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I will note though that, while it still worked without any obvious gamebreaking bugs, I assume an animabreeding ritual isn't supposed to involve 7,411 rounds of lovin'.
I was using RJW, which probably breaks it a little due to how much (I assume) it affects the vanilla Lovin'. Just figured I'd mention it. Thanks for the mod, this really adds a lot to ideology!
>I was expecting that a ceremony lasting 4 hours of constant "breeding" would have a very high chance of pregnancy
The "Detailed Fertility Report" option can show you the cumulative probability. 4 hours will yield (on average) 8 Lovin' sessions. Let's assume 100% fertility and "try for baby" approach. (0.8)^8=0.167. The couple has 83% chance of pregnancy.
If you get *consistently* poor results (even with long rituals, different couples, savescumming, etc), then a mod conflict is the likely culprit. Are you running anything which overhauls pawn relationships, physical love, or childbearing? Are there any red entries in the log?
IIRC pawns will interrupt their ritual tasks if they're in serious danger (e.g. starvation). Interrupted Lovin' tasks won't produce children.
>Why are the odds so low?
The odds of pregnancy in RimWorld are low. The baseline is 5% chance of pregnancy per Lovin'. With "Try for Baby", a young+healthy couple can reach 20%. You can extend the duration of a Breeding ritual, so that the couple gets more chances (additional RNG rolls).
>And why is there a successful breeding 50% bonus?
The Planning window shows the expected QUALITY of the ritual.
The goal of a breeding ceremony is to create a pregnancy. If it achieves that goal then the participants are likely to remember it fondly (hence, it gets a big boost to quality). If no pregnancy occurs, then they'll probably be disappointed.
>am i missing something here?
If you have Royalty DLC, consider Animabreeding. It's a "magical" option which can guarantee pregnancy, but it's more expensive. You can also adjust Mod Options so that standard breeding rituals always produce pregnancies (this is marked as a cheat, but it might fit your storytelling goals).
○ Royalty DLC is now optional. It's needed for psybreeding and animabreeding, but regular breeding rituals can be performed without it.
○ NEW: Anima Breeding ritual. Meditate at the anima tree to generate grass, then "spend" the grass to perform a miraculous feat of reproduction. Allows homosexual couples to conceive without high-tech assistance. Allows parthenogenesis. Allows male pregnancy.
○ Fitness is now shown during ritual planning (it previously used Movement Speed as a proxy).
○ An engaged couple can now "elope" via a breeding ritual. This allows fiancés to quickly become spouses instead of waiting for a random marriage ceremony. You miss out on the wedding-related Mood boost, of course.
○ Rituals can now be evaluated using Beauty instead of Room Impressiveness. This is most relevant for low-tech tribes who do a lot of outdoor breeding. If you choose a pleasant spot and plant some flowers, ritual quality will improve slightly.
>Baby just pops into existance (because magic)
If the Biotech pregnancy system is omitted, then we're straying too far from the "breeding" theme.
>Ritualistic IVF Procedure like you suggested
I imagine a standard IVF procedure. *Afterwards* the player could setup a breeding ritual for the lesbian couple. The player (and/or the characters) could "pretend" that the child was conceived during the ritual. Normally the child would consider the ovum donor to be their second mother, but the mod could ensure that lesbian-partner is also "Mom".
We can imagine a *magical* lesbian breeding ritual in which the mod partially overrides the game logic. Instead of relying on IVF, the player would simply put a lesbian couple in bed and let them mingle genes. Such rituals could end with BOTH participants becoming pregnant. I'd probably copy the anima linking cost - this is basically a miracle, so the whole tribe must spend days *praying* before it can happen.