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There are tons of mods on the workshop that I personally dont like, that doesnt make them garbage. The same rules apply for the DLC. If it doesnt support the way you play, dont buy it. (Also read into it more before making assumptions, i.e. calling upon gods to protect your colony)
Course many of the mods are still broken for 1.3 or had changes made that cause issues with others... seen a couple that tried to overwrite key things causing lockups so wound up trimming mine down for a bit till the mod authors find the time to update them all. Of course since they are hobbyist that could be a long time for some, if they are even interested in dealing with the community.
It was also fun trying to build a colony using no wood, so my naturist colonists wouldn't pitch a fit over cutting down trees.
From what I can tell, all Ideology does is add debuffs and time-sinks, and I want zero part of any of that. It was fun initially, the idea of religious weapons and items or specific roles for your people, but their demands for those roles make them almost as hard to please as nobility.
I dunno, I guess what I consider fun in Rimworld is different than what others do. Adding layers of boxes to check before you get to DO anything isn't what I look forward to when I plop down after work.
Next you will be comparing everything to that time when something happened on an episode of iCarly.
1. do-age is litterally 1 device that you get from start. You fill it up with food and a pawn goes in it for 5 days.
2. You build with wood?... i always use slate/marbe blocks.
3. Only the research role makes your pawn useless for other jobs, but in return you get a research buff which basically makes you a research god (if your pawn has 10+ int).
The only thing i did notice is that the transhumanist ideology tends to get a bit boring (in the needs/demands and the looks of the tiles you can build).
I think ill go for a run with slavers or the one you can make prisoners fight in the gladiator pit.
What if you combined transhumanist with something else - maybe the Blindness meme? A bunch of blind, techno-sages that need to rely on turrets to defend themselves. Or, if you're using the VE: Mechanoids mod, construct mechs to defend themselves.
You could also spin it with Cannibalism and use the mod (EPOE, I think it's called?) that lets you clone pawns. Now you've got an advanced civilization that grow their own 'food'.
An example of whether is the DLC or is the player? For example, if you want to make chopping trees a big sin? Why are you starting in rainforest without any hills or anything? Is like trying to play a nudist on sea ice. You chose to go with that extreme handicap. But go in arid or desert? Now it is something manageable and even of some nice benefit because there are few trees to be a bother and you can harvest Cactus. I am betting bamboo doesnt trigger the tree warning either. Then you have woodfiber. Easy wood.
Transhumanist, same deal. If one starts as a tribal transhumanist, are choosing to be in for a hard time. But regular tech? Well... the buffs arent too bad.
And then the benefits you get long term make it quite nice too. Heck, I find the trees be pretty nice once I came to realization I wanted plant cutting primary.
Then lastly, as with nobility, there are perks trade off for the penalties, but it is all in your control. You are the one who chooses when/if you ascend, not the game. Everything is 100% in your control. Your choice whether your ideology is nothing but some very minor meme that is full on anarchy happiness generating, or extreme hard mode, no tree/no mine ever allowed.
But yes, different levels of fun. Is it more checkboxes to get started? Yeah. But it offers more of the pawn individuality vs just large megabase which is what the developer's intent for gameplay is. This also means that rightfully people will not like it at all. But that isn't our call. At best we critique, explain why we find it bad to play and if alternatives, then is in Tynan's hands whether it would fit the game that he wants to make, or not.
https://steamcommunity.com/profiles/76561198957582629/screenshots/
My current and first dlc colony is still cluttered with social fights (even after nerf) and messages about certain shrines not built for x colonist because 3 colonists out of 8 and a slave aren't part of my religion. I've even had a social fight over religion in the mid of a mech raid, which has costed me valuable pawns. I know I should expect that on randy but I haven't seen 15 consecutive days without such fight, which is annoying to say the least. I think conversion resistance is right and realistic, but more methods of conversion are really needed.
Btw, if you think you will be cutting trees to build your base, don't pick tree huggers? lol
The "fun" way to play is to hunt after the amazing buffs, but in practice the debuffs aren't worth it, so the best way is to avoid the debuffs instead... which is relatively boring, and what my modded playthrough is like anyway.
I do like the rituals though, those are interesting. We could use more ritual slots, but that's an easy mod.
I like the DLC overall in terms of what it adds for myself and modding, but I wouldn't call it balanced or fun in it's current state. It's a minefield of noobtraps. At least Royalty gave clear warning about the downsides of the path you were on, and ramped up it's demands gradually. With Ideology, you get hit with the full impact from day 1, and can't edit your Ideology without resorting to dev mode until you <SPOILER>, so if you make even a single mistake in setting up your ideology you have to start over.
You make bold assumptions about if other people did troubleshooting and assume everyone is too dim witted to do them. I did read it correctly. You are implying people are stupid in your posts and nothing in here supports that.
These last few posts of yours are excellent examples of defensive and aggressive posts.
You missed the topic that got locked because of them screaming about how they are allowed to use mods, that they don't need to check the mods, etc.
So being ignorant of the full facts makes you look rather foolish, as well as trollish. Especially as the individual literally threw another tantrum when they were not directly called out... think on that. Meaning they know they were the one because they did not do the troubleshooting and instead just screamed the game was broken.
Edit: And there are a lot of mods that do break the game in ways people don't understand are the fault of their mod list.
Take the guy I delt with on discord: the game is broke, the fungal gravel doesn't work.
Do you have a mod that changes mountain roof to be removable?
Yeah, so?
There is your problem, it checks for the default mountain roof so a modded one will not count.
There nothing wrong with the mod!
...
It's more flexible than that. You could min-max on buffs for intended playstyle, or you can mix and match memes for something narratively interesting. You can even set it to something so slight (a colony of people with a mild dislike of slavery who like to get together for the annual dance party for example) that it's largely ignorable beyond it's impact on the world outside your colony.
Your ethicist has the convert ability, if you have a holy site there's a conversion ritual. Your pawns will also randomly attempt to convert others from time to time (I've even had my ethicist spontaneously try converting someone right after using the convert ability). You can also nominate prisoners for conversion though I've never tried it (I'm assuming though since their resistance recovery depends on their mood it's likely a case of keeping them miserable enough their resistance declines then whacking them once conversion is assured).
Also worth noting you can have an ethicist for each religion, so rather than a chaotic jumble you can effectively select two or three 'main' religions (ideally those that are neutral or better on diversity of thought) which makes it easier to manage. You still get the occasional scuffle, but generally only if the two pawns dislike each other to begin with or one of them is in a particularly foul mood, at which point I think social fighting is likely whether they're trying to convert each other or not.