Rituals

Rituals are primarily options for ideoligions , with a handful available through other DLC . They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.
== Mechanics ==
Every ritual has a Quality, expressed as a percentage, associated with it. This value is influenced by a set of factors unique to each ritual type and determines the chance of positive and negative outcomes, with some ritual effects scaling to the outcome tier and others applying only at specific tiers.
Do note that Quality is not the chance of success. 100% Quality only means that the chance of success cannot be improved further.
The exact relationship between quality and success chance is not known, however the following approximation has been created through testing.
Quality expressed as a number between 0 and 1; so 100%=1; 50%=0.5;
* Terrible: 1/(4+(16×Q))
* Boring: 3/(4+(16×Q))
* Fun: 3×Q/(1+(4×Q))
* Unforgettable: Q/(1+(4×Q))
 	
{| class="wikitable sortable text-valign:center mw-collapsible mw-collapsed"	 	 	 	 	 	 	 	 	 	
RitualOutcomes	Q 	Q 	Q 	Q 	Q 	Q 	Q 	Q 	Q 	Q 	Q
RitualOutcomes	0% 	10% 	20% 	30% 	40% 	50% 	60% 	70% 	80% 	90% 	100%
Terrible 	25.00%	17.86%	13.89%	11.36%	9.62% 	8.33% 	7.35% 	6.58% 	5.95% 	5.43% 	5.00%
Boring 	75.00%	53.57%	41.67%	34.09%	28.85%	25.00%	22.06%	19.74%	17.86%	16.30%	15.00%
Fun 	0.00% 	21.43%	33.33%	40.91%	46.15%	50.00%	52.94%	55.26%	57.14%	58.70%	60.00%
Unforgettable 	0.00% 	7.14% 	11.11%	13.64%	15.38%	16.67%	17.65%	18.42%	19.05%	19.57%	20.00%
=== Ritual roles ===
Every ritual has one or more roles for pawns to fill - some are required for the ritual to occur, such as the gladiators in the gladiator duel, others are optional and either increase the quality of the ritual, apply the potential bonuses to the attending pawns, or both. Some ritual roles can be filled by multiple pawns at the same time, while others are limited to one pawn. 
Some ritual roles have additional requirements, such as the pawn being of the correct ideoligion, being the correct ideoligious role, not being downed, or having sufficient capacity. 
Pawns can spectate any ritual, regardless of whether their ideoligion matches that of the ritual itself.
=== Ideoligious ritual additional rewards ===
When creating a ritual for an ideoligion, you have the option of adding a custom additional reward. If the ritual achieves either of the two positive outcomes (fun or unforgettable, or their equivalents), the bonus reward will trigger in addition to the ritual-specific rewards.
None of the additional rewards can be applied to the funeral ritual. 
Reward 	Description 	Required Meme
None 	Adding an additional reward is optional.	Any
Psyfocus recharge 	The psyfocus of all participants will be recharged to full. 
----
* The psyfocus of all participants with a psylink, regardless of role, is set to 100%. 
** There is no effect on pawns without psylink.	Any
Nearby faction goodwill 	You will gain goodwill from the nearest faction base.
----
* Gain goodwill from the faction that owns the nearest faction base to the site of the ritual..
** The amount of goodwill gained depends on the quality of the ritual - for Fun and for Unforgettable.	Any
Random recruit 	50% chance of random recruit of the same ideoligion joining your colony.
----
* A 50% chance that a pawn of your ideoligion will join from the map edge.	Any
Discover ancient complex	You will discover the location of an ancient complex nearby.
----
* Grants an ancient complex quest.
* Won't trigger if you already know the location of any type of unexplored complex. The ritual window will warn you if that is the case.	Any
Farm animals wander in 	A group of farm animals will be attracted and join the colony.
----
* A group of tamed farm animals will join from the map edge.	RancherAnimal personhoodNature primacy
Gauranlen pod sprout 	A Gauranlen pod will sprout at a random location on the map, if it can.
----
* Cannot spawn in extreme biomes.	Tree connectionNature primacy
Insect jelly 	Insect jelly deposits will be deposited from underground.
----
* The amount of insect jelly received depends on the quality of the ritual - 26 for Fun and 40 for Unforgettable.
* 
* Note: The Insectoid faction must be enabled.	Tunneler
== Overview table ==
== Analysis ==
=== Funeral ===
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.
=== Social festival ===
=== Dance party ===
This is tied with "drum party" for the most "success bonuses" and shortest cooldown.
=== Drum party ===
This is tied with "dance party" for the most "success bonuses" and shortest cooldown.
=== Skylantern festival ===
Skylantern Festival.png|Pawns celebrating the Skylantern festival by releasing skylanterns.
=== Christmas tree ===
=== Symbol burning ===
=== Smokeleaf circle ===
The ritual indirectly results in your colonists getting the stoned on smokeleaf condition, which applies to them for approximately 18 hours. This results in a -30% consciousness debuff, making participants slow and ineffective workers or combatants. An unforgettable festival gives only a +8 mood buff (plus a short-lived mood buff from Stoned on Smokeleaf), so it is less effective for mood than dance or drum festivals. Furthermore, costing 150, the Burnbong is the equivalent of 37.5 smokeleaf joints.
=== Cannibal feast ===
=== Scarification ===
Is a ritual that will add scarification to a random part of the person who will get the scarification will get a mood buff of 'Got scarified' depending on what intensity of scarification in the ideology.
=== Blinding ceremony ===
This ritual causes significant pain, enough to incapacitate a Wimp. If the target gets incapacitated by the painshock, the ritual will be canceled. Giving a Wimp target go-juice before the ritual will prevent painshock and allow the ritual to proceed.
=== Animal sacrifice ===
Animal sacrifice does not cause the violent death penalty for butchering, and is thus an alternative to slaughtering.
=== Gladiator duel ===
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:
* Give the fighters go-juice or yayo. Getting downed by pain shock will end the ritual with a lower score. A war mask, veil, or cultist mask would also help. You can also use Painblock.
* Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a Weapon used quality bonus even if nobody dies. Note that duelists must have a manipulation capacity greater than 0% to pick up a weapon. Body part weapons do not count for this bonus. 
* Choose one fighter with a high and the other with a low Melee skill to give the first one an advantage.
* Remove one of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.
You can also minimize the chance of that happening:
* You'll want to increase the pain level and lower the pain shock threshold. Give the fighters a torture crown or a mindscrew. Maybe some scars. Send a couple wimps to fight. Send a couple people that are already close to being downed, with no injuries to critical organs or the head.
* If you do give them weapons, give them something blunt with low maximum damage, like a wood club.
* Give them some serious armor.
Strip both gladiators before battle to prevent any clothes becoming tainted when they die. You can also pre-equip them with tainted clothes so that's not a problem.
As adding the Raider or Supremacist memes to an ideoligion automatically adds the Gladiator Duel ritual, it can be used to exceed the normal limit of 6 rituals. Simply have 6 non-gladiator duel rituals already enabled, and add the relevant meme either at creation or using a fluid ideoligion. Note that if you remove a ritual at any time, you will have to restart the process as it will still attempt to impose the 6 ritual limit.
Wild men cannot be used in gladiator duels, even if imprisoned.
Child slaves cannot be used, nor can child prisoners.
Duelists will not interacting while in ritual.
Abilities such as fire spew will not be used.
The duel will end if a duelist has a mental break.
If the duel is cancelled, then the duelists will drop any weapons they have picked up.
=== Prisoner execution ===
Execute a prisoner. Increases the suppression of slaves
=== Trial ===
=== Conversion ritual ===
Reduce a pawns certainty, or outright convert a pawn to your ideoligion.
=== Tree connection ===
== Version history ==
* 1.3.3066 - Throne speeches have been re-tooled into rituals.
* 1.3.3067 - Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead. Fix: Typo on anima tree linking ritual. Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
* 1.3.3087 - Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.
* 1.3.3101 - Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists. Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity. Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner. Fix: You can start conversion ritual with a moral guide that can't speak. Fix: Non-colonist can be chosen as scarification target. 
* 1.3.3117 - Ritual setup dialog now says what ideoligion the ritual comes from. Fix: Ritual timings are 1 day off. Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
* 1.3.3200 - Fix: Blood from scarification is from cutter, not cuttee. Fix: Psyfocus ritual reward does not recharge psyfocus to max.
* 1.4.3523 - Fix: Ritual spectators will stand on beds or in doorways.
* 1.4.3555 - Fix: Prisoners can refuse to attend their own execution due to temperature in the ritual area.
* 1.4.3580 - Fix: Duels continue indefinitely if the duelists don't have beds.
* 1.5.4062 - Fix: Pawns can be rescued in rituals. Fix: Required roles can leave rituals. Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc). Fix: Duelists interacting while in ritual. Fix: Ensure duelists drop their weapons if the duel is called off/canceled. Fix: Duels and misc ritual saving/loading. Fix: Abilities are used during duels. Fix: Slaves are unable to attack in duels without having an aggressive reaction set. Fix: Duel not ending if a fighter starts a mental break. Fix: Public Execution Ritual error. Fix: Errors on beginning conversion ritual. Fix: Loading a save during public execution causes an error, ritual never completes. Fix: Missing graphic in “begin ritual” window without ideology active. Fix: Spectators can reserve altar interaction spots during rituals.
Category:Game mechanics