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Isn't that essentially what you do if you follow the archonexus story line?
Alternately, without using mods, have one of your pawns imprison everybody who's staying behind, and then conveniently leave all the doors set to Hold Open as you depart & have a pawn walk from the prison cell(s) to outdoors, so that your "prisoners" can "accidentally escape".
It may require you to pick someone to be a sacrifice, sending the caravan first before releasing prisoners - and having the lone guard go get themselves lost in the wilderness after you turn your old base into a ruin.
Doing either of these would preserve the tech level you're at, which might not be what you're looking for - but there might be other ways to tackle that.
The first that comes to mind would be using a mod like this one to make your research be tied to your colonists individual knowledge: https://steamcommunity.com/sharedfiles/filedetails/?id=2590854684
I can see the appeal of wanting this to be a vanilla feature, though. I used to do the same thing in The Sims, having the kids move out as they grew up & then continuing to play as them (each generation) instead of the now-elderly sims I started with.
Somewhat the major differences are that first, you aren't limited to what you can bring with you in my idea, you can take as many or as few pawns and items with you as you can realistically fit into a caravan and second in the archonexus story your old colony just straight up disappears including all the people. What I am proposing is that your old colony continues to exist as a 'base' on the map and functions like any other world map base and remains part of your faction.
It then sends out caravans which can bring your old colonists along for a ride so they aren't gone from the world itself. You may have visitors from your old colony show up every once in a while. You may get special faction quests and missions from your own faction. And you can request your old colony to show up as allies in the same way you can ask other faction allies to show up to help you.
I definitely like your idea. I usually play my colonies until they are destroyed, then start a new game, but I would absolutely love to be able to just retire a colony and take select pawns and things with me. It would be especially cool to have pawns that you used to control be the ones visiting you in NPC caravans, offering you quests, etc.
Yes ...
but maybe that would be better for a whole diplomacy and relationships DLC that we'll totally get next DLC right Tynan? **prays in some mysterious language to the dark void gods**
I mean, you can also just read the last paragraph of my OP.
First, you can build THE ship and send everyone away except a few keepers. I once sent about 100 people on a whip and kept 2. That was a **** show to manage a huge base. Lucky it was fully stocked.
Second, and I haven't messed with this in a while so might have changed, you can abandon base and move on to another. There is (was) also an option to allow more than one colony.
You can sell everyone to slavers (kinky), or have them killed by an animal horde (even more kinky).
The Archonexus "step" is actually a bit daft as you lose pretty much everything, including research. How come people "unlearn" how to make bows and arrows? But in all fairness, it would probably be too easy if we kept it. Plus, we get to cherry pick the people to keep, so that is a huge step.
I would really be happy with capturing enemy colonies and assigning a "governor" to them. Wouldn't have to be a "playing" colony either. A bit like Stellaries where you can assign governors to planets or even regions and just focus on the "big" picture. But Rimworld is not that kind of game.
One game that kind of makes sense in the "post finish" is state of decay 2. You end up cleaning up a town, retire the "colony" and get to start over somewhere else with 3 people from the "pool". The only things you keep is the characteristics of the people and their personal gear (plus there are a few colony perks depending on past achievements).
You can also later get other people from the "pool" by recruiting them on the ongoing game. We get to keep a "pool" of 50 (can't be sure if it's 50) people and they are always available to start a new game or be recruited (usually very expensive) to another ongoing game.
Or even occasionally (or permanently) get some of your old palls to help out at the new place.
EDIT:
Or even go a step further. Have an orbiting station with frozen Popsicles (regular people, clones or vat growns) on hand. I would love to have vat grown bodies ready to be implanted when someone's persona if they died. Altered Carbon anyone?