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The first tends to make the storyteller severely overestimate you because of the massively inflated skills your colonists will have (with burning passion you are still leveling up incredibly fast even after the 4k limiter per day) for example. But I think they are quite enjoyable
Start with a lonley tribe shaman. with two animals of your liking. (i did monkeys )
Addin the effect that all pawns are getting bloodlust.
Rollplay as a tribe cult that only alowes the oposite sex to join and kill the others for your animals. Dont eat your picked animals. just let them die of there own.
Work your way to make the shaman your god king/queen. And let him/her do nothing but sit in his gold/silver/jade throne room surounded by the animals.
(if you dont like to be sexist, you can ad in a 50% triat change for something you do like and only alow those in.)
* Fight club.
Force the traits of stagering ugly, abrasive and blood lust up on everyone (80 or 90% chance). and install a mod to alow 4 traits per pawn.
I occasionally do psychopath or cannibal only runs, but never together. The traits have too much overlap so it feels kind of wasteful to combine them. Other traits can be interesting to play with as well, like a chemical fascination run with an objective of making a highly profitable drug farm, dealing with colonists constantly binging on the product.
Often I extend restrictions to recruitment for an extra challenge, so I'll only allow colonists with specific traits, genders, hairstyles, or even only allow people with relations to my existing colonists to join.
Dunno if it's allowed to include other changes than EdB, but just started my most unique scenario so far and am pretty excited to see how it turns out..
Scenario: In a post apocalyptic world plagued by nuclear fallout, a group a soldiers are ordered to set up an outpost in a destroyed urban city and recruit whoever they can. Then lay siege toward the enemy.
World: 3x2 factions at constant war with each other, 1 neutral faction, urban cities & buildings
Modifiers: Constant fallout, cleanliness set to 0, beauty set to 0, global work speed set to 65, mental break threshold set to 75, deterioration set to 200, research unlocked; hydroponics, blowback operations, medicine, survival package.
EdB: Start with 5 pawns that got a passion and skill level between 8-12 in either shooting or melee, only allowed to have one additional passion and burning passion between 8-12. Rest must be set to minimum. All must start with faction armor (Rimwave in my case).
Artificial Limits: Only allowed to repair and rebuild old ruins as base structures (beside small 'guard posts'). No ridiculous killboxes or giant walls.
The nomads: Tribal start, not allowed to develop beyond primitive tech. Settle briefly, stock up on food, move on. Scavenge high-tech weapons from incoming raiders, move on with the seasons or when larger incoming threats make it difficult or impossible to survive.
Gunless ascendancy: No restrictions - except that guns, mortars and turrets are prohibited. Brawlers, nimble and bloodlust pawns are more valuable than gold. Play in permadeath.
Bandit life/global genocidist agenda.: No permanent base. Crashland start, with at least automatic weapons, along with the pod/chemfuel research done. Raid other tribes or colonies, settle on their bases, recruit what prisoners you decide to spare and move on to the next base. Work toward wiping the map.
I did a slave colony playthrough once. Psychopaths are OP as hell. You can butcher anyone and harvest their organs and roll in cash very quickly. Very fun, though. I made sure the 'slaves' were unarmed, and made them addicted to flake so they could work harder without mentally breaking (kinda like in RL with hookers). Any berzerking = death sentence. I modified the scenario so that 33% of all NPCs were psychopaths / bloodlusters / cannibals, and recruitment chance was 1000%.
the ultra specialists. You can start with however many people you want but each person is allowed to do exactly 1 thing (not well, but do one thing)
this isn't a ridiculous 'one guy can hunt, another can defend the base' thing but more of a 1 person is allowed to shoot at all. For the sake of fairness everyone can do things like haul and clean otherwise the entire thing becomes absurd
that said: that is the sole limitation - start with whatever you want (just remember while having 3 people who can shoot and are armed to the teeth may be great for defense it cuts down the number of other tasks that can be performed.) and while you may take prisoners. . . why? Recruiting people has the same problem just without the level 20 stats
My attempt:
cook
shooter
construction
dr
miner
research
after a very rocky start it turned out relatively ok considering everything. (Basically dug into a mountain and no one ever left except the shooter)