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== Growth moments == | == Growth moments == | ||
− | + | [[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection of traits and skills is randomized,{{Check Tag|Genes/incomp. traits?|What do genes and existing traits disable skills, add passions, or are incompatible with other traits do? Possibly allows players to influence selections}} and the number of options is increased by the growth tier. Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion. You can choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen. | |
− | [[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that lets you pick new traits and passions. The selection of traits and skills is randomized,{{Check Tag|Genes/incomp. traits?|What do genes and existing traits disable skills, add passions, or are incompatible with other traits do? Possibly allows players to influence selections}} and the number of options is increased by the growth tier. | ||
During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio. | During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio. | ||
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'' Baby '''<BABY NAME>''' has grown up and become a child! (S)He is now old enough to do the following work: <LIMITED WORK> Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. '' | '' Baby '''<BABY NAME>''' has grown up and become a child! (S)He is now old enough to do the following work: <LIMITED WORK> Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. '' | ||
− | With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, "<Pawn> became a child". The child will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends. In addition, you'll have 12 hours to decide whenever to make the child a colonist or a slave | + | With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, "<Pawn> became a child". The child will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends. In addition, you'll have 12 hours to decide whenever to make the child a colonist or a slave. |
− | '' '''<BABY NAME>''' has decided to become a follower of the ideoligion '''<MAJOR COLONY IDEOLIGION>'''. By tradition '''<BABY NAME>''', born to '''<MOTHER NAME>''' of '''<COLONY>''' (and) '''<FATHER NAME>''' of '''<COLONY>''' / unknown parents, is a colonist/tribesman | + | '' '''<BABY NAME>''' has decided to become a follower of the ideoligion '''<MAJOR COLONY IDEOLIGION>'''. By tradition '''<BABY NAME>''', born to '''<MOTHER NAME>''' of '''<COLONY>''' (and) '''<FATHER NAME>''' of '''<COLONY>''' / unknown parents, is a colonist/tribesman, but exceptions can be made... Should '''<BABY NAME>''' remain a colonist/tribesman? '' |
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]]. | Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]]. | ||
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=== Vats === | === Vats === | ||
{{Main|Growth vat}} | {{Main|Growth vat}} | ||
− | [[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days - while a | + | [[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days - while a pregant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty. |
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies. | Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies. | ||
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* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults. | * [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults. | ||
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes. | * [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes. | ||
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* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts | * [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts | ||
− | * [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed "Tribal Child" not giving Natural meditation focus | + | * [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed "Tribal Child" not giving Natural meditation focus. |
* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3. | * [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3. | ||
* [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}} | * [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}} | ||
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* [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. | * [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. | ||
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{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Animals|#Children]] | [[Category:Animals|#Children]] |