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== Beauty == | == Beauty == | ||
− | {{Stub | + | {{Stub|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important.}} |
{{Main|Beauty (Pawn)}} | {{Main|Beauty (Pawn)}} | ||
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay. | All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay. | ||
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== Random Social Interactions == | == Random Social Interactions == | ||
+ | === Interactions === | ||
Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. | Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
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| 0.66 | | 0.66 | ||
| 10 | | 10 | ||
− | | | + | | Psychopath |
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| 15 | | 15 | ||
| 10* | | 10* | ||
− | | | + | | Psychopath |
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| 10* | | 10* | ||
| None | | None | ||
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** = Creates a thought that affects the mood | ** = Creates a thought that affects the mood | ||
− | === Chitchat === | + | ==== Chitchat ==== |
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait. | The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait. | ||
− | === Deep | + | ==== Deep Talk ==== |
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait. | A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait. | ||
− | === Insulted === | + | ==== Insulted ==== |
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet. | This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet. | ||
− | === Slighted === | + | ==== Slighted ==== |
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet. | This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet. | ||
− | == | + | ==== Social Fights ==== |
− | + | Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as bloodlust and a pawn's current level of inebriation. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after {{Ticks|420}}, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights. | |
− | === | ||
− | Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as | ||
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<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| sortable c_07 text-center}} | {| {{STDT| sortable c_07 text-center}} | ||
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|- | |- | ||
− | ! Father/Mother/Son/Daughter | + | ! Father/Mother/Son/Daughter |
| 30 | | 30 | ||
| -80 | | -80 | ||
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|} | |} | ||
</li><div> | </li><div> | ||
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== Non-Intimate Relations == | == Non-Intimate Relations == | ||
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival. | There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival. | ||
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== Romance == | == Romance == | ||
− | + | === Base Opinions === | |
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− | === Base | ||
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other. | Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other. | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
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</li><div> | </li><div> | ||
==== Lovers ==== | ==== Lovers ==== | ||
− | Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married. | + | Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married. |
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==== Fiancés/Fiancées ==== | ==== Fiancés/Fiancées ==== | ||
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses. | After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses. | ||
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==== Ex-Spouses ==== | ==== Ex-Spouses ==== | ||
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person. | Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person. | ||
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==== Romantic Social Interactions ==== | ==== Romantic Social Interactions ==== | ||
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** = Creates a thought that affects the mood | ** = Creates a thought that affects the mood | ||
=== Lovin' === | === Lovin' === | ||
− | {{ | + | {{Stub|section=1|reason=General stub also investigate JobDriver_Lovin }} |
− | Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving | + | Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving or bleeding, the pawns are in bed, et cetera). Both partners evaluate their mean-time-between seperately and is adjusted by the following: |
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− | * [[Pain]]: | + | * [[Pain]]: mean-time-between is multiplied by 1/(1-pain). |
− | * [[Consciousness]]: | + | * [[Consciousness]]: increases mean-time-between when lower than 50%. |
− | * | + | * Age: up to age 14, 0%, age 16 to 25, 100%, age 80, 20%. |
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− | + | {| class="wikitable" | |
− | + | |- | |
− | + | ! Chance of Lovin' by Age | |
− | + | |- | |
− | + | | {{GraphChart|width=200|height=200|xAxisTitle=Age|yAxisTitle=Chance of Lovin'|type=line|x=0, 14, 16, 25, 80, 100|y=0, 0, 1, 1, 0.2, 0.2|yType=number|yAxisMax=1|xAxisMax=100|linewidth=1|colors=black|legend=|y1Title=Curve}} | |
− | + | |} | |
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=== Affairs === | === Affairs === | ||
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer. | If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer. | ||
− | This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse | + | This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. |
==Misc actions== | ==Misc actions== | ||
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Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony. | Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony. | ||
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! Thought name | ! Thought name | ||
! Opinion | ! Opinion | ||
− | ! | + | ! Max cumulated opinion or stack limit per pawn |
! Nullifying traits | ! Nullifying traits | ||
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! Botched my surgery | ! Botched my surgery | ||
| -20* | | -20* | ||
− | | 5 | + | | 5 |
| None | | None | ||
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! Rescued me | ! Rescued me | ||
| 15 | | 15 | ||
− | | 3 | + | | 3* |
| None | | None | ||
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| 2* | | 2* | ||
| None | | None | ||
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|} | |} | ||
</li><div> | </li><div> | ||
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== Version history == | == Version history == | ||
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc. | * [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc. | ||
− | * [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage | + | * [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage |
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[[Category:Characters]] | [[Category:Characters]] |