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Looks like you put as much effort into understanding the new toys as you put into this post. GG
that said, its more of an "make it harder for you" dlc if you mastered the art of immortality in all your playthroughs. for people that wanna play a chill game and hoped for tons of new stuff in that demeanor... it kind of really isnt the best dlc.
after i bought it, i tried around a bit, built a few cults (still no cannibalistic hippie sex cult possible =/) and figured that the only meme that doesnt actually make your game harder in the long run is the one from alpha animals mod...
long story short, the only thing i would change is a little warning for people that are on the fence to buy it, that its not a content dlc per se, but more of a challenge dlc. would i have known this, i would have gotten me royalty instead.
nonetheless, its good (esp after recent patch) in what its supposed to be. and honestly, its one of the few games that ranks in my 1k+ hrs spent folder. so a bit support for the devs should not be the worst thing you can burn a few bucks for.
cheers.
It actually felt better and i had more mood buffs with ideology really.
Also if ur 2 leaders are constantly on mental break then u probably have bigger problems than ideology being bad.
It is manageable...
capture them, make them prisoners, convert then recruit them if you want to keep them.
Or turn them into slaves or hats if you don't want to keep them
Basically, gitgud.
Having no issues so far, just beat 2 120 native raids back to back with about 7 soldiers (4 being super soldiers on luci and full bionics) no problem.
And the week before that was the empire raid, a lot smaller, but surprisingly more dangerous, still no problem, I don't see where the pay to lose comes from, made 2 different ideologies on the 2 colonies (archonexus quest) I've made so far, and just by fulfilling their preferences I always walk around full of morale buffs, likewise royalty can make super soldiers even more super with legendary artifact monoswords, psy powers, etc..
PS: All pawns without the Tough trait get rejected or turned into slaves, no pawn without tough is worth the investment as a super soldier.
Recruitment is the same as it's always been except the addition of ideologies puts an extra step of conversion. Not really hard, and good for gaining social experience. Not to mention conversion rituals and the "priest" ability to convert.
Items? I don't think items were the selling point of the DLC, but there are indeed new items. Autobongs, ritual items, sleep accelerator, etc.
Kind of agree with the tree, but I feel like you shouldn't be developing the tree until you have someone to spare a good portion of their day on it. Last game I played the person I had on it spent 4 hours a day pruning. With 6 colonists at the time it wasn't an issue.
As far as the ideologies themselves, they are as hard or easy as you make them. Heck, I watched a good bit of a Twitch streamer playing a blind colony. It was rough but he did pretty well. I'm not sure how social issues between colonists are any worse then before the DLC. With the addition of holidays, rituals, and leader abilities it feels like there are more tools to use to keep pawns a tad more manageable.