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The thing with custom xenos and doubly so for ideology is that your suppose to set rules and challenges for your self to play with. They are as easy or hard as you choose.
Have you played it? The game is very literally about being as efficient as you can be I don't know how you'd argue otherwise.
And the idea of a point buy system like they use with the xenotypes is that the points should in theory balance out what you take as bonuses and maluses if it doesn't it's made poorly since that is the entire point of the point system.
Overall super strong but can and will inconvenience you at pretty bad at times. As long as your cook, planter. and doctor don't have it you should be fine though.
Hemogenic without the drain I haven't tried but with drain it's quite debilitating, especially if it's germline as having a ton of children all needing blood can make getting enough hard, especially with anomalies reduced human encounters. My whole run has been plagued with blood issues, especially after something teleported in to massacre my prisoners and then just when i restocked zombies ate their way in during a huge mixed attack onslaught of death. Of course having access to Leap with hemogenic is amazing, good stuff, always take leap even if it can get expensive blood wise.
The difference between drain vs no drain is night and day. Hemogenic alone gives you -2 per day, the drain gives an additional -8 so it's -2 per day vs -10 per day. Massive difference, but in my opinion death rest and hemogenic drain both being worth 6 points is insane because in terms of management death rest is far easier to manage at least in my opinion.
One person with hemogenic need a blood pack every 10 days. One person with hemogenic and the drain needs a blood pack every 2 days.
Yeah I generally never use the abilities, I tried them but in terms of making custom xenotypes that extra points you get from not having them is worth way more than the abilities provide in my experience. I could have bloodfeed, spines, and jumping, or I could take a permanent buff that helps all the time like fast/happy.
Coagulate I love, I forgot to mention that one. The leap I didn't know made you invincible and drop aggro I should try that again.
as of writing this, I have 4,331 hours in the game. And I can say being efficient is the least important factor in any of my colonies. You dont need to be efficient. you dont need city walls, and you dont need kills boxes. You dont need all your crafting tables jamed together with your storage.
You can build a town that looks like a real town with different buildings for each "business" as it were and you will be just fine. Sure you might take some injuries and even some loses here and there, but thats part of the game.
The ideology was a DLC for people to set their own rules and themes for their colonies. to play the game with different rules sets.
The genetics is more about adding a new mechanic and toys to play with in game, but it still has the use of designing a theme and rules for your colony.
Designing your own super colonist over the span of colony by buying and extracting genes is a fun gameplay mechanic, a goal to achieve in game.
But just setting your self up with super colonists right from the get go is a fault on you.
No its not. Doing it that way sucks all the fun out of the game extremely quickly.
You can take it further than that but ideologies and to a lesser extent starting xenotypes should be, generally speaking, considered part of the difficulty sliders much like the hex you embark on or the scenario you choose.
If you want a balanced version of biotech's content, start baseliner and make your own xenotype during a playthrough
Personally for my custom xenotypes I went with xenotypes that sounded entertaining over xenotypes that are super efficient. Like having a smokeleaf dependent plants and shooting specialist, or a catlike crafter xenotype who spends half the day asleep. I feel like if I'm using custom xenotypes to just have better xenotypes than the default ones, I'm basically just kind of cheating.