Ideoligion

Ideoligions are both a system of mechanics introduced by, and the primary focus of, the Ideology DLC. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.
== Type of ideoligion ==
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.
* Ideology system inactive - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any style, or cosmetic variant, of building (click the circle icon in the Architect tab, right next to the search bar).
:However, some aspects of the ideoligion system remain. You can still assign a Leader, and will have access to a funeral and 2 rituals - a dance party and drum party. In addition, there will be 3 randomized relics that you can search for.
* Create ideoligion (fluid) - Design an ideoligion that can change over time.
:A fluid ideoligion only has access to 1 meme at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain development points, you can add / remove memes, and re-customize just about everything else.
* Create ideoligion (fixed) - Design an ideoligion with complete control.
* Presets - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the "Mole people" preset. You will start with a Funeral and 2 other random rituals, as well as a random relic. Other aspects of the ideoligion will also be randomized.
:For example, the "Classic-like" preset will have the following precepts:
* Corpses: Ugly
* Insect meat: Despised
* Marriage name: Usually man's
* Eating nutrient paste: Disgusting
* Physical love: Free
* Women's spouses: One only
* Men's spouses: One only
=== Development points ===
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained.
Development points can be obtained in the following ways:
* Performing rituals. Rituals will give a varying amount of points depending on if they are "anytime" rituals or "dated" rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals Do not count for the following table.
 	Terrible	Boring	Fun	Unforgettable
1 Ritual 	2 	4 	6 	7
2 Rituals 	1 	2 	3 	4
3 Rituals 	1 	1 	2 	3
4 Rituals 	0 	1 	1 	2
5+ Rituals	0 	1 	1 	1
* Converting someone: 1 point.
Certain precepts allow an ideoligion to gain points from actions related to the precept.
* Blindness: Respected, Elevated or Sublime: Blinding someone: 1 point
* Charity: Worthwhile, Important or Essential: Completing charity quests and accepting charity events
** Helping beggars: 2 points
** Accepting joining wanderer: 1 point
** Giving hospitality : 2 points
** Saving shuttle crash survivors : 3 points
** Saving a pod crash victim: 1 point
** Saving the noble wimp : 1 point
** Helping the threatened joiner: 2 points
* Execution: Respected if guilty or Required: Executing prisoner: 1 point
* Proselytizing: Occasional, Sometimes or Frequent:
** Converting a new member: 1 point (in addition to the normal 1 point)
** Obtaining a relic: 5 points
** Completing the pilgrims quest: 2 points
* Raiding: Respected or Required:
** Raiding someone: 1 point
** Raiding a bandit camp or work site: 2 points
* Ranching: Central: Successfully completing an Animal Hospitality quest: 2 points
* Slavery: Honorable: Enslaving new prisoner: 1 point
* Gauranlen Connection: Strong: Planting gauranlen tree: 1 point
Reformation allows you to add or remove 1 meme, or change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 style at a time. All other changes are unlimited.
== Forming an ideoligion ==
An ideoligion consists of many separate aspects to customize:
Primary
* Structure - What deities (or lack thereof) that followers believe in. Examples include Abstract theist, that "god(s) are formless and everywhere", or Christian origin, which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.
* Memes - The basic beliefs of the ideoligion. An ideoligion with the Cannibal meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to specialists.
* Precepts - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with Cannibalism: Preferred will have followers enjoy eating human meat. An ideoligion with Cannibalism: Required (Ravenous) will want to eat human meat for every meal.
:Certain precepts have statistical effects beyond mood. For instance, Drugs: Essential boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.
Secondary
* Rituals - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist mood, and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a gauranlen pod to sprout.
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.
* Roles - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.
* Relics - Ideoligions can have relics. Relics can be either Legendary quality weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.
* Buildings - Buildings used by your ideoligion: altars, sacrificial flags, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.
* Preferences - Ideoligions can prefer apparel, weapons, and xenotypes , as well as venerate specific animals. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.
Descriptive
* Styles - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.
* Cultures - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents tribes in general. Entirely cosmetic.
* Lore - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.
* Icon / color - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a moodlet for wearing their ideology's color, or their own favorite color. All colors require dye and the same amount of dye.
== Certainty ==
Certainty is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.
=== Reassurance ===
Certainty increases by a set rate per day, which is dependent on current mood.
* 1% / day at 20% mood or less
* 2% / day at 50% mood
* 3% / day at 80% mood or more
Between 20% and 80% mood, certainty gain is linearly interpolated.
Certainty does not regenerate while deathresting.
The Moral guide of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on Conversion Power.
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.
=== Conversion ===
These ways to lower certainty are all considered "Conversion". The certainty reduction is increased by the converter's Conversion Power, and decreased by the user's Global Certainty Loss Factor. Conversion strength is then multiplied by relevant traits. For example, an Undergrounder will be harder to convert from an ideology with the Tunneler meme.
* Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the Ideoligion Spread Chance, which is increased by the Proselytizing precept.
* The role of Moral guide has a "Convert" ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.
* If a pawn is held prisoner, you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.
The certainty reduction of a convert attempt can be calculated as follows:
Certainty loss = 6% × Conversion Power of the Converter × If Converter is Moral Guide () × Global Certainty Loss Factor of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier
*Relic conversion factor:
Relic Conversion Power Factor
Other certainty reduction:
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.
* Conversion ritual. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead increase certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by Social Impact of the moral guide, among other factors.
* Crisis of belief is an extreme mental break which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a random ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that prisoners associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)
* A throne speech can convert listeners to the speaker's ideoligion.
Children are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the Children page.
== Structure ==
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.
Structure 	Description 	Styles 	Unlocked Rituals 	Chance to Have Precept
Abstract theist 	The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. 	 	 	
Animist 	Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. 	Animalist	 	
Archist 	Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. 	 	 	
Buddhist origin 	This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. 	Buddhist 	Smokeleaf circle 	Headwrap: RelaxedBroadwrap: Relaxed
Christian origin	This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar.	Christian	Christmas tree party	Headwrap: RelaxedBroadwrap: Relaxed
Embodied theist 	The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. 	 	 	
Hindu origin 	This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. 	Hindu 	Smokeleaf circle 	Headwrap: RelaxedBroadwrap: Relaxed
Ideological 	There are no gods. The moral structure of the universe is found in our grand narrative of social forces. 	 	Symbol burning 	
Islamic origin 	This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. 	Islamic 	 	Headwrap: RelaxedBroadwrap: Relaxed
== Cultures ==
Cultures affect names, appearances, and symbols.
Culture 	Factions Allowed 	Description
Astropolitan	New Arrivals 	A broad collection of cultures common among frequent space travelers.
Rustican 	Outlander Factions 	A hardy industrial cultures common among rimworld outlanders.
Corunan 	New TribeTribal Factions 	An ancient culture common among rimworld tribes.
Kriminul 	Pirate Factions 	A broad category describing the styles and practices of many pirate groups.
Sophian 	Empire FactionAncient Factions	A techno-feudal culture centered on the planet Sophiamunda.
== Styles ==
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's diversity of thought precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.
Style 	New buildables 	Affects items 	Affects objects 	Affects ritual ambience sound	Player-accessible
Hindu 	- 	Simple helmet, Flak helmet 	Small sculpture, Large sculpture, Grand sculpture 	Yes 	Yes
Christian	- 	- 	Small sculpture, Large sculpture, Grand sculpture 	Yes 	Yes
Islamic 	- 	- 	Small sculpture, Large sculpture, Grand sculpture 	Yes 	Yes
Buddhist 	- 	- 	Small sculpture, Large sculpture, Grand sculpture 	Yes 	Yes
Morbid 	Morbid carpet, Morbid slab (broad), Morbid slab (medium), Morbid stone tile 	Recon helmet, Marine helmet, Cataphract helmet 	Small sculpture, Large sculpture, Grand sculpture, Small altar, Medium altar, Large altar, Grand altar, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp, Wall lamp, Torch lamp, Column 	Yes 	Yes
Totemic 	Totemic boards, Totemic slab (broad), Totemic slab (medium), Totemic stone tile 	Recon helmet, Marine helmet, Cataphract helmet 	Small sculpture, Large sculpture, Grand sculpture, Small altar, Medium altar, Large altar, Grand altar, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp, Wall lamp, Torch lamp, Column	Yes 	Yes
Spikecore	Spikecore floor-star (broad), Spikecore floor-star (medium), Spikecore plates, Spikecore stone tile	Simple helmet, Flak helmet, Flak jacket, Duster, Jacket, Parka	Table (1x2, 2x2, 2x4, 3x3), Standing lamp, Wall lamp, Torch lamp, Column 	Yes 	Yes
Rustic 	Rustic rug (broad), Rustic rug (medium) 	Simple helmet, Flak helmet 	Column, Standing lamp, Wall lamp, Torch lamp, Table (1x2, 2x2, 2x4, 3x3) 	Yes 	Yes
Animalist	Animalist slab (broad), Animalist slab (medium) 	Recon helmet, Marine helmet, Cataphract helmet, War mask 	Small sculpture, Large sculpture, Grand sculpture 	Yes 	Yes
Techist 	Hex carpet, Hex tile 	- 	Column, Plant pot, Standing lamp, Wall lamp, Shelf, Autodoor, Table (1x2, 2x2, 2x4, 3x3) 	Yes 	Yes
Horaxian 	- 	Axe, Club, Gladius, Knife, Mace 	- 	No 	No
=== Style dominance ===
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered "uniform" if pawn's ideoligion can build it, and "diverse" otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.
== Memes ==
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.
Meme 	Description 	Impact	Incompatible Memes 	Required Precepts 	Chance to Have Precept 	Disabled Precepts 	Unlocked Roles 	Required Rituals	Unlocked Rituals	New Buildables 	Unlocked Craftables	Start with Research 	Agreeing Traits 	Conflicting Traits	Styles
Animal personhood	Animals have rights as humans do. 	High 	Rancher 	Animal connection: StrongSlaughtering animals: Prohibited, Horrible, or DisapprovedMeat eating: Abhorrent, Horrible, or Disapproved 	- 	- 	Animals specialist 	- 	- 	- 	- 	- 	- 	- 	-
Blindsight 	Only those who are blind can perceive true reality. 	High 	Darkness 	Blind psysense: StrongBlindness: Respected, Elevated, or Sublime 	- 	Blindness: HorribleLighting: Darklight preferredCombat in darkness: preferred 	Medical specialist 	Blinding 	- 	- 	Blindfold 	- 	- 	- 	-
Cannibal 	We must consume human flesh. 	High 	- 	Organ use: AcceptableCannibalism: Preferred, Required (strong), or Required (ravenous)Execution: Don't care, Respected if guilty, or Required 	- 	Execution: Always horrible or Horrible if innocent 	- 	- 	Cannibal feast 	- 	- 	- 	Cannibal 	- 	Morbid
Collectivist 	Each person is part of a greater whole. People should work to play their part and help the group. 	Low 	Individualist 	Work drive: Tripled 	Visage mask: Relaxed 	Marriage name: Keep names 	- 	- 	Symbol burning 	- 	- 	- 	- 	- 	-
Darkness 	Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. 	High 	Blindsight 	Lighting: Darklight preferredCombat in darkness: Preferred 	- 	- 	Mining specialist 	- 	- 	- 	- 	- 	- 	- 	-
Female supremacy 	Women are the superior gender and should rule. 	Medium	Male supremacy 	- 	Burka: RelaxedVeil: Strong	- 	- 	- 	- 	- 	- 	- 	Misandrist 	Misogynist 	-
Flesh purity 	The human body should not be debased. 	Medium	High lifeTranshumanist 	Drug use: ProhibitedBody modification: AbhorrentScarification: Horrible 	- 	Body modification: ApprovedPhysical love: Free and approved 	Medical specialist 	- 	Symbol burning 	- 	- 	- 	Body puristNudist 	Body modder 	-
Guilty 	Our people carry guilt from ages past. Others are more worthy. 	Low 	SupremacistLoyalist 	Pain: IdealizedCharity: Essential, Important, or Worthwhile 	- 	Apostasy: Abhorrent, Horrible, and GuiltySlavery: Honorable 	- 	- 	Symbol burning 	- 	Torture crown 	- 	- 	- 	-
High life 	Exotic states of mind are central to a good life. 	Medium	Flesh purity 	Drug use: Essential 	Flophat: Relaxed 	Drug use: Prohibited, Medical only, or Medical/social only 	Plants specialist 	Smokeleaf circle	Smokeleaf circle	AutobongMindbend carpet 	- 	- 	Chemical interestChemical fascination	- 	-
Human primacy 	Humans are the moral center of the universe. 	Medium	Nature primacy 	Bonding: Disapproved 	- 	Slaughtering animals: Prohibited, Horrible, and DisapprovedKilling innocent animals: Abhorrent, Horrible, and DisapprovedMeat eating: Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly requiredMining: Prohibited, Horrible, and DisapprovedCutting trees: Prohibited, Horrible, and Disapproved	Production specialist 	- 	Symbol burning 	- 	- 	- 	- 	- 	-
Individualist 	Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.	Low 	CollectivistSupremacist 	- 	- 	Slavery: Honorable 	- 	- 	Symbol burning 	- 	- 	- 	- 	- 	-
Loyalist 	We stand for our own before others. 	Low 	SupremacistGuilty 	- 	- 	- 	- 	- 	Symbol burning 	- 	- 	- 	- 	- 	-
Male supremacy 	Men are the superior gender and should rule. 	Medium	Female supremacy 	- 	Burka: RelaxedVeil: Strong	- 	- 	- 	- 	- 	- 	- 	Misogynist 	Misandrist 	-
Nature primacy 	Man is a stain on nature's perfection. 	Medium	Human primacy 	- 	- 	- 	Plants specialist 	 	- 	- 	- 	- 	- 	- 	Animalist
Nudism 	Clothing binds, controls, and suffocates us. We should all hang free. 	High 	- 	Male clothing: Fully nude or Pants at mostFemale clothing: Fully nude or Pants at most 	- 	- 	- 	- 	Symbol burning 	- 	- 	- 	Nudist 	- 	-
Pain is virtue 	Virtue is shown through suffering of self and others. 	High 	- 	Pain: IdealizedComfort: IgnoredSlab bed: Preferred 	- 	Charity: Essential, Important, and WorthwhileExecution: Always abhorrent and Always horribleScarification: HorribleSkullspike: Disapproved 	- 	Scarification 	Symbol burning 	Slab bedSlab double bed 	Torture crown 	- 	AsceticTortured artistMasochist 	WimpGourmand 	Morbid
Proselytizer 	It is our duty to spread our beliefs. 	Medium	- 	Proselytizing: Occasional, Sometimes, or Frequent 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	-
Raider 	The strong should take from the weak. 	Medium	- 	Raiding: Respected or RequiredExecution: Horrible if innocent, Don't care, Respected if guilty, or Required 	- 	Skullspike: DisapprovedSlavery: Abhorrent, Horrible, and Disapproved 	Shooting specialistMelee specialist	- 	Symbol burning 	- 	- 	- 	- 	- 	-
Rancher 	Raising animals is the right way; raising plants to eat is not. 	Medium	Animal personhood 	Ranching: CentralMeat eating: Mildly required, Seriously required, or Strictly required 	- 	- 	Animals specialist 	- 	Symbol burning 	- 	- 	- 	- 	- 	-
Supremacist 	Our people should dominate all others. 	Low 	IndividualistLoyalistGuilty	Slavery: Acceptable or HonorableExecution: Required, Respected if guilty, or Don't care 	- 	Charity: Essential, Important and WorthwhileSkullspike: Disapproved 	Shooting specialistMelee specialist	- 	Symbol burning 	- 	- 	- 	- 	- 	-
Transhumanist 	Human progress means merging with technology. 	Medium	Flesh purity 	Sleep accelerator: PreferredNeural supercharge: PreferredBiosculpting: AcceleratedAge reversal: DemandedEating nutrient paste: Don't mindBody modification: Approved 	Slicecap: Relaxed 	Body modification: Abhorrent or Disapproved 	Research specialist 	- 	- 	Hex carpetHex tileNeural superchargerSleep accelerator	- 	- 	Body modder 	Body purist 	Techist
Tree connection 	Trees are the essence of life, and we must be near them. 	High 	- 	Trees: DesiredRough living: WelcomedTemperature: ToughGauranlen connection: Strong 	- 	- 	Plants specialist 	- 	- 	- 	- 	Tree sowing 	- 	- 	-
Tunneler 	Humans ought to live underground, and enjoy the succulent fruit of the depths. 	High 	- 	Fungus: PreferredInsect meat: LovedSmall spaces: Don't careMining yield: High 	- 	Mining: Prohibited, Horrible, or Disapproved 	Mining specialist 	- 	- 	Fungal gravel 	- 	Stonecutting 	Undergrounder 	- 	-
Bloodfeeding 	Drinking blood is sacred. Bloodfeeders should be worshipped. 	Medium	- 	Bloodfeeders: ReveredOrgan use: AcceptableCannibalism: Acceptable or PreferredExecution: Don't care, Respected if guilty, or Required 	- 	- 	- 	- 	- 	- 	- 	ElectricityDeathrest	- 	- 	Morbid
Ritualist 	There is a greater energy in the universe. Through ritual we can understand it and harness its power. 	Medium	- 	Psychic rituals: ExaltedVoid study: Very efficientResearch: Slow, Very Slow or Extremely Slow 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	Morbid
Inhuman 	Humanity is a barrier to our connection with the machine god and its pleasurable rewards. 	High 	- 	Inhumanizing: RequiredExecution: Respected if guiltyCannibalism: AcceptableCorpses: Don't careEating nutrient paste: Don't mindSkullspike: DesiredSlavery: AcceptablePhysical love: FreeMale clothing: No rulesFemale clothing: No rulesOrgan use: AcceptableDiversity of thought: Neutral, Mild bigotry, Moderate bigotry or Intense bigotry	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	-
=== Other Faction Customization ===
Meme 	Civil outlander	Rough outlander	Gentle tribe	Fierce tribe	Savage tribe	Cannibal tribe	Nudist tribe	Pirate gang	Pirate cannibal gang	Shattered Empire	Ancient faction***	Outlander refugee group	Beggars & Pilgrims	Yttakin pirates	Waster pirates	Sanguophages	Horax cult
Supremacist 	 	Required 	 	 	Required 	 	 	Required 	Required 	 	 	 	 	 	Required 	 	
Loyalist 	 	* 	 	 	* 	 	 	 	 	Required 	Required 	 	 	 	 	 	
Guilty 	 	* 	 	 	* 	 	 	 	 	 	 	 	 	 	 	 	
Individualist 	** 	* 	 	 	* 	 	 	 	 	 	 	 	 	 	 	 	
Collectivist 	** 	 	 	 	 	 	 	 	 	Required 	 	 	 	 	 	 	
Transhumanist 	 	 	 	 	 	 	 	 	 	 	Required 	 	 	 	 	 	
Flesh purity 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Raider 	 	 	 	 	 	 	 	Required 	Required 	 	 	 	 	Required 	Required 	 	
Proselytizer 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
High life 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Nature primacy 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Human primacy 	 	 	 	 	 	 	 	 	 	 	Required 	 	 	 	 	 	
Female supremacy 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Male supremacy 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Animal personhood	 	 	 	 	 	 	 	 	 	 	 	 	 	Required 	 	 	
Rancher 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Pain is virtue 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Darkness 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Tunneler 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Tree connection 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Nudism 	 	 	 	 	 	 	Required 	 	 	 	 	 	 	 	 	 	
Blindsight 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Cannibal 	 	 	 	 	 	Required 	 	 	Required 	 	 	 	 	 	 	Required 	
Bloodfeeding 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Required 	
Ritualist 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Required
Inhuman 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Required
* Appears on faction's options but conflicts with required meme
** Since only two memes available, one of Individualist OR Collectivist must be chosen
*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes
=== Natural goodwill with other factions ===
Additionally, Supremacist and Raider have with everyone, Loyalist with everyone, and Guilty with everyone. There is a bonus for having the same ideoligion.
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give for Flesh purity/Flesh purity, for Cannibal/Cannibal, and for Flesh purity/Cannibal.
 	Individualist	Collectivist	Transhumanist	Flesh purity	Proselytizer	High life	Nature primacy	Human primacy	Female supremacy	Male supremacy	Animal personhood	Rancher	Pain is virtue	Nudism	Cannibal
Individualist 	+10 	-10 	 	 	-10 	 	 	 	-10 	-10 	 	 	 	 	-10
Collectivist 	-10 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Transhumanist 	 	 	 	-20 	 	 	-20 	+10 	 	 	 	 	 	 	
Flesh purity 	 	 	-20 	 	 	-30 	 	+10 	 	 	 	 	 	 	+10
Proselytizer 	-10 	 	 	 	 	 	 	 	 	 	 	 	 	 	
High life 	 	 	 	-30 	 	 	 	 	 	 	 	 	 	 	
Nature primacy 	 	 	-20 	 	 	 	 	-30 	 	 	+10 	-30 	 	 	
Human primacy 	 	 	+10 	+10 	 	 	-30 	 	 	 	-10 	 	 	 	
Female supremacy 	-10 	 	 	 	 	 	 	 	 	-30 	 	 	 	 	
Male supremacy 	-10 	 	 	 	 	 	 	 	-30 	 	 	 	 	 	
Animal personhood	 	 	 	 	 	 	+10 	-10 	 	 	 	-10 	 	 	
Rancher 	 	 	 	 	 	 	-30 	 	 	 	-10 	 	 	 	
Pain is virtue 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	+10
Nudism 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Cannibal 	-10 	 	 	+10 	 	 	 	 	 	 	 	 	+10 	 	
== Precepts ==
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.
=== Present in every ideoligion ===
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include "basic" precepts from the base game, used in "Play Classic".
Issue 	Precept 	Description 	Requirement 	Associated 	Effects
Blindness 	Horrible 	Blinding people for ideoligious reasons is horrible. 	Not Blindsight 	 	Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits
Blindness 	Respected 	To be blind is a moral thing worthy of respect. 	Blindsight 	Blindsight 	Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.
Blindness 	Elevated 	The blind stand pure above the sighted. 	Blindsight 	Blindsight 	Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).
Blindness 	Sublime 	Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. 	Blindsight 	Blindsight 	Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.
Cannibalism 	Abhorrent 	Eating human flesh is a deeply abhorrent and disgusting act. 	 	 	-20 mood for eating human meat-12 mood for butchering a human-5 mood for a human butchered in the colony-20 opinion for butchering a human-10 opinion for eating human meat-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing
Cannibalism 	Horrible 	Eating human flesh is a horrible thing to do. 	 	 	-12 mood for eating human meat-6 mood for butchering a human-3 mood for a human butchered in the colony-10 opinion for butchering a human-5 opinion for eating human meat-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing
Cannibalism 	Disapproved 	Eating human flesh is an ugly thing to do. 	 	Pain is virtue 	-5 mood for eating human meat-3 mood for butchering a human-1 mood for a human butchered in the colony-5 opinion for butchering a human-3 opinion for eating human meat-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing
Cannibalism 	Acceptable 	Human meat is just meat, like any other. 	 	Pain is virtue 	Mood:Nullifies
Cannibalism 	Preferred 	To consume human meat is a noble and necessary part of life. 	 	Cannibal 	Mood:Nullifies +2 mood for eating human meat-2 mood for not eating human meat for ? days+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing
Cannibalism 	Required (strong) 	Consuming human flesh is important. It should be in every meal. 	Cannibal 	Cannibal 	Mood:Nullifies -2 mood for eating food without human meat-3 opinion for eating food without human meat+4 mood for eating human meat-4 mood for not eating human meat for ? days+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing
Cannibalism 	Required (ravenous) 	Man-flesh is morality. To eat a meal without it is unthinkable. 	Cannibal 	Cannibal 	Mood:Nullifies -4 mood for eating food without human meat-5 opinion for eating food without human meat+6 mood for eating human meat-8 mood for not eating human meat for ? days+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing
Corpses 	Ugly 	The sight of a dead person is horrible. 	 	 	Mood:Experiences default upon seeing a human corpse. Note that this thought is nullified by the Bloodlust, Psychopath, and Cannibal traits, as well as pro-Cannibalism precepts.Experiences default
Corpses 	Don't care 	The sight of a dead person is nothing to be concerned about. 	Pain is virtueCannibalSupremacistRaider 	Pain is virtueCannibalRaider 	Mood:Nullifies Nullifies
Diversity of thought 	Intense bigotry 	Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. 	 	LoyalistProselytizer 	-3, -6, or -9 mood for having other ideologies in the colony+3 for having all colonists of the same ideology-25 opinion for different ideology-5 mood for having a leader of a different ideoligion-4 mood for having another ideoligion's altar in the same room as own ideoligion's+5 mood for matching style surroundings-4 mood for mismatching style surroundings-6 mood for participating in another ideoligion's ritual
Diversity of thought 	Moderate bigotry 	Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. 	 	LoyalistProselytizer 	-2, -4, or -6 mood for having other ideologies in the colony+2 for having all colonists of the same ideology-15 opinion for different ideology-4 mood for having a leader of a different ideoligion-2 mood for having another ideoligion's altar in the same room as own ideoligion's+4 mood for matching style surroundings-3 mood for mismatching style surroundings-4 mood for participating in another ideoligion's ritual
Diversity of thought 	Mild bigotry 	Other beliefs are clearly folly. It's not good to let them exist in the community. 	 	LoyalistProselytizer 	-1, -2, or -3 mood for having other ideologies in the colony+1 for having all colonists of the same ideology-5 opinion for different ideology-3 mood for having a leader of a different ideoligion-1 mood for having another ideoligion's altar in the same room as own ideoligion's+3 mood for matching style surroundings-2 mood for mismatching style surroundings-3 mood for participating in another ideoligion's ritual
Diversity of thought 	Neutral 	Other beliefs are neither approved or disapproved. 	 	 	-2 mood for having a leader of a different ideoligion+2 mood for matching style surroundings0 mood for mismatching style surroundings
Diversity of thought 	Appreciated 	Other beliefs are worth understanding. It's good to live with others who think differently. 	 	Individualist 	+1, +2, or +3 mood for having other ideologies in the colony0 mood for matching style surroundings+2 mood for mismatching style surroundings
Diversity of thought 	Highly appreciated 	Other beliefs hold unique knowledge. It's great to live with others who think differently. 	Individualist 	Individualist 	+2, +4, or +6 mood for having other ideologies in the colony0 mood for matching style surroundings+3 mood for mismatching style surroundings
Diversity of thought 	Exalted 	Working through disagreement is the height of morality. It's very moral to live with others who think differently. 	Individualist 	Individualist 	+3, +6, or +9 mood for having other ideologies in the colony0 mood for matching style surroundings+4 mood for mismatching style surroundings
Eating Nutrient Paste	Disgusting 	Nutrient paste is disgusting. 	 	 	Mood:Experiences default Note that this thought is nullified by the ascetic trait.
Eating Nutrient Paste	Don't mind 	There's nothing wrong with a meal of efficient, healthy nutrient paste. 	Transhumanist 	Transhumanist 	Mood:Nullifies
Execution 	Always abhorrent 	Executing a prisoner is an abhorrent evil under any circumstances. 	Not pain is virtue 	Individualist 	Pawns will not execute prisoners-20 mood for 6 days for killing a prisoner-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest-7 mood for 6 days for non-execution prisoner death-25 opinion for executing a prisoner-25 opinion for killing a prisoner
Execution 	Always horrible 	Executing a prisoner is a horrible thing under any circumstances. 	Not pain is virtueNot cannibal 	Individualist 	-15 mood for 6 days for killing or executing a prisoner-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest-5 mood for 6 days for non-execution guilty prisoner death-15 opinion for executing a prisoner-15 opinion for killing a prisoner
Execution 	Horrible if innocent 	Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. 	Not cannibal 	 	-15 mood for 6 days for killing or executing an innocent prisoner-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest-5 mood for 6 days for non-execution guilty prisoner death-30 opinion for executing an innocent prisoner-15 opinion for killing an innocent prisoner
Execution 	Don't care 	Executing prisoners is acceptable, whether they are guilty or innocent. 	 	 	
Execution 	Respected if guilty 	Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. 	 	Pain is virtueCollectivist 	+10 mood for 6 days for executing a guilty prisoner+3 mood for 6 days for a guilty prisoner executed+20 opinion for executing a guilty prisoner
Execution 	Required 	Prisoners must be executed on a regular basis. When they are, it is a happy occasion. 	 	SupremacistPain is virtue 	+10 mood for 6 days for executing a prisoner+10 mood for killing a prisoner+3 mood for 2 days for prisoner or guest executed-3 mood for no executions for 30 days+15 opinion for executing a prisoner+15 opinion for killing a prisoner
Fungus 	Despised 	That dark-grown fungus food is just disgusting 	Not Tunneler 	 	Ate fungus raw: -6Ate fungus cooked: -3
Fungus 	Preferred 	Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. 	Tunneler 	Tunneler 	Ate fungus: +3Ate cooked fungus: +3Ate non-fungus plant raw: -5Ate non-fungus plant cooked: -3
Insect Meat 	Despised 	Insect meat is disgusting to even look at, much less eat. Slimy! 	 	 	-6 mood for eating insect meat-3 mood for eating cooked insect meat
Insect Meat 	Loved 	There is nothing more divine than the succulent, slimy flesh of an insect 	 	 	Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.
Marriage Name 	Always Man's 	Couples must share the man's name. 	 	Male supremacy 	Couples always take man's name
Marriage Name 	Usually Man's 	Most couples share the man's name 	 	 	As random, but 95% to not consider taking woman's name and 75% to not consider keeping names
Marriage Name 	Random 	Couples randomly choose whether to share a name, and which name to share. 	 	 	Couples randomly select between taking man's, woman's, or keeping names
Marriage Name 	Keep Names 	Both partners keep their names upon marriage. 	Not Collectivist 	 	Couples always keep their names
Marriage Name 	Usually Woman's 	Most couples share the woman's name 	 	 	As random, but 95% to not consider taking man's name and 75% to not consider keeping names
Marriage Name 	Always Woman's 	Couples must share the woman's name. 	 	Female supremacy 	Couples always take woman's name
Female Clothing 	Fully nude 	Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. 	 	Male supremacyNudism 	-4 mood when wearing any clothing and for 0.5 days after removing it-5 opinion for wearing clothes
Female Clothing 	Pants at most 	Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable.	 	Nudism 	-4 mood when wearing any clothing except pants and for 0.5 days after removing it-4 mood for not covering groin-5 opinion for wearing clothes other than pants-10 opinion for uncovered groin
Female Clothing 	No rules 	A woman may display or cover any part of her body. 	 	Individualist 	
Female Clothing 	Pants 	Women must cover their groin. The rest of the body may be covered, or not. 	 	 	-4 mood for not covering groin-10 opinion for uncovered groin
Female Clothing 	Pants and shirt 	Women must cover their groin and chest. The rest of the body may be covered, or not. 	 	 	-4 mood for not covering groin or chest-10 opinion for uncovered groin or chest
Female Clothing 	Pants, shirt, and hat 	Women must cover their entire body and hair. The face may be covered, or not. 	 	Male supremacy 	-4 mood for not covering groin, chest, or hair-10 opinion for uncovered groin, chest, or hair
Female Clothing 	Fully covered 	Women must cover their entire body, including their hair and face. 	 	Male supremacy 	-4 mood for not covering groin, chest, hair, or face-10 opinion for uncovered groin, chest, hair, or face
Male Clothing 	Fully nude 	Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. 	 	Female supremacyNudism 	-4 mood when wearing any clothing and for 0.5 days after removing it-5 opinion for wearing clothes
Male Clothing 	Pants at most 	Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. 	 	Nudism 	-4 mood when wearing any clothing except pants and for 0.5 days after removing it-4 mood for not covering groin-5 opinion for wearing clothes other than pants-10 opinion for uncovered groin
Male Clothing 	No rules 	A man may display or cover any part of his body. 	 	Individualist 	
Male Clothing 	Pants 	Men must cover their groin. The rest of the body may be covered, or not. 	 	 	-4 mood for not covering groin-10 opinion for uncovered groin
Male Clothing 	Pants and shirt 	Men must cover their groin and chest. The rest of the body may be covered, or not. 	 	 	-4 mood for not covering groin or chest-10 opinion for uncovered groin or chest
Male Clothing 	Pants, shirt, and hat 	Men must cover their entire body and hair. The face may be covered, or not. 	 	Female supremacy 	-4 mood for not covering groin, chest, or hair-10 opinion for uncovered groin, chest, or hair
Male Clothing 	Fully covered 	Men must cover their entire body, including their hair and face. 	 	Female supremacy 	-4 mood for not covering groin, chest, hair, or face-10 opinion for uncovered groin, chest, hair, or face
Organ use 	Totally abhorrent 	Any harvesting, trading, or installing natural organs is an abhorrent evil. 	 	Flesh purity 	-30 mood for harvesting someone's organ-10 mood for organ harvested in the colony-30 mood for trading an organ-5 mood for organ traded in the colony-30 mood for installing an organ-4 mood for organ installed in the colony-30 opinion for harvesting an organ-30 opinion for trading an organ-15 opinion for installing an organ
Organ use 	No harvest or sell 	Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them.	 	Flesh purity 	-15 mood for harvesting someone's organ-5 mood for organ harvested in the colony-8 mood for selling an organ-2 mood for organ sold in the colony-20 opinion for harvesting an organ-10 opinion for selling an organ
Organ use 	No harvest 	Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. 	 	CannibalRaiderCollectivist 	-15 mood for harvesting someone's organ-5 mood for organ harvested in the colony-20 opinion for harvesting an organ
Organ use 	Acceptable 	It's okay to harvest, buy, install, or sell organs. 	 	CannibalRaiderCollectivist 	
Physical Love 	Free 	Physical intimacy is a natural part of life, with any partner, married or not. 	 	Individualist 	
Physical Love 	Prohibited 	The physical act of lust is always vile, disgusting, and wrong. 	 	Flesh purityPain is virtue 	Pawns will not share beds-30 mood for 1 day for lovin'-20 opinion for lovin'
Physical Love 	Horrible 	The physical act of lust is vile, though within marriage it is necessary. 	 	Flesh purityPain is virtue 	Pawns will not share beds with non-spouses-30 mood for 1 day for lovin' with non-spouse-20 opinion for lovin' with non-spouse-5 mood for 1 day for lovin' with spouse-5 opinion for lovin' with spouse
Physical Love 	Spouse only (strict) 	To make love with another outside of marriage is deeply immoral. 	 	 	Pawns will not share beds with non-spouses-30 mood for 1 day for lovin' with non-spouse-20 opinion for lovin' with non-spouse
Physical Love 	Spouse only (moderate)	To make love with another outside of marriage is wrong. 	 	 	Pawns will not share beds with non-spouses-15 mood for 1 day for lovin' with non-spouse-10 opinion for lovin' with non-spouse
Physical Love 	Spouse only (mild) 	Though it's understandable to make love with another outside of marriage, it's not a good thing. 	 	 	Pawns will not share beds with non-spouses-5 mood for 1 day for lovin' with non-spouse-5 opinion for lovin' with non-spouse
Physical Love 	Free and approved 	The physical act of love is a noble thing, no matter who does it with whom. 	Not flesh purity 	Individualist 	+5 opinion for loving'
Research 	Not allowed 	To research technology is an immoral act. It is not to be done. 	 	 	Prohibition:Pawns are unwilling to research.
Research 	Extremely slow 	Research isn't a worthwhile activity at all. Why try hard at it? 	 	 	Stats:Research Speed:
Research 	Very slow 	Research work is unworthy of serious respect. Better not to be seen trying hard at it. 	 	 	Stats:Research Speed:
Research 	Slow 	Research work just isn't particularly meaningful. Why try hard at it? 	 	 	Stats:Research Speed:
Research 	Normal 	Research is a worthwhile form of work that the community needs. 	 	 	Stats:Research Speed: ×1.00
Research 	Fast 	Research is an especially virtuous activity. 	 	 	Stats:Research Speed:
Research 	Very fast 	Research is among the most meaningful acts a person can perform. 	 	 	Stats:Research Speed:
Scarification 	Extreme 	Every person ought to bear the ritual scars - all over. 	Pain is virtue 	 	+6 mood for getting scarified+3 mood for having 5 scars-3 mood for having fewer than 5 scars+10 opinion for having 5 scars-5 opinion for having 1-4 scars-10 opinion for having no scars
Scarification 	Heavy 	Every person ought to bear the ritual scars - many of them. 	Pain is virtue 	 	+5 mood for getting scarified+2 mood for having 3 scars-2 mood for having fewer than 3 scars+5 opinion for having 3 scars-3 opinion for having 1-2 scars-5 opinion for having no scars
Scarification 	Minor 	Every person ought to bear a ritual scar. 	Pain is virtue 	 	+3 mood for getting scarified+1 mood for having a scar-1 mood for having no scars+3 opinion for having a scar-3 opinion for having no scars
Scarification 	Horrible 	Scarifying people for ideoligious reasons is horrible. 	Not Pain is virtue 	 	-2 mood for scarification ceremony in the colony
Skullspike 	Desired 	A skull on a spike symbolizes our superiority. 	 	Pain is virtueSupremacistRaider 	Adds a mood increase of for 1-3 skullspikes, for 4-8 skullspikes, and for 9+ skullspikes. Mood effects negated by the Masochist trait.
Skullspike 	Disapproved 	Putting skulls on spikes is a barbaric practice. 	Not Pain is virtueNot SupremacistNot Raider	 	Adds a mood malus of for 1-3 skullspikes, for 4-8 skullspikes, and for 9+ skullspikes. Mood effects negated by the Masochist trait.
Slavery 	Abhorrent 	Owning or trading human beings is deeply evil. 	Not raider 	GuiltyIndividualist 	Prohibitions:Pawns will not sell pawns into slaveryPawns will not enslave prisonersMood: (Colony wide). Does not apply to quest lodgers., per slave. Does not apply to quest lodgers.Opinion: for selling a pawn into slavery opinion for enslaving a pawn
Slavery 	Horrible 	Owning or trading human beings is a horrible thing. 	Not raider 	GuiltyIndividualist 	Mood:, per slave. Does not apply to quest lodgers. (Only if they weren't previously enslaved) (Colony wide). Does not apply to quest lodgers. (Colony wide). Does not apply to quest lodgers.Opinion: for selling a pawn into slavery opinion for enslaving a pawn
Slavery 	Disapproved 	Slavery is part of life, though it is extremely distasteful. 	Not raider 	GuiltyIndividualist 	Mood:, per slave. Does not apply to quest lodgers. (Only if they weren't previously enslaved) (Colony wide). Does not apply to quest lodgers. (Colony wide). Does not apply to quest lodgers.Opinion: for selling a pawn into slavery opinion for enslaving a pawn
Slavery 	Acceptable 	Slavery is a normal, unremarkable part of life. 	 	 	No mood or opinion effects for enslaving, buying, or selling slaves.Faction will accept slaves when being traded with.
Slavery 	Honorable 	One who owns and trades slaves should be honored and respected. 	Not guiltyNot individualist 	SupremacistCollectivistPain is virtue	Mood:, per slave, if Low expectations or higher (Only if they weren't previously enslaved) (Colony wide) (Colony wide)Opinion: for selling a pawn into slavery opinion for enslaving a pawnFaction will accept slaves when being traded with.
Women's spouses 	One only 	Women may have one spouse only. 	 	 	
Women's spouses 	Two or fewer 	Women may have up to two spouses. 	 	Female supremacy 	
Women's spouses 	Three or fewer 	Women may have up to three spouses. 	 	Female supremacy 	
Women's spouses 	Four or fewer 	Women may have up to four spouses. 	 	Female supremacy 	
Women's spouses 	Unlimited 	Women may have as many spouses as they like. 	 	Female supremacy 	
Men's spouses 	One only 	Men may have one spouse only. 	 	 	
Men's spouses 	Two or fewer 	Men may have up to two spouses. 	 	Male supremacy 	
Men's spouses 	Three or fewer 	Men may have up to three spouses. 	 	Male supremacy 	
Men's spouses 	Four or fewer 	Men may have up to four spouses. 	 	Male supremacy 	
Men's spouses 	Unlimited 	Men may have as many spouses as they like. 	 	Male supremacy 	
=== Optional ===
These precepts can be added through memes or by player choice.
Issue 	Precept 	Description 	Requirement 	Associated 	Effects
Slaughtering animals 	Prohibited 	Slaughtering animals is absolutely prohibited. 	 	Animal personhoodNature primacy 	Prohibitions:Slaughter animalMood:
* 
Opinions:Slaughtered animal:
Slaughtering animals 	Horrible 	To slaughter an animal is a horrible thing. 	 	Animal personhoodNature primacy 	Mood:
* 
* 
Opinions:Slaughtered animal:
Slaughtering animals 	Disapproved 	To slaughter an animal is an ugly thing. 	 	Animal personhoodNature primacy 	Mood:
* 
* 
Opinions:Slaughtered animal:
Apostasy 	Abhorrent 	To leave our ideoligion after having known it is the depth of immorality. 	Not Guilty 	LoyalistProselytizer 	Opinions:Changed ideoligion: Apostate: 
Stats:
* Global Certainty Loss Factor:
Apostasy 	Horrible 	To leave our ideoligion after having known it indicates deep moral flaws. 	Not Guilty 	LoyalistProselytizer 	Opinions:Changed ideoligion: Apostate: 
Stats:
* Global Certainty Loss Factor:
Apostasy 	Disapproved 	To leave our ideoligion after having known it indicates character flaws. 	Not Guilty 	LoyalistProselytizer 	Opinions:Changed ideoligion: Apostate: 
Stats:
* Global Certainty Loss Factor:
Autonomous weapons 	Prohibited 	Allowing a machine to decide to kill is an absolutely inhuman thing to do. 	 	Nature primacy 	Cannot build TurretsColonists gain Mood:
Autonomous weapons 	Horrible 	Allowing a machine to decide to kill is a terrible thing. 	 	Nature primacy 	Colonists gain Mood:
Autonomous weapons 	Disapproved 	Allowing a machine to decide to kill is an ugly thing. 	 	Nature primacy 	Colonists gain Mood:
Body modification 	Abhorrent 	To modify the natural human body is a flagrant violation of clear moral laws. 	Not Transhumanist 	Flesh purity 	Mood:
* 
* 
Opinion: against anyone that installed a prosthetic or artificial part, against anyone with a prosthetic or artificial part.
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.
Body modification 	Disapproved 	To modify the natural human body is an ugly, dirty act. 	Not Transhumanist 	Flesh purity 	Mood:
* 
* 
Opinion: against anyone that installed a prosthetic or artificial part, against anyone with a prosthetic or artificial part.
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.
Body modification 	Approved 	Humans should strive to reach our full potential by improving our flawed natural bodies. 	Not Flesh purity 	Transhumanist 	Mood:
* at or above moderate expectations, nullified by Boddy purist.
* for 1 artificial part.
* for 2 artificial part.
* for 3 artificial part.
* for 4 artificial part.
* for 5 artificial part.
* for 5+ artificial part.
All bonus disabled for Body Modder.
 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist)
Charity 	Essential 	We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. 	Not supremacistNot pain is virtue	Guilty 	-8 mood for refusing to help on a charity questCharity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger-12 mood for attacking beggars or pilgrims+4 mood for helping on a charity quest
Charity 	Important 	It's important to be charitable to those in need. Refusing to help is a terrible act. 	Not supremacistNot pain is virtue	Guilty 	-4 mood for refusing to help on a charity quest-8 mood for attacking beggars or pilgrims+2 mood for helping on a charity quest
Charity 	Worthwhile 	Helping those in need is a good thing. It makes the community stronger. 	Not supremacistNot pain is virtue	Guilty 	-2 mood for refusing to help on a charity quest-6 mood for attacking beggars or pilgrims+1 mood for helping on a charity quest
Drug use 	Prohibited 	The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. 	Not High life 	Flesh purityCollectivist 	Pawns are unwilling to take or administer drugs
* 
* As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.
 opinion for consuming or administering a drug, for 5 days.
None of the above applies to pawns with Chemical fascination or Chemical interest
Drug use 	Medical only 	Poisoning the body for recreational purposes is a deeply immoral act. 	Not High life 	Collectivist 	Pawns are unwilling to take or administer recreational drugs.
* 
* 
 opinion for consuming or administering a recreational drug, for 5 days.
None of the above applies to pawns with Chemical fascination or Chemical interest
Drug use 	Medical or social only	A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. 	Not High life 	Collectivist 	Pawns are unwilling to take or administer hard drugs.
* 
* 
 opinion for consuming or administering a hard drug, for 5 days.
None of the above applies to pawns with Chemical fascination or Chemical interest
Drug use 	Essential 	Exotic states of mind are central to a good life. 	High life 	High life 	Stats:
* Drug Crop Harvest Yield: 
* Drug Synthesis Speed: 
* Drug Sell Price Improvement: 
Moods (excludes Teetotalers):
* 
* . An invisible state.
* 
* 
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by each day without further consumption, reaching the maximum of at 11 days.
Combat in darkness 	Preferred 	We fight better in the dark. 	Not blindsight 	Darkness 	Stats:
* Shooting Accuracy:
** Outdoors Dark and Indoors Dark: 
** Outdoors Lit and Indoors Lit: 
* Melee Dodge Chance:
** Outdoors Night and Indoors Dark: 
** Outdoors Day and Indoors Lit: 
* Melee Hit Chance:
** Outdoors Dark and Indoors Dark: 
** Outdoors Lit and Indoors Lit:
Cutting trees 	Prohibited 	To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. 	Not Human primacy 	Nature primacy 	Disables logging camps.Pawns will not cut trees-4 mood for 3 days for a tree cut-4 mood for 3 days for an uprooted tree dying-10 opinion for cutting a tree
Cutting trees 	Horrible 	To cut down a tree is a horrible act. 	Not Human primacy 	Nature primacy 	Disables logging camps.-10 mood for 3 days for cutting a tree-2 mood for 3 days for a tree cut-2 mood for 3 days for an uprooted tree dying-5 opinion for cutting a tree
Cutting trees 	Disapproved 	To cut down a tree is a distasteful thing to do. 	Not Human primacy 	Nature primacy 	Disables logging camps.-5 mood for 3 days for cutting a tree-1 mood for 3 days for a tree cut-1 mood for 3 days for an uprooted tree dying-3 opinion for cutting a tree
Killing innocent animals	Abhorrent 	To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. 	Not human primacy 	Nature primacyAnimal personhood 	Disables hunting campsPawns will not attack innocent animals-4 mood for 6 days if innocent animal is killed-15 opinion for killing innocent animal
Killing innocent animals	Horrible 	To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. 	Not human primacy 	Nature primacyAnimal personhood 	Disables hunting camps-15 mood for killing an innocent animal-2 mood for 6 days if innocent animal is killed-10 opinion for killing innocent animal
Killing innocent animals	Disapproved 	To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. 	Not human primacy 	Nature primacyAnimal personhood 	Disables hunting camps-5 mood for killing an innocent animal-1 mood for 6 days if innocent animal is killed-5 opinion for killing innocent animal
Lighting 	Darklight preferred 	Normal lights are too bright. Darklights are better. 	Not blindsight 	Darkness 	+4 mood with Darklight-4 mood in dim light-8 mood in bright light.No modifier for Darkness.Surgery penalty without Darklight.Disables low-light move speed penaltiesDisables low-light global work speed penalties
Meat eating 	Abhorrent 	Eating meat of any kind is deeply evil. 	Not human primacy 	Animal personhoodFlesh purity 	Disables hunting camps-24 mood for 1 day for eating meat-15 opinion for eating meat
Meat eating 	Horrible 	Eating meat of any kind is a horrible act. 	Not human primacy 	Animal personhoodFlesh purity 	Disables hunting camps-12 mood for 1 day for eating meat-10 opinion for eating meat
Meat eating 	Disapproved 	Eating meat of any kind should be avoided. 	Not human primacy 	Animal personhoodFlesh purity 	Disables hunting camps-4 mood for 1 day for eating meat-5 opinion for eating meat
Meat eating 	Mildly required 	Every meal ought to have meat. 	Not human primacy 	Animal personhood (but conflicts)Flesh purity	Disables farming camps-4 mood for 1 day for eating food without meat-5 opinion for eating food without meat
Meat eating 	Seriously required 	Every meal must have meat. Eggs, milk, and processed food are okay as well. 	Not human primacy 	Animal personhood (but conflicts)Flesh purity	Disables farming camps-10 mood for 1 day for eating food without meat-10 opinion for eating food without meat
Meat eating 	Strictly required 	If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. 	Not human primacy 	Animal personhood (but conflicts)Flesh purity	Disables farming camps-16 mood for 1 day for eating food without meat-15 opinion for eating food without meat
Mining 	Prohibited 	Raping the natural earth with mining tools is a horrifically evil act. 	Not human primacyNot tunneler 	Nature primacy 	Disables mining campsPawns will not mine
* 
* 
 opinion for mining a block, for 4 days.
Mining 	Horrible 	Violating the natural earth with mining tools is a horrible act. 	Not human primacyNot tunneler 	Nature primacy 	Disables mining camps
* 
* 
* 
 opinion for mining a block, for 2 days.
Mining 	Disapproved 	Mining into the natural earth is an ugly act. 	Not human primacyNot tunneler 	Nature primacy 	Disables mining camps
* 
* 
* 
 opinion for mining a block, for 2 days.
Raiding 	Respected 	We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. 	 	 	Mood: mood for 5 days for participating in a raid mood for a raid less than 25 days ago mood for a raid more than 25 days ago
Stats:
* Global Work Speed
Raiding 	Required 	We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. 	 	 	Mood: mood for 5 days for participating in a raid mood for a raid less than 25 days ago mood for a raid more than 25 days ago
Stats:
* Global Work Speed
Trees 	Desired 	It's essential to live surrounded by beautiful trees. 	 	Tree connection 	Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the mapGives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum
Biosculpting 	Despised 	Biosculpter pods violate the purity human flesh and should never be used. 	Not Transhumanist 	 	Mood: after using biosculpter pod.
Biosculpting 	Accelerated 	All biosculpting cycles take half the usual time. 	Transhumanist 	Transhumanist 	All biosculpting cycles take half the usual time.
Growth vats 	Prohibited 	Growth vats rob children of their childhood. 	 	 	Prohibitions:Build growth vatMood:
* 
* . Nullifying trait: Psychopath
*
Growth vats 	Essential 	We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat.	 	Transhumanist 	Mood:
* . Minimum expectations: Moderate
* . Minimum expectations: Moderate
Stats:
* Growth Vat Occupant Speed: (only to pawns with the ideoligion; embryos / babies are not boosted)
Bloodfeeders 	Revered 	Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. 	 	 	Mood:
* (Colony wide) when a bloodfeeder dies..
* for being a bloodfeeder.
* (Colony wide) for having no bloodfeeders in the colony.
* (Colony wide) for having bloodfeeders in the colony, but not as the leader.
* (Colony wide) for having A bloodfeeder as the leader.
Nullifies Opinions: for being a Bloodfeeder
Bloodfeeders 	Reviled 	Anyone who drinks blood to survive is a monster. 	 	 	Mood:
* (Colony wide) when a bloodfeeder dies.
* for being a bloodfeeder.
* (Colony wide) for having a bloodfeeder in the colony.
Opinions: for being a Bloodfeeder
Child labor 	Encouraged 	Children build character through work. It's important for everyone to contribute. 	 	Collectivist 	Mood:
* . Adults only.
Stats:
* Global Work Speed: (Children only)
Child labor 	Disapproved 	Childhood is sacred. We should let kids be kids. 	 	Individualist 	Mood:
* . Adults only.
Stats:
* Learning Rate Factor: (Children only)
Mechanoid labor 	Enhanced 	Why should we work when we have machines? 	 	 	Stats:
* Global Work Speed: 
* Mech Work Speed Offset:
Psychic rituals 	Abhorrent 	Psychic rituals are utterly evil. 	 	 	Prohibitions:Participate in psychic ritualMood:Psychic ritual performed: Involved in psychic ritual: Opinions:Involved in psychic ritual:
Psychic rituals 	Disapproved 	Psychic rituals should be avoided when possible. 	 	 	Mood:Opinions:Involved in psychic ritual: Stats:
* Psychic Ritual Quality Offset:
Psychic rituals 	Exalted 	Connecting with psychic flows brings us closer to truth. 	 	Ritualist 	Mood:..Opinions:Involved in psychic ritual: Stats:
* Psychic Ritual Quality Offset:
Void study 	Very inefficient 	All this void nonsense is superstition. Let's focus on reality. 	 	 	Stats:
* Study Efficiency:
Void study 	Inefficient 	Trying to understand the unknowable is pointless. We should focus more on meaningful activities. 	 	 	Stats:
* Study Efficiency:
Void study 	Efficient 	The void is a true mystery that deserves to be studied. 	 	 	Stats:
* Study Efficiency:
Void study 	Very efficient 	The void is the ultimate truth. 	 	Ritualist 	Stats:
* Study Efficiency:
Inhumanizing 	Required 	Human morality and feeling are a distraction. We must leave humanity behind. Mental breaks will cause followers to become inhumanized. 	 	Inhuman 	Mood:. Only if not inhumanized.. Only if inhumanized.Mental breaks:Humanity break
=== Meme-specific ===
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.
Issue 	Precept 	Description 	Meme 	Effects
Age reversal 	Demanded 	Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. 	Transhumanist 	Mood:, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year., if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days., if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days. after age reversal.Notes:
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).
Animal connection 	Strong 	We have a strong connection to our animal friends 	Animal personhood 	
* 2x Tame Animal Chance
* 2x Animal Bonding Chance
Blind psysense 	Strong 	Our blind have special ways of connecting with the psychic aether 	Blindsight 	Stats:Psychic Sensitivity: for blind pawns.
Bonding 	Disapproved	To emotionally bond with a lower being is a shameful act 	Human primacy 	Disables animal bonding event for pawns with ideology. Does not disable pre-existing bonds or disable their thoughts.
Comfort 	Ignored 	We should pay no attention to comfort 	Pain Is Virtue 	Disables comfort need, and comfort-related thoughts, both positive and negative
Eclipse 	Beautiful 	Eclipses are a beautiful respite from the blinding sunlight. 	Darknessunless blindsight 	mood for seeing an eclipse
Gauranlen connection	Strong 	We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection.	Tree connection 	Mood: when connected to Gauranlen tree., at Very Low expectations., at Low expectations., at Moderate expectations., at High expectations., at Sky High expectations.Stats:Pruning speed:
Mining yield 	High 	Mining is so important that we do it with great focus and respect, and we get more resources because of that. 	Tunneler 	Stats:Mining yield:
Neural supercharge 	Preferred 	Having a neural supercharge is the new standard. Without it, you're obsolete. 	Transhumanist 	Mood: whenever 2+ days have passed since neural supercharging, assuming Moderate expectations or higher.
Pain 	Idealized 	To experience nerve-singing pain is a mark of morality. 	Pain is virtueGuilty 	Mood:, pain between 1% and 14% inclusive. Replaces default , pain between 15% and 39% inclusive. Replaces default , pain between 40% and 79% inclusive. Replaces default , pain of 80%+. Replaces default Note: These thoughts are replaced by the Masochist specific thoughts for pawns with that trait, and with the default values for Wimps.
Proselytizing 	Occasional 	Those who know the truth should try to bring it to others, when it seems appropriate. 	Proselytizer 	Stats:Social chat conversion attempt frequency: ×300Development points: each pawn converted to the ideoligion. for a successful relic hunt. for each successful Reliquary Pilgrims quest.
Proselytizing 	Sometimes 	Those who know the truth should bring it to others at every opportunity. 	Proselytizer 	Stats:Social chat conversion attempt frequency: ×500Development points: each pawn converted to the ideoligion. for a successful relic hunt. for each successful Reliquary Pilgrims quest.
Proselytizing 	Frequent 	Those who know the truth have a duty to always spread it and drive out other beliefs. 	Proselytizer 	Stats:Social chat conversion attempt frequency: ×700Development points: each pawn converted to the ideoligion. for a successful relic hunt. for each successful Reliquary Pilgrims quest.
Ranching 	Central 	We must raise and consume many large animals, and we must not eat plants. 	Rancher 	Stats:Plant Work Speed: Tame Animal Chance: Animal Gather Yield: Butchery Efficiency: Animals Learning Factor: .Animal Products Price Improvement: . Affects meat, leather and wool of all types, including Human. Eggs, milk, insect jelly, and live animals are not affected.Mood:///// mood based on total animal body size per colonist, if Low expectations or higher. Does not apply to quest lodgers. if Low expectations or higher. Does not apply to quest lodgers.Development points: for each successful Animal hospitality quest.
Rough living 	Welcomed 	We don't need to separate ourselves from the roughness of nature. 	Tree connectionPain Is Virtue	Nullifies:
*
*
*
*
Slab bed 	Preferred 	The right way to sleep is on a slab bed. 	Pain is virtue 	Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.
Sleep accelerator 	Preferred 	One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. 	Transhumanist 	+3 mood for 1 day when using sleep accelerator
Small spaces 	Don't care 	There's nothing bothersome about being in tight quarters. 	Tunneler 	Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.
Temperature 	Tough 	Extreme temperatures don't bother us as much. 	Tree connectionPain is virtue	Nullifies:
*
*
Note: It doesn't appear to affect comfortable temperatures or the related hypothermia/heatstroke tolerances. It is only referenced for the above moodlets
Work drive 	Tripled 	The duration of the leader's work drive ability is tripled. 	Collectivist 	3x Work Drive Duration (from 3 days to 9 days)
== Roles ==
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: Leader and Moral guide. There can be only 1 leader globally, and 1 moral guide per ideoligion.
Name 	Abilities 	Abilities 	Abilities 	Abilities 	Abilities
Leader 	Combat command	Work drive	Leader speech	Trial 	
Moral guide	Convert 	Counsel 	Reassure 	Conversion ritual	Preach health
Additionally, each ideoligion grants up to 2 types of specialists; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.
Name 	Required Memes	Disabled Work Types	Abilities
Shooting specialist	
* Raider
* Supremacist	
* Crafting
* Cooking
* Plantwork
* Mining
* Constructing	Marksman command
Animals specialist 	
* Animal personhood
* Rancher	
* Crafting
* Cooking
* Plantwork
* Mining
* Constructing	Animal calm
Medical Specialist 	
* Flesh purity
* Blindsight	
* Violent 	Immunity drive
Melee Specialist 	
* Raider
* Supremacist	
* Crafting
* Cooking
* Plantwork
* Mining
* Constructing
* Hunting
* Shooting	Berserk trance
Name 	Required Memes	Disabled Work Types	Abilities
Mining specialist 	
* Darkness
* Tunneler	
* Animals
* Crafting
* Cooking
* Plantwork
* Constructing	Mining command
Plants specialist 	
* High life
* Nature primacy
* Tree connection	
* Animals
* Crafting
* Cooking
* Constructing
* Mining	Farming command
Production specialist	
* Human primacy	
* Dumb labor
* Animals
* Cooking
* Plantwork
* Mining	Production command
Research specialist 	
* Transhumanist	
* Dumb labor
* Animals
* Cooking
* Plantwork
* Mining	Research command
== Rituals ==
== Relics ==
Relics are objects revered by your ideoligion. To obtain them you need to go through a series of quests. If you take control of them, they give various boni to your colony. When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.
Mood penalty for lost or destroyed
== Buildings ==
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.
=== Ritual seat ===
Ideologions can have a maximum of 1 type of ritual seat.
	Kneel pillow
	Kneel sheet
	Pew
=== Building ===
Ideologions can have a maximum of 5 types of ideologion-related buildings.
Image 	Name 	Type 	Minimum expectations 	Room requirements 	Note
 	Ideogram 	Altar / Ideogram 	Moderate 	All flooredNo beds allowedNo work facilities allowed 	You can only have one Altar / Ideogram at the same time.
 	Small altar 	Altar / Ideogram 	Moderate 	Room impressiveness 60All flooredNo beds allowedNo work facilities allowed 	You can only have one Altar / Ideogram at the same time.
 	Medium altar 	Altar / Ideogram 	Moderate 	Room impressiveness 60No beds allowedNo work facilities allowed 	You can only have one Altar / Ideogram at the same time.
 	Large altar 	Altar / Ideogram 	Moderate 	Room area: 25 tilesNo beds allowedNo work facilities allowed 	You can only have one Altar / Ideogram at the same time.
 	Grand altar 	Altar / Ideogram 	Moderate 	All flooredRoom area: 25 tilesNo beds allowedNo work facilities allowed 	You can only have one Altar / Ideogram at the same time.
 	Christmas tree 	Christmas tree 	N/A 	N/A 	N/A
 	Sacrificial flag 	Sacrificial flag 	Moderate 	All flooredNo beds allowedNo work facilities allowed 	N/A
Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet to all pawns of the ideologion.	Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet to all pawns of the ideologion.	Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet to all pawns of the ideologion.	Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet to all pawns of the ideologion.	Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet to all pawns of the ideologion.	Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a "[building name] disrespected" negative moodlet to all pawns of the ideologion.
 	Small sculpture 	Statue 	High 	Room impressiveness 60Column x4No beds allowedNo work facilities allowed 	Small sculpture as a named ideologion building is a variation of the regular small sculpture.Its appearance depends on the Origin or the Style that the ideologion has.
 	Large sculpture 	Statue 	High 	All flooredNo beds allowedNo work facilities allowed 	Large sculpture as a named ideologion building is a variation of the regular large sculpture.Its appearance depends on the Origin or the Style that the ideologion has.
 	Grand sculpture 	Statue 	Moderate 	Room area: 25 tilesAll flooredNo beds allowedNo work facilities allowed 	Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.Its appearance depends on the Origin or the Style that the ideologion has.
== Weapon preferences ==
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.
Killing any pawn with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.
Pair 	First group 	Second group
Melee / Ranged 	All melee weapons, including beer and wood 	All ranged weapons, including grenades
Melee piercer / Melee blunt	Thrumbo horn, Elephant tusk, Breach axe, Gladius, Longsword, Knife, Ikwa, Spear, Persona monosword, Monosword, Plasmasword, Persona plasmasword	Beer, Wood, Mace, Club, Persona zeushammer, Axe, Warhammer, Zeushammer, Eltex staff
Long shots / Short shots 	Bolt-action rifle, Sniper rifle 	Machine pistol, Pump shotgun, Chain shotgun, Heavy SMG
Ranged heavy / Ranged light	Incendiary launcher, Smoke launcher, EMP launcher, Heavy SMG, LMG, Sniper rifle, Minigun, Triple rocket launcher, Greatbow, Charge lance 	Revolver, Autopistol, Machine pistol, Short bow, Recurve bow, Charge rifle
Neolithic / Ultratech 	Wood, Club, Knife, Ikwa, Spear, Short bow, Pila, Recurve bow, Greatbow 	Persona monosword, Persona zeushammer, Persona plasmasword, Monosword, Zeushammer, Plasmasword, Eltex staff
== Apparel preferences ==
=== Apparel type combinations ===
Some kinds of apparel can be set as desired apparel.
Apparel type	Name
Headgear 	Authority cap, Beret, Bowler hat, Broadwrap, Ceremonial hood, Cowboy hat, Face mask, Flophat, Headwrap, Hood, Ritual mask, Shadecone, Slicecap, Tailcap, Torture crown, Tribal headdress, Tuque, Veil, Visage mask, War mask
Eyes 	Blindfold
Skin 	Button-down shirt
Outer 	Burka, Robe
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 8 ) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:
Apparel type	Gender / Preference combination
Headgear 	Female: relaxedFemale: strongMale: relaxedMale: strong
Eyes 	Blindfold
Skin 	Button-down shirt
Outer 	Everyone: relaxedEveryone: strong
=== Mood effects ===
Wearing a desired apparel or a certain color has mood effect on the pawn.
==== Desired apparel ====
Pawns that are wearing all of their desired apparel will gain a small mood bonus of for a relaxed desire, and for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.
==== Color mood effect ====
Ideoligions have an ideoligion color. Pawns gain a gain a mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of . For a full list of valid apparel color options, see the Dye page.
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated. Apparel can be dyed at the styling station for one dye per piece of apparel. Note that unlike with preferred apparel, outside of the Man in Black event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.
=== Spawning ===
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire Cataphracts spawning with hats in place of their helmets making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.
== Xenotype preferences ==
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.
Up to three Xenotypes can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.
Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. If Sanguophage is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.
Opinion:
* Preferred xenotype: 
* Disliked xenotype: 
Mood:
* All preferred xenotype: 
* Some disliked xenotypes: 
* Many disliked xenotypes: 
* Tons of disliked xenotypes: 
* I am disliked xenotype<: 
== Venerated animals ==
An ideoligion can have up to 18 venerated animals.
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.
Colonists will butcher venerated animals without any issue, but will refuse to eat their meat or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and cannot be manually ordered to do so. Colonists take no issue using leather, wool, milk, or eggs of the venerated animal.
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: +2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.
Despite being tameable, Insectoids cannot be selected as a venerated animal.
Venerated animals are twice as easy to tame.
== Hair and tattoos ==
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.
Newly spawned pawns of an ideoligion will always have matching appearance.
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use styling station on their free time to automatically change their looks, and will have a -?? mood penalty until they do so. They can also be sent to adjust their appearance manually.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3067 - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.
* 1.3.3069 -
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.
* 1.3.3069b - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.
* 1.3.3074 - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.
* 1.3.3076 - Tree connection pawns have a 25% boost to Pruning Speed. Added temperature tough issue and precept. Fix: High life meme ideos generate with a warning about conflicting apparel.
* 1.3.3080 - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.
* 1.3.3087 - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.
* 1.3.3101 - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from to . Pawns now recover from berserk trance on being downed. Fix: There are some duplicate ideoligion icons. Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from A community's role is to serve each individual. changed to Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. Collectivist meme description changed from A person's role is to serve the community. changed to Each person is part of a greater whole. People should work to play their part and help the group.
* 1.3.3117 - 
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
** Gaining, changing, or removing a role now requires a simple ritual.
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.
* 1.3.3159 - Precept name length is now limited.
* 1.3.3200 - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion. Fix: Special characters on named precepts can break UI.
* 1.3.3287 - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme "Flesh Purity" no longer forces the anti-biosculpting precept.
* 1.3.3326 - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog. Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually aren’t. Fix: Ability gizmos are still available for roles that have been removed via reformation.
* 1.3.3387 - Fix: Not all precepts are added to memes during fluid ideoligion development. "No slaves in colony" thought does not apply at "Very low" expectations or below.
* 1.4.3523 - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
* 1.4.3542 - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
* 1.4.3555 - Biotech DLC cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes. Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
* 1.4.3557 - Assign a fallback ideo to non-baby colonists during load that don't have an ideo set. Fix: "Child not in growth vat" thought appears for dead children. Fix: Banishing colonists doesn't recalculate faction ideoligions.
* 1.4.3563 - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. "A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks." -> "A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks."
* 1.4.3613 - Fix: Randomize symbols doesn't update member noun in ideology's description. Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287
Category:Game mechanics