RimWorld

RimWorld

War Season Oct 23, 2022 @ 7:18am
So many new races... But no new friendly factions??
This is baffling to me. It wasn't until a pawn crashed into the map when I thought "Sweet, new colony member" then of course they were a part of the only useful friendly faction other than the Empire. How is there only 2 friendly factions (3, but one is a tribe so ♥♥♥♥ them) with all these new races? I'm really only seeing 3 new factions total, all of them hostile. Kind of very lame, imo.
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Showing 1-15 of 15 comments
AVmear Oct 23, 2022 @ 7:32am 
There must be a mod that allow to customize factions like choosing their tech level and their natural goodwil?
Astasia Oct 23, 2022 @ 7:33am 
A large point of the xenohuman system was to add variance to raids. A new xeno friendly faction doesn't really accomplish anything or change gameplay in any meaningful way. A new enemy faction full almost entirely of pawns that spit fire and run at mach 5 is interesting new gameplay. Not to mention that you recruit new colonists by capturing enemies in the vast majority of cases, so again it's better to have them as enemies so you can get them, instead of just staring at a friendly xeno walking back and forth in your killbox as part of a trade caravan.
War Season Oct 23, 2022 @ 7:37am 
Originally posted by Astasia:
A large point of the xenohuman system was to add variance to raids. A new xeno friendly faction doesn't really accomplish anything or change gameplay in any meaningful way. A new enemy faction full almost entirely of pawns that spit fire and run at mach 5 is interesting new gameplay. Not to mention that you recruit new colonists by capturing enemies in the vast majority of cases, so again it's better to have them as enemies so you can get them, instead of just staring at a friendly xeno walking back and forth in your killbox as part of a trade caravan.

I mean I'm just looking for more factions to trade with for the most part.
Hykal Oct 23, 2022 @ 7:37am 
There are eight factions shown in the settlements tab (with one hidden Insectoid Geneline and assuming you don't add more yourself). Of the friendlies/neutrals are:

The Imperium
Outlander Union
Gentle Tribe

Of the starting hostile, but CAN be befriended are:

Pig Union
Fierce Neanderthal tribe

Of the permanently hostile are:

Pirates
Savage impid tribe
Yttakin pirates
Waster pirates

You can change what spawns by yourself. Go crazy and add like add the rest added by Ideology if you like.
War Season Oct 23, 2022 @ 7:38am 
Originally posted by AVmear:
There must be a mod that allow to customize factions like choosing their tech level and their natural goodwil?
When all my mods are updated I'll go back to having an extra 15 factions, but I'm just very disappointed the core game couldn't get any more or a faction creation option so you can just make your own hostile or friendly factions then have the game randomize their placements.
War Season Oct 23, 2022 @ 7:39am 
Originally posted by Hykal:
There are eight factions shown in the settlements tab (with one hidden Insectoid Geneline and assuming you don't add more yourself). Of the friendlies/neutrals are:

The Imperium
Outlander Union
Gentle Tribe

Of the starting hostile, but CAN be befriended are:

Pig Union
Fierce Neanderthal tribe

Of the permanently hostile are:

Pirates
Savage impid tribe
Yttakin pirates
Waster pirates

You can change what spawns by yourself. Go crazy and add like add the rest added by Ideology if you like.


Yeah that's exactly my problem 3 Friendly/neutrals. That's ridiculously low and requires one to rely on mods for better trading/aid calls.
Astasia Oct 23, 2022 @ 7:41am 
You only need one friendly faction on the planet to get the same amount of trading and alliance help. More friendly factions just dilutes things and makes them less likely to engage with you.
Hykal Oct 23, 2022 @ 7:44am 
Then go out there and make friends. :)
War Season Oct 23, 2022 @ 7:57am 
Originally posted by Astasia:
You only need one friendly faction on the planet to get the same amount of trading and alliance help. More friendly factions just dilutes things and makes them less likely to engage with you.
Different factions have different items for trade.
War Season Oct 23, 2022 @ 7:59am 
Originally posted by Astasia:
You only need one friendly faction on the planet to get the same amount of trading and alliance help. More friendly factions just dilutes things and makes them less likely to engage with you.
The game calls itself a "Story generator" and you're arguing that less factions to interact with makes that better?
Hykal Oct 23, 2022 @ 8:13am 
Yeah, you befriending a tribe of pigmen is in fact, story generation.
Astasia Oct 23, 2022 @ 8:56am 
Originally posted by Horn Lord:
Different factions have different items for trade.

Not really. Tribals have worse items. Empire has better items but you need to work for it. That's really it, unless you think pemmican and herbal meds are interesting.

Originally posted by Horn Lord:
Originally posted by Astasia:
You only need one friendly faction on the planet to get the same amount of trading and alliance help. More friendly factions just dilutes things and makes them less likely to engage with you.
The game calls itself a "Story generator" and you're arguing that less factions to interact with makes that better?

Yes. Because interacting with a faction once every 3 years and completely forgetting about them in between isn't a good story. Smaller faction numbers means you create a story with repeated interactions, "My friends the X faction are here to trade again." As opposed to, "Who is this faction again, have I even seen them before?"

It's not an argument I need to make though. There's a reason the game hardcaps at 12 factions, and it's not a technical limitation.
War Season Oct 23, 2022 @ 10:14am 
Originally posted by Astasia:
Originally posted by Horn Lord:
Different factions have different items for trade.

Not really. Tribals have worse items. Empire has better items but you need to work for it. That's really it, unless you think pemmican and herbal meds are interesting.

Originally posted by Horn Lord:
The game calls itself a "Story generator" and you're arguing that less factions to interact with makes that better?

Yes. Because interacting with a faction once every 3 years and completely forgetting about them in between isn't a good story. Smaller faction numbers means you create a story with repeated interactions, "My friends the X faction are here to trade again." As opposed to, "Who is this faction again, have I even seen them before?"

It's not an argument I need to make though. There's a reason the game hardcaps at 12 factions, and it's not a technical limitation.
That's not at all how people who add factions interact with said factions.
War Season Oct 23, 2022 @ 10:15am 
Originally posted by Astasia:
Originally posted by Horn Lord:
Different factions have different items for trade.

Not really. Tribals have worse items. Empire has better items but you need to work for it. That's really it, unless you think pemmican and herbal meds are interesting.

Originally posted by Horn Lord:
The game calls itself a "Story generator" and you're arguing that less factions to interact with makes that better?

Yes. Because interacting with a faction once every 3 years and completely forgetting about them in between isn't a good story. Smaller faction numbers means you create a story with repeated interactions, "My friends the X faction are here to trade again." As opposed to, "Who is this faction again, have I even seen them before?"

It's not an argument I need to make though. There's a reason the game hardcaps at 12 factions, and it's not a technical limitation.
The game does not "Hard cap" lmao It claims there may be issues but there aren't. When all my mods are updated I'll re-add the 12-15 extra factions I usually have in the game.

https://steamcommunity.com/sharedfiles/filedetails/?id=2879047848

See. I just got most of my mods working and I have 20+ factions going now. What does "Hard cap" mean to you?
Last edited by War Season; Oct 23, 2022 @ 10:28am
Astasia Oct 23, 2022 @ 10:41am 
There are multiple thread complaining it's a hard cap now and they can't add one of every vanilla faction. In 1.3 it was just a warning. I wouldn't be surprised if something like Vanilla Expanded Framework was removing the cap.
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Date Posted: Oct 23, 2022 @ 7:18am
Posts: 15