Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would advise you to keep an eye on the Vanilla Expanded Series, including Oskar's patreon page ( https://www.patreon.com/oskarpotocki ). They're planning something that I'm excited about and you might find useful as well. Just take a look at the patreon page and scroll down a little to the posts about Vanilla Expanded Ideology - Structures and Memes.
I would've liked to see this in the base game, but I'll settle for a mod. I'm used to that by now.
I do wish that there was something related to dorms and separate rooms, presumably linked to individualism/collectivism.
It's this cult like nature that also makes so many of the options bad, too. Especially Transhumanism, which provides very little upside in exchange for a constant and debilitating obsession and reliance on technology that requires a large deal of power and material investment, and doesn't really do much- Or in the case of biosculpter pods does what it does very badly.
Actually, modeling socialism is easy with a dozen pawns. Socialism really only works on a small scale anyway, because the system completely unravels when a community becomes too large to ensure all are participating, and doing so consensually and fairly.
What most people don't understand about socialism is that what the socialists sought can only be accomplished when power is divided up between a bunch of autonomous communities (this also goes for most Ancaps: They're basically asking for the same thing liberal communists do, but in different language).
Most large, "socialist" superpowers in practice just create all the same things capitalism does, but directly within the state: Rather than a set of feudal business structures, loosely in cooperation with each other (a trust), that buys and owns the state, you just get immediate totalitarianism under a state which owns and operates all business and capital.
In a very real sense, socialism is how colony simulators work by default. If not socialism, some kind of totalitarian/collectivist capitalism (e. g. strong consent manufacture is implied, your colony is assumed to function like a corporation, or a society ruled by corporations).
To reiterate: The problem with modeling socialism and capitalism is how little difference there is between them in practice, once power consolidates in each respective system. Power starts consolidated in most real world attempts at socialism, and with no one restraining power under capitalism, it too eventually ends up consolidated.
Well, in a colony simulator, the power starts consolidated, under you, the player. You are the CEO/Dictator, and it can't really be any other way on account of gameplay limitations. Basically, the reason why the capitalism and socialism memes change so little is because that's already how the game works.
Even if you break your colony up into several small colonies and manage them via different ideology, almost everything your pawns do is dictated by you- Even most of what they believe.
...Fun point of notice: The high life meme is all you really need to turn your colony into the global capitalist society seen in Brave New World. Just pick collectivism/individualism to represent what specific lies you tell your population about their existence and place in the world. Really, all that's missing is a drug that is explicitly modeled after Soma. ...So basically, Rimworld needs MDMA.
You can't have capitalism in RimWorld. The fact that slaves own an equal stake of the colony is basically all the explanation as to why that is that's needed. *You* can assign your colonist a really nice bedroom, but other people will still make use of everything but the bed. And should you reassign their bed they might be upset with their new room, but they'll never lament losing ownership of the old one: because quite simply, Pawns barely own the clothes on their back. Outside of user-made restrictions, every Pawn has an equal stake in all comforts and prosperity of the colony.
Though having said that, even these could be somehow modeled. Some simple things like if you go the communism route then individuals having way more wealth in terms of gear and bedroom than others could cause distress among colonists, cause hate and maybe even drive them to desire an execution as a traitor. Or in case of capitalism colonists randomly engaging in learning skills to possibly climb the social ladder and increase their value or whatever. Also I believe both communism and capitalism could have very interesting interactions with the content of royalty, something I'd be most looking forwards.
Hehe, glad I'm not the only one noticing anarchocapitalism and liberal communism are much closer than both sides would care to admit. ;)
Yep, so happy to see someone else also notice on a large scale both are suspiciously similar to each other when it comes to what it means for your average citizen, in opposition to all these political ♥♥♥♥♥♥♥♥♥♥ on the internet. ;)
And that's exactly the problem I have with this. Maybe wacky cultists are interesting to you, but not to me. After all, according to how it was advertised, it should simply add more options for all kinds of playstyles and colony themes, making *my story* more into *my story* than ever before. Crazy cannibals and war criminals don't achieve this for me.
And what if I told you I've never played cannibalistic melee only caver colony, be it 1.0 or whatever else? I know this is what the most vocal part of rimworld community enjoys, but that doesn't mean there aren't others. Personally I always preferred a more serious, toned-down and realistic struggles of a community among post-apocalypse, not to lead a group of maniacs and psychos who realistically wouldn't have much chance of lasting long before killing each other or having more sane members just flee the community.
And no, that's not how the game has always been. The way the game has always been was offering players choices regarding how they want to play, so if you didn't want organ harvesting, cave dwelling and human skin furniture you didn't have to go that route and the game was still fun. And it was so great about it. So many options for all the tastes and playstyles out there.
But with ideology DLC I feel that players with similar approach to mine were left out and skipped in favour of the most vocal ones. Not surprising it happened at all (they have been the most vocal, after all...), I'm just asking for more options for others, too.
For starters I would say you are only playing a fraction of the game, these kinds of restrictions and RP elements really add a lot to the game and the replayability, but ya not everyone is interested in that sort of thing. That was just an example though, another example is the charitable good guys that don't turn anyone away, the drug dealers that can't stop using their own product, the crafters that want to rely as much on trading as possible while avoiding as much labor as they can, etc. etc. Those concepts were all expanded on as well, in addition to new ones being added. Raiders, slavers, naturalists, basic farmers or ranchers, there are plenty of options that aren't evil or violent. Ideology doesn't take anything away from how the game was, it just adds more of the kinds of things that were already there.
https://steamcommunity.com/sharedfiles/filedetails/?id=2636329500
Isn't the solution to the separation of ideology and full-on religion, but from my experience it greatly helps.
As for the whole capitalism/communism thing - the main difference of the 'isms is who gets paid. (A default vanilla game of Rimworld *is* communist/socialist - but that's off-topic and prone to arguments.)
go crazy
I don’t know who they tested this on, but clearly owning people, death matches, and eating people was their idea of a good time,
I don’t really care how other people get their thrills, but it’s telling that the a developer focused on these when there’s an entire ecosystem of mods already catering to it. Charity, the token “don’t be an ♥♥♥♥♥♥♥” precept, seems like it got an afternoon’s attention.
Add to that the truly sociopathic archonexus quest, where you awaken a dormant AI last known for waging war on humanity by convincing people to join your ideology and then selling them to highest bidder,
RimWorld colonies also tend to be small, so you can't make governments. The closest vanilla ideology is basically communism without the state building, and even then, pawns don't have a sense of ownership outside of bedrooms.
This is fine, for all intents and purposes. The DLC exists to make mechanical and thematical cohesion. It makes running a mountain-dwelling human-eating colony viable without using mods. It makes roleplaying a proper mechanic. At this, Ideoligion is a success.
If you bought Ideoligion for the purpose of recreating Civ or Stellaris or Crusader Kings, then that's not the intended purpose.