ArticleSo the the DLC will apparently be adding social roles and rituals to the game, which is neat to me because I usually played with cult mods anyway and having something inherent to the game should be a bit less clunky in some ways.
The article indicates that colonists will have different ideologies, so presumably there's ways to convert them to your preferred beliefs and principles, but it means it's not going to be as simple as checking a box to make everyone a cannibal.
Roles are a leader, which provides buffs to other colonists, makes speeches and can accuse people of crimes and hold trials. Kind of interesting, I would like the ability to punish people for breaking stuff when they get stressed, but obviously we don't know quite how it will work.
Moral Guides are basically priests. Lead rituals, comfort the unhappy, convert the heathens and so on. Sounds like a more in depth version of the various preachers and ritualists from cult mods. You need at least 3 pawns with a given ideology to assign a Moral Guide to it.
Specialists focus on one job at the expense of becoming unable to do certain others, with each ideology having favoured jobs. I'm not clear if this means that each ideology only has one kind of specialist or if they can all make every specialist but get bonuses to one.
Rituals sound fun, dance parties, gladiatorial combat, feasts and so on. Big lavish events, with a big and lavish enough event having various potential benefits. Once again sounds like an expanded version of the sort of thing you'd see in various mods, but that's not a bad thing by any means.
What I'm not clear on is if there's going to be a few preset ideologies and we'll have to mod new ones in, or if you can make and adjust and ideology in game as you go along.