![]() Children scheduled to do Anything or Recreation will satisfy their Learning need. Most receive a −6 moodlet for killing an innocent child.Ĭhildren have a Learning need, which replaces Recreation. Other than that, most regular moodlets apply to them.Īdult colonists receive a +2 Happy youngsters for having children with high mood in the colony if child's mood is low, they will receive a -2 mood. Children are happy when their parents are happy ( +6 for each parent), and parents are happy when their children are (also +6 for each child). In any case, a child in the way of a firefight can be hit by stray shots and friendly fire.Ĭhildren receive a moodlet for simply being young: at age 3, +16 Childlike joy, at age 6, +12 Childlike wonder, age 8, +8 Childlike enthusiasm, and at age 10, +4 Childlike confidence, finally lost at age 13. Hungry predators have no regard for this mechanic, and will target your children if they are nearby. If a raider has no other targets available, a "noncombatant" child will be attacked. ![]() This is in contrast to pen animals, who enemies will never attack intentionally. However, children are still able to be targeted. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack. Adult colonists will virtually always be targeted over a noncombatant. Children who are unarmed and have not been drafted in 24 hours are very low priority targets for enemies. Luckily, children (until 13) do not always have to participate in combat. See Stats for a full breakdown of stat penalties. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed. However, they can only reproduce once they reach 16. Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without Pyrophobia. Instead of Recreation, children have Learning, which gives them more options for each growth moment. Children are also vulnerable to the Fleeing Fire mental break when seeing fire. Due to their body size, they have less health, can store less nutrition, and receive stronger effects from drugs. They receive penalties to Global Work Speed, Move Speed, and more, scaling with age. However, children are limited to child-sized clothing like the kid pants and kid parka, and can only do certain types of work. Growth vats ignore the ageless gene.įor more explanation of aging rate, see #Aging.Ĭhildren as young as 3 can wield weapons and are valid for any non-reproductive surgery, including organ harvesting. Conversely, the ageless gene will linearly slow aging from 13 until stopping entirely at 18.5. However, if used to speed up the "Child" stage (ages 3-13), then the vat will impact the child's Development. A pawn in a growth vat will age at a constant 20x speed, unaffected by any other aging factors except for the Growth Vat Occupant Speed stat, as long as it has access to power and nutrition. Growth vats can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11. ![]() Their aging can be altered by changing the storyteller settings.Īt the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. ![]() Upon reaching 11, their aging will linearly slow from the child aging rate until they reach 20, where they'll age at the adult aging rate, or 100% by default. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.īy default, children biologically age at 400% speed. Chronological age represents how long a pawn has existed since their birth their "true" age, so to say. Biological age represents how far a pawn has grown physically and mentally. See #Development for more details.Īge is measured both biologically and chronologically. Giving a child access to Learning increases the possible choices. These give the pawn access to new work types, as well as the choice of traits and passions. Older pawns, between 13 and 18, are teenagers - considered adults for most purposes.Ĭhildren have important growth moments at ages 7, 10, and 13. Note that raids will not have children, unless you enable it in the storyteller settings.Ĭhildren are human pawns from 3 to 13 years old.
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