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'''Sculptures''' are artistic [[buildings]] that typically have a high [[beauty]] stat. There are four types of sculptures:
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'''Sculptures''' are buildings of art that have a high [[beauty]] stat. There are three types of sculptures:
  
 
* [[Small sculpture]]
 
* [[Small sculpture]]
 
* [[Large sculpture]]
 
* [[Large sculpture]]
 
* [[Grand sculpture]]
 
* [[Grand sculpture]]
* [[Terror sculpture]] {{IdeologyIcon}}
 
  
== Summary ==
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== Acquisition ==
 
[[File:UnfinishedSculpture.png|left|thumb|Unfinished sculpture]]
 
[[File:UnfinishedSculpture.png|left|thumb|Unfinished sculpture]]
All four sculptures are created from an [[art bench]] using {{Icon Small|stuff}} [[Wood]], [[Stone|Stony]], or [[Metal]]lic ingredients. Counterintuitively, stone sculptures are not made from stone [[chunk]]s, but from [[stone block]]s.
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All 3 sculptures are created from an [[art bench]] using {{Icon Small|stuff}} [[Wood]], [[Stone|Stony]], or [[Metal]]lic ingredients. Counter-intuitively, stone sculptures are not made from stone [[chunk]]s, but from [[stone block]]s.
  
The sculptor's [[Artistic]] skill is the primary factor in determining the sculptures' [[quality]]. A sculptor cannot work on another sculptor's piece.
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Small sculptures require 50 materials and {{Ticks|18000}} of work, large sculptures require 100 materials and {{Ticks|30000}} of work, and grand sculptures require 400 materials and {{Ticks|105000}} of work. Note that "small volume" materials ([[silver]] and [[gold]]) require 10x more items to create.  
  
The three sculptures in Core have a high [[beauty]] rating, which depends on the sculpture size, material, and [[quality]]. [[Terror sculpture]]s do not increase beauty, but instead increase [[suppression]] of [[slave]]s.{{IdeologyIcon}}
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The sculpter's Art skill is the primary factor in determining the sculpture's [[quality]]. A sculptor cannot work on another sculptor's piece.
  
All sculptures have a 1.1x [[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]].  
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== Summary ==
 
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Sculptures have a high [[beauty]] rating, which depends on the sculpture size, material, and [[quality]]. For the same material and quality, a small sculpture has half the beauty of a large sculpture, which has 4x less beauty than a grand sculpture. Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. Also, sculptures have a 1.1x trade multiplier when compared to other items of the same [[market value]].  
All sculptures will have a name and story, like items of excellent or higher qualities. See [[#Story Generation]] below for more details.
 
  
The following table compares the four sculptures:
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The following table compares the three sizes of sculpture:
  
<div><li style="display: inline-table;">
 
 
{| {{STDT| sortable c_24 text-center}}
 
{| {{STDT| sortable c_24 text-center}}
! Sculpture !! Size !! Materials !! Base Beauty<ref group="*" name="quality">Base values. Ignoring multipliers and offsets from materials or [[quality]].</ref> !! {{HP}}<ref group="*" name="quality" /> !! Work to make<ref group="*" name="quality" />
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! Sculptures !! Size !! Materials !! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal) !! Beauty/work !! Value/Work !! Value/Material
 
|-
 
|-
! {{DLC Icons| {{#vardefineecho:art|Small sculpture}} }}
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! [[Small sculpture|Small]]
| {{Q|{{#var:art}}|Size}}
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| 1x1 || 50 || 50 || 90 || 300 || 159.8 || 0.1667 || 0.5327 || 3.196
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
 
|-
 
|-
! {{DLC Icons| {{#vardefineecho:art|Large sculpture}} }}
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! [[Large sculpture|Large]]
| {{Q|{{#var:art}}|Size}}
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| 1x1 || 100 || 100 || 150 || 500 || 298 || 0.2 || 0.596 || 2.98
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
 
|-
 
|-
! {{DLC Icons| {{#vardefineecho:art|Grand sculpture}} }}
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! [[Grand sculpture|Grand]]
| {{Q|{{#var:art}}|Size}}
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| 2x2 || 400 || 400 || 300 || 1750 || 1138 || 0.2286 || 0.6503 || 2.845
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|-
 
! {{DLC Icons| {{#vardefineecho:art|Terror sculpture}} }}
 
| {{Q|{{#var:art}}|Size}}
 
| {{Required Resources| {{#var:art}} }}
 
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 
| {{Q|{{#var:art}}|Max Hit Points Base}}
 
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
 
|}
 
|}
</li></div>
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<references group="*"/>
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All sculptures will have a name and story, like items of excellent or higher qualities. See [[#Story Generation]] below for more details.
  
 
=== Meditation ===
 
=== Meditation ===
 
{{Royalty|section=1}}
 
{{Royalty|section=1}}
Pawns with the ''Artistic'' [[Psycasts#Psyfocus|meditation]] focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Ascetic]].
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Pawns with the ''Artistic'' [[Psycasts#Psyfocus|meditation]] focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Traits#Ascetic|Ascetic]].
  
 
The highest quality sculpture is the primary source of psyfocus:
 
The highest quality sculpture is the primary source of psyfocus:
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== Analysis ==
 
== Analysis ==
<onlyinclude>Sculptures can quickly increase the [[Impressiveness]] of a [[room]] through Wealth and Beauty, in addition to fulfilling the actual [[beauty|beauty need]]. Certain rooms give increasing [[mood]] buffs for being more impressive:
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Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to fulfilling the actual [[beauty|beauty need]]. Certain rooms give increasing [[mood]] buffs for being more impressive:
 
* Dining room
 
* Dining room
 
* Rec room
 
* Rec room
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* Throne room {{RoyaltyIcon}} & Ritual room {{IdeologyIcon}}
 
* Throne room {{RoyaltyIcon}} & Ritual room {{IdeologyIcon}}
  
Other than these rooms, place art where pawns will stay for a long time, such as work stations. For extra efficiency, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
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Other than these rooms, place art where pawns will stay for a long time, such as a [[research]] station. For extra points, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
  
Note that sculptures increase a ''room'''s beauty rating from anywhere inside, but will only fulfill the beauty ''need'' when in an 8-tile radius from a pawn.
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Note that sculptures increase a ''room'''s beauty rating from anywhere inside, but will only fulfil the beauty ''need'' when in a 10-tile radius from a pawn.
  
 
=== Which sculpture to create ===
 
=== Which sculpture to create ===
An initial consideration is the material the sculpture is to be constructed from - some materials, namely {{#ask: [[Beauty Offset::>0.000001]]}}, have a beauty offset. This offset is added after the beauty multiplier and only applied once per item. As such, there is an advantage in beauty per tile for large sculptures over grand sculptures when made of one of those materials. For example, Jade has beauty factor of {{Q|Jade|Beauty Factor}} and an offset of {{Q|Jade|Beauty Offset}}. As such a Jade grand sculpture would have a total beauty of ({{Q|Grand sculpture|Beauty Base}} × {{Q|Jade|Beauty Factor}}) + {{Q|Jade|Beauty Offset}} or {{#expr:{{Q|Grand sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}}}}. Conversely, the {{#expr: {{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}}} large sculptures you could construct with the same materials would have a total beauty of {{#expr:({{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}) * ({{Q|Large sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}})}}. In a similar vein, there is an advantage in beauty per material for small sculptures and, to a lesser extent, large sculptures. The effects of this offset are most visible at lower qualities, and the other factors in choosing a sculpture size are usually more relevant, however, it should be considered if one of the aforementioned materials will be used.
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For each point of beauty, small sculptures require the most work and take up the most space. However, as they also have the highest work / material, and as [[Market Value]] takes work into account, they are the most profitable to sell (per material). Small sculptures also have another advantage - [[quality]] is a multiplier to price, but has a flat cap for increasing it. Small sculptures, especially of [[gold]] or [[jade]], are less impacted by the cap than the larger sculptures. Plus, traders ​likely won't have enough [[silver]] to afford a masterwork grand sculpture.
 
 
Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest [[Market Value]] per material. Therefore, small sculptures are the most profitable to sell per material. Small sculptures also have another advantage when selling: [[quality]] is a multiplier to market value, but can only increase value up to a flat cap. Small sculptures, especially of [[gold]] or [[silver]], are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.
 
 
 
Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms, and a more flexible option generally.  
 
  
Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have [[inspiration#inspired creativity|inspired creativity]], assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits. Grand sculptures are also the most wealth efficient way to provide beauty of all sculptures, due to the aforementioned market value cap. A [[gold]] grand sculpture costs {{Market Value Calculator|Grand sculpture|Gold|Normal}} {{Icon Small|Silver}} at Normal quality and {{Market Value Calculator|Grand sculpture|Gold|Legendary}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr:{{Market Value Calculator|Grand sculpture|Gold|Legendary}}-{{Market Value Calculator|Grand sculpture|Gold|Normal}}}} {{Icon Small|Silver}}. Four large sculptures would cost {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}} at Normal quality and {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}- 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}}.</onlyinclude>
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Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding), but 4 large sculptures are more flexible to place than 1 grand sculpture. Making grand sculptures also exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have [[inspiration#inspired creativity|inspired creativity]], assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits.
  
 
== Material table ==
 
== Material table ==
'''Note:''' The table below assumes Normal quality. For the effect of other qualities, see the [[#Quality table|Quality table]] or the [[Quality]] page. Keep in mind that while Beauty is multiplied by the factor from quality directly, the market value increase from quality is capped. As such, the qualitative differences between 2 sculptures may be different at different qualities. The ratios of Beauty/Value, Value/Work, and Value/Material are provided as a rough guide only.
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{{Recode|reason=Automatic table or at least automatic values}}
<div><li style="display: inline-table;">
+
{| {{STDT| sortable c_24 text-center}}
{| {{STDT|sortable c_01 text-right}}
+
! Material !! Cost !! Work !! Beauty !! Max HP !! Flammability
! Sculptures
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|-
! Material
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! [[Silver]]
! data-sort-type="number" | Beauty
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| 10 || 1 || 2 +6 || 0.7 || 0.4
! data-sort-type="number" | Work to Build
+
|-
! data-sort-type="number" | HP
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! [[Gold]]
! data-sort-type="number" | Flamma&shy;bility
+
| 100 || 0.9 || 4 +20 || 0.6 || 0.4
! data-sort-type="number" | Market Value
+
|-
! Beauty<br>/Work
+
! [[Steel]]
! Beauty<br>/Value
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| 1.9 || 1 || 1 || 1 || 0.4
! Value<br>/Work
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|-
! Value<br>/Material <!--
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! [[Plasteel]]
-->{{#vardefine:multipleBuildings|true}}<!--
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| 9 || 2.2 || 1 || 2.8 || 0
-->{{#vardefine:workValueRatios|true}}<!--
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|-
-->{{#vardefine:useWorkToMake|true}}<!--
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! [[Wood]]
-->{{#vardefine:beautyFactor|1}}<!--
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| 1.2 || 0.7 || 1 || 0.65 || 1
SMALL SCULPTURE
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|-
-->{{#vardefine:name        | Small sculpture}}<!--
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! [[Uranium]]
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
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| 6 || 1.9 || 0.5 || 2.5 || 0
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
+
|-
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
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! [[Jade]]
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
+
| 5 || 1.4 || 2.5 +10 || 0.5 || 0
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
+
|-
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
+
! [[Sandstone Blocks|Sandstone]]
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
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| 0.9 || 1.1 || 1.1 || 1.4 || 0
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
+
|-
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
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! [[Granite Blocks|Granite]]
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]   OR}}
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| 0.9 || 1.3 || 1 || 1.7 || 0
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
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|-
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
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! [[Limestone Blocks|Limestone]]
    | format = template
+
| 0.9 || 1.3 || 1 || 1.55 || 0
    | template = Building Stats Table Row
+
|-
    | link = none
+
! [[Slate Blocks|Slate]]
}}<!--
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| 0.9 || 1.3 || 1.1 || 1.3 || 0
LARGE SCULPTURE
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|-
-->{{#vardefine:name        | Large sculpture}}<!--
+
! [[Marble Blocks|Marble]]
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
+
| 0.9 || 1.15 || 1.35 +1 || 1.2 || 0
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]   OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 
    | format = template
 
    | template = Building Stats Table Row
 
    | link = none
 
}}<!--
 
GRAND SCULPTURE
 
-->{{#vardefine:name        | Grand sculpture}}<!--
 
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]   OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 
    | format = template
 
    | template = Building Stats Table Row
 
    | link = none
 
}}
 
 
|}
 
|}
</li></div>
+
 
 +
These numbers are relative to 1 unit material, or 10 units of gold or silver.
  
 
== Quality table ==
 
== Quality table ==
Line 234: Line 176:
  
 
== Story generation ==
 
== Story generation ==
{{Rewrite|reason=More precise description of how the story is put together. See RulePacks_Art_DescriptionsPhysical.xml and RulePacks_Art_Descriptions.xml|section=1}}
 
 
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
 
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
 
* A past event occurring in or to the colony (see below)
 
* A past event occurring in or to the colony (see below)
 
* A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
 
* A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
 
* A border to the art (e.g. "a triangular border")
 
* A border to the art (e.g. "a triangular border")
* A texture (e.g. "''insert texture example''")
+
* A texture (e.g. "<i>insert texture example</i>")
 
* A design style (e.g. "conveys a feeling of rage and happiness")
 
* A design style (e.g. "conveys a feeling of rage and happiness")
 
* A location (e.g. "in a town")
 
* A location (e.g. "in a town")
Line 245: Line 186:
 
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
 
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
 
* killings
 
* killings
* social fights
 
 
* drunkenness
 
* drunkenness
 
* vomiting
 
* vomiting
Line 260: Line 200:
 
* someone [[Mood#Mental Breakdowns|gave up]]
 
* someone [[Mood#Mental Breakdowns|gave up]]
  
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions
+
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.
  
 
== Version history ==
 
== Version history ==
Line 266: Line 206:
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
  
 +
<noinclude>
 
{{Nav|furniture|wide}}
 
{{Nav|furniture|wide}}
 
[[Category:Furniture|#Sculptures]]
 
[[Category:Furniture|#Sculptures]]
 +
</noinclude>

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