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"Why would I take this when it's clearly worse than this?" is the wrong attitude to approach Ideology with.
The game could probably stand to signpost this a little better, but here we are.
So fighting in darkness is bad, that makes sense logically. Unless you can see in the dark, like a mole guy... or a pawn with an archoeye or the like. I'm sure there's an exogene you could find/insert to get your colonists' darkvision.
It absolutely is. You NEED darklight in order to not take a malus on treatments and surgeries, as it's the only way to get 'light' from the darkness meme and you take a huge malus to treatments/surgeries for doing them in darkness; as even if you can see in darkness, the game still applies a penalty for operating/treating without light.
Sure. Draft two ppl, spread 'em apart. Now select one's weapon and mouseover the other guy... should show you a breakdown of the shot. FYI, you can do that with enemies as well..
Ya it's weird, being "outside" during the day will always give the penalty unless there's like a sunblocker or eclipse. Being under a roof doesn't do anything even if the colonist and target are in 0% light. You need a door on the entrance to your killbox held open to make sure the area is indoors. I don't remember if this was always the case, and I at least completely forgot about it in a previous run and was building roofs all over the map thinking it was helping my accuracy during mobile skirmishes, but apparently it was doing nothing.
Also for indoor combat it's the target's light level that matters, not the attackers. Normal lights and torches do cause a penalty, darklights do not. If your colonist is standing next to a normal light and the enemy is far enough away to be in darkness, no penalty. If your colonist is standing in darkness and the enemy is next to a normal light, -20% accuracy. You probably aren't building any normal lights anywhere though so that bit if info isn't particularly relevant.