RimWorld

RimWorld

Gnasty Gnorc Jun 17, 2023 @ 1:47am
Need some creative ideas for a new playthrough.
Looking for all of you to give me some ideas in terms of ideologies, rules for my pawns, locations to settle, etc.

Looking to get back in to playing since the launch of Biotech and need something to spice it up.
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Showing 1-9 of 9 comments
null Jun 17, 2023 @ 4:43am 
Do you like cannibalism?
Veylox Jun 17, 2023 @ 7:11am 
I like wasters (or genetically wastified baseliners) playthrough where you get power through toxifiers and just never freeze or send away your wastepack, you let the map rot. If you start with baseliner, you're against the clock and need to get the right genepacks and modify your pawns before the map becomes too dangerous. Fully polluted maps do get a bit dull though, no animal or plant variety.

Feralisk jungle is a classic too, if you have alpha biomes and don't necessarily want to win. I'd play it much more often if I figured out a way to deal with mechs on this biome, but they seem to be a game-ender everytime due to not being bothered by feralisks and leading a joint attack if they break your walls
Last edited by Veylox; Jun 17, 2023 @ 7:14am
Gnasty Gnorc Jun 17, 2023 @ 7:38am 
Originally posted by null:
Do you like cannibalism?
I'm not against it, I've just never done it in a playthrough.
stun Jun 17, 2023 @ 10:33am 
set the damage mult in scenario settings to 200%
Gnasty Gnorc Jun 17, 2023 @ 1:24pm 
Originally posted by stun:
set the damage mult in scenario settings to 200%

can't wait to die to a squirrel lmao
BanDHMO Jun 17, 2023 @ 2:18pm 
Well, if you haven't played with Biotech yet, why not do the vampire scenario? Starting with one vampire and one human servant, build up a clan, with a giant castle and a dungeon to keep captive blood cattle in from your raids. If you also have Royalty, it synchronizes nicely with the Count Vampire trope, terrorizing the countryside with a mix of magic-like abilities and worldly power.
Gnasty Gnorc Jun 18, 2023 @ 1:13am 
Originally posted by BanDHMO:
Well, if you haven't played with Biotech yet, why not do the vampire scenario? Starting with one vampire and one human servant, build up a clan, with a giant castle and a dungeon to keep captive blood cattle in from your raids. If you also have Royalty, it synchronizes nicely with the Count Vampire trope, terrorizing the countryside with a mix of magic-like abilities and worldly power.

I have all the DLC.

Honestly, the concept of a sanguiphage never appealed to me, but I might give it a try some time.
Pinhead Jun 18, 2023 @ 2:30am 
make custom xenotypes with fantasy races in mind, such as useless catgirls only good at cooking and animals, orcs that are ugly and are good at combat with robust, or with alpha genes lethal sunlight "true vampires". the left behind colonists on the pawn select screen appear in the world and you can set their xenotype so they can appear in raids or transport pod crashes
stun Jun 18, 2023 @ 2:35am 
Originally posted by Havik:
can't wait to die to a squirrel lmao
As far as I can tell it actually changes the effective quality multiplier of all weapons (including no-quality, unstuffed weapons like turret or mechanoid guns), so natural attacks from animals/human fists are one of the few things it doesn't actually change.
If you want a terrible meme run instead of just an interesting higher lethality game, change global melee damage factor instead. Once you hit 250% MDF (or have pawns with the MDF gene and 170%+ etc.) same-size fists start to destroy smaller bodyparts outright, which makes social fights and random prisoner nonsense and meleeing ranged pawns and the like cause random massive bleeding and permanent damage.

I'll warn you beforehand that if you play an extreme temperature zone (either direction) without a mod to change it, you'll not get human raiders because it'll be outside of their comfortable temperature range. Heat is hardmore and cold is easymode, but both can be interesting otherwise.
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Date Posted: Jun 17, 2023 @ 1:47am
Posts: 9