RimWorld

RimWorld

Deterring Colonist behaviors via Example Punishment?
I've been wondering: In this game, I think it would be awesome if we could choose a specific trait about a colonist, persecute/torture/kill that colonist, and that cite a specific action/behavior/etc. of the colonist's as the reason for our having done so, and in so doing, discourage present and future colonists from doing the same. I think it'd be especially great if we could instill these beliefs in children- I'm assuming there are children in the game, correct me if I'm wrong- so that they grow up hating or liking, or doing or not doing, whatever we want them to, and persecuting people who go against what is taught.

The foremost at my mind, of course, is crime, such as murder, theft, adultery, betrayal of the colony, that sort of thing. But I also think it would be hilarious if we could do this for things like sexual orientation, sexual activity in general, skillsets, and minor quirks (such as streaking, manias, etc.). It'd also be great for making an example of sloths.

I'm sure a lot of people here would love to make a colony of only homosexuals. And I, for one, would love to create a colony of asexual people who only just tolerate heterosexuals and persecute the **** out of homosexuals, from which heterosexuals and homosexuals alike flee for their lives.

Pray tell, might this be feasible for the game in the near future? Considering all else that's in, I can't help but like to think that this shouldn't be too far-fetched. And if we are able to do this, I'd be sold on the game. I want to have my very own futuristic Westboro Baptist Church, except with actual substance behind it.
Last edited by An Easy Target; Aug 16, 2016 @ 2:27pm
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Ficelle Aug 16, 2016 @ 2:48pm 
You cant do that and i dont think the game will go into this direction.

You are not a god, but more of a supervisor.
The level of control is low, mostly which job each one prioritzes, only full control being military or a 1 time 'do that now'.

You deal with who you have and that is part of the fun, you wont have everyone perfect...
Your choice being to accept a colonist or not, or kill the one you dont like (at a debuff cost for all others).

I can see a possible future in the game with evolving traits (based on colonist experience) but nothing more.


For the gay thing, it is very easy, dont take anyone gay, problem solved.

If you capture one, be creative...
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Date Posted: Aug 16, 2016 @ 2:25pm
Posts: 1