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{{Biotech}} | {{Biotech}} | ||
+ | {{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. | ||
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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 [[ | + | 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 | + | == 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 | + | {{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 === | ||
− | The prospective parents' chance of successfully reproducing is primarily controlled by their [[Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids. | + | The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids. |
{| 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''' | + | | '''Avoid pregnancy''' || x0.25 pregnancy chance. |
|- | |- | ||
! [[File:TryForBaby.png|32px]] | ! [[File:TryForBaby.png|32px]] | ||
− | | '''Try for baby''' | + | | '''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: |
− | + | {| 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# | ||
=== 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 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 || | ||
+ | |||
* [[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}} | + | During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}}, or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' The same pawn can feel differently about different pregnancies. 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:''' | ||
− | * | + | * High: ? |
− | * {{ | + | * Down: {{Bad|-8}} |
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− | Pregnant pawns may also receive the "morning sickness" condition, which lasts 4 to 8 | + | 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)}} | + | * 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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Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies. | Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies. | ||
− | 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 [[Reproduction#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 | + | 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# | + | 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. | ||
− | + | 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 === | + | ===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, debilitating: pain +85% | |
− | * dilation, debilitating: pain +85 | + | * pushing: pain +85% |
− | * pushing: pain +85 | ||
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 | + | When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by: |
− | + | * 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: a 22-year-old has a +50% quality, and as the mother grows older, this drops. | |
− | + | * Doctor's medical skill: can range from 0-20% or more. Skill level 1 gives 1.3%, 3 gives +3.8%, 7 gives +8.8%, and 16 gives +20% quality. | |
− | + | * Indoors: if inside, the quality gains +5%. | |
− | + | * Room cleanliness: cleanliness can range from 0-0.6, giving 0-10% in quality bonuses. | |
− | ** | + | * Bed health effects: contributes up to 5%, with things like bed quality, a medical bed, and (perhaps vitals monitor or other furniture?) influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%. |
− | ** | ||
− | + | Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level. | |
− | + | 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. | |
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=== Outcomes === | === Outcomes === | ||
− | {{Stub|section=1|reason= | + | {{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 | + | 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. |
− | + | {| class=wikitable | |
− | + | ! '''Expected Quality''' || 76 || 84 || 95 | |
− | + | |- | |
− | + | | '''Mother dies''' || 0.98% || 0.45% || 0% | |
+ | |- | ||
+ | | '''Still''' || 3.3% || 3% || 2.6% | ||
+ | |- | ||
+ | | '''Sick''' || 7.4% || 7.5% || 7.5% | ||
|- | |- | ||
− | | | + | | '''Healthy''' || 89% || 90% || 90% |
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|} | |} | ||
− | 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}}. | + | 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. | + | 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}}. |
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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 | + | 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 is the mechanic that allows pawns to breastfeed babies. Lactation gives pawns a milk fullness stat, and when milk fullness is above 0%, a pawn can breastfeed any baby, even if it is not their own child. There are other consequences to lactation, however: lactating pawns require more nutrition per day, and they have a reduced chance of pregnancy. Prior to update 1.4, lactating pawns could not become pregnant, regardless of their [[Reproduction#Fertility|fertility]] and reproductive strategy, but after update 1.4, lactation places a 5% multiplier on a pawn's fertility, giving them a very small chance of becoming pregnant. Lactation lasts indefinitely, only stopping after 10 days of not breastfeeding a child. There is no visible timer on this, but after the 10 days are up, you'll receive a pop-up saying "<Colonist> is no longer lactating due to not breastfeeding for ten days". You can view a pawn's other lactation details in their Health panel. | |
− | |||
− | Upon a successful | + | Upon a successful childbirth, a mother will begin lactating, with milk fullness starting at 100%. Milk fullness regenerates at varying rates depending on the mother's hunger level. Lactating pawns require more nutrition per day in order to produce milk: the mother's Food Consumption stat rises from 1.6 to 2.1 nutrition per day, a gain of +0.5 (a simple meal has 0.9 nutrition). However, the nutrition required for them to make milk depends on their milk regeneration level, which decreases in stages following their hunger level. As a pawn gets more hungry, they won't produce as much milk, and won't require as much extra nutrition. Additionally, a lactating pawn with milk fullness of 100% won't require any extra nutrition since they're not currently regenerating milk. You can view the pawn's current nutritional needs by checking the details of their "Lactating" condition in the pawn's Health tab. Lactating does not affect any other pawn stats or conditions. |
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{| class=wikitable | {| class=wikitable | ||
− | ! '''Hunger Level''' | + | ! '''Hunger Level''' || Ravenously Hungry || Hungry || Full |
|- | |- | ||
− | | '''Milk Regeneration''' | + | | '''Milk Regeneration''' || 25% || ? || 100% |
|- | |- | ||
− | | '''Extra Nutrition Per Day''' | + | | '''Extra Nutrition Per Day''' || 0.13 || ? || 0.5 |
|} | |} | ||
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== Heredity == | == Heredity == | ||
{{See also|Genes}} | {{See also|Genes}} | ||
− | |||
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 | + | 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 | + | 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 | + | 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. |
− | + | If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Miscellaneous|inbred]]; up to 80% for direct relatives. {{Check Tag|Which relations?|What counts as direct? Effect of other relations}} | |
− | If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes# | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! '''Inbred''' | ! '''Inbred''' | ||
− | [[File: | + | [[File:Gene_Inbred.png|64px]] |
| | | | ||
* Complexity: {{Bad|+1}} | * Complexity: {{Bad|+1}} | ||
* Metabolic efficiency: {{Bad|-2}} | * Metabolic efficiency: {{Bad|-2}} | ||
* Forced Trait: [[Slow learner]] | * Forced Trait: [[Slow learner]] | ||
− | * [[Fertility]]: {{Bad|x50%}} | + | * [[#Fertility|Fertility]]: {{Bad|x50%}} |
* [[Immunity gain speed]]: {{Bad|x85%}} | * [[Immunity gain speed]]: {{Bad|x85%}} | ||
|} | |} | ||
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== Fertility == | == Fertility == | ||
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Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]]. | Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]]. | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | | {{ | + | ! Female Fertility |
− | + | |- | |
− | + | | {{GraphChart | |
− | + | |width=400 | |
− | + | |height=100 | |
− | + | |type=line | |
− | + | |x=0, 14, 20, 28, 35, 40, 45, 50, 120 | |
− | + | |y=0, 0, 100, 100, 50, 10, 2, 0, 0 | |
− | + | |xAxisTitle = Pawn age (years) | |
− | + | |yAxisTitle = Fertility (%) | |
− | + | }} | |
− | + | |} | |
− | + | ||
+ | {| 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. | + | 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. |
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+ | Some genes provide an indirect effect on fertility through their effect on age. Aging-related genes like [[Genes#Non-senescent|Non-senescent]] cannot mitigate the effects of age on fertility, but the [[Genes#Ageless|Ageless]] gene can keep a pawn's fertility stable by freezing the pawn's biological age. Additionally, other aging-related technologies can affect a pawn's fertility: [[Biosculpter_pod#Age_reversal|Age Reversal]] in a [[Biosculpter_pod|Biosculpter pod]] {{IdeologyIcon}} has a fully restorative effect on fertility, even allowing a completely infertile pawn to become fertile again once they pass back into the age range of fertility for their gender. | ||
== 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. | + | 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. You can instead change a couple's Reproductive Approach in the Social tab to the "Avoid pregnancy" option, which reduces their pregnancy rate by -75% but still allows them to make Lovin' at the same rate. Additionally, a guaranteed method of avoiding pregnancy is by continuing a pawn's [[Reproduction#Lactation|lactation]]. If a pawn is lactating (from having given birth before), then it is impossible for them to have a child under any circumstances. |
− | A more stable | + | A more stable solution to controlling pregnancy can be pursued through research and medicine, by applying contraceptives to pawns of either gender who are engaging in Lovin'. The [[Research#Fertility Procedures|Fertility Procedures]] research 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 | + | 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 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 | + | 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 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 | + | 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. |
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=== 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 | + | 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 | + | 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. |
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== 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 | + | Babies can be 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]], pawns under 13 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. 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?}} However, parents gain a {{--|4}} ''My baby is in a growth vat'' [[mood]]let. |
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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. | ||
− | [[ | + | 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%. |
− | === Food === | + | ===Food=== |
− | |||
{{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. | ||
They can ''only'' be fed in one of following ways: | They can ''only'' be fed in one of following ways: | ||
− | * Breastfeeding from any | + | * Breastfeeding from any lactating pawn, even those not their mother. |
− | * Cooking and feeding them [[baby food]], produced at a | + | * Cooking and feeding them [[baby food]], produced at a campfire or stove from vegetable ingredients. |
* Feeding them animal [[milk]] or [[insect jelly]]. | * Feeding them animal [[milk]] or [[insect jelly]]. | ||
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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 | + | 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 because of the pawns' very small body sizes (x0.20 of the size of an adult). This means each administered drug causes a higher severity of reaction, affecting the duration of the high and the likelihood of [[Drugs#Addiction_and_Tolerance|tolerance]] buildup. This indirectly increases the chance of addiction: tolerance built so quickly makes babies much more likely to get addicted to drugs upon further administrations. Babies receive the same mood effects from drugs as adults do: administering a smokeleaf joint to a baby gives them the {{Good|+13}} High on Smokeleaf mood boost. However, the effect of drugs lasts much longer because the drug severity is higher: a one-joint smokeleaf high for a baby lasts a max of 24, rather than 12, hours. |
− | === 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# | + | 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}}. | ||
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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. | + | [[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 | ||
|- | |- | ||
− | | {{ | + | | {{GraphChart |
− | + | |width=400 | |
− | + | |height=100 | |
− | + | |type=line | |
− | + | |x=0, 25, 50, 75, 100 | |
− | + | |y=0.125, 0.25, 1, 2, 4 | |
− | + | |xAxisTitle = Baby mood (%) | |
− | + | |yAxisTitle = Average occurance (times per day) | |
− | + | }} | |
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Crying occurance | ! Crying occurance | ||
|- | |- | ||
− | | {{ | + | | {{GraphChart |
− | + | |width=400 | |
− | + | |height=100 | |
− | + | |type=line | |
− | + | |x=0, 25, 50, 75, 100 | |
− | + | |y=12, 6, 1, 0.25, 0.125 | |
− | + | |xAxisTitle = Baby mood (%) | |
− | + | |yAxisTitle = Average occurance (times per day) | |
− | + | }} | |
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Giggling to crying ratio (higher is better) | ! Giggling to crying ratio (higher is better) | ||
|- | |- | ||
− | | {{ | + | | {{GraphChart |
− | + | |width=400 | |
− | + | |height=100 | |
− | + | |type=line | |
− | + | |x=0, 25, 50, 75, 100 | |
− | + | |y=0.011, 0.042, 1, 8, 32 | |
− | + | |xAxisTitle = Baby mood (%) | |
− | + | |yAxisTitle = Occurance of giggling per time crying | |
− | + | }} | |
|} | |} | ||
=== Social === | === Social === | ||
− | Babies get the same [[Social|social]] opinion boosts from [[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)! |
− | 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. | + | 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. | ||
− | + | ==Version history== | |
− | + | *[[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]] - Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced. | |
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− | == Version history == | ||
− | * [[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant | ||
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− | * [[Version/1.4.3555|1.4.3555]] - | ||
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{{Biotech navbox}} | {{Biotech navbox}} | ||
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