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{{Royalty}}
 
{{Royalty}}
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'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]].
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{{TOCright}}
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== Summary ==
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Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]].
  
'''Titles''' are a new mechanic in the [[Royalty]] DLC. They allow the bearer to trade with and call help from the [[Empire]], but in exchange the bearer has an increasing number of demands to maintain their mood.
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Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psycasts|Psylink]], and give you access to [[#Permits|Permits]].
  
== Mechanics ==
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Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Acolyte, the title holder will start to demand certain apparel, rooms, and furniture, and may begin to refuse to do particular types of work if the pawn has certain traits. These are listed in the table below.  
 
  
Titles are granted upon reaching a certain threshold of [[#Honor|Honor]]. Upon leveling up, you will receive a quest to accept a Bestowing Ceremony. Upon accepting the quest and performing the ceremony, your pawn will also gain levels of their [[Psycasts|Psylink]]. All titles, starting at Yeoman, allow an increasing level of psycast.  
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'''Special Traits:'''
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*[[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psycasts#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.
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*Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.
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*[[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}
  
All titles, starting at Acolyte, desire clothes fit for their station - royal clothing, eltex apparel or prestige armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Acolyte and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require at least a [[double bed]]. All throne and bed rooms must be fully floored i.e. no dirt or rough stone. Note that a [[Circadian half-cycler]] does not negate the desire for a bedroom, even though it negates the need for it.
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=== Conceited pawns ===
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{{Stub|section=1|reason=What happens when you disable Abrasive with the Kind gene on pawns who are only Conceited because of the Abrasive trait}}
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Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. They will refuse to do work of certain types, and will only eat certain types of food.{{Check Tag|Clarification needed|Will they ever eat low-class food by themselves (e.g. if nothing else AND/OR if starving)? Will they eat it if the player orders? Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].
  
Additionally [[Titles#Conceited_vs_Non_Conceited|Conceited]] nobles will refuse to do more types of work or eat certain kinds of food as they increase in rank. Non-conceited pawns do not refuse to do any type of work and will still eat everything they normally would.  
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Barons or Counts (and higher) will replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with a {{--|6}} and {{--|12}} penalty, respectively.
  
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.
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The game will show a popup warning if you attempt to give a conceited pawn royal honor.
  
Starting at Acolyte, Nobles gain the ability to call in [[#Permits|permits]], with additional, more powerful abilities being made available at Praetor and Baron. These abilities can be used for free, but trigger a cooldown before they can be used freely again.
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===Honor===
 
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Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling goldprisoners, or [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.
Couples containing one or more nobles can still share a bedroom. Additionally, any number of nobles can share a throne room, however they need individual thrones and the title's usual requirements must still be met.
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[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.
=== Honor ===
 
{{Stub|section=1}}
 
[[File:Royal Favor.png|frame|right|Honor Icon]]
 
Honor is the "currency" of the titles system - there are honor requirements that must be reached to gain each rank of nobility and it can also be expended to access [[#Permits|permits]] within thier cooldown.
 
Honor is offered as a [[quest]] reward or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners|slaves]].
 
 
 
===Royal tribute collector===
 
If you are not enemies with the Empire, Royal Tribute Collectors will visit your base approximately twice a year. They accept [[gold]] and [[Prisoner|prisoners]] in exchange for [[Titles|Honor]]. The pawn who initiates the trade receives the Honor.  
 
 
 
Gold's exchange rate (listed in the trade window) is 0.015 point of Honor per gold, rounded down, and is not affected by [[Skills#Social|Social]] skill. The amount of gold required for each point of Honor is as follows:
 
  
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*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.
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**It is possible to use the [[Psycasts#Pain block|pain block]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.
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*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Gold !! Honor
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! Gold Spent !! Honor || Equiv. Market Value
 
|-
 
|-
| 67 || 1
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! {{icon Small|gold}} 67  
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| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}
 
|-
 
|-
| 134 || 2
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! {{icon Small|gold}} 134  
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| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}
 
|-
 
|-
| 200 || 3
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! {{icon Small|gold}} 200  
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| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}
 
|}
 
|}
  
[[Prisoner|Prisoners]] generate 3 [[Titles|Honor]] - factors such as bionic body parts, missing limbs, etc, do not appear to affect the trade value. Prisoners do not need to be at full health in order to exchange, but they must be healthy enough to walk. You can see the Honor value listed under View Information for prisoners. Offering prisoners for Honor will generate the same [[mood]] and [[social]] penalties as selling prisoners to slavers.
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== Bestowing ceremony ==
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{{see also|Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony{{!}}Quests}}
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The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns his first point of Honor. Any further titles must be obtained through the bestowing ceremony.
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A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Yeoman ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].
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If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}
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If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.
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The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at >90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.
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{| {{STDT| c_07 text-center}}
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!Ritual Quality
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!0%
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!30%
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!60%
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!90%
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|-
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!Honor Gained
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| 0
 +
| 1
 +
| 2
 +
| 3
 +
|}
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<gallery>
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BestowingCeremony.jpg|A bestower granting the countess rank to a pawn.
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BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.
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</gallery>
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=== Inheritance ===
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Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.
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When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.
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==Titles==
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For a full list of titles and their requirements, see [[#Table of Requirements]].
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*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.
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*'''Yeoman (7 honor):''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.
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*'''Acolyte (13 honor):''' The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.
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*'''Knight/Dame (21 honor):''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.
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*'''Praetor (31 honor):''' The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.
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*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.
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*'''Count/Countess (65 honor):''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.
  
=== Conceited vs Non Conceited ===
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===Unobtainable===
Titled pawns with the [[Traits#Greedy|Greedy]], [[Traits#Jealous|Jealous]], or [[Traits#Abrasive|Abrasive]] traits become Conceited after gaining Titles, and refuse to do certain types of work or eat certain kinds of food as they rise up the ranks.  The game will show a popup warning if you attempt to give such pawns royal honor. Additionally Conceited Nobles replace their normal [[Mood#Expectation moodlets|Expectation moodlets]] with mood penalties of -6 and -12 at the ranks of Baron and Count respectively, even if the expectations moodlet would otherwise be positive. This can be a significant mood penalty even if colony wealth is sufficient to eliminate expectation mood bonuses.
 
  
Titled pawns without those traits can continue to do all types of work and eat all types of food they used to be able to even after gaining higher titles. Conceited nobles maintain their food limits, even when unconscious.  
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These titles cannot be obtained without the use of mods.
  
It is generally advisable to not give conceited pawns royal title when other pawns are available, but such alternatives are not always available. The exact encumbrance a conceited noble represents depends heavily on colony design, the work the pawn performs, and the rank to be achieved. A conceited yeoman has no demands for example, while a colony that only uses [[fine meal]]s and 5x5 bedrooms likely won't even notice the difference if their conceited researcher became a Praetor instead of a non-conceited pawn.
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*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.
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*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)
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*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.
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*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. The emperor is never seen in the normal game.
  
=== Effects of other Traits===
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==Requirements==
In addition to other the Conceited mechanics, several other [[traits]] also affect the needs of nobles.  
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For a full list of requirements per title, see [[#Table of Requirements]].
  
[[Traits|Ascetic]] bedroom and food requirements override title requirements, and thus Ascetics still prefer an awful bedroom and raw or simple food. They also do not need to wear noble apparels. Moreover, Throne Room requirements (braziers, drapes, instruments, size, flooring) do not need to be satisfied. They do still need a throne room to satisfy their need for Authority (No authority results in a -18 moodlet), and based on the [[Room_stats#Impressiveness|Impressiveness]] of the room they may get a negative moodlet (-6 for awful, -2 for dull (with the moodlet "mediocre throne room", possibly a bug)) if the room is less than Mediocre.  In practice, this means that an Ascetic Count/Countess (or any title) may be kept happy with raw food, a 1x2 awful bedroom, and a 3x3 smooth stone throne room with a normal throne and a light source.  Do also note that having a throne room that meets or exceeds the requirements and is sufficiently impressive can result in a positive moodlet, which may be useful but is a very expensive way to get a mood bonus.  
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=== Thrones and Bedrooms ===
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Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. Couples can share a bedroom, regardless of nobility. Any number of nobles can share a throne room, though they need individual thrones. A [[Circadian half-cycler]] does not negate the desire for a bedroom, though pawns won't sleep in it.  
  
[[Traits|Cannibal]] Nobles can eat human meat without penalty, and gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed.  
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As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.
  
[[Traits|Nudists]] are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind.  
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For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]]{{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} tab. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.
  
=== Bestowing Ceremony ===
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[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.
<small>''See also: [[Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony|Quests]]''</small>
 
  
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Pawns|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.
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=== Clothing requirements ===
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Nobles of a rank that desire clothing will experience a {{--|4}} "''Want <TITLE>-specific apparel''" [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} "''Want <TITLE>-quality apparel''" thought is applied if the items worn are not of the required quality.
  
<gallery>
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Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Counts (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].
BestowingCeremony.jpg|A bestower granting the countess rank to a pawn.
 
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.
 
</gallery>
 
  
=== Inheritance and Renouncing ===
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The [[Nudist]] trait{{Check Tag|Precept?|Do the nudist precepts override this requirement as well?}} overrides the clothing requirement, and Ascetic pawns ignore it.
Heirs are automatically assigned with additional weight to spouses. Can be changed by using a [[Comms console]] and performing a ritual.
 
Should a noble die and be [[Resurrector mech serum|resurrected]], the heir keeps the title.
 
Titles can be renounced.
 
  
===Speeches===
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===Food requirements===
''Initiate a speech from the throne. '''<PAWN NAME>''' will go to '''<PAWN POSSESSIVE>''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''<PAWN NAME>'''. If it goes poorly, the speech will do social damage. The outcome depends on '''<PAWN NAME>''''s social abilities.'' - In-Game Description
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Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually trigged by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. Like weddings and parties, undrafted pawns will attempt to attend. Pawns must attend to gain the benefits or detriments of the speech.
 
  
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech. A "Terrible Speech" will grant a -12 negative mood to attendees and a -30 opinion of the speaker. An "Uninspiring Speech" will grant a -4 negative mood to attendees and a -15 opinion of the speaker. An "Encouraging Speech" will grant a +4 positive mood and a +20 opinion of the speaker. An "Inspirational Speech" grants a +8 to mood and a massive +40 opinion of the speaker. In addition, each listener of an Inspiring Speech has a 5% chance of getting an [[inspiration]].
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Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.
  
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days. At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Count rank this cooldown is {{ticks|600000}} or 10 in-game days. While Nobles above the rank of Count are not generally available to the player, if one is gained by for example by recruiting an [[Empire]] prisoner, then they will have the same cooldown as the Count.  
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===Work restrictions===
 +
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Count will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.
  
While the speech success chance is proportional to the [[Skills#Social|Social skill]] of the speaker, the exact relationship is unknown.
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==Perks==
Similarly, it is known that the [[Social Impact]] stat also improves chances, but the exact relationship is once again unknown. Despite this, it is known that it provides a significant improvement, which give the headwear all speech-giving nobles ask for have a practical use. Prestige helmets are still highly recommended, but swapping to a [[top hat]] just the length of the speech is a good idea.
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===Psylink===
 +
{{Main|Psycasts}}
 +
Every title, from Yeoman onward, grant an increase of 1 [[Psycasts#Psylink|Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.
  
=== Decrees ===
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The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].
{{stub|section=1}}
 
{{Main|Decree}}
 
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree  will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.
 
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.
 
  
 
=== Permits ===
 
=== Permits ===
At certain levels nobles gain permits. You choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat. Permits generally cannot be used during their Cooldown, however [[#Honor|Honor]] can be paid to use the permit again during the cooldown if the pawn has sufficient excess honor. If they do not, the permit cannot be used again - a pawn cannot demote themselves to spend more honor.
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Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Counts/Countesses. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.
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 +
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currenlty in cooldown. New permits won't have a cooldown, as the cost has been paid.
  
All permits can be returned at which the permit points are returned and a different selection of permits may be selected. This costs 8 honor plus the "cooldown" cost of any currently cooling permits. For example, if a pawn attempted to return their permits while the "Silver drop" permit was still on cool down, it would cost 8 honor + 6 honor, for a total of 14 honor. Any new permits will not have the cooldown, however it is more honor efficient to just purchase the permit on cooldown rather than reset permits, as it increase the price by an additional 8 honor.
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You can't use permits if the [[empire]] faction is hostile from you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.
  
NPC nobles will generate with a random number of permits appropriate to their rank.  
+
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! Permit Name !! Prerequisite !! Cooldown<br>(Days) !! Honor Cost<Br><small>(if used during cooldown)</small> !! Description !! data-sort-type=number | Equiv. Value
+
! Permit Name !! Prerequisite !! Cooldown<br>(Days) !! Honor Cost<Br><small>(to ignore cooldown)</small> !! Description !! data-sort-type=number | Equiv. Value
|-
+
|- id="Call transport shuttle"
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40  || 8 || Call a [[shuttle]] for your own use. It will transport colonists, items, and animals on a one-way trip to anywhere you like within 70 world tiles. The shuttle can hold a total of 1000kg when loaded on a colony map, but as of 1.2.2900 it ignored this weight limit when called for a caravan on the world map. || ''N/A''
+
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40  || 8 || Call a one-way [[shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.<br>The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. || ''N/A''
|-
+
|- id="Call laborer team"
|'''Call laborer team''' || data-sort-value=2|Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''
+
|'''Call laborer team''' || data-sort-value=2|Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. || ''N/A''
|-
+
|- id="Call laborer gang"
|'''Call laborer gang''' || data-sort-value=6|Count <br> Laborer Team Permit|| 60 || 8 || Call a group of 8 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''
+
|'''Call laborer gang''' || data-sort-value=6|Count<br>[[#Call laborer team|Laborer Team]]|| 60 || 8 || As ''Call laborer team'', but twice the headcount.<br>Loses access to laborer team.|| ''N/A''
|-
+
|- id="Call aerodrone strike"
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. || {{icon|silver|{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}
+
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. || {{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}
|-
+
|- id="Call aerodrone salvo"
|'''Call aerodrone salvo''' ||  data-sort-value=4|Praetor <br> Aerodrone Strike Permit  || 60 || 8 || Call an extended salvo of aerodrone strikes around a target position||
+
|'''Call aerodrone salvo''' ||  data-sort-value=4|Praetor <br> [[#Call aerodrone strike|Aerodrone Strike]]|| 60 || 8 || Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.<br>Loses access to aerodrone strike|| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}
|-
+
|- id="Call trooper squad"
|'''Call trooper squad''' || data-sort-value=2|Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Pawns|troopers]] to aid you in battle.|| ''N/A''
+
|'''Call trooper squad''' || data-sort-value=2|Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.|| ''N/A''
|-
+
|- id="Call janissary squad"
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Pawns|janissaries]] to aid you in battle.|| ''N/A''
+
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.|| ''N/A''
|-
+
|- id="Call cataphract squad"
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess || 60 || 8 || Call a group of 4 heavy [[Empire#Pawns|cataphracts]] to aid you in battle.|| ''N/A''
+
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess<br> [[#Call Janissary Squad|Janissaries]] || 60 || 8 || Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.<br>Loses access to janissary squad.|| ''N/A''
|-
+
|- id="Steel drop"
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon|silver|{{#expr:{{Q|steel|Market Value Base}}*250}}}}
+
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}
|-
+
|- id="Glitterworld medicine drop"
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon|silver|{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}
+
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}
|-
+
|- id="Silver drop"
|'''Silver drop'''  || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon|silver|500}}
+
|'''Silver drop'''  || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon Small|silver||500}}
|-
+
|- id="Food drop"
|'''Food drop''' || data-sort-value=2|Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon|silver|{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}
+
|'''Food drop''' || data-sort-value=2|Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}
 
|}
 
|}
 
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]
 
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]
 +
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]
 +
 +
===Speeches===
 +
{{Quote|Initiate a speech from the throne. '''<PAWN NAME>''' will go to '''<PAWN POSSESSIVE>''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''<PAWN NAME>'''. If it goes poorly, the speech will do social damage. The outcome depends on '''<PAWN NAME>''''s social abilities.|In-Game Description}}
  
== List of titles ==
+
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours.  
{{Stub|section=1|reason=Needs proper analysis of what clothes are needed and what replaces what needs - e.g. prestige armor covers multiple slots}}
+
 
*'''Freeholder:''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.
+
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:
*'''Yeoman:''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.
+
*A "Terrible Speech" will grant a -12 negative mood to attendees and a -30 opinion of the speaker.  
*'''Acolyte:''' The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.
+
*An "Uninspiring Speech" will grant a -4 negative mood to attendees and a -15 opinion of the speaker.  
*'''Knight/Dame:''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.
+
*An "Encouraging Speech" will grant a +4 positive mood and a +20 opinion of the speaker.  
*'''Praetor:''' The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.
+
* An "Inspirational Speech" grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].
*'''Baron/Baroness:''' The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.
+
 
*'''Count/Countess:''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.
+
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.
*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.
+
 
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures.
+
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days. At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Count rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.
+
 
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.
+
===Trading===
 +
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.
 +
 
 +
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].
 +
 
 +
=== Decrees ===
 +
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}
 +
{{Main|Decree}}
 +
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree  will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.
 +
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.
  
{| class="wikitable"
+
==Table of Requirements==
 +
{| {{STDT|sortable c_19 align-right}}
 
|-
 
|-
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of<br><sub>Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]</sub><br><sub>(New this tier in Bold)</sub> !! Throne Room Requirements<br><sub>(New this tier in Bold)</sub> !! Bedroom Requirement<br><sub>(New this tier in Bold)</sub> !! Food Requirements<br><sub>Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]</sub><br><sub>(Lost next tier in ''italic'')<sub> !! Clothing Requirement<br><sub>(New this tier in Bold)</sub>  !! New Abilities with this Rank
+
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of<br><sub>Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]</sub><br><sub>(New this tier in Bold)</sub> !! Capable of <br><sub>non-exclusive</sub><br> !! Throne Room Requirements<br><sub>(New this tier in Bold)</sub> !! Bedroom Requirement<br><sub>(New this tier in Bold)</sub> !! Food Requirements<br><sub>Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]</sub><br><sub>(Lost next tier in ''italic'')<sub> !! Clothing Requirement<br><sub>(New this tier in Bold)</sub><br><sub>(Lost next tier in ''italic'')<sub> !! New Abilities with this Rank
|-
+
|- id="Freeholder"
| Freeholder || 1 || 0 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''
+
! Freeholder  
|-
+
| 1 || 0 || ''None'' || '' Any '' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''
| Yeoman || 6 (7) || 1 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''
+
|- id="Yeoman"
|-
+
! Yeoman  
| Acolyte || 6 (13) || 2 || '''Cleaning''' || '''Area 24, Throne, all floored, Brazier x2'''<br><sub>All braziers must be lit</sub> || '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || '''[[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female)''' || 1 Permit Point
+
| 6 (7) || 1 || ''None'' || '' Any '' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''
|-
+
|- id="Acolyte"
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne, all floored, Brazier x2, '''Column x2''', '''Harp'''<br><sub>All braziers must be lit</sub> || '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) ||  1 Permit Point <Br> Trade with Empire Caravan/Settlements
+
! Acolyte  
|-
+
| 6 (13) || 2 || '''Cleaning''' || '' -- '' || '''Area 24, Throne, all floored, Brazier x2'''<br><sub>All braziers must be lit, Room must be [[roof]]ed</sub>
| Praetor || 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne, all floored, Brazier x2, '''Column x4''', Harp<br><sub>All braziers must be lit</sub> || Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) <br><sub>'''(All apparel must be at least Normal [[quality]])'''</sub>||  1 Permit Point <Br> Give speech once per 20 days
+
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND<br>One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point
|-
+
|- id="Knight"
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all ''fine'' floored''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord'''<br><sub>All braziers must be lit</sub> || '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], '''[[Formal vest]] (male) or [[Corset]] (female)''', '''[[Coronet]]''' <br><sub>(All apparel must be at least Normal [[quality]])</sub>|| 1 Permit Point <Br> Trade with Imperial orbital traders <Br> Speech cooldown reduced to 15 days <Br> Expectations replaced with Noble Expectations if Conceited
+
! id="Dame" | Knight/Dame
|-
+
| 8 (21) || 3 || Cleaning, '''Haul''' || '' -- '' || '''Area 30''', '''Impressiveness 60''', Throne, all floored, Brazier x2, '''Column x2''', '''Harp''' <br><sub>Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed</sub>
| Count/Countess || 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all fine floored, Brazier x2, '''Column x6''', Drape x2, '''Piano'''<br><sub>All braziers must be lit</sub> || Area 30, '''Impressiveness 80''', '''All ''fine'' floored''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), '''[[Prestige robe]]''', [[Coronet]] <br><sub>(All apparel must be at least Normal [[quality]])</sub>||  1 Permit Point  <Br> Speech cooldown reduced to 10 days<Br> Expectations replaced with Royal Expectations if Conceited
+
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]], [[Mechlord helmet]]; AND<br>One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point <Br> Trade with Empire Caravan/Settlements
 +
|- id="Praetor"
 +
! Praetor
 +
| 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research '' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp <br><sub>Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed</sub>
 +
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]], [[Mechlord helmet]]; AND<br>One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]<br><sub>'''(All apparel must be at least Normal [[quality]])'''</sub>|| 1 Permit Point <Br> Give speech once per 20 days
 +
|- id="Baron"
 +
! id="Baroness" | Baron/Baroness
 +
| 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '' Doctor, Warden, Hunt, Art, Research '' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' <br><sub>Piano suffices, All braziers must be lit, Room must be [[roof]]ed</sub>
 +
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER<br>Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR<br>One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].<br><sub>(All apparel must be at least Normal [[quality]])</sub>||  1 Permit Point <Br> Trade with Imperial orbital traders <Br> Speech cooldown reduced to 15 days <Br> Expectations replaced with Noble Expectations if Conceited
 +
|- id="Count"
 +
! id="Countess" | Count/Countess
 +
| 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '' Doctor, Warden, Hunt, Art, Research '' || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''<br><sub>All braziers must be lit, Room must be [[roof]]ed</sub>
 +
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER<br> All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR<br>One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].<br><sub>(All apparel must be at least Normal [[quality]])</sub>||  1 Permit Point  <Br> Speech cooldown reduced to 10 days<Br> Expectations replaced with Royal Expectations if Conceited
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable"
+
{| {{STDT|sortable c_19 align-right}}
|-
 
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank
 
|-
 
| Duke/Duchess || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''
 
|-
 
| Consul || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''
 
 
|-
 
|-
| Stellarch || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''
+
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement
 +
|- id="Duke"
 +
! id="Duchess" | Duke/Duchess
 +
| rowspan="4" | 6  
 +
| rowspan="4" | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight  
 +
| rowspan="4" | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub><br><sub>Room must be [[roof]]ed</sub>
 +
| rowspan="4" | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape  
 +
| rowspan="4" | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]  
 +
| rowspan="4" | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER<br> All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR<br>One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].<br><sub>(All apparel must be at least Normal [[quality]])</sub>
 +
|- id="Consul"
 +
! Consul
 +
|- id="Stellarch"
 +
! Stellarch
 +
|- id="Emperor"
 +
| id="Empress" |Emperor/Empress
 
|-
 
|-
| Emperor/Empress || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''
 
 
|}
 
|}
  
 
==Trivia==
 
==Trivia==
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the recieved titles to the pawn.
+
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.
 +
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.
  
 
== Gallery ==
 
== Gallery ==
<gallery widths="300px" heights="300px" class="center" mode="nolines">
+
These are only provided as easily comparable examples - they are not considered ideal or efficient.
File:|'''Acolyte Example Throne Room '''
+
<gallery class="center" mode="nolines">
File:|'''Acolyte Example Bedroom '''
+
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''
File:|'''Knight Example Throne Room '''
+
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''
File:|'''Knight Example Bedroom '''
+
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''
File:|'''Praetor Example Throne Room '''
+
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''
File:|'''Praetor Example Bedroom '''
+
File:Room example Count Throneroom.png|'''Count Example Throne Room '''
File:|'''Baron Example Throne Room '''
+
</gallery>
File:|'''Baron Example Bedroom '''
+
<gallery class="center" mode="nolines">
File:|'''Count Example Throne Room '''
+
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''
File:|'''Count Example Bedroom '''
+
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''
 +
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''
 +
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''
 +
File:Room example Count Bedroom.png|'''Count Example Bedroom '''
 
</gallery>
 
</gallery>
  
== Version History ==  
+
== Version history ==  
* Royalty Initial Release: Added
+
* [[Royalty DLC]] Release - Added.
* [[Version/1.1.2571|1.1.2571]]: Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.
+
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.
* [[Version/1.1.2575|1.1.2575]]: added the ability to renounce the title from the bio tab.
+
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.
* [[Version/1.1.2579|1.1.2579]]: mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.
+
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.
* [[Version/1.1.2654|1.1.2654]]: rename esquire to acolyte. Adjust some title descriptions.
+
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.
* [[Version/1.2.2719|1.2.2719]]: added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -> 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony.  
+
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.
* [[Version/1.2.2753|1.2.2753]]: Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation.  
+
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -> 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved.
 +
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation.  
 +
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].
 +
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used.
 +
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.
 +
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.
 +
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected
  
 
[[Category: Game mechanics]]
 
[[Category: Game mechanics]]
 
[[Category:Royalty]]
 
[[Category:Royalty]]

Latest revision as of 16:59, 23 April 2024

Titles are a mechanic introduced in the Royalty DLC, representing power and prestige from the Empire.

Summary[edit]

Titles are obtained by spending Honor, the currency of the Royalty system. Honor is offered as a quest reward, or can be purchased from Royal Tribute Collector caravans in exchange for either gold or prisoners.

Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on recreation. Empire guests and colonists with certain traits will be conceited and have more demands. In exchange, the empire will grant increasing levels of Psylink, and give you access to Permits.

Titles are retained if you become hostile to the empire faction, though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.

Special Traits:

  • Ascetics do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the meditation effectiveness of the throne remains improved by meeting the title requirements.
  • Pawns with the Nudist and Cannibal traits prefer being nude or eating human meat over their title requirements.
  • SlavesContent added by the Ideology DLC can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a caravan can use their permits.[Check for 1.4]

Conceited pawns[edit]

Pawns that are guests from, or are recruited from, the Empire faction, and those with the Greedy, Jealous, or Abrasive traits, are Conceited and will have greater royal demands. They will refuse to do work of certain types, and will only eat certain types of food.[Clarification needed] Conceited nobles that eat food not in their allowed list will receive −8 Ate low-class food mood for 1 day. Note that hemogen packsContent added by the Biotech DLC count as food for this purpose, even when being consumed for hemogenContent added by the Biotech DLC and not saturation.

Barons or Counts (and higher) will replace their regular expectation moodlets with a −6 and −12 penalty, respectively.

The game will show a popup warning if you attempt to give a conceited pawn royal honor.

Honor[edit]

Honor is a direct reward for empire quests that gives access to the empire's titles. Selling gold, prisoners, or slavesContent added by the Ideology DLC to a royal tribute collector also gives Honor. The pawn that does the selling gets the honor. Social skill or other social factors do not affect honor gain, but the pawn has to be capable of Social in order to initiate trade.

  • Selling prisoners or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.
    • It is possible to use the pain block psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a goodwill boost.
  • Gold gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:
Gold Spent Honor Equiv. Market Value
Gold 67 1 670
Gold 134 2 1340
Gold 200 3 2000

Bestowing ceremony[edit]

The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns his first point of Honor. Any further titles must be obtained through the bestowing ceremony.

A colonist with enough honor for a new title can accept the received quest to invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Yeoman ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a party spot and failing that pick a social gathering spot.[Confirm Social Spot] The ceremony itself gives the psylink upgrade and title. The bestower carries 2 psylink neuroformers; if you wish, you may down, arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense[Detail needed] tox gas or rot stink.

If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.[How long]

If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.

The ceremony is considered a ritual and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at >90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.

Ritual Quality 0% 30% 60% 90%
Honor Gained 0 1 2 3

Inheritance[edit]

Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a comms console; in order for heirs to actually change, you must complete a monument quest. Failure to complete the quest in time gives a goodwill penalty and causes no change.

When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be resurrected, the title is lost, even if the bestowing ceremony hasn't begun yet.

Titles[edit]

For a full list of titles and their requirements, see #Table of Requirements.

  • Freeholder (1 honor): The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.
  • Yeoman (7 honor): The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.
  • Acolyte (13 honor): The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.
  • Knight/Dame (21 honor): The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.
  • Praetor (31 honor): The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.
  • Baron/Baroness (45 honor): The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.
  • Count/Countess (65 honor): The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.

Unobtainable[edit]

These titles cannot be obtained without the use of mods.

  • Duke/Duchess: The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.
  • Consul: The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)
  • Stellarch: The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.
  • Emperor/Empress: The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. The emperor is never seen in the normal game.

Requirements[edit]

For a full list of requirements per title, see #Table of Requirements.

Thrones and Bedrooms[edit]

Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully floored, and higher ranks will require all fine floors. Couples can share a bedroom, regardless of nobility. Any number of nobles can share a throne room, though they need individual thrones. A Circadian half-cycler does not negate the desire for a bedroom, though pawns won't sleep in it.

As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.

For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from IdeologyContent added by the Ideology DLC, or any building under the Biotech Content added by the Biotech DLC tab. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The meditation throne itself also functions as a chair, but the grand meditation throne can only be used for meditation and television watching.

Ascetic pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced psyfocus from a throne if requirements aren't met.

Clothing requirements[edit]

Nobles of a rank that desire clothing will experience a −4 "Want <TITLE>-specific apparel" thought to their mood if any of their requirements are not met. For ranks that require a specific quality, a separate stacking a −4 "Want <TITLE>-quality apparel" thought is applied if the items worn are not of the required quality.

Clothing requires that a noble is covered in suitable apparel, i.e. that all body parts have an associated apparel. For example, Counts (and below) can suffice with a cape and any suitable headgear, or the combination of headgear and formal shirt, formal vest / corset, and prestige robe.

The Nudist trait[Precept?] overrides the clothing requirement, and Ascetic pawns ignore it.

Food requirements[edit]

Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat lavish meals, milk, and other delicacies like insect jelly and chocolate. Ranks lower than Baron can eat fine meals normally. If a noble is starving, then they will eat the meal at a −7 mood penalty. Non-conceited nobles have no such restrictions.

Conceited Cannibal nobles can eat human meat without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will not get the benefit from the Cannibal trait. Sanguophages Content added by the Biotech DLC and other Hemogenic nobles can bloodfeed, but can't consume hemogen packs.

Work restrictions[edit]

Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Count will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are enslavedContent added by the Ideology DLC.

Perks[edit]

Psylink[edit]

Every title, from Yeoman onward, grant an increase of 1 Psylink level. If a pawn already matches their title's respective level (from psylink neuroformers or anima tree linking), then no new levels will be given.

The bestower will implant a psylink neuroformer during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are downed for other reasons (like heatstroke), you will still lose goodwill.

Permits[edit]

Nobles that have reached Acolyte or higher will gain access to Permits. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Counts/Countesses. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.

Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor and the costs of any permit currenlty in cooldown. New permits won't have a cooldown, as the cost has been paid.

You can't use permits if the empire faction is hostile from you. EnslavedContent added by the Ideology DLC nobles and guests from the Empire are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.

Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.

Permit Name Prerequisite Cooldown
(Days)
Honor Cost
(to ignore cooldown)
Description Equiv. Value
Call transport shuttle Knight/Dame 40   8 Call a one-way shuttle for your own use, which will transport colonists, items, and animals up to 70 tiles away.
The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for caravans.
N/A
Call laborer team Acolyte 60 4 Call a group of 4 laborers to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct adaptation days as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having robust or pain-resistant xenotypes. N/A
Call laborer gang Count
Laborer Team
60 8 As Call laborer team, but twice the headcount.
Loses access to laborer team.
N/A
Call aerodrone strike Knight/Dame 45 6 Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 Bomb damage, 120 ticks (2 secs) warmup time. Silver 1,000[*]
Call aerodrone salvo Praetor
Aerodrone Strike
60 8 Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 Bomb damage, 120 ticks (2 secs) warmup time. 6 rounds with 60 ticks (1 sec) between them.
Loses access to aerodrone strike
Silver 1,200[*]
Call trooper squad Acolyte 40 4 Call a group of 4 light troopers to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire. N/A
Call janissary squad Praetor 50 6 Call a group of 4 professional janissaries to aid you in battle. As troopers otherwise. N/A
Call cataphract squad Count/Countess
Janissaries
60 8 Call a group of 4 heavy cataphracts to aid you in battle. As troopers otherwise.
Loses access to janissary squad.
N/A
Steel drop Acolyte 45 4 Call for a drop of 250 steel. Silver 475
Glitterworld medicine drop Baron/Baroness 45 8 Call for a drop of 5 glitterworld medicine. Silver 250
Silver drop Knight/Dame 45 6 Call for a drop of 500 silver. Silver 500
Food drop Acolyte 45 4 Call for a drop of 20 packaged survival meals. Silver 480
^* Roughly equivalent to a Doomsday rocket launcher
^* Inferior, but most closely equivalent, to an Orbital bombardment targeter

Speeches[edit]

Initiate a speech from the throne. <PAWN NAME> will go to <PAWN POSSESSIVE> throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for <PAWN NAME>. If it goes poorly, the speech will do social damage. The outcome depends on <PAWN NAME>'s social abilities.

— In-Game Description

At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last 10,000 ticks (2.78 mins) or 4 in-game hours.

A speech grants attendees a moodlet and changes the listener's opinion of the speaker, both proportional to the success of the speech:

  • A "Terrible Speech" will grant a -12 negative mood to attendees and a -30 opinion of the speaker.
  • An "Uninspiring Speech" will grant a -4 negative mood to attendees and a -15 opinion of the speaker.
  • An "Encouraging Speech" will grant a +4 positive mood and a +20 opinion of the speaker.
  • An "Inspirational Speech" grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an inspiration.

Both Social skill and Social Impact can greatly improve success, but the exact relationship is unknown. Wear top hats, coronets, and other royal items that increase social impact.

The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is 1,200,000 ticks (333.33 mins) or 20 in-game days. At Baron rank this cooldown is 900,000 ticks (250 mins) or 15 in-game days. At Count rank or higher, this cooldown is 600,000 ticks (166.67 mins) or 10 in-game days.

Trading[edit]

A rank of Knight/Dame is required to trade with an empire faction base or trade caravan.

A rank of Baron/Baroness or higher is required to trade with the empire's trade ships.

Decrees[edit]

Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree  will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things. Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.

Table of Requirements[edit]

Obtainable Titles Royal Honor Required (total) Psylink Level Incapable of
Only if Noble is Conceited
(New this tier in Bold)
Capable of
non-exclusive
Throne Room Requirements
(New this tier in Bold)
Bedroom Requirement
(New this tier in Bold)
Food Requirements
Only if Noble is Conceited
(Lost next tier in italic)
Clothing Requirement
(New this tier in Bold)
(Lost next tier in italic) 
New Abilities with this Rank
Freeholder 1 0 None Any None None Any Any None
Yeoman 6 (7) 1 None Any None None Any Any None
Acolyte 6 (13) 2 Cleaning -- Area 24, Throne, all floored, Brazier x2
All braziers must be lit, Room must be roofed
Area 16, all floored, Double bed Fine meal, Packaged survival meal, Simple meal, Pemmican, Lavish meal, insect jelly, milk, berries, ambrosia, chocolate, beer One of: Top hat/Ladies hat, Eltex helmet, Eltex skullcap, Prestige helmet, Mechlord helmet; AND
One of: Formal shirt, Cape, Eltex shirt, Eltex vest, Eltex robe, Prestige armor, Mechlord suit
1 Permit Point
Knight/Dame 8 (21) 3 Cleaning, Haul -- Area 30, Impressiveness 60, Throne, all floored, Brazier x2, Column x2, Harp
Harpsichord or Piano suffice, All braziers must be lit, Room must be roofed
Area 24, Impressiveness 40, all floored, Double bed, End table, Dresser Fine meal, Lavish meal, insect jelly, milk, berries, ambrosia, chocolate, beer One of: Top hat/Ladies hat, Eltex helmet, Eltex skullcap, Prestige helmet, Mechlord helmet; AND
One of: Formal shirt, Cape, Eltex shirt, Eltex vest, Eltex robe, Prestige armor, Mechlord suit
1 Permit Point
Trade with Empire Caravan/Settlements
Praetor 10 (31) 4 Cleaning, Haul, Plant cut, Grow, Mining Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research Area 40, Impressiveness 90, Throne, all floored, Brazier x2, Column x4, Harp
Harpsichord or Piano suffice, All braziers must be lit, Room must be roofed
Area 24, Impressiveness 50, all floored, Double bed, End table, Dresser Fine meal, Lavish meal, insect jelly, milk, berries, ambrosia, chocolate, beer One of: Top hat/Ladies hat, Eltex helmet, Eltex skullcap, Prestige helmet, Mechlord helmet; AND
One of: Formal shirt, Cape, Eltex shirt, Eltex vest, Eltex robe, Prestige armor, Mechlord suit
(All apparel must be at least Normal quality)
1 Permit Point
Give speech once per 20 days
Baron/Baroness 14 (45) 5 Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft Doctor, Warden, Hunt, Art, Research Area 60, Impressiveness 120, Grand Throne, all fine floored, Brazier x2, Column x4, Drape x2, Harpsichord
Piano suffices, All braziers must be lit, Room must be roofed
Area 30, Impressiveness 70, all floored, Royal bed, End table, Dresser, Drape Lavish meal, insect jelly, milk, berries, ambrosia, chocolate, beer One of: Coronet, Eltex helmet, Eltex skullcap, Prestige helmet, Mechlord helmet; AND EITHER
Two of: Formal shirt, Formal vest/Corset; OR
One of: Cape, Eltex shirt, Eltex vest, Eltex robe, Prestige armor, Mechlord suit.
(All apparel must be at least Normal quality)
1 Permit Point
Trade with Imperial orbital traders
Speech cooldown reduced to 15 days
Expectations replaced with Noble Expectations if Conceited
Count/Countess 20 (65) 6 Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft Doctor, Warden, Hunt, Art, Research Room area 80, Room impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Drape x2, Piano
All braziers must be lit, Room must be roofed
Area 30, Impressiveness 80, All fine floored, Royal bed, End table, Dresser, Drape Lavish meal, insect jelly, milk, berries, ambrosia, chocolate, beer One of: Coronet, Eltex helmet, Eltex skullcap, Prestige helmet, Mechlord helmet; AND EITHER
All of: Formal shirt, Formal vest/Corset, Prestige robe; OR
One of: Cape, Eltex shirt, Eltex vest, Eltex robe, Prestige armor, Mechlord suit.
(All apparel must be at least Normal quality)
1 Permit Point
Speech cooldown reduced to 10 days
Expectations replaced with Royal Expectations if Conceited
NPC Titles Psylink Level Incapable of Throne Room Requirements Bedroom Requirements Food Requirements Clothing Requirement
Duke/Duchess 6 Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano
All braziers must be lit
Room must be roofed
Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape Lavish meal, insect jelly, milk, berries, ambrosia, chocolate, beer One of: Stellic crown, Eltex helmet, Eltex skullcap, Prestige helmet; AND EITHER
All of: Formal shirt, Formal vest/Corset, Prestige robe; OR
One of: Eltex shirt, Eltex vest, Eltex robe, Prestige armor.
(All apparel must be at least Normal quality)
Consul
Stellarch
Emperor/Empress

Trivia[edit]

The royal favor icon is reminiscent of the head of the eltex staff carried by the Bestower. This is fitting, since the bestower grants the received titles to the pawn. If the map is polluted enough,[How polluted?] the bestower will come with a gas mask instead of their usual headgear.

Gallery[edit]

These are only provided as easily comparable examples - they are not considered ideal or efficient.

Version history[edit]

  • Royalty DLC Release - Added.
  • 1.1.2563 - Resurrector mech serum now removes royal titles, to prevent duplicating titles.
  • 1.1.2571 - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.
  • 1.1.2575 - Added the ability to renounce the title from the bio tab.
  • 1.1.2579 - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.
  • 1.1.2654 - Rename esquire to acolyte. Adjust some title descriptions.
  • 1.2.2719 - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -> 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved.
  • 1.2.2753 - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation.
  • 1.3.3066 - Throne speeches have been re-tooled into rituals.
  • Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used.
  • 1.3.3159 - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.
  • 1.4.3523 - Fix: Permit shuttle fails when sent to a worksite.
  • 1.4.3534 - Mechlord suit and helmet now satisfies royal title requirements.
  • 1.4.3580 - Bestowers will leave if they are exposed to dense tox gas or rot stink.
  • 1.4.3641 - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected