RimWorld

RimWorld

Similar Nov 24, 2024 @ 1:35am
Ideology conversion?
I've had the Ideology DLC installed for over a year and use plenty of stuff from it in my games, but until very recently I've never really played with ideologies, partly because I mostly at least start out with a solo colonist and usually end with at most three.

My current game was a mechinator solo start too, but I've just had a highmate join and she has a very similar Transhumanist ideology to my mechinator's.

There's a few differences, though; they became lovers, only they didn't because the highmate's version doesn't allow sex before marriage, while my mechinator's does, so my mechinator was a bit cranky about sleeping alone for a while. Then they got married and the highmate practically ran to the mechinator's bed, so no problems there anymore.
The highmate's also doesnt allow bonding with animals (bit ironic because she has a double passion in animals) and apostasy is abhorrent, but there's no major points of conflict (great relief she also doesn't have a problem with nutrient paste because they're both horrible at cooking).

So they can get along fine, I think, but of course, I can't really do anything ideology wise when they don't have the same one.

My mechinator has made some random attempts at converting the highmate, which at first caused some offense, but apparently getting married means it's not offensive anymore. But it's also not really getting anywhere; my mechinator has a low social skill, so that might be part of it (the highmate's is high, but she's not trying to convert the mechinator. Which might be fortunate).

As I understand it, there's a role that allows you to hold conversion rituals, but in order to pick someone for that role, you need at least two (or three?) colonists with the same ideology. I don't seem to be able to actively try to convert anyone, not prisoners either (probably you need that role to do it?)
(From a cursory look, that role would also prevent my mechinator from doing quite a lot of things, and since she's very good at quite a lot of things, that would suck, even if her mechs could probably handle some of it).

The only way to get anywhere would be to get more colonists with the same ideology?

It's not really a problem right now, but I could see getting a new colonist whose ideology really conflicts and I'm not sure what I could do in that case.
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Showing 1-9 of 9 comments
Jaasrg Nov 24, 2024 @ 2:24am 
Said role wouldn't do much good as it does rely on your negotiation and thus social skill.
For prisoner converting it's an option in the same tab where you set them to recruit, release, etc.
But with prisoners there are ways to... "persuade" them, either greatly reducing their belief or just straight up converting to another ideology.
I'd tell the details but I left my notebook in a dark, dirty room with skeleton in it and not too fond of going to retrieve it.
Hoki Nov 24, 2024 @ 4:21am 
personally if they are marriaged and already have similar ideologies i'd say just go ahead and change it via devmode.

the most effective option will always be prison. there they get pretty much brainwashed into sharing the same beliefs to the colony. given the mechanitors low social skill though prisonment would pose additional risk to the relationships due to the prolonged duration.

the safest way would be getting 2 more pawns with the colonies ideology so the system (especially the roles) actually become active.
with the roles active you gain access to the leader and the priest roles (names are ideology dependant but those are the typical archetypes).
the priest can activly attempt to convert others as an active ability.
WildStargazer Nov 24, 2024 @ 5:04am 
Pawn with moral guide role has ability to convert, but you need at least 3 pawns of same Ideology to be able to assign that role. If you have only one your only option is to imprison temporarily your highmate and then select "convert" in prisoner tab. Or alternatively you can just wait and hope that more random pawns with your Ideology will join. By the way during game setup you can set up not only your own Ideology, but also Ideologies for other factions, if you don't do it, game will generate random ones, but they are often lame.
Similar Nov 24, 2024 @ 6:01am 
It all suddenly got rather theoretical because I somehow screwed up when trying to see if the highmate had high enough skill to tame a megasloth. She didn't, so I cancelled the taming, or so I thought; I must have clicked Hunt instead, so my mechanitor started hunting it without me noticing, with the highmate right next to her, and the megasloth got mad and killed the highmate.
So unless I can find a resurrector serum (if my mechanitor survives at all; she managed the first days without breaking, but it was a -60 mood debuff or so and she's still not in the clear), things got put on pause.

But yeh, it's about how I thought, except I'm pretty sure I don't get a conversion option even for prisoners. Could there be a social skill requirement or something?

Thanks all.
Last edited by Similar; Nov 24, 2024 @ 6:01am
Originally posted by Similar:
It all suddenly got rather theoretical because I somehow screwed up when trying to see if the highmate had high enough skill to tame a megasloth. She didn't, so I cancelled the taming, or so I thought; I must have clicked Hunt instead, so my mechanitor started hunting it without me noticing, with the highmate right next to her, and the megasloth got mad and killed the highmate.
So unless I can find a resurrector serum (if my mechanitor survives at all; she managed the first days without breaking, but it was a -60 mood debuff or so and she's still not in the clear), things got put on pause.

But yeh, it's about how I thought, except I'm pretty sure I don't get a conversion option even for prisoners. Could there be a social skill requirement or something?

Thanks all.
No social skill requirement needed, it should be there in the prisoner tab, if it isn't showing up it might be a mod issue or just a bug.
Similar Nov 24, 2024 @ 7:06am 
Originally posted by Festive Vergil, son of Sparda.:
No social skill requirement needed, it should be there in the prisoner tab, if it isn't showing up it might be a mod issue or just a bug.
ah, no, I do have it after all.

Another highmate just crashed in a drop pod. She's from an enemy faction, so I guess I have 32 days to see if I can get anywhere (she's incapable of the usual, plus dumb labour, so she wouldn't make for a good colonist. It'd seem a tad wrong to accept her while my colonist is in mourning too).
Originally posted by Similar:
Originally posted by Festive Vergil, son of Sparda.:
No social skill requirement needed, it should be there in the prisoner tab, if it isn't showing up it might be a mod issue or just a bug.
ah, no, I do have it after all.

Another highmate just crashed in a drop pod. She's from an enemy faction, so I guess I have 32 days to see if I can get anywhere (she's incapable of the usual, plus dumb labour, so she wouldn't make for a good colonist. It'd seem a tad wrong to accept her while my colonist is in mourning too).
So has this been resolved?
Similar Nov 24, 2024 @ 8:30am 
Originally posted by Festive Vergil, son of Sparda.:
So has this been resolved?
Well, it worked. Even with a social skill below 3, it didnt take that long to convert her.

I don't really like the idea of throwing someone from my colony in prison just in order to convert them, though, so that will probably still be a problem.
Triple G Nov 24, 2024 @ 10:43am 
If You don´t have many people - i guess less than four or five - then the conversion is faster. Else prison is the most reliable and fastest way. Even more so when You have some "spiritual guide" with high social skill. Another way would be with the ritual and the ability of said guy - but that usually takes longer and is luck based. The meme for it doesn´t really work super well either, and on top the people might be upset. But it works if one wants to. One needs a high social skill and that role. Downside are all the cooldowns, and of course if they´re not in prison they might be happier, so they regain their faith faster - which is usually what makes it longer. And everyone gets a mood debuff for unsuccessful conversion attempts, which is bad, because the guy with the role has higher expectations. But i did that this way in a couple of playthroughs - so all in all it works. But prison is the convenient and faster solution, even more so when You only need to release them afterwards.
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Date Posted: Nov 24, 2024 @ 1:35am
Posts: 9