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A team of 8 tribals.
Perfect physical specimens, sent out from ??? to conquer a world.
Unfortunately the dimensional gate can only send people. No equipment, no tools. And it wipes all knowledge from your brains.
They arrive via ?dimensional gate? .. Naked, mindwiped, starving, random location, zero starting material.
mindwiped = tribal but with zero tech of any sort.
Gonzo flames-of-interest in several fields each, but zero/minimum possible skill levels.
(ever try to build an aircon freezer, when your tribe does not even know passive coolers, and your best builder has a starting skill of 1?)
They may never recruit anyone else. They consider themselves a different species.
During the first year, they are learning this new world. This means no friendly interaction allowed with any travelers, for the first year, while they learn the local languages. This means no trading, no quests, for first year. Also means that you likely have 3 maxxed-hostile factions by yearend. And not allowed to relocate their base until the end of the first year.
Victory conditions: total domination.
Game is played as hardcore (no saves/loading) Cass max difficulty.
...
Challenges in this scenario
====================
Early game:
The arrival location is pure random. They may not leave the starting location for better spot, during the first year.
They arrive naked, no tech, and with advanced malnutrition. Berries, anyone?
Midgame:
No recruiting, ever. So if anyone dies, the team is reduced.
Developing skills from absolute zero is challenging.
Endgame:
You need to wipe out all hostile faction bases, and get all other factions either to solid ally, or dead.
You need to do this while having no replacement pawns.
No building, no research after electricity.
You need mods:
Real ruins set to high density
Set up a camp (all events allowed on camp maps)
Kijin race mod (not must, but funny BC their hunger rate is 200%)
Goal or victory condition? Nope.
Currently I'm have already 4 ppls, 2 gigantelopes, 1 dryad, 3 donkeys, 1 panda bear, a battle cassowary, and some smaller herd animals. Survived 1 year. (100% fresh scenario)
Hard, BC you can't build anything, can use only what you find in ruins (this is why you must have real ruins on high density), and you have to carry everything with you. Raids are not really strong, BC your wealth not going to the stars, but you can't have any deffense, only the ruins.
MK: Sounds like you're using Prepare Carefully to set up your starters' stats. I like the idea of having multiple passions but very low starting skill. Makes for some fun times early! 1 skill cook + no pemmican = your choice of kibble mood debuff or multiple trips to food poisoning town while they skill up. Is "start with no research" a thing one can do in vanilla or is the mod needed for that as well?
I love Cass permadeath also, but woo I would need to get a lot better at combat management before attempting a domination style goal. And given my usual colonist body count, my hat is off to you on the "no recruiting" front. Hopefully I'll get there with practice!
Random starting location and can't move for a year though, that sounds interesting and fun and I may try it next time.
martindirt: Full nomad always seemed really appealing to me, but yeah at minimum set up camp would be necessary to attempt it. From what I read of Real Ruins it seemed like a fun-destroying level of power if one does have a permanent base, but I could see it being interesting with your starting conditions. Like you get to a ruin with a solid gold dining room but don't have good weapons yet, and here comes a raid...
Do Set Up Camp ruins spawn with steel? Or is that another thing one needs Real Ruins for? There's not all that much that it's needed for, but I'm picturing trying to research like, complex clothing, and no steel to build a bench lol.
Also: How do you get new recruits with no base? Going to get prisoner rescues and incapacitated refugees and such?
Set up a camp dont comes with ruins, you need real ruins mod for that.
New recruits can come from quests, or you can capture prisoners, and take them with you in caravan. But since not all camp tiles spawn ruins, and if they do its not sure there will be a closed room for prison ... capturing enemies is an avoidable thing if you play nomad style.
And yes. Ruins sometimes overpowered (Railguns, miniguns, marine armors - these are not reaaly frequent, but sometimes you can find them), this is why im tried those settings. If you cant build defenses and you can use only the looted gears & weps, its can balance the game.
Oh, and ruins sometimes (depends on your mod settings) has defenders: Hostile tamed animals (direwolf, killshrimp - depends on other animal mods), mechanoids (spawning on a tile with 2-3 centipides .... feelss like a kick in my balls). So balance depends on your settings.
And Real Ruins spawn different raw materials. Steel, stone blocks, few plasteel or uranium. All random.
Yes, EdB Prepare Carefully.
For no-tech, i use
https://steamcommunity.com/sharedfiles/filedetails/?id=913240446
P.s. As for the attrition/longterm damage from combat...
I beg , borrow or steal some marine armor and DevilStrand undies as soon as possible. This tends to make 95% of combat downs non-lethal.
Also, did I mention that all of my guys are Transhumanist ? They just *looove* them archotech addons.
Also, I make sourcing a solid stockpile of Luciferium a high priority. Towarrds endgame all of my guys (at least the 4 frontline snipers and the melee queen) are all in full armor and up to the gills in Luciferium. Usually with multiple archotech appendages. Go-juice carried but kept in reserve for when they **must** be able to outrun a stampede even with an arrow in the knee.
Marine armor... Yep its really good when you wear it. But when enemy sniper has it...
Last day in my other game (non-nomad), I got a nasty raid. Only 6 ppls, 4 melee with clubs and knives, 1 with some Rimmunation handgun, and 1 Sharpshooter (RWofMagic) in marine armor with some AR. Before my blade dancer arrived in phase range, the shooter 1 shot downed my best shooter (god bless plasteel helmet, but he still got perma brain DMG). And it was a bloody hard fight. I only had my blade dancer + 1 under avg shooter (lvl 6) vs the 6 raiders. Fortunately they focused on my BD, but she had sword equiped... Blade vs marine armor. She almost bled to death till she downed the armored one.
But, now she has an excellent marine armor.
(Faction blender mod is needed to get these well equipped raiders... )
Its basically a Medieval version of Rimworld that relies heavily on the Medieval Times mod and uses the Tribal Raiders mod to disable all the outlander and modern pirate factions and replacing them with Medieval and Tribal variations.
I am still tweaking it. Would love some feedback about how its balanced and where improvements can be made.
The weapon, yes. But when I get a Pirate raid (which means basically any raid that is not Mech or Insect), about 40% of the enemy come in Marine Armor. And maybe 1 in 4 of those will be high on go-juice, making them almost completely un-downable.
Tribal know-nothing honestly does sound like my jam in a major way though. Despite all the tempting QoL mods out there, that may be the one that convinces me to move on from vanilla.
Parts of me wants to do a medieval run with Rimworld of magic for a sword & sorcery vibe. Is there a magical substitute for a freezer? Or are you stuck doing the "rush to make all meat into pemmican before it rots" dance every summer forever?
Another part of me would love an all transhumanist run where I start with nothing and see how fast I can get to bionics. I've never stuck with a save long enough to research them, but that transhumanist mood bonus for even one is fantastic.
But, it IS medieval times, after all. You also get options for smoking or jerking meats and you get salt pots, but the salt pots are basically a huge cheat. For a little cost of wood and no research you get a pot that will keep anything from rotting forever, so you can basically cover a big room in salt pots and you have permanent storage.
MT also adds some pretty ridiculous weapons and armors. and it doesn't eliminate personal shields. There is an MT balance mod out there, but I can't remember what all it fixes. You'd still have to make some personal rules to avoid cheesing the game, but its doable.
Medieval DOES sound appealing but yeah, salt pots would be busted.
Kalki, I read over your scenario and it seems well worth trying. Though obviously can't use it at the same time as know-nothing due to 1% research speed. Hah I am stubborn and might go ahead and try to research electricity anyway and see if I can get there. It could be year 10 technology instead of year 2 or 3!
I get why mass animal insanity would be disabled, because the canon reason it happens is a psychic wave from a distant machine. But for game challenge reasons I would still want it, and just imagine it as due to some kind of disease or eating a poisonous plant or something.
https://steamcommunity.com/sharedfiles/filedetails/?id=935143958
Perhaps this works? I mean, magically fueled sword & sorcery, magic icebox.
Tbh if medieval times has things like jerky already that might be enough. Might disable salt pots in scenario editor if they're already too good. Cause part of being stuck with feudal tech levels is having to deal with the inefficiency of low tech temperature control, right? Makes it a challenge!