Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On one hand, those who long for life everlasting and are elated when one of their dead peers is brought back to life, but suffer a terrible mood debuff if a corpse becomes in any way damaged or rotten beyond repair.
On the other, those who believe that death is final and one should not disturb the dead, who have a severe mood debuff if somebody is resurrected - especially for the one who expected eternal rest - and a negative opinion modifier towards any who came back from the dead.
"The human body constantly acculmulates evil toxins/energy/thoughts. Only through our special methods can it be cleansed."
New Need: Contamination- slowly increases at a constant rate. Scaling mood debuff as it fills.
New item: Tonic- Neolithic drug, created from pretty much any plant matter. Clears Contamination need, but causes toxic buildup.
New building: Crystal Aura Decontaminator- 3x3 building, made from any construction material plus some jade. Pawns meditate here to slowly clear Contamination need.
New building: Contamination zapper- Similar to the neural supercharger. Builds a charge (6hr) and can be used by pawns to instantly clear their contamination need. Small chance of causing electrical burns.
I also had this little idea recently:
Meme: Hunting
"To conquer a powerful beast to feed ones friends and family is the noblest thing a man can achieve."
Precept: Meat eating - Preferred (and up)
Precept: Ranching - Companion animals only. A mood debuff for each domesticated farm animal in colony, higher mood buff from having a bonded animal. Increased butchering yield and lowered animal gather yield.
Precept: Venerated animals - Revered game. A succesful hunt of a venerated animal demands celebration from the whole comunity! All colonists of this ideoligion recieve a mood boost when a venerated animal is succesfully hunted. The bonus is stacking with diminutive returns and depends on the value of the hunted animal. The pawn which dealt the finishing blow also gains an opinion boost from all colonists.
New building: Stuffed animal - An almost perfect replica of a hunted animals natural visage, a stuffed animal can be crated by a gamekeeper. Its value and beauty are dependent on the value of the animal it was made out of, as well as the creators crafting skill.
New role: Gamekeeper - A specialist in hunting and animals. Has most jobs disabled with the exception of hunting, training, cooking and dumb labor. Has an increased hunting stealth, as well as an ability which allows the gamekeeper to turn a venerated animals corpse into a Stuffed animal, sacrificing all of it's leather as well as any tusks, horns or other parts. Meat is still obtained as normal.
"Clothes make the man."
Precept: Latest trends- Desired/Required. Every year 2 pieces of worn equipment are selected randomly, on as the latest trend and another as out of style. Pawns wearing the equipment gain a mood and social buff or penalty depending on which they're wearing (or not wearing).
Precept: New Clothes- Important/Essential. Increases the threshold for the tattered clothing penalty to 75%/90%. Gains a mood buff from wearing undamaged clothes.
New specialist: Designer- Clothing focused crafter. Gains +1 quality to items crafted at the tailor bench, returns 10% of the crafting materials when finishing an item. Ability Fashion Emergency instantly converts 100 textile/leather into a full set of clothes. Items chosen at random, but will follow the Latest Trends.
Alternate ability, Wardrobe Malfunction, mysterious ability to cause damage to an enemy pawn's equipment, and forces some or all pieces to fall off.
No """official""" leader exists in the colony, as the colony is self-governing via Popular Consensus and prides itself in its pure democracy.
However, the way this translates to the harsh realities of the Rim means that the most charismatic and influential colonists are the "de facto" leaders of the colony. Thus the leader role is automatically given to whoever has the highest social skill - or who is calculated as the most charismatic based on equation that takes into account social skill + traits. Or perhaps the leader is decided by who is the most liked person in the colony, which will usually be the same as who has the highest social skill / best traits.
Maybe instead of one leader role, it could be the top X most person in the colony?
I saw your Blood Court meme and I thought the idea of a dynamically changing leader role was an interesting idea, so that's how I got this idea for a Popular Consensus meme where the leader role changes based off Social aptitude instead of Combat.
Other ideas for this meme that I am just throwing out: just like how your Blood Court meme allows leaders to be usurped through a combat ritual, perhaps a popular consensus meme allows the leader to be usurped by a "debate" ritual, the winner of which is decided based on - again - Social skill / calculus of social skill + traits / who is most liked in the colony.
The last idea I have, unrelated to the prior two is a "Hierarchy" meme. "Equality is viewed as a delusion in this colony. Some people were destined for greatness, others were destined to plow the fields." This sets the required Dumb Labor precept to disliked or below, but also sets a "Skilled Labor" precept, in which performing skilled labor offers a mood boost. In addition, colonists receive an opinion modifier based on a pawn's skills. If a pawn's overall skills are similar to, or higher than that of a colonist, then the colonist receives a scaling opinion boost. If a pawn's overall skills are moderately less or worse in comparison to a colonist, then the colonist receives a scaling opinion debuff.
Anarchist
"No person has a right to control another. We are free — we have no need of rulers."
Classless
"Each member of our colony contributes something unique. Whatever work we do or do not do, none of it elevates us over our fellows or entitles us to more than our fair share."
Elitist
"Some of us are simply better than the rest, whether by merit, birth, or other reason. They should not be treated like the common rabble."
News Interest
"Living in this world, it is our responsibility to know what is going on in it."
If you have, thank you for taking the time to read these ramblings, and great thanks to the mod authors for their exemplary work.