With the Fertility Procedures research, you can create embryos. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold. As long as the male pawn's fertility is above 0% this will be successful. The ovum may then fertilized by a fertile male colonist or slave (but not a prisoner or guest) to produce an embryo. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. After Fertility Procedures has been researched, you can extract ova from female pawns and fertilize them to form an embryo, for use in surrogate pregnancies or vat-grown babies.īoth methods require extracting an ovum from a fertile female pawn, be they colonist, prisoner, or slave, through a medical operation in the pawn's Health tab: "Extract ovum for IVF". Science enables new methods for obtaining babies. Note that Pawns in the character selection menu can begin the game already pregnant. Along with health effects, they will gain the −3 mood debuff Sick. Pregnant pawns may also receive the "morning sickness" condition, which lasts 4 to 8 in-game hours. Mood swings are short-lived, with the longest duration seen so far being 10 hours. Accompanying this, the pawn will get a positive or negative moodlet labeled Pregnancy mood. They vary in severity, direction, and duration, appearing as: "Pregnancy Mood (, )" with the description This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones. Mood swings are visible in the Health tab as a condition affecting the brain. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings, which includes the third trimester. When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of +5 I'm relieved I'm not pregnant any more. Stageĭuring the first trimester, a pawn will gain the New pregnancy moodlet, which can either be positive or negative direction: +3 I'm pregnant! It makes me happy., or −3 I'm pregnant and not very happy about it. If the mother is in poor health, such as Malnutrition, she might suffer a miscarriage. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. Pregnancy lasts for 18 days, broken into three 6 day trimesters. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'. The low libido and high libido genes will also alter this. Their chance of Lovin' varies by age, as seen in this chart. The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Pregnancy chance per relationship = Mother's fertility x Father's fertility x Reproductive Approach x Times Lovin' Therefore, the total chance of pregnancy in one relationship is likely: By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids. The player has three options to adjust pregnancy rates from Lovin' in any relationship. The prospective parents' chance of successfully reproducing is primarily controlled by their Fertility stat. The Sleeping Alone debuff only checks if 2 pawns are assigned the same bed they don't need to sleep at the same time or ever engage in lovin' to avoid it. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'. Pawns in romantic relationships have a chance to get pregnant when they initiate lovin'. Note that with the exception of the first point, these methods become unavailable if "Disable children" is toggled on in the storyteller settings. Babies of any faction can be adopted instantly to the colony, without angering them. Receiving them from quests and events.Assisted reproduction, through surrogacy or growth vats.Natural reproduction, through pregnancy.Choosing them as a starting colonist via the scenario system.Reason: We've discussed moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics.īabies can be obtained via several different methods:
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