RimWorld

RimWorld

Wish Granter Aug 4, 2021 @ 11:12pm
Transhumanist total unbalanced? (Ok you got me, it aint thaaaat bad)
Hey there,

In my opinion especially transhumanits are not well balanced in this expansion. The amount of debuffs you get from not having stuff its strong compared while the amount of buffs you get from fullfilling all theire needs is just a wet joke. Investing 10 thousands of silver into a pawn gives you a merely about +16-20 buff for transhumanists (about +13 for full bionic body parts but ONLY when they have the transhumanist perk, otherwise that buff is even lower (only a wet joke of +3 and not more) and +3 for sleep anhancers).
Compared: a cannibal not having human meat is only -3 rising to -8, but eating it is at least a +15 when cooked plus ideology boni. A Person with ideology transhumanist has a permanent -3 when not upgraded, and only +3 not rising when multiple upgraded.
Not converting others to the transhumanistic Ideology (so they dont get so needy too) ends in a never ending, daily fist fight between almost everyone, more like a terroristic attack on each other for theire religion, a bit exessive in my opinion. And how social fights in rimworld work, its not a social fight, in tynans living area it seems that when two start a fight about a argument they bite each other arms off, rip spines out and bite each other neck trough about a argument like a hot or cold coffee.

F.e a cannibalistic person eating a lavish cannibalistic meal already has about a +27 buff just for the food they eat, then + for meat, for eating human meat as its theire ideology and theire debuffs are comparable low for not having human meat. (about -8 when much longer)
It also extremly easy to please them with the outposts now also having fresh corpses in cages.

Transhumanist on the other hands are extremly hard to please, while having low, to absolutly zero advantage. ( I mean, I can also stick 25 bionic legs to a cannibal, the transhumanists dont really use them better. They dont get boni on bionic parts neither on theire use or theire power, it the same as sticking it to a cannibalistic tribal. I know that theire time in those Bionic capsules is reduced, but then at the same time, others then transhumanist dont give a flying fart about being in those things.
I hope tynan rerolls this stuff a bit more in the future, (which im sure he will) It feels more like a toture challange to play transhumanist right now, then actual "rewarding" gameplay.

Now thats my opinion, I would love to hear your opinions about transhumanists right now, maiby something I overlook, something hidden, some buffs/ debuffs that later get to light that ive not seen so far. For me its more like playing butler for very rich and needy people that you can never please while also earning the same money per month then somone working in a office that has nothing to do.

Yet in my colony everyone even without my ideology can use superchargers.
My main concern is that you get no buffs compared at the end for doing everything. And fullfilling needs of transhumanist is 1000000 times more expensive then those of f.e a cannibal.
I mean comon, a +3 buff is all i get for 25 different Bionic expensive implants...+3??? (when not especially having the transhumanist perk on top)
Eating a fine meal is already +5. Then I rather make a religion about eating fine meals.

I would love for a mod that cancel the buff wall for transhumanist, so you get +1 per body part, rising sky high later when ivnesting about 50 thousand silver and more into single persons. +3 really is like eating a old chewgum compared to other ideologys that have +5 +10 just for existing.
Last edited by Wish Granter; Aug 6, 2021 @ 10:18pm
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Showing 1-15 of 61 comments
Acroficer Aug 4, 2021 @ 11:24pm 
Bionic limbs are super strong, and the unique buildings for transhumanists (neural supercharger, sleep accelerator, biosculptors) are also strong. They primarily give stat boosts rather than mood buffs, which is important to remember. IMO the only bad part of transhumanism is the demand for age reversal, you end up needing one bio pod per colonist, and they take up a LOT of space.

I'm in the late game of a transhumanist playthrough now, going for the archonexus ending. I've got a bunch of pawns that are almost entirely bionic, meaning they do everything faster and better. They need less sleep, they operate at higher consciousness levels, they heal any permanent injuries in bio pods, and they're all outfitted with various other upgrades.
Fyredrakon Aug 4, 2021 @ 11:27pm 
They are also the only ideoligion that can use neurochargers and sleep accelerators, which have major advantages (35% sleep faster and all the neurocharger benefits). The biosculpters stilltake too long imo, but I just dev change that to make myself not #angr.
Case in point, they are needy little pieces of ****, but they are much better once you satisfy them.
Fyredrakon Aug 4, 2021 @ 11:29pm 
Originally posted by Acroficer:
They need less sleep, they operate at higher consciousness levels, they heal any permanent injuries in bio pods, and they're all outfitted with various other upgrades.
What permanent injuries? Healing scars is hardly useful when they don't have any body parts to scar in the first place. They won't fix frail or bad backs either.
Acroficer Aug 4, 2021 @ 11:31pm 
Originally posted by Fyredrakon:
Originally posted by Acroficer:
They need less sleep, they operate at higher consciousness levels, they heal any permanent injuries in bio pods, and they're all outfitted with various other upgrades.
What permanent injuries? Healing scars is hardly useful when they don't have any body parts to scar in the first place. They won't fix frail or bad backs either.

Head and brain injuries can't be fixed with bionic parts, and before I had enough advanced components to afford bionic replacements for everything, the biosculptors were useful for healing scars.
Wish Granter Aug 4, 2021 @ 11:31pm 
Originally posted by Acroficer:
Bionic limbs are super strong, and the unique buildings for transhumanists (neural supercharger, sleep accelerator, biosculptors) are also strong. They primarily give stat boosts rather than mood buffs, which is important to remember. IMO the only bad part of transhumanism is the demand for age reversal, you end up needing one bio pod per colonist, and they take up a LOT of space.

I'm in the late game of a transhumanist playthrough now, going for the archonexus ending. I've got a bunch of pawns that are almost entirely bionic, meaning they do everything faster and better. They need less sleep, they operate at higher consciousness levels, they heal any permanent injuries in bio pods, and they're all outfitted with various other upgrades.


Yes I see your point there, but the thing is, I can also stick a cannibal tribal into a biopod and heal his permanent injuries, it just takes longer. I can stick sleep enhancers to his bed too. And the neural supercharge in my opinion isnt worth it anyway.
Everyone can use those buildings, just that other people are not greedy for it.
If I am not wrong of course.
Acroficer Aug 4, 2021 @ 11:32pm 
Originally posted by Corona_Impftoter (Rip 2021):
Originally posted by Acroficer:
Bionic limbs are super strong, and the unique buildings for transhumanists (neural supercharger, sleep accelerator, biosculptors) are also strong. They primarily give stat boosts rather than mood buffs, which is important to remember. IMO the only bad part of transhumanism is the demand for age reversal, you end up needing one bio pod per colonist, and they take up a LOT of space.

I'm in the late game of a transhumanist playthrough now, going for the archonexus ending. I've got a bunch of pawns that are almost entirely bionic, meaning they do everything faster and better. They need less sleep, they operate at higher consciousness levels, they heal any permanent injuries in bio pods, and they're all outfitted with various other upgrades.


Yes I see your point there, but the thing is, I can also stick a cannibal tribal into a biopod and heal his permanent injuries, it just takes longer. I can stick sleep enhancers to his bed too. And the neural supercharge in my opinion isnt worth it anyway.
Everyone can use those buildings, just that other people are not greedy for it.
If I am not wrong of course.

The biosculptor, neural supercharger, and sleep accelerator can only be used by transhumanists.
Wish Granter Aug 4, 2021 @ 11:33pm 
Originally posted by Fyredrakon:
They are also the only ideoligion that can use neurochargers and sleep accelerators, which have major advantages (35% sleep faster and all the neurocharger benefits). The biosculpters stilltake too long imo, but I just dev change that to make myself not #angr.
Case in point, they are needy little pieces of ****, but they are much better once you satisfy them.

Well I can also build this stuff as pirates, and use nueral chargers with pirates. They just dont get a modd buff from them, at the same time they not needy little bi ---t chi---ys about it.
Wish Granter Aug 4, 2021 @ 11:36pm 
Originally posted by Acroficer:
Originally posted by Corona_Impftoter (Rip 2021):


Yes I see your point there, but the thing is, I can also stick a cannibal tribal into a biopod and heal his permanent injuries, it just takes longer. I can stick sleep enhancers to his bed too. And the neural supercharge in my opinion isnt worth it anyway.
Everyone can use those buildings, just that other people are not greedy for it.
If I am not wrong of course.

The biosculptor, neural supercharger, and sleep accelerator can only be used by transhumanists.

now sorry that this screenshot is german, but when just starting with all finishied research i can slo (without godmode) build those things and use them while being raider pirates

https://steamcommunity.com/sharedfiles/filedetails/?id=2566417775
Wish Granter Aug 4, 2021 @ 11:37pm 
Originally posted by Acroficer:
Originally posted by Fyredrakon:
What permanent injuries? Healing scars is hardly useful when they don't have any body parts to scar in the first place. They won't fix frail or bad backs either.

Head and brain injuries can't be fixed with bionic parts, and before I had enough advanced components to afford bionic replacements for everything, the biosculptors were useful for healing scars.

you can heal brain scars with it? thats awesome. Can you also heal brain injures like ressurector sickness? So when I have a pawn with a brain of 4/10 I can heal him by sticking him into it?
Acroficer Aug 4, 2021 @ 11:39pm 
Originally posted by Corona_Impftoter (Rip 2021):
Originally posted by Acroficer:

The biosculptor, neural supercharger, and sleep accelerator can only be used by transhumanists.

now sorry that this screenshot is german, but when just starting with all finishied research i can slo (without godmode) build those things and use them while being raider pirates

https://steamcommunity.com/sharedfiles/filedetails/?id=2566417775

If you have any transhumanists pawn in your colony, they will let you build it, but otherwise I'm not sure why you can build it.



Originally posted by Corona_Impftoter (Rip 2021):
Originally posted by Acroficer:

Head and brain injuries can't be fixed with bionic parts, and before I had enough advanced components to afford bionic replacements for everything, the biosculptors were useful for healing scars.

you can heal brain scars with it? thats awesome. Can you also heal brain injures like ressurector sickness? So when I have a pawn with a brain of 4/10 I can heal him by sticking him into it?

Resurrection sickness should go away on it's own, unless you mean resurrection psychosis. I believe it only heals injuries, not illnesses or conditions. So things like brain scars.
Wish Granter Aug 4, 2021 @ 11:42pm 
I mean I will keep playing of course, Ill look how it goes later. I will just assume that me being able to build and use those things as pirates is a bug.

Yet in my colony everyone even without my ideology can use superchargers.
My main concern is that you get no buffs compared at the end for doing everything. And fullfilling needs of transhumanist is 1000000 times more expensive then those of f.e a cannibal.
I mean comon, a +3 buff is all i get for 25 different Bionic expensive implants...+3??? (when not especially having the transhumanist perk on top)
Eating a fine meal is already +5. Then I rather make a religion about eating fine meals.
Zim Aug 4, 2021 @ 11:53pm 
I'm playing transhumanists right now (+Supremacist, Tunneler and High Life) and it's the best thing in the world. Your pawns get mutilated and their body parts replaced anyways so why not pick a perk that gives +mood for it? Sleep accelerators and neurocharges make you colony highly efficient and not wasting pawn for cooking, because you're eating nutrient paste all the time, is a huge buff also. Having the time halfed for biosculpting is awesome, too. You used to heal scars and braindamage with luciferion and now you put a pawn 5 days in a pot and he's as good as new.
The only downside is, that you get a permanent -10 mood debuff for using the 10 day "reyouth"-thingy which takes way too long in my oppinion, Other than that it has only upsides. Tunneler, Supremacist and High Life have only upsides. I barely have any mental breaks in my current playthrough. I'm playing on normal difficulty with Casandra Classic with +150% danger right now
Hykal Aug 4, 2021 @ 11:54pm 
I'm running a transhumanist colony too. They've got debuff early game, but later on, they're quit strong. Overall, the memes are there to challenge you, with high power needs for all the stuff and a need for bionics. But afterwards, you basically have the closest thing to tech priests in Rimworld.
Last edited by Hykal; Aug 4, 2021 @ 11:54pm
ichifish Aug 4, 2021 @ 11:56pm 
OP, many of the ideologies aren’t balanced and shouldn’t be, given the limitations on development and play styles that balancing imposes. I think the developer could have done a better job of at least updating the wiki as to the ramifications of the memes and precepts, but balancing goes against the core of the game: there’s no balance for bad traits, skill sets, or maps.
Mimoslav Aug 4, 2021 @ 11:57pm 
Originally posted by Fyredrakon:
They are also the only ideoligion that can use neurochargers and sleep accelerators, which have major advantages (35% sleep faster and all the neurocharger benefits).
They also consume absurd amount of power, increase hunger rate and you'll need one per colonist. 35% increased sleep speed provides around 1.5 extra hours a day for a colonist with masterwork bed (125% rest efficiency) and circadian assistant. I wouldn't call those advantages major, especially for the amount of extra wealth required to maintain those.
Originally posted by Acroficer:
Head and brain injuries can't be fixed with bionic parts, and before I had enough advanced components to afford bionic replacements for everything, the biosculptors were useful for healing scars.
Biosculptors aren't exclusive to transhumanists.
Last edited by Mimoslav; Aug 4, 2021 @ 11:59pm
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Date Posted: Aug 4, 2021 @ 11:12pm
Posts: 61