Difference between revisions of "User:Hordes/Ideoligion"

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*Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.
 
*Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.
 
*The [[role]] of [[Roles#Moral Guide]] has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
 
*The [[role]] of [[Roles#Moral Guide]] has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
*If you keep a pawn [[prisoner]], you can set the prisoner to Convert in the ideoligion tab. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
+
*If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
  
 
The certainty reduction of a convert attempt can be calculated as follows:
 
The certainty reduction of a convert attempt can be calculated as follows:
 
<pre>'''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier'''</pre>
 
<pre>'''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier'''</pre>
*'''Relic conversion factor:''''
+
*'''Relic conversion factor:'''
 
{| class="wikitable"
 
{| class="wikitable"
 
! Relic Conversion Power Factor
 
! Relic Conversion Power Factor

Revision as of 20:09, 26 January 2023

Ideoligions are both a system of mechanics introduced by, and the primary focus of, the Ideology DLC. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.

Types

Whenever you start a new game, you'll be hit with the Ideology menu once you've selected a world tile.

  • Ideology system inactive - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any amount of buildings. However, some aspects of the ideoligion system remain. You can still assign a Leader, and will have access to 2 rituals - a dance party and drum party.
  • Create ideoligion (fluid) - Design an ideoligion that can change over time.
A fluid ideoligion only has access to 1 meme at the start of the game, but otherwise has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain development points, you can add / remove memes, and re-customize just about everything else. See #Development points for more details.
  • Create ideoligion (fixed) - Design an ideoligion with complete control.
  • Presets - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. Some aspects, like rituals and relics, will be randomized
For example, the "Classic-like" preset will have the following precepts:

Forming an ideoligion

An ideoligion consists of multiple, separate mechanics:

Primary

  • Structure - What deities (or lack thereof) that followers believe in. Examples include Abstract Theist, that "gods are everywhere", or Christian origin, which is similar to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
  • Memes - The basic beliefs of the ideoligion. An ideoligion with the Cannibal meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to role specialists.
  • Precepts - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with Cannibalism: Preferred will have followers enjoy eating human meat. An ideoligion with Cannibalism: Required (Ravenous) will want to eat human meat for every meal.
Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.

Secondary

  • Rituals - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist mood, and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a gauranlen pod to sprout.
You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if present.
  • Roles - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of work. You can have multiple Shooting Specialists in 1 colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.
  • Relics - Ideoligions can have relics. Relics can be either Legendary quality weapons
  • Buildings - Buildings used by your ideoligion: altars, sacrificial flags, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion.
  • Preferences - Ideoligions can prefer apparel, weapons, and xenotypesContent added by the Biotech DLC, as well as venerate specific animals. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.

Descriptive

  • Styles - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that they could not make. Certain styles may have access to more or less buildings.
  • Cultures - Roughly where your ideoligion comes from. Astropolitians represent those coming from space. Corunans are those with a tribal background. Entirely cosmetic.
  • Lore - A randomly generated description of the ideoligion, based off of memes, styles, cultures, etc. Entirely cosmetic.

Mechanics

So long as the ideoligion system is not inactive, there are several mechanics involved in creation.

Certainty


Certainty is how willing a colonist is to maintain their current ideoligion. Certainty rises over time. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.

Reassurance

Certainty increases by a set rate per day, which is dependent on current mood.

  • 1% / day at 20% mood or less
  • 2% / day at 50% mood
  • 3% / day at 80% mood or more

Between 20% and 80% mood, certainty gain is linearly interpolated.

The Roles#Moral Guide of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on Social Impact.

Conversion

These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's Social Impact, and decreased by the user's Global Certainty Loss Factor.

  • Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the Ideoligion Spread Chance, which is increased by the Proselytizing precept.
  • The role of Roles#Moral Guide has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
  • If a pawn is held prisoner, you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.

The certainty reduction of a convert attempt can be calculated as follows:

'''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier'''
  • Relic conversion factor:
Relic Conversion Power Factor

Other certainty reduction

These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Social Impact or Certainty Loss Factor.

  • Conversion ritual. Requires a Roles#Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead increase certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by Social Impact of the moral guide.
  • Crisis of belief is an extreme mental break which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a random ideoligion - even if you have tried to convert them to a specific ideoligion.
  • A throne speechContent added by the Royalty DLC can convert listeners to the speaker's ideoligion.[Detail]

=Relics on conversion