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| description = A multiplier on how much other people are affected by this person's social interactions.}}
 
| description = A multiplier on how much other people are affected by this person's social interactions.}}
  
Social impact affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, as well as the outcome of three [[Rituals]]: the [[Ideoligion#Leaders|Leader's]] Leader Speech {{IdeologyIcon}}, the [[Ideoligion#Moral_guides|Moral Guide's]] Conversion Ritual {{IdeologyIcon}}, and the [[Titles#Table_of_Requirements|Praetor's]] (or higher) Throne Speech {{RoyaltyIcon}}. Protective gear can be swapped for social gear before a ritual to improve the likelihood of a good outcome.
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Social impact affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, as well as the success chance of [[Titles#Speeches|Speeches]] {{RoyaltyIcon}}. Protective gear can be swapped for social gear before a speech to gain a higher success chance.
  
* It does '''NOT''' directly affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]]  
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It does '''NOT''' affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]], nor does it affect [[prisoner]] recruitment beyond slightly hastening how quickly the prisoners like the warden, as that recruitment is dependent on [[Negotiation Ability]].
* It does '''NOT''' directly affect [[prisoner]] recruitment beyond slightly hastening how quickly the prisoners like the warden, as recruitment is dependent on [[Negotiation Ability]].
 
* It does '''NOT''' directly affect peace talks, as those are dependent on [[Negotiation Ability]].
 
* It does '''NOT''' directly affect the [[Ideoligion#Moral_guides|Moral Guide's]] Convert ability, as that is dependent on [[Negotiation Ability]] {{IdeologyIcon}}{{Check Tag|Verify|Convert uses negotiation ability, while Conversion Ritual uses social impact?}}.
 
 
 
A pawn with a high social impact will probably also score high in the other stats, as all four stats factor in a pawn's [[Skills#Social|Social]] skill, [[Talking]] and [[Hearing]] capabilities. However, when looking for the best pawn to perform a given task it is best to check the relevant stat specifically, as there are some factors which only affect a single stat. For example, a [[top hat]] will not help with trade prices.
 
  
 
== Factors ==
 
== Factors ==
=== Base factors ===
 
 
* [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level.
 
* [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level.
 
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]]
 
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]]
 
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]]
 
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]]
  
=== Offsets ===
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== Offsets ==
 
*Equipment:
 
*Equipment:
**[[Bowler hat]]: {{+|15%}}
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**[[Bowler hat]]: +15%
**[[Cowboy hat]]: {{+|10%}}
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**[[Cowboy hat]]: +10%
**[[Tribal headdress]]: {{+|15%}}
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**[[Tribal headdress]]: +15%
**[[Hood]]: {{+|20%}}
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**[[Beret]] {{RoyaltyIcon}}: +10%
**[[Beret]] {{RoyaltyIcon}}: {{+|10%}}
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**[[Coronet]] {{RoyaltyIcon}}: +20%
**[[Coronet]] {{RoyaltyIcon}}: {{+|20%}}
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**[[Crown]] {{RoyaltyIcon}}: +20%
**[[Crown]] {{RoyaltyIcon}}: {{+|20%}}
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**[[Hood]] {{RoyaltyIcon}}: +20%
**[[Ladies hat]] {{RoyaltyIcon}}: {{+|20%}}
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**[[Ladies hat]] {{RoyaltyIcon}}: +20%
**[[Top hat]] {{RoyaltyIcon}}: {{+|20%}}
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**[[Top hat]] {{RoyaltyIcon}}: +20%
**[[Stellic crown]] {{RoyaltyIcon}}: {{+|20%}}
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**[[Stellic crown]] {{RoyaltyIcon}}: +20%
  
{{Stat Factors Table}}
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{| class = "wikitable" width="180" style="text-align: center;"
 +
! Social Skill Level
 +
! Negotiation Ability
 +
|-
 +
! 0
 +
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 1
 +
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 2
 +
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 3
 +
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 4
 +
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 5
 +
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 6
 +
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 7
 +
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 8
 +
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 9
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| {{#expr: ({{P|Skill Base Factor}} + 9*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 10
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| {{#expr: ({{P|Skill Base Factor}} + 10*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 11
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| {{#expr: ({{P|Skill Base Factor}} + 11*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 12
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| {{#expr: ({{P|Skill Base Factor}} + 12*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 13
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| {{#expr: ({{P|Skill Base Factor}} + 13*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 14
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| {{#expr: ({{P|Skill Base Factor}} + 14*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 15
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| {{#expr: ({{P|Skill Base Factor}} + 15*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 16
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| {{#expr: ({{P|Skill Base Factor}} + 16*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 17
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| {{#expr: ({{P|Skill Base Factor}} + 17*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 18
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| {{#expr: ({{P|Skill Base Factor}} + 18*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 19
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| {{#expr: ({{P|Skill Base Factor}} + 19*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|-
 +
! 20
 +
| {{#expr: ({{P|Skill Base Factor}} + 20*{{P|Skill Bonus Factor}})* 100 round 0}}%
 +
|}
  
 
== Version history ==
 
== Version history ==

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