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Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aforementioned Tunneler, can make starting out a bit harder.
 
Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aforementioned Tunneler, can make starting out a bit harder.
  
Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. You can take Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.
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Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. Combine with Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.
  
 
With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select "Execute" in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.
 
With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select "Execute" in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.
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The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept.  
 
The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept.  
  
Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides -  while stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance.  
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Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides and stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance.  
  
 
Even though both combat roles remove the ability for most skilled labor, they can still: clean & haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:
 
Even though both combat roles remove the ability for most skilled labor, they can still: clean & haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:
 
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.
 
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.
# Marksman command affects everybody in range, while berserk trance is a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.
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# Marksman command affects everybody in range, as opposed to berserk trance being a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.
  
 
The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).
 
The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).
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The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial "Crafting" tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].  
 
The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial "Crafting" tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].  
  
Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality for just about every item is worth 1-2 colonists being unable to do dumb labor.
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Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality is worth 1-2 colonists being unable to do dumb labor.
  
 
Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.
 
Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.
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* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat.  
 
* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat.  
 
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.
 
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.
In addition, you get access to skullspikes and Corpses: Don't Care, if you didn't get them from supremacist.  
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In addition, you get access to skullspikes and Corpses: Don't Care.  
  
 
At 2 main downsides:
 
At 2 main downsides:
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Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the "death spiral") when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist.  
 
Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the "death spiral") when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist.  
  
Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.
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:Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.
  
 
=== Tunneler ===
 
=== Tunneler ===
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[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.
 
[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.
  
Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. With access to [[Anomaly]] content, the Chronophagy Ritual also satisfies the requirement, though there is no mood buff, and a mood malus is inflicted for performing the ritual.
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Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter.
  
 
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.
 
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.
 
=== Inhuman ===
 
[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.
 
 
The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, gives strong pain resistance, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.
 
 
Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.
 
 
For many colonies, inhumanization would be a net positive even without the constant +8 moodlet. The presence of the latter elevates it to an extremely powerful precept that should be considered for every playthrough.
 
 
There remains the question of whether to take just the inhumanization precept, or the whole Inhuman meme. The latter option grants access to Corpses: Don't Care and Eating Nutrient Paste: Don't Mind, which normally require Pain is Virtue or Supremacist and Transhumanist respectively, all good memes but not necessarily present in any given playthrough. The only real drawback of the Inhuman meme itself is that Execution must be set to Respected if Guilty, whereas fluid ideoligions might prefer Required for easier development point generation.
 
  
 
== Other memes ==
 
== Other memes ==
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'''Good with notable downsides:'''<br>
 
'''Good with notable downsides:'''<br>
 
Has some benefit... with some downside. Some memes have bigger downsides than others.
 
Has some benefit... with some downside. Some memes have bigger downsides than others.
*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - if you take Blindsight, many starting colonists / ritual-induced wanderers ''will be fully blind''.  
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*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - many starting colonists / ritual-induced wanderers ''will be fully blind''.  
 
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}}  
 
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}}  
 
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while.
 
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while.
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'''Not required for their precepts:'''<br>
 
'''Not required for their precepts:'''<br>
 
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.
 
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.
*'''Inhuman:''' Taking just the Inhumanization precept is a very strong option, but the whole meme is still worth considering. See [[#Inhuman]].
 
 
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.
 
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.
 
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.
 
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.
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Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.
 
Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.
  
'''N.B.''' For the combat precept: if the sun is out and the area is considered "outside", then it does count as "lit" for combat, no matter how bright/dark the area is. Darklights are counted as "dark" for combat purposes. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.
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'''N.B.''' For the combat precept: if the sun is out and the area is considered "outside", then it does count as "lit" for combat, no matter how bright/dark the area is. Darklights do not penalize combat. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.
 
|-
 
|-
 
|'''Body Modification: None or Approved'''
 
|'''Body Modification: None or Approved'''
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== Buildings ==
 
== Buildings ==
[[Pew]] and [[small altar]] / [[ideogram]] tend to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow / before you get leather. Small altars are the cheapest altar, costing 50 wood/stone/steel. Ideograms cost 50 steel, but do not take up space.
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[[Pew]] and [[ideogram]] / [[medium altar]] tends to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow. Ideograms cost 50 steel, do not take up space, and ritual room requirements only apply at high [[expectations]] (180k wealth). Small altars cost 50 wood/stone/steel, but is activated at moderate expectations (80k wealth). Medium altars cost 100 wood/stone/steel and also have high expectations.
  
 
== Weapons ==
 
== Weapons ==

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