RimWorld

RimWorld

Limdood Dec 9, 2022 @ 4:54pm
Archonexus Do-over
So, I'm playing around with the archonexus game path for the first time.

I'm currently on my second colony, and nearly at the 350k wealth threshhold to advance again.

The last time, I took all 5 of my colonists (all mechanitors), after saving up and trading for ages to turn them all into deathless, ageless highly specialized custom races, and taking their weapons and some startup drugs to feed the dependencies/addictions.

So the game deletes all your research (including micro-electronics and mechtech, which was obnoxious) and starts you at the location of your choice with the default starting resources, the few items you brought with, and your colonists...including their bionics and apparel, but NOT their accessory slot (so those bandwidth packs I crafted to carry over didn't do much).



So....here's the actual question(s):
- is there a way to save any of your progress?

If I start a new colony on the map before "selling" my original one, what happens? does the game take over both colonies? just the original, expensive one? If I retain a colony, do I retain my research? do I still get to pick a new Ideology?

In short, Is a complete hard restart intended and enforced, or can you use this to split the wealth of multiple colonies to get an archonexus map piece without "resetting?"
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Showing 1-15 of 15 comments
Kazouie Dec 9, 2022 @ 5:15pm 
amassing wealth becomes pretty easy in the lategame so there wouldn't be much of a point to it.
The archonexus steps take all your colonies and you really only get to keep what you're used to plus up to five animals, which can be really good if you take some breeding pairs of boomalopes for example.
This is intended as kind of a new game+ but if you're unhappy with it there is nothing stopping you from just giving yourself whatever you feel appropriate via dev mode.
Narrowmind Dec 9, 2022 @ 5:16pm 
I think he's asking about having a second colony, and getting his people back.

EDIT maybe more than just people. lol
Last edited by Narrowmind; Dec 9, 2022 @ 5:17pm
It's intended and enforced; if you really can't do without your creature comforts being carried over then the archonexus path is not for you.

There's mods with cheesy ways to get around this, but then you might as well reread the above.
Limdood Dec 9, 2022 @ 5:38pm 
Alrighty, sounds good to me. My biggest "hey...wait..." moment was wondering if you were INTENDED to have multiple colonies and just hand one over.

If nothing else, it's probably worth it to mention, for anyone else who might be exploring this quest for the first time, that:
- your research is reset to base, standard new game levels....meaning your sanguophage start will lose deathrest, and your mechanitor start will lose mech and microelectronics. Not sure what it does to a Tribal start though.
- You AUTOMATICALLY carry over items in your health tab (such as mechlinks, mech gestation processors, bionics, archotech limbs, etc.), and your worn clothes/jacket/armor. You do NOT carry over your weapon (unless chosen as one of your items) or your accessory (shield belt, smokepop, etc.)
- You don't get "settlement" warnings when choosing a new location (so no relation penalty warnings for settling too near someone, or acidic smog warnings for being too near pollution). I settled next to a polluted tile, and I didn't get the acidic smog warning/confirmation, but it does show up on my map.
- you can carry over 1 relic, but If you change ideoligions, the relic doesn't do anything positive. Additionally, "losing" the relic gives a significant mood penalty to your colonists for 30 days even though they are no longer members of that ideoligion. I carried over a relic from my first base to my second, intending to sell it for some startup cash. Swapped to a new ideoligion with new relics. I sold the relic to a nearby town, but about half a year later, when their inventory reset, I got a "lost relic" message and a 30 day mood penalty!
psychotron666 Dec 9, 2022 @ 5:49pm 
If you make a second colony and then hand it over, you lose both colonies. It's meant as a new game + option, so stating a second colony and setting it up for when you sell your first one defeats the intended purpose of the new game +.
grapplehoeker Dec 9, 2022 @ 6:21pm 
It doesn't matter what you do or how many colonies you have... once you pick those to take with you to start the next stage (and the next and the next) then that's all you have and whatever they can carry. Everything else is toast.
Preparation is key ;)
It's fun actually. You get to play at least 3 colonies in a single playthrough. I enjoyed it so much I've done it twice now.
Narrowmind Dec 9, 2022 @ 6:28pm 
Did all 5 of your people go the whole way?
Makeithappen Dec 9, 2022 @ 7:36pm 
Originally posted by psychotron666:
If you make a second colony and then hand it over, you lose both colonies. It's meant as a new game + option, so stating a second colony and setting it up for when you sell your first one defeats the intended purpose of the new game +.
what about caravans?
Makeithappen Dec 9, 2022 @ 7:37pm 
Originally posted by grapplehoeker:
It doesn't matter what you do or how many colonies you have... once you pick those to take with you to start the next stage (and the next and the next) then that's all you have and whatever they can carry. Everything else is toast.
Preparation is key ;)
It's fun actually. You get to play at least 3 colonies in a single playthrough. I enjoyed it so much I've done it twice now.
Kinda like state of decay 2 legacy characters that you can carry over to a new start. that can be fun. I haven't done the archnexus yet so my next play through I might.
boytype Dec 9, 2022 @ 9:18pm 
Elephants!
You get to pring a number of pack animals along also! So get yourself 5 elephants, pack them up with your accessories and minified gear or whatnot, and bring everything they can carry with you!

I am also on the second part of nexus after bringing 5 modded pawns and 5 elephants worth of stuff last time realized I can bring a bunch ofertalized embryos with me to jump start the new colony!
grapplehoeker Dec 9, 2022 @ 9:27pm 
Originally posted by Ratlegion:
Did all 5 of your people go the whole way?
The first time? No.
But, yup on the second run.
boytype Dec 9, 2022 @ 9:33pm 
I am doing a legacy archonexus run , so before I sell I am doing a ship launch and sending all but 5 to space and then leaving the next generation to move to the next step.

I think I am gonna do the royal launch this time, just so I can get all the endings in one playthrough!
Kazouie Dec 10, 2022 @ 3:25am 
Originally posted by boytype:
Elephants!
You get to pring a number of pack animals along also! So get yourself 5 elephants, pack them up with your accessories and minified gear or whatnot, and bring everything they can carry with you!

I am also on the second part of nexus after bringing 5 modded pawns and 5 elephants worth of stuff last time realized I can bring a bunch ofertalized embryos with me to jump start the new colony!

Pack animals keep their load?
That seems unintended with how restrictive the rest is, but good thinking.
boytype Dec 10, 2022 @ 10:02am 
I would say it likely is unintended or a bug lol.
But does seem to be a way to keep more things, which I think was what the OP was asking for tips about.

I just started a caravan before I accepted the quest and it seemed to work. I included all of the people and all of the animals that I wanted to take with me in the caravan and moved them right outside of my colony. Pack up the animals with everything you wanna take with you.

Then right before they leave the map, accept the quest. The animals will still be packed up so when you select to bring them, they will have all the stuff they are carrying.

Not sure if it always works or if it is a combination of specific bugs or combination of mods that causes it, but I have seen people do similar things with vanilla playthroughs.
Last edited by boytype; Dec 10, 2022 @ 10:59am
keep calm Mar 21, 2023 @ 4:41am 
Originally posted by boytype:
I would say it likely is unintended or a bug lol.
But does seem to be a way to keep more things, which I think was what the OP was asking for tips about.

I just started a caravan before I accepted the quest and it seemed to work. I included all of the people and all of the animals that I wanted to take with me in the caravan and moved them right outside of my colony. Pack up the animals with everything you wanna take with you.

Then right before they leave the map, accept the quest. The animals will still be packed up so when you select to bring them, they will have all the stuff they are carrying.

Not sure if it always works or if it is a combination of specific bugs or combination of mods that causes it, but I have seen people do similar things with vanilla playthroughs.
Sounds good. Doesn't work. For me (vanilla).
Last edited by keep calm; Mar 21, 2023 @ 4:42am
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Date Posted: Dec 9, 2022 @ 4:54pm
Posts: 15