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Maybe a warning upon launching the game for the first time would be in order. When Darkest Dungeon released Crimson Court DLC, you could purchase and install it, but it would be turned off by default. And if you tried to enable it in the game, you'd see a warning telling you that this DLC will add a whole new layer that will make the game more complex, and is *not* recommended for players who are just starting out.
That said, I don't think *too* many people are jumping in RW with no prior knowledge of the game. Maybe they seen some YTber playing it, maybe they played it many years ago, before any DLC was released. They will prob be fine with all those new-ish mechanics.
With all the DLC, there's so much I need to account for, to balance for, to setup for future acquisitions.
A lot of the DLC is add-ons; pseudo-mods. They don't mesh well with previous content.
I love all of it, but now it just feels like too much.
On the other hand I always try to underline that I consider devs policy as very honest. Compared to Paradox never ending story of paying and paying again for basic content we get really good and very full game here - all DLCs are more like small mini games. They change quite a lot. I like that I dont need to spend 500 EUR on every available DLC to have very playable game and that I can fully enjoy base game without further investments.
Though... Ideology is cool... some day I will buy Royalty. Biotech... not really, it changes game too much for me, and not in the direction I like.
But with all things, once you know you know and it's not so complex any more.
It is a good reason for new players to start with the base and and slowly move into the dlcs and not jump right into the deep end.
I think being able to layer all that optional complexity is great, Royalty bionics and psycasting stacked on Ideology precept/role bonuses stacked on Biotech genes and child rearing, you can do some really fun stuff once you get the hang of it. Overall though, it's still pretty light compared to the heavily modded game many of use play. Take the three DLC, add in 200 mods, now we are talking about delicious complexity.
If you can learn the base game and it's dozens of menus, I don't really see how Biotech can look like an impossible task.
If given the choice, I'd rather have DLCs with either even more mechanics, or more refined ones.
Quite a lot, but it's nuanced. For example, Ideology and its UI for example is very different than standard rimworld interfaces.
Biotech, had a lot, and the moment you turned it on; you had a completely different experience. Akin from swapping from minecraft to a 50 mod-pack minecraft that adds magic, and nuclear reactors.
The first DLC, Royalty, was probably the best one; it meshed extremely well, and even with it enabled you could ignore most of the stuff it added.
The other two, you can't seamlessly transition into the mod. For example mechinators, has base requirements that require a fresh game typically. And if you have it enabled it pops up on every starter map intruding on normal play, and potentially ruining a normal progression if you don't know what that cool-ass ruins, and quest, that's obvious af on the map, does.