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Sapience
Pawnmorpher adds a new "need": sapience. Sapience indicates if your pawn thinks and behaves like a human (100%), or closer to an animal (0%). In most situations, this "need" is hidden, as your pawns are fully sapient. In some circumstances, for example, if your pawn is transformed into an animal, their sapience may start to decrease.
A former human sapience should be kept above 0%, or they may become permanently feral after some time, with no ways to get their former self back. It is therefore important to keep them happy, as after a tantrum a former human will see their sapience decrease.
The lower their sapience is, the better the pawns become at interacting with animals. However, their animal instincts prevent them from being good scientists. Moreover, some activities may become impossible as their sapience decreases. Normal pawns and body purists react badly to animal instincts, while pawns with mutation affinity trait or primal wish status are happy to lose their humanity.
A sapient pawn behaves and thinks normally.
A mostly sapient pawn starts to have animal instincts. Nothing much to worry about.
Animal taming and training chance: +5%. Research speed: -25%.
Conflicted pawns see their human and animal selves fighting over to take control.
Animal taming and training chance: +10%. Research speed: -50%.
Mostly feral pawns are on the verge of being animals. They behave and think almost like animals. They are no longer considered as colonists and only as animals. They sleep in animal beds and no longer do jobs on their own, but they can be forced to, though. They can also be trained like real animals.
Animal taming and training chance: +20%. Research speed: -100%.
Feral pawns behave and think like animals. They no longer wear clothes and won’t do anything an animal can’t do. A feral former human will become permanently feral after some time, making impossible to revert them to their former self.
Normal pawns should never see their sapience decrease. Former humans see their sapience drop a little after a tantrum. Morphs should be safe from sapience drop, unless they produce resources. This happens in two situations:
- When they have a Etherbroken (-40 % sapience limit) or Etherbound (-20 % sapience limit) status.
- When productive pills are used on them (-20 % sapience limit after two doses, -70% sapience limit after three doses).
For example, a Etherbroken cowmorph will never see their sapience beyond 60%, meaning it will be at most mostly sapient.
Morphs slowly regain sapience. Former humans do not, and it is therefore very important to keep them happy or to revert them if they are too close from being feral.
Feral pills can be used to decrease the sapience of morphs with a visible sapience "need" (thus productive morphs with special status) and of any former human. They should be used with extreme care on former humans, as they can turn permanently feral.