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Pick fluid if you don't need specific memes immediately. Pick static if you do.
 
Pick fluid if you don't need specific memes immediately. Pick static if you do.
  
Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aforementioned Tunneler, can make starting out a bit harder.
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Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aformentioned Tunneler, can make starting out a bit harder.
  
Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. You can take Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.
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Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. Combine with Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.
  
 
With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select "Execute" in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.
 
With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select "Execute" in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.
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The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept.  
 
The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept.  
  
Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides -  while stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance.  
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Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides and stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance.  
  
 
Even though both combat roles remove the ability for most skilled labor, they can still: clean & haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:
 
Even though both combat roles remove the ability for most skilled labor, they can still: clean & haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:
 
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.
 
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.
# Marksman command affects everybody in range, while berserk trance is a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.
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# Marksman command affects everybody in range, as opposed to berserk trance being a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.
  
 
The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).
 
The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).
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The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial "Crafting" tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].  
 
The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial "Crafting" tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].  
  
Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality for just about every item is worth 1-2 colonists being unable to do dumb labor.
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Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality is worth 1-2 colonists being unable to do dumb labor.
  
 
Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.
 
Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.
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* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat.  
 
* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat.  
 
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.
 
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.
In addition, you get access to skullspikes and Corpses: Don't Care, if you didn't get them from supremacist.  
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In addition, you get access to skullspikes and Corpses: Don't Care.  
  
 
At 2 main downsides:
 
At 2 main downsides:
 
* Scarification. Each scar increases pain by +4%, reducing a pawn's "health" before [[downed|Pain Shock]]. Extreme scarification causes enough pain to reduce Consciousness by -4%, reducing just about everything a colonist can do. The Scarification ritual also takes a ritual slot. This ritual can only be done if a colonist is not scarified enough.
 
* Scarification. Each scar increases pain by +4%, reducing a pawn's "health" before [[downed|Pain Shock]]. Extreme scarification causes enough pain to reduce Consciousness by -4%, reducing just about everything a colonist can do. The Scarification ritual also takes a ritual slot. This ritual can only be done if a colonist is not scarified enough.
* No comfort. No +10 mood for luxuriantly comfortable. The +2 mood from [[slab bed]]s helps, but doesn't make up once you can afford to make colonists comfortable.
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* No comfort. No +10 mood for luxuriantly comfortable. The +2 mood from [[slab bed]]s help, but doesn't make up once you can afford to make colonists comfortable.
  
 
Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the "death spiral") when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist.  
 
Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the "death spiral") when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist.  
  
Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.
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:Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.
  
 
=== Tunneler ===
 
=== Tunneler ===
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[[File:High life.png|64px]]High life forces drugs to be essential. This can be easily mitigated, and this meme gives access to some possibly useful perks.
 
[[File:High life.png|64px]]High life forces drugs to be essential. This can be easily mitigated, and this meme gives access to some possibly useful perks.
  
[[Beer]] is a great way to satisfy the drug itch - it is considered a drug like any other. An adult can drink 1 beer per day without ever getting addicted. In addition to the mood & recreation from the beer itself, High Life gives a +3 moodlet for 0.75 days while avoiding the penalty for ''not'' using drugs. With only 1 drink, beer only gives -2% Manipulation. A beer a day can be combined with [[psychite tea]] every 2 days; tea decreases how much colonists need to rest for no statistical penalty.  
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[[Beer]] is a great way to satisfy the drug itch - it is considered a drug like any other. An adult can drink 1 beer per day without ever getting addicted. Other than the mood & recreation from the beer itself, High Life gives a +3 moodlet for 0.75 days while avoiding the penalty for ''not'' using drugs. With only 1 drink, beer only gives -2% Manipulation. A beer a day can be combined with [[psychite tea]] every 2 days; tea decreases how much colonists need to rest for no statistical penalty.  
 
*'''Safe dose intervals listed only apply for adults. People under 18 will need longer intervals.''' (If using the [[Biotech DLC]], you can see relevant intervals for any age if you highlight over the "Safe Dose Interval for Adults" stat in the drug's info screen)
 
*'''Safe dose intervals listed only apply for adults. People under 18 will need longer intervals.''' (If using the [[Biotech DLC]], you can see relevant intervals for any age if you highlight over the "Safe Dose Interval for Adults" stat in the drug's info screen)
  
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[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.
 
[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.
  
Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. With access to [[Anomaly]] content, the Chronophagy Ritual also satisfies the requirement, though there is no mood buff, and a mood malus is inflicted for performing the ritual.
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Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter.
  
 
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.
 
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.
 
=== Inhuman ===
 
[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.
 
 
The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, gives strong pain resistance, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.
 
 
Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.
 
 
For many colonies, inhumanization would be a net positive even without the constant +8 moodlet. The presence of the latter elevates it to an extremely powerful precept that should be considered for every playthrough.
 
 
There remains the question of whether to take just the inhumanization precept, or the whole Inhuman meme. The latter option grants access to Corpses: Don't Care and Eating Nutrient Paste: Don't Mind, which normally require Pain is Virtue or Supremacist and Transhumanist respectively, all good memes but not necessarily present in any given playthrough. The only real drawback of the Inhuman meme itself is that Execution must be set to Respected if Guilty, whereas fluid ideoligions might prefer Required for easier development point generation.
 
  
 
== Other memes ==
 
== Other memes ==
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'''Good with notable downsides:'''<br>
 
'''Good with notable downsides:'''<br>
 
Has some benefit... with some downside. Some memes have bigger downsides than others.
 
Has some benefit... with some downside. Some memes have bigger downsides than others.
*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - if you take Blindsight, many starting colonists / ritual-induced wanderers ''will be fully blind''.  
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*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - many starting colonists / ritual-induced wanderers ''will be fully blind''.  
 
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}}  
 
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}}  
 
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while.
 
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while.
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'''Not required for their precepts:'''<br>
 
'''Not required for their precepts:'''<br>
 
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.
 
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.
*'''Inhuman:''' Taking just the Inhumanization precept is a very strong option, but the whole meme is still worth considering. See [[#Inhuman]].
 
 
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.
 
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.
 
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.
 
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.
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*'''Nature Primacy:''' While nature primacy's associated precepts all restrict your options (with 0 upside), you don't actually ''need'' to keep any nature-preserving precept. Therefore, a min-maxed nature primacy just gives you Plants Specialist. Incompatible with human primacy.
 
*'''Nature Primacy:''' While nature primacy's associated precepts all restrict your options (with 0 upside), you don't actually ''need'' to keep any nature-preserving precept. Therefore, a min-maxed nature primacy just gives you Plants Specialist. Incompatible with human primacy.
 
*'''Nudist:''' No armor means that pawns are liable to severe injury and death. (Plus, you can require nudism without the meme)
 
*'''Nudist:''' No armor means that pawns are liable to severe injury and death. (Plus, you can require nudism without the meme)
*'''Bloodfeeding:'''{{BiotechIcon}} You can obtain all the bloodfeeding related precepts, including Bloodfeeders: Revered, with a base ideoligion. The only benefit is that starting with Bloodfeeders gives access to the Deathrest research immediately. This also means that Tribal starts with this meme will begin with Electricity.
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*'''Bloodfeeding:'''{{BiotechIcon}} You can obtain all the bloodfeeding related precepts, including Bloodfeeders: Revered, with a base ideoligion. The only benefit is that starting with Bloodfeeders gives access to the Deathrest research immediately.
  
  
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*'''Raider:''' Raiding precepts give a -8% / -16% to global work speed, making colonists less effective at almost everything. Raiding can give a strong mood buff, but gives a strong mood penalty if you can't raid. Plus, each raid will force colonists out of your colony for a few days. As mentioned, supremacist gives access to everything raider has.
 
*'''Raider:''' Raiding precepts give a -8% / -16% to global work speed, making colonists less effective at almost everything. Raiding can give a strong mood buff, but gives a strong mood penalty if you can't raid. Plus, each raid will force colonists out of your colony for a few days. As mentioned, supremacist gives access to everything raider has.
 
*'''Rancher:''' Mood hit for sowing non-hay plants (min: Low expectations), but makes it easier to tame animals, and gives access to Animals Specialist. Plants are more consistent than animals
 
*'''Rancher:''' Mood hit for sowing non-hay plants (min: Low expectations), but makes it easier to tame animals, and gives access to Animals Specialist. Plants are more consistent than animals
*'''Tree Connection:''' Wood is valuable at many stages of the game, and cutting down trees is often the easiest way to get wood. If/when you don't need to cut down trees, then the Amazing Tree and lots of trees mood buffs can be a net positive. Gauranlen tree connection is notable, but pruning still takes lots of time away from colonists. It is rarely worth it because it is ''so'' much time. Possibly good with Fluid Ideology once you are wood independent.
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*'''Tree Connection:''' Wood is valuable at many stages of the game, and cutting down trees is often the easiest way to get wood. If/when you don't need to cut down trees, then the Amazing Tree and lots of trees mood buffs can a net positive. Gauranlen tree connection is notable, but pruning still takes lots of time away from colonists. It is rarely worth it because it is ''so'' much time. Possibly good with Fluid Ideology once you are wood independent.
  
 
== Precepts ==
 
== Precepts ==
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*'''Skullspike: Desired'''
 
*'''Skullspike: Desired'''
 
*'''Physical Love: Free and Approved'''
 
*'''Physical Love: Free and Approved'''
*'''Research: Very Fast''' - Note this doesn't just affect [[research]]ing but also scanning speed with the [[ground-penetrating scanner]] and [[Long-range mineral scanner]].
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*'''Research: Very Fast'''
  
 
'''Optional precepts:'''
 
'''Optional precepts:'''
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|-
 
|-
 
|'''Combat in Darkness:<br>Darklight Preferred:'''<br>Take if in darkness
 
|'''Combat in Darkness:<br>Darklight Preferred:'''<br>Take if in darkness
||Both precepts can be incredibly good in the right setup. Combat is a ''very'' large accuracy buff.  The +25% shooting accuracy is ''added'' (not multiplied) after all other accuracy factors are met, turning a "true" 28% shot to a 53% shot, and so on. Darklight is +4 mood with a darklight, while negating work/movement/mood penalties in regular darkness. Tunneler ideoligions can live underground and in darklight indefinitely. However, in the light, you will be less accurate and have a mood debuff.
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||Both precepts can be incredibly good in the right setup. Combat is a ''very'' large accuracy buff.  The +25% shooting accuracy is ''added'' (not multiplied) after all other accuracy factors are met, turning a "true" 28% shot to a 53% shot, and so on. Darklight is +4 mood with a darklight, while negating work/movement/mood penalties in regular darkness. Tunneler ideoligions can live underground and in darklight indefintely. However, in the light, you will be less accurate and have a mood debuff.
  
 
Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.
 
Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.
  
'''N.B.''' For the combat precept: if the sun is out and the area is considered "outside", then it does count as "lit" for combat, no matter how bright/dark the area is. Darklights are counted as "dark" for combat purposes. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.
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'''N.B.''' For the combat precept: if the sun is out and the area is considered "outside", then it does count as "lit" for combat, no matter how bright/dark the area is. Darklights do not penalize combat. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.
 
|-
 
|-
 
|'''Body Modification: None or Approved'''
 
|'''Body Modification: None or Approved'''
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||The usual strategy is to [[growth vat]] from embryo to 3 years, then (optionally) from 13 to 18. Naturally raising children from 3-13 results in very powerful pawns, and the growth vat speeds everything else up.
 
||The usual strategy is to [[growth vat]] from embryo to 3 years, then (optionally) from 13 to 18. Naturally raising children from 3-13 results in very powerful pawns, and the growth vat speeds everything else up.
  
Vats: Essential only applies when a child can believe in the ideoligion, e.g., when they are 3 or older. Thus, this precept demands full vat growth  - children grown this way have 0 passions, few skills, and 3 random traits. Faster kid growth speed could be useful late game, as the power of [[xenogerm]] editing makes up for reduced pawn quality.
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Vats: Essential only applies when a child can believe in the ideoligion, e.g., when they are 3 or older. This precept demands full vat growth  - children grown this way have 0 passions, few skills, and 3 random traits. Faster kid growth speed could be useful late game, with the power of [[xenogerm]] editing.
  
 
Vats: Prohibited makes children grow slower - 45 days slower for the entire embryo to 3 process - for a +1 mood buff just to the parent.
 
Vats: Prohibited makes children grow slower - 45 days slower for the entire embryo to 3 process - for a +1 mood buff just to the parent.
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== Style ==
 
== Style ==
 
If Diversity of Thought is neutral or any form of bigoted, then any combination of Techist, Totemic, and Rustic is the optimal style.
 
If Diversity of Thought is neutral or any form of bigoted, then any combination of Techist, Totemic, and Rustic is the optimal style.
* Techist gives you access to styled [[autodoor]]s and [[shelf|shelves]], being the only style to do so. It also provides [[hex tile]], a research-less, nonflammable [[fine floor]]{{RoyaltyIcon}} made out of [[steel]], though it shares this advantage with Spikecore.
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* Techist gives you access to styled [[autodoor]]s and [[shelf|shelves]], being the only style to do so. It also provides [[hex tiles]], a research-less, nonflammable [[fine floor]]{{RoyaltyIcon}} made out of [[steel]], though it shares this advantage with Spikecore.
 
* Totemic gives styles to every building that techist does not have a style for. It also gives access to [[totemic slab (medium)]], a wood-based way to get style on the floor, and [[totemic boards]], a research-less but flammable [[fine floor]]{{RoyaltyIcon}} made out of wood.
 
* Totemic gives styles to every building that techist does not have a style for. It also gives access to [[totemic slab (medium)]], a wood-based way to get style on the floor, and [[totemic boards]], a research-less but flammable [[fine floor]]{{RoyaltyIcon}} made out of wood.
 
* Rustic gives [[Rustic rug (medium)]], which is a [[cloth]]-based way to get style. Inferior to totemic slabs if wood is available, but still an optimal style to pick.
 
* Rustic gives [[Rustic rug (medium)]], which is a [[cloth]]-based way to get style. Inferior to totemic slabs if wood is available, but still an optimal style to pick.
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== Buildings ==
 
== Buildings ==
[[Pew]] and [[small altar]] / [[ideogram]] tend to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow / before you get leather. Small altars are the cheapest altar, costing 50 wood/stone/steel. Ideograms cost 50 steel, but do not take up space.
+
[[Pew]] and [[ideogram]] / [[medium altar]] tends to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow. Ideograms cost 50 steel, do not take up space, and ritual room requirements only apply at high [[expectations]] (180k wealth). Small altars cost 50 wood/stone/steel, but is activated at moderate expectations (80k wealth). Medium altars cost 100 wood/stone/steel and also have high expectations.
  
 
== Weapons ==
 
== Weapons ==
 
Personal weapon preferences can change a lot depending on playstyle, difficulty, and base layout, so here are some notes:
 
Personal weapon preferences can change a lot depending on playstyle, difficulty, and base layout, so here are some notes:
  
*'''Ranged / Melee''' - Ideally take neither, unless you want to add some challenge. Both ranged and melee have a role for the entire game. Either is viable if you do want that challenge, but pro-ranged is a much easier option. In the late game, when you have [[killbox]]es and enough firepower, Ranged only is entirely viable.
+
*'''Ranged / Melee''' - Ideally take neither, unless you want to add some challenge. Both ranged and melee have a role for the entire game. Either is viable if you do want that challenge, but pro-ranged is typically the easier option.
 
* '''Long shots / Short shots''' - In a mountain base, Short Shots is clearly preferred. Sieges are nowhere near the same threat level, negating one of the better niches of the Long Shots. Meanwhile,  [[chain shotgun]]s and the like are very useful against [[infestation]]s. Overall, "Long Shots" only covers 2 weapons. They both are useful, but niche outside of kiting builds.
 
* '''Long shots / Short shots''' - In a mountain base, Short Shots is clearly preferred. Sieges are nowhere near the same threat level, negating one of the better niches of the Long Shots. Meanwhile,  [[chain shotgun]]s and the like are very useful against [[infestation]]s. Overall, "Long Shots" only covers 2 weapons. They both are useful, but niche outside of kiting builds.
 
* '''Melee piercer / Melee blunt''' - It is very easy to rely on one side of melee or the other, unless you get lucky with [[persona weapons]]{{RoyaltyIcon}}.
 
* '''Melee piercer / Melee blunt''' - It is very easy to rely on one side of melee or the other, unless you get lucky with [[persona weapons]]{{RoyaltyIcon}}.
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== Relics ==
 
== Relics ==
If you don't have the [[Royalty DLC]], just pick 3 [[charge rifle]]s. Even with this DLC, charge rifles have their merit.
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If you don't have the [[Royalty DLC]], just pick 3 [[charge rifle]]s.  
  
With Royalty, relics give you the only 100% reliable way to get legendary [[persona weapon]]s, while legendary charge rifles can be crafted. [[Persona monosword]]s{{RoyaltyIcon}} are the best melee weapons in the game for pawns without the [[Genes#Strong melee damage|Strong Melee Damage]] gene,{{BiotechIcon}} with [[persona zeushammer]]s{{RoyaltyIcon}} coming in second and offering some other flexibility with their [[EMP]] damage. With the gene, zeushammers are better against humans regardless of armor, and the monosword is better against high health scale enemies like [[centipede]]s. This is because:
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With Royalty, relics give you the only 100% reliable way to get legendary [[persona weapon]]s, while legendary charge rifles can be crafted. [[Persona monosword]]s{{RoyaltyIcon}} are the best melee weapons in the game for pawns without the [[Genes#Strong melee damage|Strong Melee Damage]] gene,{{BiotechIcon}} with [[persona zeushammer]]s{{RoyaltyIcon}} coming in second and offering some other flexibility with their [[EMP]] damage. With the gene, Zeushammers are better against humans regardless of armor, and the monosword against high health scale enemies like [[centipede]]s. This is because:
 
# [[Damage Types#Blunt|Blunt]] overkill mechanics make sure damage isn't wasted and a legendary zeushammer can one-shot a torso; and
 
# [[Damage Types#Blunt|Blunt]] overkill mechanics make sure damage isn't wasted and a legendary zeushammer can one-shot a torso; and
# High health enemies tend to die from total damage over part destruction, and [[persona monosword]]s have higher base {{DPS}} as well as additional damage from the [[Damage Types#Cut|Cut]] damage type's cleaving ability.
+
# High health enemies tend to die from total damage over part destruction, and [[persona monosword]]s have higher base {{DPS}} as well as additional damage from the [[Damage Types#Cut|Cut]] damage types cleaving ability.
  
 
If you picked Ranged Heavy with a static ideoligion, then Minigun / Heavy SMG / Assault Rifle may be preferred.
 
If you picked Ranged Heavy with a static ideoligion, then Minigun / Heavy SMG / Assault Rifle may be preferred.
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== Preferred xenotypes ==
 
== Preferred xenotypes ==
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three preferred xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.
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Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three prefered xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.
  
Generally, it isn't a great idea to set preferred xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.
+
Generally, it isn't a great idea to set prefered xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.
  
However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered "rivals". Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Preferred xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.
+
However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered "rivals". Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Prefered xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.
  
 
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.
 
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.
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== Other factions ==
 
== Other factions ==
{{stub|section=1|reason=You can give other ideos roles to superscede the limitation on 2 types/ideo. Similarly building servant ideos - e.g. high life for drug production bonuses}}
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If you're playing with the [[empire]]{{RoyaltyIcon}}, make sure to turn any Drug restrictions off. If you ever want to host a royal, then having access to mood-regulating drugs is incredibly helpful. With [[Biotech DLC]], the empire often hosts [[hussar]]s - with any of the drug precepts, they'll hate ingesting the [[go-juice]] they need to survive.
If you're playing with the [[Empire]]{{RoyaltyIcon}}, make sure to edit their ideoligion and turn any Drug restrictions off. If you ever want to host a royal, then having access to mood-regulating drugs is incredibly helpful. With [[Biotech DLC]], the Empire also requires hosting [[hussar]]s - with any of the anti-drug precepts, they'll take a mood penalty for ingesting the [[go-juice]] they need to survive.
 
  
 
Min-maxing other's ideoligions is completely unnecessary and time consuming. But regardless, here are some pointers:
 
Min-maxing other's ideoligions is completely unnecessary and time consuming. But regardless, here are some pointers:

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