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'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.
 
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.
 
{{TOCright}}
 
{{TOCright}}
 
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==Type of ideoligion==
== Type of ideoligion ==
 
 
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.
 
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.
  
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).
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*'''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).
 
:However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.
 
:However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.
  
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.
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*'''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.  
 
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.
 
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.
  
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.
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*'''Create ideoligion (fixed)''' - Design an ideoligion with complete control.
  
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.
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*'''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.
 
:For example, the "Classic-like" preset will have the following precepts:
 
:For example, the "Classic-like" preset will have the following precepts:
 
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</div>
  
=== Development points ===
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===Development points===
 
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}
 
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}
 
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.
 
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.
  
 
Development points can be obtained in the following ways:
 
Development points can be obtained in the following ways:
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are "anytime" rituals or "dated" rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.
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* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are "anytime" rituals or "dated" rituals, how many dated rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome. Dated rituals give more points the fewer dated rituals the ideoligion has, as detailed below.
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.
 
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
!
 
!
 
! Terrible
 
! Terrible
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! Unforgettable
 
! Unforgettable
 
|-
 
|-
! 1 Ritual
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! 1 Dated Ritual
 
| 2
 
| 2
 
| 4
 
| 4
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| 7
 
| 7
 
|-
 
|-
! 2 Rituals
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! 2 Dated Rituals
 
| 1
 
| 1
 
| 2
 
| 2
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| 4
 
| 4
 
|-
 
|-
! 3 Rituals
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! 3 Dated Rituals
 
| 1
 
| 1
 
| 1
 
| 1
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| 3
 
| 3
 
|-
 
|-
! 4 Rituals
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! 4 Dated Rituals
 
| 0
 
| 0
 
| 1
 
| 1
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| 2
 
| 2
 
|-
 
|-
! 5+ Rituals
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! 5+ Dated Rituals
 
| 0
 
| 0
 
| 1
 
| 1
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* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events
 
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events
 
** [[Quests#Beggars|Helping beggars]]: 2 points
 
** [[Quests#Beggars|Helping beggars]]: 2 points
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point
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** [[Events#Wanderer_joins|Accepting joining wanderer]]: 1 point
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points
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** [[Quests#Hospitality|Giving hospitality]]{{RoyaltyIcon}}: 2 points
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points
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** [[Quests#Shuttle_Crash|Saving shuttle crash survivors]]{{RoyaltyIcon}}: 3 points
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point
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** [[Events#Transport_pod_crash|Saving a pod crash victim]]: 1 point
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point
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** [[Quests#Noble_Wimp|Saving the noble wimp]]{{RoyaltyIcon}}: 1 point
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points
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** [[Quests#Threatened_Joiner|Helping the threatened joiner]]: 2 points
 
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point
 
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point
 
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:
 
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:
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* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points
 
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points
 
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point
 
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point
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* [[#Gauranlen_connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point
  
 
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.
 
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.
  
== Forming an ideoligion ==
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==Forming an ideoligion==
 
An ideoligion consists of many separate aspects to customize:
 
An ideoligion consists of many separate aspects to customize:
  
 
'''Primary'''
 
'''Primary'''
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that "god(s) are formless and everywhere", or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
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*'''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that "god(s) are formless and everywhere", or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
  
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|role specialists]].
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*'''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|role specialists]].
  
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.
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*'''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.  
 
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.
 
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.
  
 
'''Secondary'''
 
'''Secondary'''
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.
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*'''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.  
  
 
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.
 
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.
  
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.
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*'''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.  
  
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.
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*'''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.
  
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.
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*'''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.
  
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s {{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.
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*'''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s{{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.
  
 
'''Descriptive'''
 
'''Descriptive'''
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.
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*'''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.
  
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.
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*'''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.
  
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.
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*'''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.
  
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.
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*'''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.
  
== Certainty ==
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==Certainty==
{{Split|destination=Certainty|reason=Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a [[Template:Main]] link to the oage. redirect [[Conversion]] there too}}
 
 
{{See also|Conversion Power|Global Certainty Loss Factor}}
 
{{See also|Conversion Power|Global Certainty Loss Factor}}
 
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.
 
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.
=== Reassurance ===
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===Reassurance===
 
Certainty increases by a set rate per day, which is dependent on current [[mood]].
 
Certainty increases by a set rate per day, which is dependent on current [[mood]].
* 1% / day at 20% mood or less
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*1% / day at 20% mood or less
* 2% / day at 50% mood
+
*2% / day at 50% mood
* 3% / day at 80% mood or more
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*3% / day at 80% mood or more
 
Between 20% and 80% mood, certainty gain is linearly interpolated.
 
Between 20% and 80% mood, certainty gain is linearly interpolated.
Certainty does not regenerate while [[deathrest]]ing.{{BiotechIcon}}{{Check Tag|What else?|What else pauses reassurance}}
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The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].
 
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].
 +
 
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
 
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
=== Conversion ===
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===Conversion===
 
These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the user's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.
 
These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the user's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.
 
* Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.
 
* Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.
 
* The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
 
* The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
 
* If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
 
* If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
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The certainty reduction of a convert attempt can be calculated as follows:
 
The certainty reduction of a convert attempt can be calculated as follows:
 
{| class="wikitable"
 
{| class="wikitable"
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier
+
|-
 +
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier
 
|}
 
|}
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*'''Relic conversion factor:'''
 
*'''Relic conversion factor:'''
 
{| class="wikitable"
 
{| class="wikitable"
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| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}
 
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}
 
|}
 
|}
'''Other certainty reduction''':
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'''Other certainty reduction''':<br>
 
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.
 
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.
* [[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide, among other factors.
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*[[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide, among other factors.
* [[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
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*[[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
* A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}
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*A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}
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[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.
 
[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.
  
 
== Structure ==
 
== Structure ==
 
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.
 
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.
{| class="wikitable sortable"
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{| class="wikitable"
 
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept
 
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept
 
|- id="Abstract theist"
 
|- id="Abstract theist"
! Abstract theist<br/>[[File:Abstract theist.png|64px]]
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! Abstract theist<br>[[File:Abstract theist.png|64px]]  
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||
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| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||  
 
|- id="Animist"
 
|- id="Animist"
! Animist<br/>[[File:Animist.png|64px]]
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! Animist<br>[[File:Animist.png|64px]]  
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||
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| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||  
 
|- id="Archist"
 
|- id="Archist"
! Archist<br/>[[File:Archist.png|64px]]
+
! Archist<br>[[File:Archist.png|64px]]  
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||
+
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||  
 
|- id="Buddhist origin"
 
|- id="Buddhist origin"
! Buddhist origin<br/>[[File:Buddhist origin.png|64px]]
+
! Buddhist origin<br>[[File:Buddhist origin.png|64px]]  
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed<br/>Broadwrap: Relaxed
+
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed<br/>Broadwrap: Relaxed
 
|- id="Christian origin"
 
|- id="Christian origin"
! Christian origin<br/>[[File:Christian origin.png|64px]]
+
! Christian origin<br>[[File:Christian origin.png|64px]]  
 
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed<br/>Broadwrap: Relaxed
 
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed<br/>Broadwrap: Relaxed
 
|- id="Embodied theist"
 
|- id="Embodied theist"
! Embodied theist<br/>[[File:Embodied theist.png|64px]]
+
! Embodied theist<br>[[File:Embodied theist.png|64px]]  
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||
+
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||  
 
|- id="Hindu origin"
 
|- id="Hindu origin"
! Hindu origin<br/>[[File:Hindu origin.png|64px]]
+
! Hindu origin<br>[[File:Hindu origin.png|64px]]  
 
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed<br/>Broadwrap: Relaxed
 
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed<br/>Broadwrap: Relaxed
 
|- id="Ideological"
 
|- id="Ideological"
! Ideological<br/>[[File:Ideological.png|64px]]
+
! Ideological<br>[[File:Ideological.png|64px]]  
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||
+
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||  
 
|- id="Islamic origin"
 
|- id="Islamic origin"
! Islamic origin<br/>[[File:Islamic origin.png|64px]]
+
! Islamic origin<br>[[File:Islamic origin.png|64px]]  
 
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed<br/>Broadwrap: Relaxed
 
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed<br/>Broadwrap: Relaxed
 
|}
 
|}
Line 203: Line 209:
 
! Culture !! Factions Allowed !! Description
 
! Culture !! Factions Allowed !! Description
 
|- id="Astropolitan"
 
|- id="Astropolitan"
! Astropolitan<br/>[[File:Astropolitan.png|32px]]
+
! Astropolitan<br>[[File:Astropolitan.png|32px]]
 
| [[New Arrivals]] || A broad collection of cultures common among frequent space travelers.
 
| [[New Arrivals]] || A broad collection of cultures common among frequent space travelers.
 
|- id="Rustican"
 
|- id="Rustican"
! Rustican<br/>[[File:Civil outlander.png|32px]]
+
! Rustican<br>[[File:Civil_outlander.png|32px]]
 
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.
 
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.
 
|- id="Corunan"
 
|- id="Corunan"
! Corunan<br/>[[File:GentleTribe.png|32px]]
+
! Corunan<br>[[File:GentleTribe.png|32px]]
 
| [[New Tribe]]<br/>[[Tribal]] Factions || An ancient culture common among rimworld tribes.
 
| [[New Tribe]]<br/>[[Tribal]] Factions || An ancient culture common among rimworld tribes.
 
|- id="Kriminul"
 
|- id="Kriminul"
! Kriminul<br/>[[File:Pirate.png|32px]]
+
! Kriminul<br>[[File:Pirate.png|32px]]
 
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.
 
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.
 
|- id="Sophian"
 
|- id="Sophian"
! Sophian {{RoyaltyIcon}}<br/>[[File:Empire map marker.png|32px]]
+
! Sophian {{RoyaltyIcon}}<br>[[File:Empire map marker.png|32px]]  
 
| [[Empire]] Faction<br/>[[Ancient]] Factions || A techno-feudal culture centered on the planet Sophiamunda.
 
| [[Empire]] Faction<br/>[[Ancient]] Factions || A techno-feudal culture centered on the planet Sophiamunda.
 
|}
 
|}
Line 223: Line 229:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! style=width:5em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible
+
! style=width:5em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound
 
|-
 
|-
| [[File:Style Hindu.png|18px]] Hindu
+
| [[File:Style_Hindu.png|18px]] Hindu  
| -
+
| -  
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]
+
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]  
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]
+
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]  
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Christian.png|18px]] Christian
+
| [[File:Style_Christian.png|18px]] Christian  
| -
+
| -  
| -
+
| -
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]
+
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]  
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Islam.png|18px]] Islamic
+
| [[File:Style_Islam.png|18px]] Islamic  
| -
+
| -  
| -
+
| -  
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]
+
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]  
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Buddhism.png|18px]] Buddhist
+
| [[File:Style_Buddhism.png|18px]] Buddhist  
| -
+
| -  
| -
+
| -  
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]
+
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]  
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Morbid.png|18px]] Morbid
+
| [[File:Style_Morbid.png|18px]] Morbid  
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]
+
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]  
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]
+
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]  
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Totemic.png|18px]] Totemic
+
| [[File:Style_Totemic.png|18px]] Totemic  
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]
+
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]  
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]
+
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]  
 
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]
 
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Spikecore.png|18px]] Spikecore
+
| [[File:Style_Spikecore.png|18px]] Spikecore  
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]
+
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]  
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]
+
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]  
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Rustic.png|18px]] Rustic
+
| [[File:Style_Rustic.png|18px]] Rustic  
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]
+
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]  
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]
+
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]  
 
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])
 
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Animalist.png|18px]] Animalist
+
| [[File:Style_Animalist.png|18px]] Animalist  
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]
+
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]  
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]
+
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]  
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]
+
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]  
| Yes
 
 
| Yes
 
| Yes
 
|-
 
|-
| [[File:Style Techist.png|18px]] Techist
+
| [[File:Style_Techist.png|18px]] Techist  
 
| [[Hex carpet]], [[Hex tile]]
 
| [[Hex carpet]], [[Hex tile]]
 
| -
 
| -
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])
+
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])  
| Yes
 
 
| Yes
 
| Yes
|-
 
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}
 
| -
 
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]
 
| -
 
| No
 
| No
 
 
|}
 
|}
  
Line 318: Line 307:
 
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles
 
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles
 
|- id="Animal personhood"
 
|- id="Animal personhood"
! '''Animal personhood'''<br/>[[File:Animal personhood.png|64px]]
+
! '''Animal personhood'''<br>[[File:Animal personhood.png|64px]]  
 
| Animals have rights as humans do. ||data-sort-value=3|High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong<br/>'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved<br/>'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -
 
| Animals have rights as humans do. ||data-sort-value=3|High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong<br/>'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved<br/>'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -
 
|- id="Blindsight"
 
|- id="Blindsight"
! '''[[Blindsight]]'''<br/>[[File:Blindsight.png|64px]]
+
! '''[[Blindsight]]'''<br>[[File:Blindsight.png|64px]]  
| Only those who are blind can perceive true reality. ||data-sort-value=3|High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong<br/>'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible<br/>'''[[#Lighting|Lighting:]]''' Darklight preferred<br/>'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -
+
| Only those who are blind can perceive true reality. ||data-sort-value=3|High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong <br/>'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible<br/>'''[[#Lighting|Lighting:]]''' Darklight preferred<br/>'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -
 
|- id="Cannibal"
 
|- id="Cannibal"
! '''Cannibal'''<br/>[[File:Cannibal.png|64px]]
+
! '''Cannibal'''<br>[[File:Cannibal.png|64px]]  
| We must consume human flesh. ||data-sort-value=3|High || - || '''[[#Organ use|Organ use:]]''' Acceptable<br/>'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)<br/>'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid
+
| We must consume human flesh. ||data-sort-value=3|High || - || '''[[#Organ use|Organ use:]]''' Acceptable <br/>'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous) <br/>'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid
 
|- id="Collectivist"
 
|- id="Collectivist"
! '''Collectivist'''<br/>[[File:Collectivist.png|64px]]
+
! '''Collectivist''' <br>[[File:Collectivist.png|64px]]  
 
| Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -
 
| Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -
 
|- id="Darkness"
 
|- id="Darkness"
! '''Darkness'''<br/>[[File:Darkness.png|64px]]
+
! '''Darkness'''<br>[[File:Darkness.png|64px]]  
 
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred<br/>'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -
 
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred<br/>'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -
 
|- id="Female supremacy"
 
|- id="Female supremacy"
! '''Female supremacy'''<br/>[[File:Female supremacy.png|64px]]
+
! '''Female supremacy'''<br>[[File:Female supremacy.png|64px]]
 
| Women are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed<br/>Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -
 
| Women are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed<br/>Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -
 
|- id="Flesh purity"
 
|- id="Flesh purity"
! '''Flesh purity'''<br/>[[File:Flesh purity.png|64px]]
+
! '''Flesh purity'''<br>[[File:Flesh purity.png|64px]]  
| The human body should not be debased. ||data-sort-value=2|Medium || [[#High life|High life]]<br/>[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited<br/>'''[[#Body modification|Body modification:]]''' Abhorrent<br/>'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved<br/>'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]<br/>[[Nudist]] || [[Body modder]] || -
+
| The human body should not be debased. ||data-sort-value=2|Medium || [[#High life|High life]]<br/>[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited<br/>'''[[#Biosculpting|Biosculpting:]]''' Despised<br/>'''[[#Body modification|Body modification:]]''' Abhorrent<br/>'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved<br/>'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]<br/>[[Nudist]] || [[Body modder]] || -
 
|- id="Guilty"
 
|- id="Guilty"
! '''Guilty'''<br/>[[File:Guilty.png|64px]]
+
! '''Guilty'''<br>[[File:Guilty.png|64px]]  
| Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]<br/>[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized<br/>'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty<br/>'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -
+
| Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]<br/>[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized <br/> '''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty<br/>'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -
 
|- id="High life"
 
|- id="High life"
! '''High life'''<br/>[[File:High life.png|64px]]
+
! '''High life'''<br>[[File:High life.png|64px]]  
 
| Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]<br/>[[Mindbend carpet]] || - || - || [[Chemical interest]]<br/>[[Chemical fascination]] || - || -
 
| Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]<br/>[[Mindbend carpet]] || - || - || [[Chemical interest]]<br/>[[Chemical fascination]] || - || -
 
|- id="Human primacy"
 
|- id="Human primacy"
! '''Human primacy'''<br/>[[File:Human primacy.png|64px]]
+
! '''Human primacy'''<br>[[File:Human primacy.png|64px]]  
 
| Humans are the moral center of the universe. ||data-sort-value=2|Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved<br/>'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved<br/>'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required<br/>'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved<br/>'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -
 
| Humans are the moral center of the universe. ||data-sort-value=2|Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved<br/>'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved<br/>'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required<br/>'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved<br/>'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -
 
|- id="Individualist"
 
|- id="Individualist"
! '''Individualist'''<br/>[[File:Individualist.png|64px]]
+
! '''Individualist'''<br>[[File:Individualist.png|64px]]  
 
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || [[#Collectivist|Collectivist]]<br/>[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -
 
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || [[#Collectivist|Collectivist]]<br/>[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -
 
|- id="Loyalist"
 
|- id="Loyalist"
! '''Loyalist'''<br/>[[File:Loyalist.png|64px]]
+
! '''Loyalist'''<br>[[File:Loyalist.png|64px]]  
 
| We stand for our own before others. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]<br/>[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -
 
| We stand for our own before others. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]<br/>[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -
 
|- id="Male supremacy"
 
|- id="Male supremacy"
! '''Male supremacy'''<br/>[[File:Male supremacy.png|64px]]
+
! '''Male supremacy'''<br>[[File:Male supremacy.png|64px]]  
 
| Men are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed<br/>Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -
 
| Men are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed<br/>Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -
 
|- id="Nature primacy"
 
|- id="Nature primacy"
! '''Nature primacy'''<br/>[[File:Nature primacy.png|64px]]
+
! '''Nature primacy'''<br>[[File:Nature primacy.png|64px]]  
 
| Man is a stain on nature's perfection. ||data-sort-value=2|Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist
 
| Man is a stain on nature's perfection. ||data-sort-value=2|Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist
 
|- id="Nudism"
 
|- id="Nudism"
! '''Nudism'''<br/>[[File:Nudism.png|64px]]
+
! '''Nudism'''<br>[[File:Nudism.png|64px]]  
| Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most<br/>'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -
+
| Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most <br/>'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -
 
|- id="Pain is virtue"
 
|- id="Pain is virtue"
! '''Pain is virtue'''<br/>[[File:Pain is virtue.png|64px]]
+
! '''Pain is virtue'''<br>[[File:Pain is virtue.png|64px]]  
 
| Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''[[#Pain|Pain:]]''' Idealized<br/>'''[[#Comfort|Comfort:]]''' Ignored<br/>'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile<br/>'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible<br/>'''[[#Scarification|Scarification:]]''' Horrible<br/>'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]<br/>[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]<br/>[[Tortured artist]]<br/>[[Masochist]] || [[Wimp]]<br/>[[Gourmand]] || Morbid
 
| Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''[[#Pain|Pain:]]''' Idealized<br/>'''[[#Comfort|Comfort:]]''' Ignored<br/>'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile<br/>'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible<br/>'''[[#Scarification|Scarification:]]''' Horrible<br/>'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]<br/>[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]<br/>[[Tortured artist]]<br/>[[Masochist]] || [[Wimp]]<br/>[[Gourmand]] || Morbid
 
|- id="Proselytizer"
 
|- id="Proselytizer"
! '''Proselytizer'''<br/>[[File:Proselytizer.png|64px]]
+
! '''Proselytizer'''<br>[[File:Proselytizer.png|64px]]  
 
| It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -
 
| It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -
 
|- id="Raider"
 
|- id="Raider"
! '''Raider'''<br/>[[File:Raider.png|64px]]
+
! '''Raider'''<br>[[File:Raider.png|64px]]  
| The strong should take from the weak. ||data-sort-value=2|Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required<br/>'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved<br/>'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]<br/>[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -
+
| The strong should take from the weak. ||data-sort-value=2|Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required <br/>'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved<br/>'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]<br/>[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -
 
|- id="Rancher"
 
|- id="Rancher"
! '''Rancher'''<br/>[[File:Rancher.png|64px]]
+
! '''Rancher'''<br>[[File:Rancher.png|64px]]  
| Raising animals is the right way; raising plants to eat is not. ||data-sort-value=2|Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central<br/>'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -
+
| Raising animals is the right way; raising plants to eat is not. ||data-sort-value=2|Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central <br/>'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -
 
|- id="Supremacist"
 
|- id="Supremacist"
! '''Supremacist'''<br/>[[File:Supremacist.png|64px]]
+
! '''Supremacist'''<br>[[File:Supremacist.png|64px]]  
| Our people should dominate all others. ||data-sort-value=1|Low || [[#Individualist|Individualist]]<br/>[[#Loyalist|Loyalist]]<br/>[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable<br/>'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile<br/>'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]<br/>[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -
+
| Our people should dominate all others. ||data-sort-value=1|Low || [[#Individualist|Individualist]]<br/>[[#Loyalist|Loyalist]]<br/>[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable <br/> '''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile<br/>'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]<br/>[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -
 
|- id="Transhumanist"
 
|- id="Transhumanist"
! '''Transhumanist'''<br/>[[File:Transhumanist.png|64px]]
+
! '''Transhumanist'''<br>[[File:Transhumanist.png|64px]]  
 
| Human progress means merging with technology. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred<br/>'''[[#Neural supercharge|Neural supercharge:]]''' Preferred<br/>'''[[#Biosculpting|Biosculpting:]]''' Accelerated<br/>'''[[#Age reversal|Age reversal:]]''' Demanded<br/>'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind<br/>'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]<br/>[[Hex tile]]<br/>[[Neural supercharger]]<br/>[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist
 
| Human progress means merging with technology. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred<br/>'''[[#Neural supercharge|Neural supercharge:]]''' Preferred<br/>'''[[#Biosculpting|Biosculpting:]]''' Accelerated<br/>'''[[#Age reversal|Age reversal:]]''' Demanded<br/>'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind<br/>'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]<br/>[[Hex tile]]<br/>[[Neural supercharger]]<br/>[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist
 
|- id="Tree connection"
 
|- id="Tree connection"
! '''Tree connection'''<br/>[[File:Tree connection.png|64px]]
+
! '''Tree connection'''<br>[[File:Tree connection.png|64px]]  
 
| Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''[[#Trees|Trees:]]''' Desired<br/>'''[[#Rough living|Rough living:]]''' Welcomed<br/>'''[[#Temperature|Temperature:]]''' Tough<br/>'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong
 
| Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''[[#Trees|Trees:]]''' Desired<br/>'''[[#Rough living|Rough living:]]''' Welcomed<br/>'''[[#Temperature|Temperature:]]''' Tough<br/>'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong
 
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -
 
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -
 
|- id="Tunneler"
 
|- id="Tunneler"
! '''Tunneler'''<br/>[[File:Tunneler.png|64px]]
+
! '''Tunneler'''<br>[[File:Tunneler.png|64px]]  
 
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''[[#Fungus|Fungus:]]''' Preferred<br/>'''[[#Insect meat|Insect meat:]]''' Loved<br/>'''[[#Small spaces|Small spaces:]]''' Don't care<br/>'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -
 
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''[[#Fungus|Fungus:]]''' Preferred<br/>'''[[#Insect meat|Insect meat:]]''' Loved<br/>'''[[#Small spaces|Small spaces:]]''' Don't care<br/>'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -
 
|- id="Bloodfeeding"
 
|- id="Bloodfeeding"
! '''Bloodfeeding'''<br/>{{BiotechIcon}}<br/>[[File:Bloodfeeding.png|64px]]
+
! '''Bloodfeeding'''{{BiotechIcon}}<br>[[File:Bloodfeeding.png|64px]]  
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||data-sort-value=2|Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered<br/>'''[[#Organ use|Organ use:]]''' Acceptable<br/>'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred<br/>'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]<br/>[[Research#Deathrest|Deathrest]] || - || - || Morbid
+
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||data-sort-value=2|Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered<br/>'''[[#Organ use|Organ use:]]''' Acceptable <br/>'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred <br/>'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]] <br/> [[Research#Deathrest|Deathrest]] || - || - || Morbid
|- id="Ritualist"
 
! '''Ritualist'''<br/>{{AnomalyIcon}}<br/>[[File:Ritualist.png|64px]]
 
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||data-sort-value=2|Medium || - || '''[[#Physic rituals|Physic rituals:]]''' Exalted<br/>'''[[#Void study|Void study:]]''' Very efficient<br/>'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid
 
|- id="Inhuman"
 
! '''Inhuman'''<br/>{{AnomalyIcon}}<br/>[[File:Inhuman.png|64px]]
 
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||data-sort-value=3|High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required<br/>'''[[#Execution|Execution:]]''' Respected if guilty<br/>'''[[#Cannibalism|Canibalism:]]''' Acceptable<br/>'''[[#Corpses|Corpses:]]''' Don't care<br/>'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind<br/>'''[[#Skullspike|Skullspike:]]''' Desired<br/>'''[[#Slavery|Slavery:]]''' Acceptable<br/>'''[[#Physical love|Physical love:]]''' Free<br/>'''[[#Male clothing|Male clothing:]]''' No rules<br/>'''[[#Female clothing|Female clothing:]]''' No rules<br/>'''[[#Organ use|Organ use:]]''' Acceptable<br/>'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -
 
 
|}
 
|}
  
Line 507: Line 490:
  
 
== Precepts ==
 
== Precepts ==
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}
 
 
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.
 
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.
  
Line 519: Line 501:
  
 
|- id="Blindness"
 
|- id="Blindness"
! rowspan="4"| Blindness<br/>[[File:Blindness.png|64px]]
+
! rowspan="4"| Blindness<br>[[File:Blindness.png|64px]]
 
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits
 
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits
 
|-
 
|-
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.
+
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.
 
|-
 
|-
 
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).
 
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).
Line 529: Line 511:
  
 
|- id="Cannibalism"
 
|- id="Cannibalism"
! rowspan="7" | Cannibalism<br/>[[File:Cannibalism.png|64px]]
+
! rowspan="7" | Cannibalism<br>[[File:Cannibalism.png|64px]]  
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat<br/>-12 mood for butchering a human<br/>-5 mood for a human butchered in the colony<br/>-20 opinion for butchering a human<br/>-10 opinion for eating human meat<br/>-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing
+
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat<br/>-12 mood for butchering a human<br/>-5 mood for a human butchered in the colony<br/>-20 opinion for butchering a human<br/>-10 opinion for eating human meat<br/>-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing
 
|-
 
|-
| Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat<br/>-6 mood for butchering a human<br/>-3 mood for a human butchered in the colony<br/>-10 opinion for butchering a human<br/>-5 opinion for eating human meat<br/>-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing
+
|Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat<br/>-6 mood for butchering a human<br/>-3 mood for a human butchered in the colony<br/>-10 opinion for butchering a human<br/>-5 opinion for eating human meat<br/>-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing
 
|-
 
|-
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat<br/>-3 mood for butchering a human<br/>-1 mood for a human butchered in the colony<br/>-5 opinion for butchering a human<br/>-3 opinion for eating human meat<br/>-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing
+
|Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat<br/>-3 mood for butchering a human<br/>-1 mood for a human butchered in the colony<br/>-5 opinion for butchering a human<br/>-3 opinion for eating human meat<br/>-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing
 
|-
 
|-
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''<!--
+
|Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''<!--
 
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}
 
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}
 
|-
 
|-
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''<!--
+
|Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''<!--
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}<br/>+2 mood for eating human meat<br/>-2 mood for not eating human meat for ? days<br/>+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing
+
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}<br>+2 mood for eating human meat<br/>-2 mood for not eating human meat for ? days<br/>+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing
 
|-
 
|-
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''<!--
+
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''<!--
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}<br/>-2 mood for eating food without human meat<br/>-3 opinion for eating food without human meat<br/>+4 mood for eating human meat<br/>-4 mood for not eating human meat for ? days<br/>+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing
+
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}<br>-2 mood for eating food without human meat<br/>-3 opinion for eating food without human meat<br/>+4 mood for eating human meat<br/>-4 mood for not eating human meat for ? days<br/>+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing
 
|-
 
|-
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''<!--
+
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''<!--
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}<br/>-4 mood for eating food without human meat<br/>-5 opinion for eating food without human meat<br/>+6 mood for eating human meat<br/>-8 mood for not eating human meat for ? days<br/>+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing
+
--><br/>Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}<br>-4 mood for eating food without human meat<br/>-5 opinion for eating food without human meat<br/>+6 mood for eating human meat<br/>-8 mood for not eating human meat for ? days<br/>+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing
  
 
|- id="Corpses"
 
|- id="Corpses"
! rowspan="2" | Corpses<br/>[[File:Precept corpses.png|64px]]
+
! rowspan="2" | Corpses<br>[[File:Precept corpses.png|64px]]
 
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''<!--
 
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''<!--
 
--><br/>Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.<!--
 
--><br/>Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.<!--
Line 559: Line 541:
  
 
|- id="Diversity of thought"
 
|- id="Diversity of thought"
! rowspan="7" | Diversity of thought<br/>[[File:IdeoDiversity.png|64px]]
+
! rowspan="7" | Diversity of thought<br>[[File:IdeoDiversity.png|64px]]
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony<br/>+3 for having all colonists of the same ideology<br/>-25 opinion for different ideology<br/>-5 mood for having a leader of a different ideoligion<br/>-4 mood for having another ideoligion's altar in the same room as own ideoligion's<br/>+5 mood for matching style surroundings<br/>-4 mood for mismatching style surroundings<br/>-6 mood for participating in another ideoligion's ritual
+
|Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony<br/>+3 for having all colonists of the same ideology<br/>-25 opinion for different ideology<br/>-5 mood for having a leader of a different ideoligion<br/>-4 mood for having another ideoligion's altar in the same room as own ideoligion's<br/>+5 mood for matching style surroundings<br/>-4 mood for mismatching style surroundings<br/>-6 mood for participating in another ideoligion's ritual
 
|-
 
|-
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony<br/>+2 for having all colonists of the same ideology<br/>-15 opinion for different ideology<br/>-4 mood for having a leader of a different ideoligion<br/>-2 mood for having another ideoligion's altar in the same room as own ideoligion's<br/>+4 mood for matching style surroundings<br/>-3 mood for mismatching style surroundings<br/>-4 mood for participating in another ideoligion's ritual
+
|Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony<br/>+2 for having all colonists of the same ideology<br/>-15 opinion for different ideology<br/>-4 mood for having a leader of a different ideoligion<br/>-2 mood for having another ideoligion's altar in the same room as own ideoligion's<br/>+4 mood for matching style surroundings<br/>-3 mood for mismatching style surroundings<br/>-4 mood for participating in another ideoligion's ritual
 
|-
 
|-
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony<br/>+1 for having all colonists of the same ideology<br/>-5 opinion for different ideology<br/>-3 mood for having a leader of a different ideoligion<br/>-1 mood for having another ideoligion's altar in the same room as own ideoligion's<br/>+3 mood for matching style surroundings<br/>-2 mood for mismatching style surroundings<br/>-3 mood for participating in another ideoligion's ritual
+
|Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony<br/>+1 for having all colonists of the same ideology<br/>-5 opinion for different ideology<br/>-3 mood for having a leader of a different ideoligion<br/>-1 mood for having another ideoligion's altar in the same room as own ideoligion's<br/>+3 mood for matching style surroundings<br/>-2 mood for mismatching style surroundings<br/>-3 mood for participating in another ideoligion's ritual
 
|-
 
|-
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion<br/>+2 mood for matching style surroundings<br/>0 mood for mismatching style surroundings
+
|Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion<br/>+2 mood for matching style surroundings<br/>0 mood for mismatching style surroundings
 
|-
 
|-
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony<br/>0 mood for matching style surroundings<br/>+2 mood for mismatching style surroundings
+
|Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony<br/>0 mood for matching style surroundings<br/>+2 mood for mismatching style surroundings
 
|-
 
|-
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony<br/>0 mood for matching style surroundings<br/>+3 mood for mismatching style surroundings
+
|Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony<br/>0 mood for matching style surroundings<br/>+3 mood for mismatching style surroundings
 
|-
 
|-
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony<br/>0 mood for matching style surroundings<br/>+4 mood for mismatching style surroundings
+
|Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony<br/>0 mood for matching style surroundings<br/>+4 mood for mismatching style surroundings
  
 
|- id="Eating nutrient paste"
 
|- id="Eating nutrient paste"
! rowspan="2" | Eating Nutrient Paste<br/>[[File:EatingNutrientPaste.png|64px]]
+
! rowspan="2" | Eating Nutrient Paste<br>[[File:EatingNutrientPaste.png|64px]]
 
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''<!--
 
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''<!--
--><br/>Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}} Note that this thought is nullified by the [[ascetic]] trait.
+
--><br/>Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}} Note that this thought is nullified by the [[ascetic]] trait.
 
|-
 
|-
 
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''<!--
 
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''<!--
Line 583: Line 565:
  
 
|- id="Execution"
 
|- id="Execution"
! rowspan=6 | Execution<br/>[[File:Execution.png|64px]]
+
! rowspan=6 | Execution<br>[[File:Execution.png|64px]]
 
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners<br/>-20 mood for 6 days for killing a prisoner<br/>-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist<br/>-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest<br/>-7 mood for 6 days for non-execution prisoner death<br/>-25 opinion for executing a prisoner<br/>-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}
 
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners<br/>-20 mood for 6 days for killing a prisoner<br/>-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist<br/>-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest<br/>-7 mood for 6 days for non-execution prisoner death<br/>-25 opinion for executing a prisoner<br/>-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}
 
|-
 
|-
Line 597: Line 579:
  
 
|- id="Fungus"
 
|- id="Fungus"
! rowspan="2" | Fungus<br/>[[File:Fungus.png|64px]]
+
! rowspan="2" | Fungus<br>[[File:Fungus.png|64px]]
 
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6<br/>Ate fungus cooked: -3
 
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6<br/>Ate fungus cooked: -3
 
|-
 
|-
Line 603: Line 585:
  
 
|- id="Insect meat"
 
|- id="Insect meat"
! rowspan="2" | Insect Meat<br/>[[File:InsectMeat.png|64px]]
+
! rowspan="2" | Insect Meat<br>[[File:InsectMeat.png|64px]]  
 
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat<br/>-3 mood for eating cooked insect meat
 
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat<br/>-3 mood for eating cooked insect meat
 
|-
 
|-
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.
+
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.
  
 
|- id="Marriage name"
 
|- id="Marriage name"
! rowspan="6" | Marriage Name<br/>[[File:MarriageName.png|64px]]
+
! rowspan="6" | Marriage Name <br>[[File:MarriageName.png|64px]]
 
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name
 
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name
 
|-
 
|-
Line 623: Line 605:
  
 
|- id="Female clothing"
 
|- id="Female clothing"
! rowspan=7 | Female Clothing<br/>[[File:Nudity Female.png|64px]]
+
! rowspan=7 | Female Clothing<br>[[File:Nudity_Female.png|64px]]
 
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]<br/>[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it<br/>-5 opinion for wearing clothes
 
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]<br/>[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it<br/>-5 opinion for wearing clothes
 
|-
 
|-
 
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it<br/>-4 mood for not covering groin<br/>-5 opinion for wearing clothes other than pants<br/>-10 opinion for uncovered groin
 
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it<br/>-4 mood for not covering groin<br/>-5 opinion for wearing clothes other than pants<br/>-10 opinion for uncovered groin
 
|-
 
|-
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||
+
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||  
 
|-
 
|-
 
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin<br/>-10 opinion for uncovered groin
 
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin<br/>-10 opinion for uncovered groin
Line 639: Line 621:
  
 
|- id="Male clothing"
 
|- id="Male clothing"
! rowspan=7 | Male Clothing<br/>[[File:Nudity Male.png|64px]]
+
! rowspan=7 | Male Clothing<br>[[File:Nudity_Male.png|64px]]
 
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]<br/>[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it<br/>-5 opinion for wearing clothes
 
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]<br/>[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it<br/>-5 opinion for wearing clothes
 
|-
 
|-
 
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it<br/>-4 mood for not covering groin<br/>-5 opinion for wearing clothes other than pants<br/>-10 opinion for uncovered groin
 
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it<br/>-4 mood for not covering groin<br/>-5 opinion for wearing clothes other than pants<br/>-10 opinion for uncovered groin
 
|-
 
|-
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||
+
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||  
 
|-
 
|-
 
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin<br/>-10 opinion for uncovered groin
 
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin<br/>-10 opinion for uncovered groin
Line 655: Line 637:
  
 
|- id="Organ use"
 
|- id="Organ use"
! rowspan=4 | Organ use<br/>[[File:OrganUse.png|64px]]
+
! rowspan=4 | Organ use<br>[[File:OrganUse.png|64px]]
 
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ<br/>-10 mood for organ harvested in the colony<br/>-30 mood for trading an organ<br/>-5 mood for organ traded in the colony<br/>-30 mood for installing an organ<br/>-4 mood for organ installed in the colony<br/>-30 opinion for harvesting an organ<br/>-30 opinion for trading an organ<br/>-15 opinion for installing an organ
 
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ<br/>-10 mood for organ harvested in the colony<br/>-30 mood for trading an organ<br/>-5 mood for organ traded in the colony<br/>-30 mood for installing an organ<br/>-4 mood for organ installed in the colony<br/>-30 opinion for harvesting an organ<br/>-30 opinion for trading an organ<br/>-15 opinion for installing an organ
 
|-
 
|-
Line 665: Line 647:
  
 
|- id="Physical love"
 
|- id="Physical love"
! rowspan="7" | Physical Love<br/>[[File:PhysicalLove.png|64px]]
+
! rowspan="7" | Physical Love<br>[[File:PhysicalLove.png|64px]]
 
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist
 
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist
 
|-
 
|-
Line 681: Line 663:
  
 
|- id="Research"
 
|- id="Research"
! rowspan="7"| Research<br/>[[File:Research.png|64px]]
+
! rowspan="7"| Research<br>[[File:Research.png|64px]]
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''<br/>Pawns are unwilling to research.
+
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''<br>Pawns are unwilling to research.
 
|-
 
|-
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''<br/>[[Research Speed]]: {{Bad|x0.25}}
+
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''<br>[[Research Speed]]: {{Bad|x0.25}}
 
|-
 
|-
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''<br/>[[Research Speed]]: {{Bad|x0.50}}
+
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''<br>[[Research Speed]]: {{Bad|x0.50}}
 
|-
 
|-
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''<br/>[[Research Speed]]: {{Bad|x0.75}}
+
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''<br>[[Research Speed]]: {{Bad|x0.75}}
 
|-
 
|-
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''<br/>[[Research Speed]]: '''×1.00'''
+
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''<br>[[Research Speed]]: '''×1.00'''
 
|-
 
|-
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''<br/>[[Research Speed]]: {{Good|x1.25}}
+
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''<br>[[Research Speed]]: {{Good|x1.25}}
 
|-
 
|-
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''<br/>[[Research Speed]]: {{Good|x1.50}}
+
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''<br>[[Research Speed]]: {{Good|x1.50}}
  
 
|- id="Scarification"
 
|- id="Scarification"
! rowspan="4"| Scarification<br/>[[File:Scarification.png|64px]]
+
! rowspan="4"| Scarification<br>[[File:Scarification.png|64px]]
 
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified<br/>+3 mood for having 5 scars<br/>-3 mood for having fewer than 5 scars<br/>+10 opinion for having 5 scars<br/>-5 opinion for having 1-4 scars<br/>-10 opinion for having no scars
 
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified<br/>+3 mood for having 5 scars<br/>-3 mood for having fewer than 5 scars<br/>+10 opinion for having 5 scars<br/>-5 opinion for having 1-4 scars<br/>-10 opinion for having no scars
 
|-
 
|-
Line 707: Line 689:
  
 
|- id="Skullspike"
 
|- id="Skullspike"
! rowspan="2" | Skullspike<br/>[[File:Precept skullspike.png|64px]]
+
! rowspan="2" | Skullspike<br>[[File:Precept skullspike.png|64px]]
 
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]<br/>[[#Supremacist|Supremacist]]<br/>[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 skullspikes, {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.
 
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]<br/>[[#Supremacist|Supremacist]]<br/>[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 skullspikes, {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.
 
|-
 
|-
Line 713: Line 695:
  
 
|- id="Slavery"
 
|- id="Slavery"
! rowspan="5" | Slavery<br/>[[File:Slavery.png|64px]]
+
! rowspan=5 | Slavery<br>[[File:Slavery.png|64px]]
 
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]<br/>[[#Individualist|Individualist]] || '''Prohibitions:'''<!--
 
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]<br/>[[#Individualist|Individualist]] || '''Prohibitions:'''<!--
 
--><br/>Pawns will not sell pawns into [[slavery]]<!--
 
--><br/>Pawns will not sell pawns into [[slavery]]<!--
 
--><br/>Pawns will not enslave [[prisoners]]<!--
 
--><br/>Pawns will not enslave [[prisoners]]<!--
 
--><br/>'''Mood:'''<!--
 
--><br/>'''Mood:'''<!--
--><br/>{{Thought|desc=We solve{{sic}} someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.<!--
+
--><br/>{{Thought|desc=We solve[sic] someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.<!--
 
--><br/>{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.<!--
 
--><br/>{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.<!--
 
--><br/>'''Opinion:'''<!--
 
--><br/>'''Opinion:'''<!--
Line 734: Line 716:
 
--><br/>{{--|10}} opinion for enslaving a pawn
 
--><br/>{{--|10}} opinion for enslaving a pawn
 
|-
 
|-
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]<br/>[[#Individualist|Individualist]] || '''Mood:'''<!--
+
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]<br/>[[#Individualist|Individualist]] || '''Mood:'''<!--
 
--><br/>{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.<!--
 
--><br/>{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.<!--
 
--><br/>{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}<!--
 
--><br/>{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}<!--
Line 754: Line 736:
 
--><br/>{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)<!--
 
--><br/>{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)<!--
 
--><br/>'''Opinion:'''<!--
 
--><br/>'''Opinion:'''<!--
--><br/>{{+|10}} for selling a pawn into slavery<!--
+
--><br>{{+|10}} for selling a pawn into slavery<!--
 
--><br/>{{+|10}} opinion for enslaving a pawn
 
--><br/>{{+|10}} opinion for enslaving a pawn
  
 
|- id="Women's spouses"
 
|- id="Women's spouses"
! rowspan=5 | Women's spouses<br/>[[File:SpouseCountFemale.png|64px]]
+
! rowspan=5 | Women's spouses<br>[[File:SpouseCountFemale.png|64px]]
 
| One only || Women may have one spouse only. || || ||
 
| One only || Women may have one spouse only. || || ||
 
|-
 
|-
Line 770: Line 752:
  
 
|- id="Men's spouses"
 
|- id="Men's spouses"
! rowspan=5 | Men's spouses<br/>[[File:SpouseCountMale.png|64px]]
+
! rowspan=5 | Men's spouses<br>[[File:SpouseCountMale.png|64px]]
 
| One only || Men may have one spouse only. || || ||
 
| One only || Men may have one spouse only. || || ||
 
|-
 
|-
Line 786: Line 768:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 +
|-
 
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects
 
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects
  
 
|- id="Slaughtering animals"
 
|- id="Slaughtering animals"
! rowspan="3"| Slaughtering animals<br/>[[File:AnimalSlaughter.png|64px]]
+
! rowspan="3"| Slaughtering animals<br>[[File:AnimalSlaughter.png|64px]]
 
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''<br/>Slaughter animal<br/>'''Mood:'''<br/>Someone slaughtered an animal: -4<br/>'''Opinions:'''<br/>Slaughtered animal: -10
 
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''<br/>Slaughter animal<br/>'''Mood:'''<br/>Someone slaughtered an animal: -4<br/>'''Opinions:'''<br/>Slaughtered animal: -10
 
|-
 
|-
Line 797: Line 780:
  
 
|- id="Apostasy"
 
|- id="Apostasy"
! rowspan="3"| Apostasy<br/>[[File:Apostasy.png|64px]]
+
! rowspan="3"| Apostasy<br>[[File:Apostasy.png|64px]]
 
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || '''Opinions:'''<br/>Changed ideoligion: -30<br/>Apostate: -10<br/>[[Global certainty loss factor]]: x40%
 
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]<br/>[[#Proselytizer|Proselytizer]] || '''Opinions:'''<br/>Changed ideoligion: -30<br/>Apostate: -10<br/>[[Global certainty loss factor]]: x40%
 
|-
 
|-
Line 805: Line 788:
  
 
|- id="Autonomous weapons"
 
|- id="Autonomous weapons"
! rowspan="3"| Autonomous weapons<br/>[[File:AutonomousWeapons.png|64px]]
+
! rowspan="3"| Autonomous weapons<br>[[File:AutonomousWeapons.png|64px]]
 
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets<br/>Colonists gain Mood: Automated Turret in Colony: -12
 
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets<br/>Colonists gain Mood: Automated Turret in Colony: -12
 
|-
 
|-
 
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8
 
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8
|-
+
|-  
 
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4
 
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4
  
 
|- id="Body modification"
 
|- id="Body modification"
! rowspan="3"| Body modification<br/>[[File:BodyModifications.png|64px]]
+
! rowspan="3"| Body modification<br>[[File:BodyModifications.png|64px]]
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.
+
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}
 
|-
 
|-
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.
+
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}
 
|-
 
|-
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)<br/>-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)<br/>-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}
+
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)<br/>-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)<br/>-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}  
  
 
|- id="Charity"
 
|- id="Charity"
! rowspan=3| Charity<br/>[[File:Charity.png|64px]]
+
! rowspan=3| Charity<br>[[File:Charity.png|64px]]  
 
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]<br/>Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest<ref group="Optional precepts" name="Charity quest">Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger</ref><br/>-12 mood for attacking beggars or pilgrims<br/>+4 mood for helping on a charity quest<ref group="Optional precepts" name="Charity quest"/>
 
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]<br/>Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest<ref group="Optional precepts" name="Charity quest">Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger</ref><br/>-12 mood for attacking beggars or pilgrims<br/>+4 mood for helping on a charity quest<ref group="Optional precepts" name="Charity quest"/>
 
|-
 
|-
Line 829: Line 812:
  
 
|- id="Drug use"
 
|- id="Drug use"
! rowspan=4| Drug use<br/>[[File:DrugUse.png|64px]]
+
! rowspan=4| Drug use <br>[[File:DrugUse.png|64px]]
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]<br/>[[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[drug]]<br/>{{--|15}} mood for 3 days for administering a drug<br/>-3 opinion for 5 days for using a drug<br/>-3 opinion for 5 days for administering a drug<br/>Pawns are unwilling to take drugs<br/>Pawns are unwilling to administer drugs
+
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]<br/>[[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[drug]]<br/> {{--|15}} mood for 3 days for administering a drug<br/>-3 opinion for 5 days for using a drug<br/>-3 opinion for 5 days for administering a drug<br/>Pawns are unwilling to take drugs<br/>Pawns are unwilling to administer drugs
|-
+
|-  
 
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a recreational (Non-[[Medical drugs|Medical]]) drug<br/>{{--|15}} mood for 3 days for administering a recreational drug<br/>-5 opinion for 5 days for using a recreational drug<br/>-5 opinion for 5 days for administering a recreational drug<br/>Pawns are unwilling to take recreational drugs<br/>Pawns are unwilling to administer recreational drugs
 
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a recreational (Non-[[Medical drugs|Medical]]) drug<br/>{{--|15}} mood for 3 days for administering a recreational drug<br/>-5 opinion for 5 days for using a recreational drug<br/>-5 opinion for 5 days for administering a recreational drug<br/>Pawns are unwilling to take recreational drugs<br/>Pawns are unwilling to administer recreational drugs
 +
|-
 +
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[hard drug]]<br/> {{--|15}} mood for 3 days for administering a hard drug<br/>-8 opinion for 5 days for using a hard drug<br/>-8 opinion for 5 days for administering a hard drug<br/>Pawns are unwilling to take hard drugs<br/>Pawns are unwilling to administer hard drugs
 
|-
 
|-
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[hard drug]]<br/>{{--|15}} mood for 3 days for administering a hard drug<br/>-8 opinion for 5 days for using a hard drug<br/>-8 opinion for 5 days for administering a hard drug<br/>Pawns are unwilling to take hard drugs<br/>Pawns are unwilling to administer hard drugs
+
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yield<br/>x1.5 [[drug synthesis speed]]<br/>+10% drug sell price<br/>{{+|3}} mood for having taken a drug{{Check Tag|Recreational only?|Does taking a medical drug like penox or luci count to prevent this penalty?}} within 0.75 days<br/> Linearly increasing mood penalty for not having taken drugs recently, starting at {{--|1}} after 2 days, up to {{--|10}} mood after 11 days.
|-
 
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yield<br/>x1.5 [[drug synthesis speed]]<br/>+10% drug sell price<br/>{{+|3}} mood for having taken a drug{{Check Tag|Recreational only?|Does taking a medical drug like penox or luci count to prevent this penalty?}} within 0.75 days<br/>Linearly increasing mood penalty for not having taken drugs recently, starting at {{--|1}} after 2 days, up to {{--|10}} mood after 11 days.
 
  
 
|- id="Combat in darkness"
 
|- id="Combat in darkness"
! Combat in darkness<br/>[[File:DarknessCombat.png|64px]]
+
! Combat in darkness <br>[[File:DarknessCombat.png|64px]]  
 
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || [[Weapons#Accuracy|Ranged chance to hit]] {{+|25%}} in the dark, {{--|20%}} in the light<br/>[[Melee hit chance]] {{+|10%}} in the dark, {{--|10%}} in the light<br/>[[Melee dodge chance]] {{+|10%}} in the dark, {{--|10%}} in the light
 
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || [[Weapons#Accuracy|Ranged chance to hit]] {{+|25%}} in the dark, {{--|20%}} in the light<br/>[[Melee hit chance]] {{+|10%}} in the dark, {{--|10%}} in the light<br/>[[Melee dodge chance]] {{+|10%}} in the dark, {{--|10%}} in the light
  
 
|- id="Cutting trees"
 
|- id="Cutting trees"
! rowspan=3 | Cutting trees<br/>[[File:Precept tree cutting.png|64px]]
+
! rowspan=3 | Cutting trees <br>[[File:Precept tree cutting.png|64px]]
 
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.<br/>Pawns will not cut trees<br/>-4 mood for 3 days for a tree cut<br/>-4 mood for 3 days for an uprooted tree dying<br/>-10 opinion for cutting a tree
 
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.<br/>Pawns will not cut trees<br/>-4 mood for 3 days for a tree cut<br/>-4 mood for 3 days for an uprooted tree dying<br/>-10 opinion for cutting a tree
 
|-
 
|-
Line 851: Line 834:
  
 
|- id="Killing innocent animals"
 
|- id="Killing innocent animals"
! rowspan="3" | Killing innocent animals<br/>[[File:KillingInnocentAnimals.png|64px]]
+
! rowspan="3" | Killing innocent animals<br>[[File:KillingInnocentAnimals.png|64px]]
 
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]<br/>[[#Animal personhood|Animal personhood]] || Disables hunting camps<br/>Pawns will not attack innocent animals<br/>-4 mood for 6 days if innocent animal is killed<br/>-15 opinion for killing innocent animal
 
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]<br/>[[#Animal personhood|Animal personhood]] || Disables hunting camps<br/>Pawns will not attack innocent animals<br/>-4 mood for 6 days if innocent animal is killed<br/>-15 opinion for killing innocent animal
 
|-
 
|-
Line 858: Line 841:
 
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]<br/>[[#Animal personhood|Animal personhood]] || Disables hunting camps<br/>-5 mood for killing an innocent animal<br/>-1 mood for 6 days if innocent animal is killed<br/>-5 opinion for killing innocent animal
 
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]<br/>[[#Animal personhood|Animal personhood]] || Disables hunting camps<br/>-5 mood for killing an innocent animal<br/>-1 mood for 6 days if innocent animal is killed<br/>-5 opinion for killing innocent animal
  
|- id="Lighting"
+
|-id="Lighting"
! Lighting<br/>[[File:Lighting.png|64px]]
+
! Lighting<br>[[File:Lighting.png|64px]]  
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || +4 mood with Darklight<br/>-4 mood in dim light<br/>-8 mood in bright light.<br/>No modifier for Darkness.<br/>Surgery penalty without Darklight.<br/>Disables low-[[light]] [[move speed]] penalties<br/>Disables low-[[light]] [[global work speed]] penalties
+
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || +4 mood with Darklight<br/>-4 mood in dim light<br/>-8 mood in bright light.<br/>No modifier for Darkness.<br/>Surgery penalty without Darklight.<br/> Disables low-[[light]] [[move speed]] penalties <br/> Disables low-[[light]] [[global work speed]] penalties  
  
|- id="Meat eating"
+
|-id="Meat eating"
! rowspan=6 | Meat eating<br/>[[File:MeatEating.png|64px]]
+
! rowspan=6 | Meat eating<br>[[File:MeatEating.png|64px]]
 
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]<br/>[[#Flesh purity|Flesh purity]] || Disables hunting camps<br/>-24 mood for 1 day for eating meat<br/>-15 opinion for eating meat
 
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]<br/>[[#Flesh purity|Flesh purity]] || Disables hunting camps<br/>-24 mood for 1 day for eating meat<br/>-15 opinion for eating meat
 
|-
 
|-
Line 876: Line 859:
 
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)<br/>[[#Flesh purity|Flesh purity]] || Disables farming camps<br/>-16 mood for 1 day for eating food without meat<br/>-15 opinion for eating food without meat
 
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)<br/>[[#Flesh purity|Flesh purity]] || Disables farming camps<br/>-16 mood for 1 day for eating food without meat<br/>-15 opinion for eating food without meat
  
|- id="Mining"
+
|-id="Mining"
! rowspan=3 | Mining<br/>[[File:Mining.png|64px]]
+
! rowspan=3 | Mining<br>[[File:Mining.png|64px]]
 
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]<br/>Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps<br/>Pawns will not mine<br/>-40 mood for 2 days for destroying a natural wall<br/>-4 mood for 2 days for a block mined a colony<br/>-15 opinion for mining a block
 
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]<br/>Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps<br/>Pawns will not mine<br/>-40 mood for 2 days for destroying a natural wall<br/>-4 mood for 2 days for a block mined a colony<br/>-15 opinion for mining a block
 
|-
 
|-
Line 884: Line 867:
 
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]<br/>Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps<br/>-3 mood for 2 days for mining a block<br/>-3 mood for 2 days for destroying a natural wall<br/>-1 mood for 2 days for a natural wall destroyed a colony<br/>-5 opinion for destroying a natural wall
 
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]<br/>Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps<br/>-3 mood for 2 days for mining a block<br/>-3 mood for 2 days for destroying a natural wall<br/>-1 mood for 2 days for a natural wall destroyed a colony<br/>-5 opinion for destroying a natural wall
  
|- id="Raiding"
+
|-id="Raiding"
! rowspan=2 | Raiding<br/>[[File:Raiding.png|64px]]
+
! rowspan=2 | Raiding<br>[[File:Raiding.png|64px]]
 
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''<br/>{{+|3}} mood for 5 days for participating in a raid<br/>{{+|6}} mood for a raid less than 25 days ago<br/>{{--|6}} mood for a raid more than 25 days ago<br/>'''Stats:'''<br/>[[Global work speed]] {{--|8%}}
 
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''<br/>{{+|3}} mood for 5 days for participating in a raid<br/>{{+|6}} mood for a raid less than 25 days ago<br/>{{--|6}} mood for a raid more than 25 days ago<br/>'''Stats:'''<br/>[[Global work speed]] {{--|8%}}
 
|-
 
|-
Line 891: Line 874:
  
 
|- id="Trees"
 
|- id="Trees"
! Trees<br/>[[File:Trees.png|64px]]
+
! Trees<br>[[File:Trees.png|64px]]  
 
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree Connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map<br/>Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum
 
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree Connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map<br/>Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum
  
 
|- id="Growth vats"
 
|- id="Growth vats"
! rowspan="2"| Growth vats{{BiotechIcon}}<br/>[[File:GrowthVats.png|64px]]
+
! rowspan="2"| Growth vats{{BiotechIcon}}<br>[[File:GrowthVats.png|64px]]
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''<br/>Build growth vat<br/>'''Mood:'''<br/>Growth vat in colony: {{--|3}}<br/>My child in a growth vat: {{--|8}}. Nullifying trait: [[Psychopath]]. Stack Limit: 3<br/>Child not in growth vat: {{+|1}}. Stack Limit: 3
+
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''<br/>Build growth vat<br/>'''Mood:'''<br/>Growth vat in colony: {{--|3}}<br/>My child in a growth vat: {{--|8}}. Nullifying trait: [[Psychopath]]. Stack Limit: 3 <br/>Child not in growth vat: {{+|1}}. Stack Limit: 3
 
|-
 
|-
 
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''<br/>Natural pregnancy: {{--|5}}. Minimum [[expectations]]: Moderate<br/>Child not in growth vat: {{--|2}}. Stack Limit: 3. Minimum [[expectations]]: Moderate<br/>'''Stats:'''<br/>Growth vat occupant speed: {{Good|x130%}}<br/>(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)
 
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''<br/>Natural pregnancy: {{--|5}}. Minimum [[expectations]]: Moderate<br/>Child not in growth vat: {{--|2}}. Stack Limit: 3. Minimum [[expectations]]: Moderate<br/>'''Stats:'''<br/>Growth vat occupant speed: {{Good|x130%}}<br/>(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)
  
 
|- id="Bloodfeeders"
 
|- id="Bloodfeeders"
! rowspan="2"| Bloodfeeders{{BiotechIcon}}<br/>[[File:Bloodfeeders.png|64px]]
+
! rowspan="2"| Bloodfeeders{{BiotechIcon}} <br>[[File:Bloodfeeders.png|64px]]
 
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''<!--
 
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''<!--
 
--><br/>{{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.<!--
 
--><br/>{{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.<!--
Line 915: Line 898:
 
--><br/>{{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.<!--
 
--><br/>{{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.<!--
 
--><br/>{{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.<!--
 
--><br/>{{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.<!--
--><br/>{{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.<!--
+
--><br/>{{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.<!--  
 
--><br/>'''Opinions:'''<!--
 
--><br/>'''Opinions:'''<!--
 
--><br/>{{--|40}} for being a Bloodfeeder
 
--><br/>{{--|40}} for being a Bloodfeeder
  
 
|- id="Child labor"
 
|- id="Child labor"
! rowspan="2"| Child labor{{BiotechIcon}}<br/>[[File:ChildLabor.png|64px]]
+
! rowspan="2"| Child labor{{BiotechIcon}} <br>[[File:ChildLabor.png|64px]]
 
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''<br/>Child assigned recreation: {{--|3}}. Adults only.<br/>'''Stats:'''<br/>[[Global Work Speed]]: {{+|20%}}. [[Children]] only
 
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''<br/>Child assigned recreation: {{--|3}}. Adults only.<br/>'''Stats:'''<br/>[[Global Work Speed]]: {{+|20%}}. [[Children]] only
 
|-
 
|-
Line 926: Line 909:
  
 
|- id="Mechanoid labor"
 
|- id="Mechanoid labor"
! Mechanoid labor{{BiotechIcon}}<br/>[[File:MechanoidLabor.png|64px]]
+
! Mechanoid labor{{BiotechIcon}}<br>[[File:MechanoidLabor.png|64px]]  
 
| Enhanced || Why should we work when we have machines? || || || '''Stats:'''<br/>[[Global Work Speed]]: {{--|8%}}.<br/>Mechanoid [[Global Work Speed]]: {{+|20%}}.
 
| Enhanced || Why should we work when we have machines? || || || '''Stats:'''<br/>[[Global Work Speed]]: {{--|8%}}.<br/>Mechanoid [[Global Work Speed]]: {{+|20%}}.
 
|-
 
|-
Line 939: Line 922:
  
 
|- id="Age reversal"
 
|- id="Age reversal"
! Age reversal<br/>[[File:AgeReversal.png|64px]]
+
! Age reversal<br>[[File:AgeReversal.png|64px]]  
 
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high<br/>+3 mood for 4 days after age reversal
 
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high<br/>+3 mood for 4 days after age reversal
  
 
|- id="Animal connection"
 
|- id="Animal connection"
! Animal connection<br/>[[File:Precept animal connection.png|64px]]
+
! Animal connection<br>[[File:Precept animal connection.png|64px]]  
 
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||
 
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||
 
* 2x [[Tame Animal Chance]]
 
* 2x [[Tame Animal Chance]]
Line 949: Line 932:
  
 
|- id="Biosculpting"
 
|- id="Biosculpting"
! rowspan="2" | Biosculpting<br/>[[File:Precept biosculpting.png|64px]]
+
! rowspan="2" | Biosculpting<br>[[File:Precept biosculpting.png|64px]]
 
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.
 
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.
 
|-
 
|-
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || || '''Mood:'''<br/>{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].
+
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh purity]] || '''Mood:'''<br>{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].
  
 
|- id="Blind psysense"
 
|- id="Blind psysense"
! Blind psysense<br/>[[File:BlindPsysense.png|64px]]
+
! Blind psysense<br>[[File:BlindPsysense.png|64px]]
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''<br/>[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.
+
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''<br>[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.  
  
 
|- id="Bonding"
 
|- id="Bonding"
! Bonding<br/>[[File:Bonding.png|64px]]
+
! Bonding<br>[[File:Bonding.png|64px]]  
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].
+
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].
  
 
|- id="Comfort"
 
|- id="Comfort"
! Comfort<br/>[[File:Comfort.png|64px]]
+
! Comfort<br>[[File:Comfort.png|64px]]
 
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative
 
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative
  
 
|- id="Eclipse"
 
|- id="Eclipse"
! Eclipse<br/>[[File:Precept Eclipse.png|64px]]
+
! Eclipse<br>[[File:Precept Eclipse.png|64px]]  
 
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]<br/>''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]
 
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]<br/>''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]
  
 
|- id="Gauranlen connection"
 
|- id="Gauranlen connection"
! Gauranlen connection<br/>[[File:GauranlenConnection.png|64px]]
+
! Gauranlen connection<br>[[File:GauranlenConnection.png|64px]]  
 
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''<!--
 
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''<!--
 
--><br/>{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].<!--
 
--><br/>{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].<!--
Line 979: Line 962:
 
--><br/>{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].<!--
 
--><br/>{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].<!--
 
--><br/>{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].<!--
 
--><br/>{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].<!--
--><br/>'''Stats:'''<br/>[[Pruning speed]]: {{+|25%}}
+
--><br/>'''Stats:'''<br/>[[Pruning speed]]: {{+|25%}}  
  
 
|- id="Mining yield"
 
|- id="Mining yield"
! Mining yield<br/>[[File:MiningYield.png|64px]]
+
! Mining yield<br>[[File:MiningYield.png|64px]]  
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''<br/>[[Mining yield]]: {{+|10%}}
+
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''<br>[[Mining yield]]: {{+|10%}}
  
 
|- id="Neural supercharge"
 
|- id="Neural supercharge"
! Neural supercharge<br/>[[File:NeuralSupercharger.png|64px]]
+
! Neural supercharge <br>[[File:NeuralSupercharger.png|64px]]  
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''<br/>{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.
+
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''<br>{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.  
  
 
|- id="Pain"
 
|- id="Pain"
! Pain<br/>[[File:Pain.png|64px]]
+
! Pain<br>[[File:Pain.png|64px]]
 
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]<br/>[[#Guilty|Guilty]] || '''Mood:'''<!--
 
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]<br/>[[#Guilty|Guilty]] || '''Mood:'''<!--
 
--><br/>{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}<!--
 
--><br/>{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}<!--
Line 999: Line 982:
  
 
|- id="Proselytizing"
 
|- id="Proselytizing"
! rowspan=3 | Proselytizing<br/>[[File:Proselytizing.png|64px]]
+
! rowspan=3 | Proselytizing<br>[[File:Proselytizing.png|64px]]
 
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''<!--
 
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''<!--
--><br/>Social chat [[conversion]] attempt frequency: '''×300'''<!--
+
--><br>Social chat [[conversion]] attempt frequency: '''×300'''<!--
--><br/>'''Development points:'''<!--
+
--><br>'''Development points:'''<!--
--><br/>{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
+
--><br>{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
--><br/>{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
+
--><br>{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
--><br/>{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}
+
--><br>{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}
 
|-
 
|-
 
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''<!--
 
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''<!--
--><br/>Social chat [[conversion]] attempt frequency: '''×500'''<!--
+
--><br>Social chat [[conversion]] attempt frequency: '''×500'''<!--
--><br/>'''Development points:'''<!--
+
--><br>'''Development points:'''<!--
--><br/>{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
+
--><br>{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
--><br/>{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
+
--><br>{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
--><br/>{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}
+
--><br>{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}
 
|-
 
|-
 
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''<!--
 
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''<!--
--><br/>Social chat [[conversion]] attempt frequency: '''×700'''<!--
+
--><br>Social chat [[conversion]] attempt frequency: '''×700'''<!--
--><br/>'''Development points:'''<!--
+
--><br>'''Development points:'''<!--
--><br/>{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
+
--><br>{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
--><br/>{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
+
--><br>{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}<!--
--><br/>{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}
+
--><br>{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}
  
 
|- id="Ranching"
 
|- id="Ranching"
! Ranching<br/>[[File:Ranching.png|64px]]
+
! Ranching<br>[[File:Ranching.png|64px]]
 
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''<!--
 
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''<!--
--><br/>[[Plant Work Speed]]: {{Bad|x70%}}<!--
+
--><br>[[Plant Work Speed]]: {{Bad|x70%}}<!--
--><br/>[[Tame Animal Chance]]: {{Good|x120%}}<!--
+
--><br>[[Tame Animal Chance]]: {{Good|x120%}}<!--
--><br/>[[Animal Gather Yield]]: {{Good|x120%}}<!--
+
--><br>[[Animal Gather Yield]]: {{Good|x120%}}<!--
--><br/>[[Butchery Efficiency]]: {{Good|x120%}}<!--
+
--><br>[[Butchery Efficiency]]: {{Good|x120%}}<!--
--><br/>[[Skills#Animals|Animals]] Learning Factor: {{Good|x200%}}.<!--
+
--><br>[[Skills#Animals|Animals]] Learning Factor: {{Good|x200%}}.<!--
--><br/>Animal Products Price Improvement: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.<!--
+
--><br>Animal Products Price Improvement: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.<!--
--><br/>'''Mood:'''<!--
+
--><br>'''Mood:'''<!--
--><br/>{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.<!--
+
--><br>{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.<!--  
--><br/>{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.<!--
+
--><br>{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.<!--
--><br/>'''Development points:'''<!--
+
--><br>'''Development points:'''<!--
--><br/>{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}
+
--><br>{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}
  
 
|- id="Rough living"
 
|- id="Rough living"
! Rough living<br/>[[File:RoughLiving.png|64px]]
+
! Rough living <br>[[File:RoughLiving.png|64px]]
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]<br/>[[#Pain is virtue|Pain Is Virtue]] || Nullifies:
+
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]<br/>[[#Pain is virtue|Pain Is Virtue]] || Nullifies:  
 
* "Ate without table -3"
 
* "Ate without table -3"
* "Slept outside -4"
+
* "Slept outside -4"  
* "Slept on ground -4"
+
* "Slept on ground -4"  
 
* "Soaking wet -3"
 
* "Soaking wet -3"
  
 
|- id="Slab bed"
 
|- id="Slab bed"
! Slab bed<br/>[[File:Precept Slab Bed.png|64px]]
+
! Slab bed<br>[[File:Precept Slab Bed.png|64px]]  
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.
+
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.  
  
 
|- id="Sleep accelerator"
 
|- id="Sleep accelerator"
! Sleep accelerator<br/>[[File:Precept sleep accelerator.png|64px]]
+
! Sleep accelerator<br>[[File:Precept sleep accelerator.png|64px]]  
 
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]
 
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]
  
 
|- id="Small spaces"
 
|- id="Small spaces"
! Small spaces<br/>[[File:SmallSpaces.png|64px]]
+
! Small spaces<br>[[File:SmallSpaces.png|64px]]  
 
| Don't care || There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] || Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.
 
| Don't care || There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] || Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.
  
 
|- id="Temperature"
 
|- id="Temperature"
! Temperature<br/>[[File:Precept temperature.png|64px]]
+
! Temperature<br>[[File:Precept temperature.png|64px]]  
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]<br/>[[#Pain is virtue|Pain is virtue]] || Nullifies:
+
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]<br/>[[#Pain is virtue|Pain is virtue]] || Nullifies:  
* "Slept in the cold -4"
+
* "Slept in the cold -4"  
* "Slept in the heat -4"
+
* "Slept in the heat -4"  
 
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets
 
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets
  
 
|- id="Work drive"
 
|- id="Work drive"
! Work drive<br/>[[File:Precept work drive.png|64px]]
+
! Work drive<br>[[File:Precept work drive.png|64px]]  
 
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)
 
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)
 
|}
 
|}
Line 1,073: Line 1,056:
  
 
=== General info ===
 
=== General info ===
'''Note:''' When creating an ideoligion a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with "<Role Name>".
+
'''Note:''' When creating an ideoligion a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with "<Role Name>".  
  
Some factors are consistent across all roles.
+
Some factors are consistent across all roles.  
  
* Pawns can only hold one role at a time.
+
* Pawns can only hold one role at a time.  
* All roles lose [[#Certainty|Certainty]] at 50% the normal rate.
+
* All roles lose [[#Certainty|Certainty]] at 50% the normal rate.  
* Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent {{--|4}} "''Want <Role Name> apparel''" mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the [[war mask]] and [[tribal headdress]] as apparel options, while only New Arrivals colonies can select the [[slicecap]] and [[beret]] {{RoyaltyIcon}}.
+
* Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent {{--|4}} "''Want <Role Name> apparel''" mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the [[war mask]] and [[tribal headdress]] as apparel options, while only New Arrivals colonies can select the [[slicecap]] and [[beret]] {{RoyaltyIcon}}.
  
 
Removing a role from a pawn causes a {{--|15}} "''Lost <Role Name> role''" moodlet for 10 days.{{Check Tag|Detail Needed|Does this happen when changing roles and if so, in all instances of role chances. Spec to Spec, Spec to leader, spec to Moral guide, etc.}} This does not happen when changing from a moral guide to leader.
 
Removing a role from a pawn causes a {{--|15}} "''Lost <Role Name> role''" moodlet for 10 days.{{Check Tag|Detail Needed|Does this happen when changing roles and if so, in all instances of role chances. Spec to Spec, Spec to leader, spec to Moral guide, etc.}} This does not happen when changing from a moral guide to leader.
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Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types.
 
Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types.
  
=== Leader ===
+
=== Leaders ===
 
{{Stub|section=1|reason=General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml}}
 
{{Stub|section=1|reason=General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml}}
 
[[File:Leader.png|left]]
 
[[File:Leader.png|left]]
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* [[Tribal headdress]]
 
* [[Tribal headdress]]
 
* [[Beret]]
 
* [[Beret]]
 
Leaders have [[expectations]] that are two levels higher than normal.
 
  
 
{| {{STDT| sortable text-valign:top}}
 
{| {{STDT| sortable text-valign:top}}
 
! Ability !! Ability Desc || Ability Effect
 
! Ability !! Ability Desc || Ability Effect
 
|- id="Leader speech"
 
|- id="Leader speech"
! Leader Speech<br/>[[File:LeaderSpeech.png|64px]]
+
! Leader Speech<br>[[File:LeaderSpeech.png|64px]]  
 
| A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?
 
| A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?
 
|- id="Work drive ability"
 
|- id="Work drive ability"
! Work Drive<br/>[[File:WorkDrive.png|64px]]
+
! Work Drive<br>[[File:WorkDrive.png|64px]]  
 
| Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''
 
| Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''
 
* [[Global Work Speed]] +50%
 
* [[Global Work Speed]] +50%
 
|- id="Combat command"
 
|- id="Combat command"
! Combat Command<br/>[[File:CombatCommand.png|64px]]
+
! Combat Command<br>[[File:CombatCommand.png|64px]]  
 
| Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''
 
| Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''
 
* [[Shooting Accuracy]] +3
 
* [[Shooting Accuracy]] +3
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** Effect: While in aura radius
 
** Effect: While in aura radius
 
|- id="Trial"
 
|- id="Trial"
! Trial<br/>[[File:Trial.png|64px]]
+
! Trial<br>[[File:Trial.png|64px]]  
 
| A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.
 
| A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.
 
|}
 
|}
  
=== Moral guide ===
+
=== Moral guides ===
 
{{Stub|section=1|reason=Ability details}}
 
{{Stub|section=1|reason=Ability details}}
 
[[File:MoralGuide.png|left]]
 
[[File:MoralGuide.png|left]]
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* [[Slicecap]], requires Transhumanist meme
 
* [[Slicecap]], requires Transhumanist meme
 
* [[Visage mask]]
 
* [[Visage mask]]
 
Moral guides have [[expectations]] that are two levels higher than normal.
 
 
{| {{STDT| sortable text-valign
 
  
 
{| {{STDT| sortable text-valign:top}}
 
{| {{STDT| sortable text-valign:top}}
 
! Ability !! Ability Desc || Ability Effect
 
! Ability !! Ability Desc || Ability Effect
 
|- id="Convert"
 
|- id="Convert"
! Convert<br/>[[File:Convert.png|64px]]
+
! Convert<br>[[File:Convert.png|64px]]  
 
| Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?
 
| Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?
 
|- id="Counsel"
 
|- id="Counsel"
! Counsel<br/>[[File:Counsel.png|64px]]
+
! Counsel<br>[[File:Counsel.png|64px]]  
 
| Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?
 
| Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?
 
|- id="Reassure"
 
|- id="Reassure"
! Reassure<br/>[[File:Reassure.png|64px]]
+
! Reassure<br>[[File:Reassure.png|64px]]  
 
| Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?
 
| Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?
 
|- id="Conversion ritual"
 
|- id="Conversion ritual"
! Conversion Ritual<br/>[[File:ConversionRitual.png|64px]]
+
! Conversion Ritual<br>[[File:ConversionRitual.png|64px]]  
 
| Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?
 
| Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?
 
|- id="Preach health"
 
|- id="Preach health"
! Preach Health<br/>[[File:PreachHealth.png|64px]]
+
! Preach Health<br>[[File:PreachHealth.png|64px]]  
 
| Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''
 
| Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''
* [[Immunity Gain Speed]] {{+|25%}}
+
* [[Immunity Gain Speed]] +0.25%
* [[Injury Healing Factor]] {{+|25%}}
+
* [[Injury Healing Factor]] +0.25%
 
* AoE: 1 target, touch range
 
* AoE: 1 target, touch range
 
* Cast time: 12s
 
* Cast time: 12s
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=== Specialists ===
 
=== Specialists ===
 
{| {{STDT| sortable text-valign:top}}
 
{| {{STDT| sortable text-valign:top}}
! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !! Disabled Work Types !! Ability !! Ability Description !! Ability Effect
+
|-
 +
! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability !! Ability Desc || Ability Effect
 
|- id="Shooting specialist"
 
|- id="Shooting specialist"
! Shooting Specialist<br/>[[File: SpecialistShooting.png]]
+
! Shooting Specialist<br>[[File: SpecialistShooting.png]]  
 
| A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.
 
| A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.
 
|
 
|
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* Mining
 
* Mining
 
* Constructing
 
* Constructing
! Marksman Command<br/>[[File:MarksmanCommand.png|64px]]
+
! Marksman Command<br>[[File:MarksmanCommand.png|64px]]  
 
| Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''
 
| Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''
 
* [[Shooting Accuracy]] +4
 
* [[Shooting Accuracy]] +4
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** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
|- id="Animals specialist"
 
|- id="Animals specialist"
! Animals Specialist<br/>[[File: SpecialistAnimals.png]]
+
! Animals Specialist<br>[[File: SpecialistAnimals.png]]  
 
| A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.
 
| A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.
 
|
 
|
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* Mining
 
* Mining
 
* Constructing
 
* Constructing
! Animal Calm<br/>[[File:AnimalCalm.png|64px]]
+
! Animal Calm<br>[[File:AnimalCalm.png|64px]]  
| Use unique methods of connecting with animals to calm a maddened beast. ||
+
| Use unique methods of connecting with animals to calm a maddened beast. ||  
 
* Hold animal stunned while casting, calms hostile animals if successful.
 
* Hold animal stunned while casting, calms hostile animals if successful.
 
* Casting time: 1.5s
 
* Casting time: 1.5s
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* Duration: Instantaneous
 
* Duration: Instantaneous
 
|- id="Medical specialist"
 
|- id="Medical specialist"
! Medical Specialist<br/>[[File: SpecialistMedical.png]]
+
! Medical Specialist<br>[[File: SpecialistMedical.png]]  
 
| A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.
 
| A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.
 
|
 
|
* [[Ideoligion#Flesh purity|Flesh purity]]
+
*[[Ideoligion#Flesh purity|Flesh purity]]
* [[Ideoligion#Blindsight|Blindsight]]
+
*[[Ideoligion#Blindsight|Blindsight]]
 
|
 
|
 
* [[Skills#Medical|Medical skill]] ≥ 6
 
* [[Skills#Medical|Medical skill]] ≥ 6
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|
 
|
 
* Violent
 
* Violent
! Immunity Drive<br/>[[File:ImmunityDrive.png|64px]]
+
!| Immunity Drive<br>[[File:ImmunityDrive.png|64px]]  
| Offer moral support that energizes the body, boosting someone's immunity gain for one day. || ''"This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system."''
+
| Offer moral support that energizes the body, boosting someone's immunity gain for one day. || ''"This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system."''
 
* 2x [[Immunity Gain Speed]]
 
* 2x [[Immunity Gain Speed]]
 
|- id="Melee specialist"
 
|- id="Melee specialist"
! Melee Specialist<br/>[[File: SpecialistMelee.png]]
+
! Melee Specialist<br>[[File: SpecialistMelee.png]]  
 
| A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.
 
| A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.
 
|
 
|
* [[Ideoligion#Raider|Raider]]
+
*[[Ideoligion#Raider|Raider]]
* [[Ideoligion#Supremacist|Supremacist]]
+
*[[Ideoligion#Supremacist|Supremacist]]
 
|
 
|
 
* [[Skills#Melee|Melee skill]] ≥ 6
 
* [[Skills#Melee|Melee skill]] ≥ 6
 
* Capable of:
 
* Capable of:
** Violent
+
**Violent
 
|
 
|
 
* [[Melee Hit Chance]] {{+|7}}
 
* [[Melee Hit Chance]] {{+|7}}
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* Hunting
 
* Hunting
 
* Shooting
 
* Shooting
! Berserk Trance<br/>[[File:BerserkTrance.png|64px]]
+
! Berserk Trance<br>[[File:BerserkTrance.png|64px]]  
 
| The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''"Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger."''
 
| The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''"Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger."''
 
* [[Melee Hit Chance]] +8
 
* [[Melee Hit Chance]] +8
 
* [[Melee Dodge Chance]] +8
 
* [[Melee Dodge Chance]] +8
* 0.1x [[Pain]]
+
* 0.1x [[Pain]]  
 
* Puts user in Berserk Trance mental state (Unknown effects)
 
* Puts user in Berserk Trance mental state (Unknown effects)
 
* Casting time: 1.5s
 
* Casting time: 1.5s
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* Duration: {{Ticks|7500}} or until [[Downed]]
 
* Duration: {{Ticks|7500}} or until [[Downed]]
 
|- id="Mining specialist"
 
|- id="Mining specialist"
! Mining Specialist<br/>[[File: SpecialistMining.png]]
+
! Mining Specialist<br>[[File: SpecialistMining.png]]  
| A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work.
+
| A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work.  
 
|
 
|
 
* [[Ideoligion#Darkness|Darkness]]
 
* [[Ideoligion#Darkness|Darkness]]
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* Plantwork
 
* Plantwork
 
* Constructing
 
* Constructing
! Mining Command<br/>[[File:MiningCommand.png|64px]]
+
!| Mining Command<br>[[File:MiningCommand.png|64px]]  
| Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. || ''"This person's mining speed is boosted thanks to being near someone who is using the mining command ability."'''
+
| Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''"This person's mining speed is boosted thanks to being near someone who is using the mining command ability."'''
 
* [[Mining Speed]] +40%
 
* [[Mining Speed]] +40%
 
* AoE: 9.9 tile radius aura centered on Caster
 
* AoE: 9.9 tile radius aura centered on Caster
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** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
|- id="Plants specialist"
 
|- id="Plants specialist"
! Plants Specialist<br/>[[File: SpecialistPlants.png]]
+
! Plants Specialist<br>[[File: SpecialistPlants.png]]  
 
| A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.
 
| A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.
 
|
 
|
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* Constructing
 
* Constructing
 
* Mining
 
* Mining
! Farming Command<br/>[[File:FarmingCommand.png|64px]]
+
! Farming Command<br>[[File:FarmingCommand.png|64px]]  
 
| Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''"This person's farming abilities are boosted thanks to being near someone who is using the farming command ability."'''
 
| Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''"This person's farming abilities are boosted thanks to being near someone who is using the farming command ability."'''
 
* [[Plant Work Speed]] +40%
 
* [[Plant Work Speed]] +40%
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** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
|- id="Production specialist"
 
|- id="Production specialist"
! Production Specialist<br/>[[File: SpecialistProduction.png]]
+
! Production Specialist<br>[[File: SpecialistProduction.png]]  
 
| A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.
 
| A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.
 
|
 
|
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* Plantwork
 
* Plantwork
 
* Mining
 
* Mining
! Production Command<br/>[[File:ProductionCommand.png|64px]]
+
! Production Command<br>[[File:ProductionCommand.png|64px]]  
 
| Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''"This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability."''
 
| Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''"This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability."''
 
* [[Construction Speed]] +40%
 
* [[Construction Speed]] +40%
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** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}
 
|- id="Research specialist"
 
|- id="Research specialist"
! Research Specialist<br/>[[File: SpecialistResearch.png]]
+
! Research Specialist<br>[[File: SpecialistResearch.png]]  
 
| A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.
 
| A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.
 
|
 
|
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* Plantwork
 
* Plantwork
 
* Mining
 
* Mining
! Research Command<br/>[[File:ResearchCommand.png|64px]]
+
! Research Command<br>[[File:ResearchCommand.png|64px]]  
 
| Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''"This person's research speed is boosted because they are near someone who is using the research command ability."''
 
| Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''"This person's research speed is boosted because they are near someone who is using the research command ability."''
 
* [[Research Speed]] +30%
 
* [[Research Speed]] +30%
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== Relics ==
 
== Relics ==
{{Stub|section=1|reason=Better summary with some specifics but leave predominately as link to the main page}}
+
{{Stub|section=1}}
 
{{Main|Relic}}
 
{{Main|Relic}}
 
Relics are objects revered by your ideoligion. To obtain them you need to go through a series of quests. If you take control of them, they give various boni to your colony. When placed in a [[Reliquary]], pilgrims of your Ideoreligion will visit your colony to pay reverence to the relic.
 
Relics are objects revered by your ideoligion. To obtain them you need to go through a series of quests. If you take control of them, they give various boni to your colony. When placed in a [[Reliquary]], pilgrims of your Ideoreligion will visit your colony to pay reverence to the relic.
Mood penalty for lost or destroyed
+
Mood penalty for lost or destroyed <link to mood page here>
  
 
== Buildings ==
 
== Buildings ==
{{Stub|section=1|reason=Missing significant detail, options etc.}}
+
{{Stub|section=1}}
 
Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet.
 
Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet.
  
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Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.
 
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.
  
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}
+
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.
  
 
{| class="wikitable"
 
{| class="wikitable"
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== Apparel preferences ==
 
== Apparel preferences ==
 
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}
 
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}
Some kinds{{Check Tag|Detail needed|Needs a list of what kinds can and cannot be preferred}} of [[apparel]] can be set as preferred. The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds{{Check Tag|Cap?|What's the limit?}} of apparel can be chosen.
+
Some kinds{{Check Tag|Detail needed|Needs a list of what kinds can and cannot be preferred}} of [[apparel]] can be set as preferred. The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds{{Check Tag|Cap?|What's the limit?}} of apparel can be chosen.  
  
 
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.
 
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.
  
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.
+
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game state. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.
  
 
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.
 
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.
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Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}
 
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}
  
Opinion:
+
Opinion:  
 
* Preferred xenotype: {{+|10}}
 
* Preferred xenotype: {{+|10}}
 
* Disliked xenotype: {{--|30}}
 
* Disliked xenotype: {{--|30}}
  
Mood:
+
Mood:  
 
* All preferred xenotype: {{+|2}}
 
* All preferred xenotype: {{+|2}}
 
* Some disliked xenotypes: {{--|2}}
 
* Some disliked xenotypes: {{--|2}}
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== Hair and tattoos ==
 
== Hair and tattoos ==
 +
 
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.
 
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.
  
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If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a -??{{Check Tag|Value?}} mood penalty until they do so. They can also be sent to adjust their appearance manually.
 
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a -??{{Check Tag|Value?}} mood penalty until they do so. They can also be sent to adjust their appearance manually.
  
== Version history ==
+
== Version history==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
 +
 
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.
 
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.
* [[Version/1.3.3069|1.3.3069]] -
+
* [[Version/1.3.3069|1.3.3069]] -  
 
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
 
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
 
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.
 
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.
 
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.
 
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.
 
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.
 
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.
+
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept. Fix: High life meme ideos generate with a warning about conflicting apparel.
+
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.
 
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.
 
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons.  
+
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.
 
* [[Version/1.3.3117|1.3.3117]] -  
 
* [[Version/1.3.3117|1.3.3117]] -  
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.
 
 
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
 
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
 
** Gaining, changing, or removing a role now requires a simple ritual.
 
** Gaining, changing, or removing a role now requires a simple ritual.
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* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.
 
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.
 
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.
 
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme "Flesh Purity" no longer forces the anti-biosculpting precept.
+
* [[Version/1.3.3287|1.3.3287]] - Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.  
 
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.
 
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.
 
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added preferred xenotypes.
+
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added preferred xenotypes.
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set. Fix: "Child not in growth vat" thought appears for dead children.
 
 
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. "''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''" -> ''"A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks."''
 
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. "''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''" -> ''"A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks."''
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description. Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.
 
  
 
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