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The only time one of my pawns ate somebody was a misclick, and I don’t do organ harvesting. Like Stormtrooper I’m just not interested in it. Out of the thousands of possible rp experiences, even the huge number of ideologies are just a few -I’m not missing out, just as nobody’s missing out by not playing my way.
But as Stormtrooper said and I wrote above, the developers really spent a lot of time on things like slavery, cannibalism, and death matches. I mean there’s literally a new suppression mechanic so you can imagine abusing slaves and new menus that differentiate between colonists and slaves.
The charitable precept is just moodlets for random events. If you already took those as per of your playstyle there’s literally nothing new except a +4 mood buff. The new “charitable” event, available for every ideology, the beggars, appears to be intentionally ludicrous (unlike other unbalanced features it hasn’t been balanced). There isn’t even a single art asset for the charitable meme.
The transhumanists and the naturalists got lots of love, and the drug den and tunnelers, but on balance it’s a decidedly dark DLC, full of malice.
I’m not asking for more stuff, I’m saying it says a lot about the developer and their perception of the player base. I assumed (apparently wrongly) that playing as neutral or good was the silent majority’s position.
What’s telling is that it wouldn’t have been hard to make a few minor changes to provide some, well, family-friendlyish options.
For example, it wouldn’t have been hard to make a second, more positive, version of raiders. I’m playing a charitable raider colony that only attacks pirates and savage tribes. But the meme comes with the baggage of losing rep, skull spikes, respecting slavery, etc.
Here’s a wacky idea: how about an anti-slavery ideology where you help slaves escape? Surely wouldn’t be half as hard as all the new slave mechanics. You just need an interact option on the slave, a chance to get caught and incur a faction relationship penalty with the slaver, and a faction rep bonus if the freed slave exits the map safely.
Nor would it have been hard to allow players wanting a darker experience to choose options like constant rep hits to reflect how broader society feels about cannibalism and torture. Seems like the rp experience suffers from a lack of that.
Rimworld’s always made being a good guy hard, and I like that. I just think they could offer more things to do instead of making players like me define our rp as things we don’t do.
Oh and just a thing here. If you want a post apocolyptic game setting then why are you complaining that you can't do different types of governments that will make the colonists that you control do things on their own? No offense here but how can you make an autonomous gathering of toons that you directly control ever be anything other than your expression of your own ideals through a game that was never intended to be a post apocalyptic simulation. I have never seen a post a post apocalyptic movie, book or any other medium where complete devastation of a world led to a strong and orderly society with justice for all.
If you feel that your best game of Rimworld is like that then just take all of your player characters and crush them under the reality of a post apocalyptic world. You have a lot of tools in your arsenal already in your game and in your imagination. I don't see how your ideal society can work when you can't surrender control of the colony and characters in it.
https://culturedvultures.com/best-post-apocalyptic-games/ This sounds like your best shot at having fun doing what you want to do things the way you want to do it. Role play it in Rimworld using the rules as best you can or if it bothers you too much then change games. I hope this helps you see what your options are and shows you the directions you can take in the game to achieve somthing close to what you want out of the game.