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I have that precept right now in my current playthrough and am swimming in choices to keep my pawns satisfied most of the time. I did have one dry spell though a few (game) years back, where I went a bit over a quadrum with nothing I could raid.
The point of the raider meme is the challenge and how it changes your story, it's not supposed to be balanced against something.
My issue with the raider meme isn't that I expect it to be balanced. I don't expect anything in this game to be balanced. My issue is that it's functionally identical to taking the supremacy meme with the raider precept. I don't think even generating more camps would do enough to make the meme actually feel unique. Oh well, at least taking both Supremacy and Raider stacks the goodwill penalties which can be interesting I guess.
There is a difference between supremacist and raider though, raiders can have charity, for some reason, which is really strong for fluid ideologies to develop rapidly through royalty quests. That is the only difference. Other then perhaps natural goodwill changes I haven't dug into yet.
Sort of like viking times, not everyone was sent to raid, only the warriors were
The ones who did go get an extra buff on top of that one. It's a smaller bonus (half as much).
I have that precept in my current game and have a dedicated group that does the raiding, the rest of the colony never leaves home.
So the "fix" for two memes doing mostly the same thing is installing a mod that adds a 3rd meme that does mostly the same thing? Was that worth reviving a year old thread to share?
work camps generating are great, but i just wish if you had a majority of raider colonists, camps would generate more often, decreasing the amount of time between camps generating with what you actually need. Or, generate outposts, like mini-settlements that have a wide variety of things, but are larger and more well defended, and succeeding a raid on these counts for 2 regular raids (or the mood buff lasts twice as long). I think it would make raiding a more engaging activity because you could actually take risks with greater rewards instead of "fight a few people and then pick up 1000 plainleather".
I feel like most of my ideologies consist of some combination of collectivist, supremacist, transhumanist (rarely), proselytizer, or human supremacy. Beyond these, they kind of start to become more restrictive than what theyre worth. I know that a bunch are just for role playing purposes but I feel like they just make the game more frustrating to play because all my pawns are having mental brakes because i didnt build a few statues for them or something.