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{{Stub|reason=Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}}
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{{Ideology}}
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{{Stub|reason=Rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}}
 
{{Image wanted}}
 
{{Image wanted}}
'''Rituals''' are primarily options for [[ideoligions]] {{IdeologyIcon}}, with a handful available through other DLC {{RoyaltyIcon}}{{BiotechIcon}}. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.
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'''Rituals''' are options for [[ideoligions]]. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.
  
 
== Mechanics ==
 
== Mechanics ==
{{Stub|section=1|reason=General mechanics, Quality != Success chance etc.}}
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Reward options
{{Recode|section=1|reason=Chart of Quality % vs Success Chance}}
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General mechanics
Every ritual has a Quality, expressed as a percentage, associated with it, influenced by a set of factors unique to each ritual type. Quality determines the chance of positive and negative outcomes, with some ritual effects scaling to the outcome tier and others applying only at specific tiers.
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Quality != Success chance etc.
 
 
Note that percentage is '''not''' the chance of success. 100% Quality only means that the chance of success cannot be improved further.
 
 
 
The exact relationship between quality and success chance is not known, however the following approximation has been created through testing.
 
 
 
Quality expressed as a number between 0 and 1; so 100%=1; 50%=0.5;
 
* Terrible: 1/(4+(16×Q))
 
* Boring: 3/(4+(16×Q))
 
* Fun: 3×Q/(1+(4×Q))
 
* Unforgettable: Q/(1+(4×Q))
 
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|width=400
 
|height=100
 
|xAxisTitle=Quality (%)
 
|yAxisTitle=Success Chance (%)
 
|legend=Legend
 
|type=area
 
|x=0,100
 
|y1=
 
|y1Title=Terrible
 
|y2=
 
|y2Title=Boring
 
|y3=
 
|y3Title=Fun
 
|y4=
 
|y4Title=Unforgettable
 
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-->
 
=== Ritual roles ===
 
Every ritual has one or more roles for pawns to fill - some are required for the ritual to occur, such as the gladiators in the [[Rituals#Gladiator duel|gladiator duel]], others are optional and either increase the quality of the ritual, apply the potential bonuses to the attending pawns, or both. Some ritual roles can be filled by multiple pawns at the same time, while others are limited to one pawn.
 
 
 
Some ritual roles have additional requirements, such as the pawn being of the correct ideoligion, being the correct ideoligious [[role]], not being [[downed]], or having sufficient [[capacity]].
 
 
 
Pawns can spectate any ritual, regardless of whether their ideoligion matches that of the ritual itself.
 
 
 
=== Ideoligious ritual additional rewards ===
 
{{Ideology|section=1}}
 
{{Stub|section=1|reason=Details}}
 
When creating a ritual for an ideoligion, you have the option of adding a custom additional reward. If the ritual achieves either of the two positive outcomes (fun or unforgettable, or their equivalents), the bonus reward will trigger in addition to the ritual-specific rewards.
 
 
 
None of the additional rewards can be applied to the funeral ritual. {{Check Tag|Verify}}
 
 
 
{| {{STDT| sortable text-valign:top}}
 
|-
 
! Reward !! Description !! Required Meme
 
|-
 
! '''None'''
 
| ''Adding an additional reward is optional.'' || ''Any''
 
|-
 
! '''Psyfocus recharge''' {{RoyaltyIcon}}
 
| ''The psyfocus of all participants will be recharged to full. ''
 
----
 
* The [[psyfocus]] of all participants with a [[psylink]], regardless of role, is set to 100%.
 
** There is no effect on pawns without [[psylink]].
 
| ''Any''
 
|-
 
! '''Nearby faction goodwill'''
 
| ''You will gain goodwill from the nearest faction base.''
 
----
 
* Gain [[goodwill]] from the [[faction]]{{Check Tag|Non-hostile?|What if the closest faction base is a perma-hostile faction like pirates?}} that owns the nearest [[faction base]]{{Check Tag|Verify|Check work sites & quest maps}} to the site of the ritual.{{Check Tag|Verify|E.g. If I have two colonies, can they affect different factions, if I do this on a non-colony map (e.g. ambush or site map) }}.
 
** The amount of goodwill gained depends on the quality of the ritual - {{+|10}} for Fun and {{+|20}} for Unforgettable.{{Check Tag|Verify Numbers}}
 
| ''Any''
 
|-
 
! '''Random recruit'''
 
| ''50% chance of random recruit of the same ideoligion joining your colony.''
 
----
 
* A 50% chance that a pawn of your ideoligion will join from the map edge.{{Check Tag|Detail needed|What pawnkind? What Equipment? How Soon? etc}}
 
| ''Any''
 
|-
 
! '''Discover ancient complex'''
 
| ''You will discover the location of an ancient complex nearby.''
 
----
 
* Grants an [[ancient complex]] quest.
 
* Won't trigger if you already know the location of any type of unexplored complex.{{Check Tag|All types?|Including relic hunt. Not sure about random quest ones.}} The ritual window will warn you if that is the case.
 
| ''Any''
 
|-
 
! '''Farm animals wander in'''
 
| ''A group of farm animals will be attracted and join the colony.''
 
----
 
* A group{{Check Tag|How many?|Ideally include range}} of tamed farm animals{{Check Tag|Which animals?|Which animals are included?}} will join from the map edge.
 
|
 
* [[Rancher]]
 
* [[Animal personhood]]
 
* [[Nature primacy]]
 
|-
 
! '''Gauranlen pod sprout'''
 
| ''A [[Gauranlen pod]] will sprout at a random location on the map, if it can.''
 
----
 
* Cannot spawn in extreme biomes.{{Check Tag|Detail Needed|Where? What radius? When? Etc}}
 
|
 
* [[Tree connection]]
 
* [[Nature primacy]]
 
|-
 
! '''Insect jelly'''
 
| ''Insect jelly deposits will be deposited from underground.''
 
----
 
* The amount of [[insect jelly]] received depends on the quality of the ritual - 26 for Fun and 40 for Unforgettable.{{Check Tag|Verify Numbers}}
 
* {{Check Tag|Detail Needed|Where? What radius? When? Etc}}
 
* Note: The [[Insectoid]] faction must be enabled.
 
|
 
* [[Tunneler (meme)|Tunneler]]
 
|}
 
  
 
== Overview table ==
 
== Overview table ==
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=== Smokeleaf circle ===
 
=== Smokeleaf circle ===
The ritual indirectly results in your colonists getting the [[Smokeleaf joint#Stoned on smokeleaf|stoned on smokeleaf]] condition, which applies to them for approximately 18 hours. This results in a -30% consciousness debuff, making participants slow and ineffective workers or combatants. An unforgettable festival gives only a +8 mood buff (plus a short-lived mood buff from Stoned on Smokeleaf), so it is less effective for mood than dance or drum festivals. Furthermore, costing {{Icon small|Smokeleaf leaves}} 150, the [[Burnbong]] is the equivalent of 37.5 smokeleaf joints.
 
  
 
=== Cannibal feast ===
 
=== Cannibal feast ===
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=== Blinding ceremony ===
 
=== Blinding ceremony ===
This ritual causes significant pain, enough to incapacitate a Wimp. If the target gets incapacitated by the painshock, the ritual will be canceled. Giving a Wimp target go-juice before the ritual will prevent painshock and allow the ritual to proceed.
 
  
 
=== Animal sacrifice ===
 
=== Animal sacrifice ===
Animal sacrifice does not cause the violent death penalty for butchering, and is thus an alternative to slaughtering.
 
  
 
=== Gladiator duel ===
 
=== Gladiator duel ===
 
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:
 
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:
 
* Give the fighters [[go-juice]] or [[yayo]]. Getting downed by pain shock will end the ritual with a lower score.  
 
* Give the fighters [[go-juice]] or [[yayo]]. Getting downed by pain shock will end the ritual with a lower score.  
* Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a {{+|20%}} ''Weapon used'' quality bonus even if nobody dies. Note that duelists must have a [[manipulation]] [[capacity]] greater than 0% to pick up a weapon. [[Body part weapons]] do not count for this bonus.  
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* Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a {{+|20%}} ''Weapon used'' quality bonus even if nobody dies.
 
* Choose one fighter with a high and the other with a low [[Melee]] skill to give the first one an advantage.
 
* Choose one fighter with a high and the other with a low [[Melee]] skill to give the first one an advantage.
 
* Remove '''one''' of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.
 
* Remove '''one''' of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.
  
 
Strip both gladiators before battle to prevent any clothes becoming [[tainted]] when they die.
 
Strip both gladiators before battle to prevent any clothes becoming [[tainted]] when they die.
 
As adding the [[Ideoligion#Raider|Raider]] or [[Supremacist]] memes to an ideoligion automatically adds the Gladiator Duel ritual, it can be used to exceed the normal limit of 6 rituals. Simply have 6 non-gladiator duel rituals already enabled, and add the relevant meme either at creation or using a fluid ideoligion. Note that if you remove a ritual at any time, you will have to restart the process as it will still attempt to impose the 6 ritual limit.
 
 
[[Wild man|Wild men]] cannot be used in gladiator duels, even if imprisoned.
 
 
[[Child]]{{BiotechIcon}} [[slave]]s cannot be used, nor can child [[prisoner]]s.
 
  
 
=== Prisoner execution ===
 
=== Prisoner execution ===
Execute a prisoner. Increases the suppression of [[slaves]]
 
  
 
=== Trial ===
 
=== Trial ===
  
 
=== Conversion ritual ===
 
=== Conversion ritual ===
Reduce a pawns [[certainty]], or outright convert a pawn to your ideoligion.
 
  
 
=== Tree connection ===
 
=== Tree connection ===
 
== Version history ==
 
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into rituals.
 
* [[Version/1.3.3067|1.3.3067]] - Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead. Fix: Typo on anima tree linking ritual.
 
* [[Version/1.3.3101|1.3.3101]] - Fix: [[Wild man|Wild person]] can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.  Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.
 
* [[Version/1.3.3117|1.3.3117]] - Ritual setup dialog now says what ideoligion the ritual comes from. Fix: Ritual timings are 1 day off. Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
 
* [[Version/1.3.3200|1.3.3200]] - Fix: Blood from scarification is from cutter, not cuttee. Fix: Psyfocus ritual reward does not recharge psyfocus to max.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Ritual spectators will stand on beds or in doorways.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Prisoners can refuse to attend their own execution due to temperature in the ritual area.
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Duels continue indefinitely if the duelists don't have beds.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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