Social

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For the skill of the same name, see Skills.
Example of a social tab

Each colonist has a social tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will (if the colonists are well armed) do damage to both. There is also a possibility that while on berserk a colonist's father is killed by another colonist, so the father's family will dislike the killer (for the values check under Opinions).

The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) and as of Alpha 14 humans now do incest. This means that a colonist's father and lover can be the same person.

Opinion

There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.

Random Social Interactions

  • Thought name Opinion Max cumulated opinion or stack limit per pawn Nullifying traits
    Chitchat 0.66 10 Psychopath
    Had deep talk 15 10* Psychopath
    Slighted -5 10* None
    Insulted** -15 10* None
  • * = Stack limit per pawn
    ** = Creates a thought that affects the mood

    Chitchat

    The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.

    Deep Talk

    A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.

    Insulted

    This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.

    Slighted

    This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.

    Social Fights

    Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as bloodlust and a pawn's current level of inebriation. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after 420 ticks (7 secs), or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights.

  • Thought name Opinion Max cumulated opinion or stack limit per pawn Nullifying traits
    Had angering fight -22 5* None
    Had cathartic fight 38 5* None
  • * = Stack limit per pawn

    Family by Blood

  • Relation Opinion Opinion of killer if killed Incest Opinion
    Father/Mother/Son/Daughter 30 -80 -30
    Sibling 20 -80 -15
    Halfsibling 15 -15 -15
    Grandparent 15 -15 0
    Grandchild 15 -15 0
    Nephew/Niece 10 -15 0
    Uncle/Aunt 10 -15 -15
    Cousin 10 -15 -15
    Greatgrandparent 5 -15 0
    Greatgrandchild 5 -15 0
    Granduncle/Grandaunt 5 -15 0
    Grandnephew/Grandniece 5 -15 0
    Secondcousin/Kin 5 -15 0
  • Non-Intimate Relations

    Points at where pawns change from rival to acquaintance to friend is currently questionable
    

    There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.

    Rival

    A rival of another pawn has an opinion of that pawn between -100 and -25.

    Acquaintance

    An acquaintance has a relation between -25 and 25,

    Friend

    A friend has a relation with another pawn between 25 and 100.

    Romance

    Base Opinions

    Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.

  • Relation Opinion Opinion of killer if killed
    Spouse 30 -65
    Fiancé 30 -65
    Lover 35 -50
    Stepparent 5 0
    Stepchild 5 0
    Parent-in-law 5 0
    Child-in-law 5 0
    Exspouse -15 0
    Exlover -15 0
  • Lovers

    Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in Double beds, Double bedrolls, or Double sleeping spots, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.

    Fiancés/Fiancées

    After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the Marriage spot and become spouses.

    Spouses

    Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.

    Ex-Lovers

    Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.

    Ex-Spouses

    Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.

    Romantic Social Interactions

  • Thought name Opinion Max cumulated opinion or stack limit per pawn Nullifying traits
    Rebuffed me** -10 5 None
    Failed to romance me -15 5* None
    Broke up with me** -50 1* None
    Affair** -70 1* None
    Divorced me** -70 1* None
    Rejected my proposal** -30 1* None
    I rejected their proposal -15 1* None
    Honeymoon phase** 40 1* None
    Got some lovin'** 10 3* None
  • * = Stack limit per pawn
    ** = Creates a thought that affects the mood

    Lovin'

    Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two.

    Affairs

    If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.

    This is disabled for Ideology if specific setting for the ideoligions is set to have free range of spouse.

    Misc actions

    Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.

  • Thought name Opinion Max cumulated opinion or stack limit per pawn Nullifying traits
    Harmed me -15 1* None
    Botched my surgery -20* 5 None
    Rescued me 15 3* None
    Recruited me 20 1* None
    Crashed together 25 1* None
    Sold my loved one** -10 2* None
    Sold my bonded animal** -10 2* None
  • * = Stack limit per pawn
    ** = Creates a thought that affects the mood

    Version History

    • 0.13.1135 - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.