RimWorld

RimWorld

(Royalty, Ideology, Biotech) Most fun 12 factions?
Before I got biotech, I would just add one of every faction. But now I actually have to choose, and I can't decide what factions to go with.

It starts by default with civil outlander, rough pig union, gentle tribe, fierce Neanderthal tribe, savage impid tribe, Yttakin pirates, waster pirates, shattered empire, mechanoid hive, and insect gene line.

It doesn’t start with rough outlander union, cannibal tribe, nudist tribe, fierce tribe, savage tribe, pirate gang, and cannibal pirate gang.

What would be the most fun or most balanced experience?
< >
Showing 1-7 of 7 comments
joe2_4 Oct 9, 2024 @ 8:22am 
i honestly just keep the default, xenotype factions shake raids up and makes them more interesting
D3K43 Oct 9, 2024 @ 8:52am 
I normally get rid of both cannibal factions because they're really uninteresting, also the nudist tribals because they suck and I hate them. Also the neanderthals because I would never want a neanderthal colonist. Otherwise I keep the rest.
MadArtillery Oct 9, 2024 @ 9:04am 
Honestly don't find it actually matters over much outside of xenotypes because they are actually unique, unlike ideology factions which mean nothing. Usually just run all the xenotypes and then one human version of each hostile for raid variety.
Last edited by MadArtillery; Oct 9, 2024 @ 9:05am
Elvi Oct 9, 2024 @ 9:24am 
One of each faction, alternatively double the ones that are xenotypes / contain xenotypes if going for more genetics focused adventure.
Captain Crow Oct 9, 2024 @ 10:04am 
Originally posted by Elvi:
One of each faction, alternatively double the ones that are xenotypes / contain xenotypes if going for more genetics focused adventure.

Would that do anything to mess up the children mechanics in Biotech? Like if I have too much of a variety, my colonists won't populate as much? I assume regular humans and xenotypes don't make children? I'm totally new at this, sorry.
Fryskar Oct 9, 2024 @ 10:11am 
Originally posted by Captain Crow:
Originally posted by Elvi:
One of each faction, alternatively double the ones that are xenotypes / contain xenotypes if going for more genetics focused adventure.

Would that do anything to mess up the children mechanics in Biotech? Like if I have too much of a variety, my colonists won't populate as much? I assume regular humans and xenotypes don't make children? I'm totally new at this, sorry.
Afaik about any vanilla mix can have children.
Baseliners have no genes to pass, for good or for bad.

Mods shake that up quiet a lot.
Elvi Oct 9, 2024 @ 10:29am 
Originally posted by Captain Crow:
Originally posted by Elvi:
One of each faction, alternatively double the ones that are xenotypes / contain xenotypes if going for more genetics focused adventure.

Would that do anything to mess up the children mechanics in Biotech? Like if I have too much of a variety, my colonists won't populate as much? I assume regular humans and xenotypes don't make children? I'm totally new at this, sorry.
Any humanoid can have children with any other humanoid (including modded ones) - the resulting child will have a rather random mix of genes, which can sometimes lead to interesting results, so no problems there.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Oct 9, 2024 @ 8:02am
Posts: 7