Difference between revisions of "User:Hordes/Children"

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A child is a human that is from ages 3 to 13. Humans below 3 are [[babies]]. Humans above 13 are considered adult, gaining access to adult clothing and all work types, but still recieve some penalties from being young. Humans uner 18 will age 400% faster, though this can be altered by using a [[growth vat]] or in the [[AI_Storytellers#Biotech|storyteller settings]].
 
A child is a human that is from ages 3 to 13. Humans below 3 are [[babies]]. Humans above 13 are considered adult, gaining access to adult clothing and all work types, but still recieve some penalties from being young. Humans uner 18 will age 400% faster, though this can be altered by using a [[growth vat]] or in the [[AI_Storytellers#Biotech|storyteller settings]].
  
Children as young as 3 can wield [[weapon]]s, but are limited to child-wearable clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. Younger pawns also recieve penalties to [[Global Work Speed]], [[movement speed]], and health, scaling with health.
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Children as young as 3 can wield [[weapon]]s, but are limited to child-wearable clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. Younger pawns also recieve penalties to [[Global Work Speed]], [[movement speed]], and health, scaling with health. Finally, children are vulnerable to the '''Fleeing Fire''' [[mental break]] when seeing [[fire]].
  
 
Children recieve growth moments at ages 7, 10, and 13. These give the pawn access to more work types, as well as the choice of [[trait]]s and passions. Giving a child access Learning increases the possible choices. See below for more details.
 
Children recieve growth moments at ages 7, 10, and 13. These give the pawn access to more work types, as well as the choice of [[trait]]s and passions. Giving a child access Learning increases the possible choices. See below for more details.

Revision as of 07:40, 6 November 2022

Children are young humans that are still in development.

Acquisition

Note that raids will not have children, unless you enable it in the storyteller settings.

Summary

A child is a human that is from ages 3 to 13. Humans below 3 are babies. Humans above 13 are considered adult, gaining access to adult clothing and all work types, but still recieve some penalties from being young. Humans uner 18 will age 400% faster, though this can be altered by using a growth vat or in the storyteller settings.

Children as young as 3 can wield weapons, but are limited to child-wearable clothing like the kid pants and kid parka, and can only do certain types of work. Younger pawns also recieve penalties to Global Work Speed, movement speed, and health, scaling with health. Finally, children are vulnerable to the Fleeing Fire mental break when seeing fire.

Children recieve growth moments at ages 7, 10, and 13. These give the pawn access to more work types, as well as the choice of traits and passions. Giving a child access Learning increases the possible choices. See below for more details.

Work

Age 3

Firefight Patient Doctor Bed Rest Childcare Basic Warden Handle Cook Hunt Construct Grow Mine Plant Cut Smith Tailor Art Craft Haul Clean Research
- - - - - - - - - - - - - - - -

Age 7

Firefight Patient Doctor Bed Rest Childcare Basic Warden Handle Cook Hunt Construct Grow Mine Plant Cut Smith Tailor Art Craft Haul Clean Research
- - - - - -

Age 10

Firefight Patient Doctor Bed Rest Childcare Basic Warden Handle Cook Hunt Construct Grow Mine Plant Cut Smith Tailor Art Craft Haul Clean Research
- -

Growth

Children have a Learning need, which can be met by satisfying their learning desires. This replaces their need for Recreation; these tasks fall under Recreation for scheduling pruposes, and Learning gives the same moodlets for being fulfilled.

At 100% Learning, a child will gain ? growth points per day. This scales linearly with the amount of learning given. When a child reaches a growth moment (7, 10, 13), their growth points are converted into tiers, giving access to more traits and passions.

Growth Tiers and Rewards
Tier Points Traits Passion Min Av Learning
0 0 1 from 1 options - -
1 30 1 from 2 options - 17%
2 55 1 from 3 options - 31%
3 80 1 from 4 options - 44%
4 100 1 from 4 options 1 from 1 options 56%
5 120 1 from 4 options 1 from 2 options 67%
6 135 1 from 4 options 1 from 3 options 75%
7 150 1 from 4 options 2 from 4 options 83%
8 162 1 from 6 options 3 from 6 options 90%

After a growth moment, growth points are reset.

Learning types

Children will have 1-2 of these learning types available at any one time.

Floor drawing

Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.

Lessons

Children sit at a desk. An adult isn't required but will instruct the child in a random, currently usable skill. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. This also trains the adult's social skill.

Nature running

Children run around outside, similar to the adult "Going for a walk" activity, but often go further out.

Radio Talking

Chat with people over the radio. Requires a powered comms console.

Sky dreaming

Children lay on the ground and watch the sky, much like adults that are cloud watching.

Work watching

Children that are work watching follow an adult who is working, while the adult does standard work.

Learnable skills

Age 3

Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medical Social Intellectual
- - - - - - - - -

Age 7

Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medical Social Intellectual
- - - -

Age 10

Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medical Social Intellectual
-