Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Think of it like an Unstoppable force, but you could make it stop a bit if you tried really hard, then it suddenly wouldn’t be an unstoppable force, just a very strong force.
Honestly though, if you're a massive city-sized colony with a host of technological wonders that can solve aging and death itself, grant your people the ability to live in beautiful palaces and give lavish meals and tables to everyone, the concept of absolute loyalty should be just that, a concept.
As for slavery, you stated that there was no way to make them waiver, but slavery is just that, just with more limitations.
There absolutely are people who would rather die than actually join a group they see as evil, no matter what you offer.
As for the second part, let's agree to disagree, especially since it would be funny for literal cannibals and raiders to see my group as evil, or at least anymore then themselves.
https://steamcommunity.com/sharedfiles/filedetails/?id=2885223720
Very, very few people actually think they're evil. Why wouldn't a cannibal raised in that culture think you're the weird ones for not being cannibals or whatnot? They're normal, they're good.
People die for their beliefs all the time, even when given a chance to denounce them. Heck, they already put their lives on the line to your colony with the intention to kill and/or steal, and you can convince a lot of them.
We could continue down this rabbit hole of game realism by bringing up things such as how realistic it is for 80 man-hunting polar bears to assault an extreme desert base, or for 20 eclipses to happen in a single year, or multiple solar flares, etc. Granted, I started it by even bringing up realism briefly, but i'll backtrack and just say that I think it's a game mechanic that could use some adjusting :).
Let’s take an example we can all relate to when it comes to giving one choice or another. You chose a life of luxury or a dirt hole, someone with unwavering loyalty would always choose the dirt hole. What if it was a Jedi vs Sith scenario, do you think a Jedi with unwavering loyalty to the Jedi’s would convert to a sith? Or do you think he’d rather be a prisoner/die? If you think someone would choose to change sides given those options then they do NOT possess unwavering loyalty.
I believe the developer chose the wording of the trait for this very specific reason. Like how acidifiers are meant to destroy all the gear if the pawn dies, or how the persona mechanics work in the game. It is very intentional with its purpose, you may not agree with how it’s handled but I believe the developer chose the word to emphasize the intention of the trait.
I use this mod and I feel dirty every time. Would recommend.
Unwavering loyal pawns are spawned separately from regular ones, so if you turn the option off, you will not get those pawns anyway, just more regular pawns will spawn instead.