
|yAxisTitle = Occurance of giggling per time crying
}}
+
}}
 
|}
 
|}
  
 
=== Social ===
 
=== Social ===
Babies get the same [[Social|social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!
+
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!
  
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the "Fed me" opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.
+
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the "Fed me" opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.
  
 
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.
 
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.
  
==Analysis==
+
==Version history==
The [[baby]] stage lasts for 45 days (3/4ths of a year). It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults.
+
*[[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.
 
+
*[[Version/1.4.3555|1.4.3555]] - Lactating pawns are now able to become pregnant and have ovums extracted, but have a x5% multiplier to Fertility. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced.
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days.
 
 
 
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty.
 
 
 
== Version history ==
 
* [[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: Babies can carry items in caravans.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Overactive temperature warning for baby moving.
 
* [[Version/1.4.3555|1.4.3555]] - Lactating no longer prevents pregnancy or ovum extraction, but now inflicts a {{Bad|x5%}} multiplier to Fertility. Update the lactating hediff's description to mention that it reduces fertility. Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced. Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby. Fathers now get a negative thought if their child is stillborn. If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
 
* [[Version/1.4.3557|1.4.3557]] - Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Babies being assigned child body type on load.
 
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
[[Category:Game mechanics]]
 

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