Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you're trying to force-convert them into some violent pirate-ideology perhaps.
Not a very persuasive argument if you're running a sanctuary, holy light church, or trying to get them to agree with a bunch of peace-loving hippies.
I've not removed the ability for low mood to reduce belief, only made it so you can persuade someone over by treating them well in addition to the typical vanilla Rimworld pitch-black 1x2 ideo-conversion nightmare cells covered in vomit.
"I am getting tortured for believing in the wrong gods?"
"All this pain and suffering will go away if I embrace the new gods?"
"son of a betch, I'm in"
Read:
The game is intentionaly designed poorly
to allow RNG to dick you over as much as possible.
Although I understand the aim of @RedMattis, this mod is disabling this emergent behavior...
Asked Perplexity about it, and increasing mood, not lowering it seems to lead to better attempts via paper "Religion and Rehabilitation as Moral Reform: Conceptualization and Preliminary Evidence"
Thanks for the mod!
Yes.
This is compatible with likely every mod on the workshop. :)
Probably. Iirc. I just check how happy they are and adjust certainty according.
I think I like this one