Sacrificial Ritual
Live a little
Die a little
And get some booty.
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!!CAUTION!! I have only recently made this mod. I have ran the latest version a dozen times and not seen any bugs. Please report any you find.
- Romy’s Trait Extractor/Injector The Sacrificial Ritual will not spawn trait injectors without it. I also have patched some functions so the trait injectors should work more smoothly.
- if you just started a game and can’t add any pawns to the ritual, that is not a bug, by default a pawn has to be a colonist or slave for 30 days before being able to join the ritual. This is mainly to cause minimal conflicts with quest pawns and anomalies. If it is too annoying it can be changed in settings.
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Preamble
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Personally I am trying to make a fun generations run but some of the issues I ran into are…
- I want more ways for long time colonists to pass on their legacy. Even in tribal times.
- I want more ways to spoil my favorite colonists.
- I want a way to mild-moderately extend the lifespan of favorite colonists. Even in tribal times.
- I want more ways to bond pawns, to build social relations. In my case, to offset the aging rate.
- I want another avenue for pregnancies. In my case, to offset how pawns are 30-40 by the time they end up in a relationship and pregnant for the first time.
- I want more things to do with random prisoners/recruits. More ability to whittle them down. More reason to have them around if they survive.
There are enough settings for this mod to mesh well with any playthrough, but I built this mod in particular for my x15 aging rate, 0.35x global learning rate playthrough. Early generations are kind of bad at most skills, but through generations and sacrifices they pass on enough knowledge to get some really well trained colonists.
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with no further adeau….
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A Ritual.
Start a ritual, choose some participants. Choose a likely sacrifice. Let everyone mingle. Most of the time the intended sacrifice then dies. But sometimes no one dies. Sometimes someone else dies. The Gods are fickle. The only certainty is that the thrill of it all makes a hell of party.
Those who survive the ritual are invigorated for days (stat buffs), have formed a couple strong social bonds (social memories), and, if the Intended Sacrifice survived, that pawn is inspired(inspiration), or possibly even religiously enlightened from their brush against the divine(psychic powers). Praise Be!
Oh, and gifts! Do not think the Gods don’t appreciate and reward a good sacrificial shindig. If the sacrifice merits it, there can be presents of Neurotrainers, Age Reversing Serums, Trait injectors…
And pregnancies can happen. So can miracles.
Its a real good time.
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Romy’s Trait Extractor/Injector The Sacrificial Ritual will not spawn trait injectors without it. I also have patched some functions so the trait injectors should work more smoothly. They even can work on enemies. Take that ya wimp!
Gifts!?!?? It depends on the sacrifice.
–Neurotrainers: For each skill, the more NON-GENETIC ability the sacrifice has in the skill, the more likely a neurotrainer of that skill will form. Exceptional pawns may gift multiple. Time as colonist increases the odds.
–Trait Inject: For each trait they have, there is a chance an injector of said trait will be gifted for their sacrifice. Time as colonist increases the odds.
–Age Reversing Serum: The younger the sacrifice is, the more likely an age reversing serum will be gifted.
Who Dies? The leader of the ritual will not die. The Intended Sacrifice will likely die. If they are not sacrificed, then any other normal participant may be chosen by the Gods to die. Those who weren’t interacting much with others, those who weren’t living life to the fullest during the ritual will be more likely to be chosen by the Gods as the alternate sacrifice.
Are interactions random? Partly. I put a lot of work into the interaction system. Depending on how interesting a pawn is to another pawn (gender preferences, mood, age, age gap, beauty, strong opinions, social impact, labor speed) they are more likely to interact during the ritual.
If you want a certain pawn to die, you can hedge your bets by sabotaging some of those attributes.
Or. if you want to use the ritual to kick off a relationship between pawns, you can gear up and drug up a couple pawns for some high mood, social impact, and labor speed… they are likely to interact and deeply connect. Which can be cool. If they both survive.
Buffs For Participating All colonists risking death receive a bunch of small stat buff for participating. For the thrill of risking their life. For embracing life. For embracing the fervor of religion. If the Intended Sacrifice survives, they experience those things ten fold. They get a large stat buff and an inspiration, on rare occasions they may even develop psychic powers. From a gameplay perspective, this is so even a crappy pawn who was intended to die, if they survive, until the next ritual they may actually be surprisingly useful.
Quality of Ritual Depending on the quality of the ritual there will be more and stronger connections forged between pawns. Higher quality rituals also may leave a participant inspired.
Cooldown The Ritual has a 20 day cooldown. It cannot be used while on cooldown. That means up to 3 rituals a year. Which seems, to me, fine enough. I also have no idea how to change the cooldown. So it better be fine enough.
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Safe to add mid playthrough.
The mod adds…
- 1 item (sacrificial age reversing serum)
- 1 ritual (is not part of any religion unless manually added)
- 2 buffs (last 10/30 days after sacrificial ritual)
- 11 pawn memories (last 12-30 days after sacrificial ritual)
- 1 record (time as slave)
If the ritual and its items/buffs do not exist anywhere in a game, it should be fine to remove.
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The only incompatibility I can think of is a small soft incompatibility. Anything that introduces a new gender preference system. I currently get a pawn’s gender preferences through the traits Gay, Bisexual, Asexual. Otherwise I assume every pawn is Straight. If someone really wants compatibility with a certain mod when it comes to these, ask and I may be able to oblige.
This Mod requires Vanilla Ideology Expanded – Memes and Structures. I’ve cut off most dependencies from it except, in the end, a party dance functionality. It is possible to make a sadder version of this mod that doesn’t have the love dance party element nor the Vanilla Expanded dependency.
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If anyone has any request for addition elements. Especially miracles that may result from the ritual, I am more than happy to add things in.
Oh and I suck at art. If anyone wants to add images for things I am more than happy to work it into the main mod and split credit or post links to the art update mods here.