RimWorld

RimWorld

Empiricism and Faith - Mort's Ideologies: Memes and Precepts
39 Comments
PlayerEmers 12 Jul @ 7:44am 
bugged
laboratories inside ships do not count as a laboratory when you are in space
you have a constant -10 mood malus for this
Pengoot 7 Jul @ 1:35am 
Nice! Should have been a part of the base DLC imo.
Amiridi11 12 Jun @ 12:47pm 
0: Good mod. I lilke this. Ave Zero.
eiknarfp 30 Mar @ 7:41pm 
Did John Draper make this mod?
WJSabey 20 Oct, 2024 @ 10:33am 
Nice. It's still a little annoying that pawns on away missions complain that we don't have a lab out in the wilderness, but at least the mood penalty is balanced by the lower expectations that we have when away from home. Personally I would have taken the best of all maps, but it's still better than it was before.
Mort Strudel  [author] 17 Oct, 2024 @ 9:33pm 
[Auto-generated text]: Update on 10/17/2024 9:25:43 PM.

- Fixed an oversight that caused all Empiricist pawns to only pay attention to the laboratory quality of your most recently created colony. This meant if you settled a new colony, all your pawns on your old colony would ignore the unbelievably impressive lab at home and start griping about the lack of a laboratory on the new colony! The game now tracks each valid map's lab quality, and your Empiricist pawns will only care about the quality of the lab on the map they're currently on.
WJSabey 8 Oct, 2024 @ 8:01am 
There seems to be a bug with the lab requirement when a colonist is on another map, everyone , that's her and everyone who stayed at home, gets the -10 mood for not having a lab even though I do have one. As soon as I reformed the caravan, it went back to the bonus for the lab that I have.
Local Cowboyist Representative 28 May, 2024 @ 6:10pm 
I'm having a problem where it seems that even though I have a lab, i get the -10 debuff anyway.
Mort Strudel  [author] 10 Apr, 2024 @ 6:01pm 
@Hoihe Runa Dacino I haven't been able to replicate this error, but I put in a check that should disable meditation modifiers if you don't have Royalty. Lemme know if the issue persists.
Stelf 24 Mar, 2024 @ 7:33am 
This mod apparently requires Royalty DLC without making it explicit. I got a stacktrace asking about meditation modifiers, which, since I don't have royalty, it failed to find.
Mort Strudel  [author] 11 Mar, 2024 @ 11:24am 
@Emperor Thaloth

Faith as a meme here does not simply mean 'is religious'. If I thought that being religious would somehow inherently make someone worse at research I would have applied the debuff to every Structure other than Ideological. This meme in particular is a representation of a culture that specifically regards evidence-based research as being at-odds with their beliefs and prioritizes tradition over empirical evidence. Not because all religions are like this, but because some ideologies ARE like this. You can, for instance, have a Christian Empiricist ideoligion or a non-religious Ideological Faith ideoligion in this mod.

It's fair to say that this mod is on the face of it playing into the 'science vs religion' trope but I think it adds enough options to allow you to transcend the cliche
Emperor Thaloth 10 Mar, 2024 @ 7:04am 
Why does everyone think religion would reduce research speed? Many of the great scientists throughout history have been religious, some were even devout.
[The] Force 3 Mar, 2024 @ 3:49pm 
@WJSabey just a thought, use a mod that adds ghost walls/doors to section off a laboratory section of the throne room so your "one room" is technically two but looks like one xD
Polywug 26 Feb, 2024 @ 12:58pm 
Siddi No they arn't
WJSabey 27 Jan, 2024 @ 8:16pm 
Great memes, though unfortunately the way the base game categorises rooms means no throne room/laboratory combination. The throne takes priority and you get the "no laboratory" mood debuff.
Siddi 6 Nov, 2023 @ 12:01pm 
These two memes are contradcitionary, yet it is allowed to have both of them at the same time.
carriertank 23 Sep, 2023 @ 6:35pm 
For me, it occurs if any map, aside my base one, is active. Outpost, underground layer from deeprim, raiding maps. The lack of laboratory on these maps create the negative through for my pawns. I don't know if it is a bug or an incompatibility, but that what happens.
Oddbase 23 Sep, 2023 @ 6:32pm 
i feel like these should be low/medium impact rather then high it makes it annoying to start off as in fluid ideo
An Alias 2 Aug, 2023 @ 1:09am 
Well now its a lab again. Not too sure what that's all about.
An Alias 2 Aug, 2023 @ 12:53am 
I have a lot of mods, and its likely some sort of conflict, but any idea why this might be happening? It was working fine for a bit but seemingly decided that this was no longer a laboratory.

https://imgur.com/a/D9uadZ3
HighKingRoku 29 Mar, 2023 @ 1:35pm 
Hey Mort, can we get a Greed based Meme for Ideology? Like one that increases mood based upon the amount of wealth the settlement has? I know there's a Trader meme, but that's not quite what I was looking for and I can't find anything else like what I described.
Mort Strudel  [author] 25 Mar, 2023 @ 6:33pm 
@Daeharde Trihardt @FuriousPixel

I've added an additional mechanic to make Empiricists a bit more interesting and powerful. Empiricists now get mood bonuses for having an impressive laboratory, and mood debuffs for not having one. This means that Empiricists can get a nice ideologion-wide mood bonus, so long as they have a good laboratory.

As to whether this is enough of a bonus, I'll have to play around with it and see how it feels. Let me know what you think of the change!
natthegreat668 20 Mar, 2023 @ 9:47pm 
I love your answers in the Q&A section lol
Furious_Pixel 20 Mar, 2023 @ 3:45pm 
@Daeharde Trihardt i agree tbh, having it unlock research specialist is cool but it doesnt really do anything otherwise
Rince 20 Mar, 2023 @ 1:13am 
glad we having Ideology renesance:KSmiley:
Stallion 20 Mar, 2023 @ 1:01am 
Do you get a -100 debuff if you're an empiricist but you aren't wearing a fedora?
Mort Strudel  [author] 19 Mar, 2023 @ 10:16pm 
@Possum
The idea is that these memes represent which principle is valued more by society. Naturally both are present in any society, as just as every society has some elements of both Individualism and Collectivism, for instance. And yes, like much of philosphy from hundreds of years ago, the original concept of Empiricism was ridiculously black and white. It seems blindingly obvious today that evidence is useless without logic and that logic is pretty limp without evidence.

@LAJ-47FC9 (Liara)
I had considered that, but decided that the term Materialism is just too close to its alternate, consumerist meaning
Daeharde Trihardt 19 Mar, 2023 @ 10:10pm 
Admittedly, Faith seems quite a lot stronger from a gameplay perspective. Research speed alone is quite mediocre in contrast to the variety of bonuses afforded to Faith.

Perhaps some buffs to Mechanitor/Mechanoid interactions? Crafting speed?
LAJ-47FC9 19 Mar, 2023 @ 9:39pm 
I would have gone with "Materialist" for the science one, because I've played entirely too much Stellaris and I've been talking too much about materialism recently.
Possum 19 Mar, 2023 @ 9:24pm 
"the idea behind this mod was to represent the difference between a person who focuses on hard evidence and a person who focuses on devout faith"

1. false dichotomy, as everyone relies upon both empirical evidence and faith (including empiricists).
2. empiricism's central epistemological claim (knowledge comes exclusively from our senses, as you stated) is an invalid argument, because that claim didn't come from any of your senses. it's a self-defeating epistemological claim.
Lithe 19 Mar, 2023 @ 5:35pm 
Insular vs. cosmopolitan is an interesting contrast. Former might give a mood bonus, while the latter gives bonuses to reputation from trade/missions and bonuses to trade prices?
Archilyte 19 Mar, 2023 @ 1:31pm 
idk im just speculating lol
Archilyte 19 Mar, 2023 @ 1:30pm 
@Mort Strudel the main reason why I wanted the Isolationist vs Globalist is because the Isolationist meme from "Vanilla Factions Expanded: Ancients" is kinda meh, and I was looking for a standalone one without all the Ancient "superhero" stuff for a while. For upsides, they could have increased learning to compensate for lack of people, or maybe the less people, the less mental breaks since they are around people they highly trust. Maybe also higher opinion among colonist of total number of colonists are low...
programmed.messiah 19 Mar, 2023 @ 11:35am 
RIP Your comment section lol. Thank you for the mod!
d_valroth 19 Mar, 2023 @ 10:33am 
This is neat. My first question was going to be why the psylink (which is superscience) would be weakened by the empiricists, but you covered that in the flavor text in a neat way. I also thought that research speed precept was pointless since you could just set it to anything you wanted for any reason, so it's very nice to tie it in to something.
Mort Strudel  [author] 19 Mar, 2023 @ 10:27am 
@Archilyte Hm, an Isolationist vs Globalist axis could be interesting, though it'd be hard to figure out what upsides the isolationists should have.
Archilyte 19 Mar, 2023 @ 9:58am 
If you are planning to make more of these type of mods, may I suggest open-mindedness and close-mindedness? Ideologies that actively seek out interaction with people vs people who want to be disconnected from the rest of the world?
MedicalPol 19 Mar, 2023 @ 6:43am 
Mort strikes again at giving ideology interesting memes, one mod at a time. This is one looks very cool and awesome
Tho i want to be mister philosophy major and say some may have faith to gain knowledge on the spiritual world, but be scientific when it comes to the material world. You'll catch me doing theistic empiricist colonies and there's nothing you can do about it!
Lithe 18 Mar, 2023 @ 11:12pm 
Very cool. Another addition that should be in the base game, thanks for this!