RimWorld

RimWorld

Dracupuncture Oct 19, 2022 @ 10:28pm
First Biotech Colony
Like most people on these forums I can't wait to get my hands on Biotech; I would like to see what your first run is going to look like.

for me I'm thinking something along the lines of a Lone survivor befriending the local vamps with the intent of starting their own death-cult-coven of vampires.
obviously with some genetic atrocities along the way [/i]

what direction are you taking your pawns on your first run?
Last edited by Dracupuncture; Oct 19, 2022 @ 10:29pm
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Showing 1-15 of 61 comments
Steelfleece Oct 19, 2022 @ 11:03pm 
Honestly, I'm just going to go for a multigenerational colony. I usually tend toward compact, single-structure mostly-roofed setups. This time, may as well go all in on the Hospitality mod and make something of a desert town turned resort, a bit more sprawling and townlike. Eventually may roof over the streets with skylights from Dub's Skylights and lined with trees to make it still seem outdoorsy, you know, for the inevitable toxic fallout because even a resort on a Rim World is effectively smack dab in the middle of Hell itself. Leave spaces for more laboratory space, a school and nursery too. See just how long it can go on with supersoldier guards and new generations of kiddies. I'm thinking, Camel's Toe Resort and Casino.
JD Oct 19, 2022 @ 11:12pm 
I have a few ideas but still don't know which one to choose.

* Army of mechs
* Army of clones
* Werewolves (if it's even possible)
* Looking at Dirtmoles I think of zombies cannibals or dwarfs
* Vampires
* Something else

Natural growing speed for kids, if there will be any.
Astasia Oct 20, 2022 @ 12:19am 
I can't decide yet if I want to pick the vampire start and go with that gameplay right out of the gate, or pick a more standard start with some of the new xenos and then work my way toward befriending a vampire or whatever and getting their "gift" that way. That is my first game plan though, focusing on the vampire aspect and eventually using genemodding to make them as strong as I can.

Second playthrough will be a Waster run in heavy pollution, with the intent of causing as much damage to the world as I can, with some mechanoid helpers.
It's more for exploring ideas using VE Outposts arising from my current run, but I've a mind to run a prison colony that processes prisoners and sends them off to outposts if they are not released for relations. The goal is to run a colony almost entirely off outposts' output by mid to late game.

With Biotech I'll add a genetics research center to extract genes from prisoners while they're there; I'll probably go with vanilla humans and xenohumans unless I see significant progress with my current race mods in updating to 1.4 by tomorrow. Some prisoners may be requested to undergo brain scanning for mech research as well.
Last edited by Vermillion Cardinal; Oct 20, 2022 @ 1:02am
Æthelbald Oct 20, 2022 @ 1:40am 
caste based discrimination
Last edited by Æthelbald; Oct 20, 2022 @ 1:40am
Lucas Edwards Oct 20, 2022 @ 2:12am 
OUR DUTY IS NOT DONE BROTHERS!
FOR THE EMPEROR!

I might have made an admech campaign when Ideology came out... I might be making an Imperium of Mankind campaign next, your telling me I can literally grow my indoctrinated child soldiers in vats? You are just BEGGING for another 40k campaign.

Genetically altered fire breathing child soldiers inside of war-caskets from the Pirates mod will be awesome.

WE HAVE DONE THAT WHICH PLEASETH THE EMPEROR.
Aranador Oct 20, 2022 @ 2:15am 
I want to do the Mechanator playthrough first, but I won't shy away from some bio-engineering and baby-making along the way. Mad Scientist FTW
Garatgh Deloi Oct 20, 2022 @ 2:19am 
Well... A certain streamer once made a "fursuit crusaders" colony at the release of ideology (mainly for laughs).

I'm tempted to take that one step further and make the fursuit crusaders MK2 that are actually furry (also mainly for laughs).

Just to make it clear, i don't actually have anything against furries (to each their own all that), but i can make a bit of fun of them regardless.
Lucas Edwards Oct 20, 2022 @ 2:24am 
Originally posted by Garatgh Deloi:
Well... A certain streamer once made a "fursuit crusaders" colony at the release of ideology (mainly for laughs).

I'm tempted to take that one step further and make the fursuit crusaders MK2 that are actually furry (also mainly for laughs).

Just to make it clear, i don't actually have anything against furries (to each their own all that), but i can make a bit of fun of them regardless.

I did that once, had a bunch of furries that demanded your conversion or death, then through their rituals gradually turned you into a furry using the Pawnmorpher mod.

It was horrifying, and unethical, and the whole colony was nearly completely wiped out by a mechanoid attack. But a few survived, and we took back our ancestral home a quadrum later thanks to a lucky buy of some powerful laser weaponry.

That being mentioned, I really look forward to what Pawnmorpher might do with the new systems this DLC will put into place.
Big Stick Energy Oct 20, 2022 @ 4:26am 
I am going to have eleven different Pigman tribes on one planet.

I am going to harvest each and every single settlement. One by one. I will use their biomass to create a new vessel in my image, and continue my way to the next planet. As has been done for countless cycles, the Rim will again be made anew.
Dracupuncture Oct 20, 2022 @ 6:30am 
26 hours away..
Its like waiting for Christmas to come:albino_trait::albino_trait:
XelNigma Oct 20, 2022 @ 7:28am 
I'm definitely going mecha army on my first go. Probably disable most xenos as theys a bit too high fantasy to have them all present. I might keep on some mild ones like the toxic bois and the undergrounders.

I probably won't be able to resist taking prisoners and experimenting on them tho. The way you make genepacks sounds fun.

My second will probably be starting as undergrounders that go out at night and kidnap people to "fix" there generic issues.
Krankus Wrexus Oct 20, 2022 @ 7:30am 
I am hoping I could have two different breeds of xenohuman at the start and then create a hobgoblin variant to lead and a goblin runt to serve I would like to do a massive cave dwelling tribe of goblins
If there's an alcohol dependent & reduced body size gene, i'll definitely be making a dwarf fortress.
Grishnerf Oct 20, 2022 @ 7:37am 
i will play as always and welcome all my new enemy factions ;)
some testing with gene stuff and breeding and observing family dynamics.
Last edited by Grishnerf; Oct 20, 2022 @ 7:38am
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Date Posted: Oct 19, 2022 @ 10:28pm
Posts: 61