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Biotech adds children, player mechanoids, xenohumans, and genemodding. Insane amounts of features.
Anomaly to me is a one-and-done thing. It really loses its luster after your first playthrough with it.
Ideology - Play the game your way. Create a faction of tree-loving pacifists or bloodthirsty cannibals. Provides the most agency for individuality.
Biotech - Most content and best bang for your buck. Provides the most content to the game, and adds different species, children, vampires and mechanoids that you'll interact with as you play.
Anomaly - Adds tons of enemy variety that change your playstyle to adapt. I believe this adds more unique enemies compared to all the other DLC's combined. Challenge DLC that you can choose to go fully into, or lightly sprinkle into the game.
Biotech and Ideology both add a ton of stuff, much of it stuff you will be able to use in any sort of play through.
Anomaly is admittedly only really suited for a horror/supernatural themed run (doesn't have to be the main theme mind you, but it has to be a theme you want to use) with very little content outside of those parameters. But it does the stuff it does very well.
Royalty adds some extra bits you will be able to use in almost every play through and also has some specific royalty stuff that requires you to lean into being a noble and that theme.
Ideology would be hard to rank as it truthfully doesn't 'add' much, its main feature is just a way of controlling how your pawns will engage with the game's existing content and features. That's not to say it isn't worthwhile, it can add a lot of variety
It's easy to tell that Royalty was the first DLC because outside of the Empire and psycasting, it feels like its additions are random and all over the place. New bionics, mechanoid clusters because why not... I never find the Empire interesting enough to progress very far, and psychic powers aren't why I play this colony sim, but it's pretty common I'll look something up just to be reminded it was added in this pack and not the basegame.
I pass on Anomaly because I don't think horror-fantasy makes sense in this game but from what I've read it seems to add a lot. Just depends on whether it sounds good to you.
Do you get to change your ideology after each archonexus ending until the finale? If you can then that'd make up for a dull ending as you'd get to play a new ideology with each run until you complete the archonexus ending.
People lie about Anomaly's content for some reason even though it's probably the biggest DLC. Sure you won't get content outside of what it does (anomaly stuff) but you won't get non-biotech content in biotech either, yet no one ever mentions it.
People really think they're slick saying "it won't work if its not your thing" talking about Anomaly only as if it doesn't apply to every single DLC. Don't buy ideology if you don't want ideologies, duh
I don't think you can
Although you can still play with a "fluid" ideology, that can be reformed bit by bit as long as you have the points for it (doing rituals and such), so you could always just reform your religion at the exact moment you're doing the archonexus. Can't change all the memes at once though
fluid ideo or no ideo at all.. you can, to some degree, adopt different ideos by having a guest or prisoner of a desired ideo convert a hand full of people to their ideo.
recruiting refugees without converting them is enough to get sufficient foreign ideo member to begin such an ideo shift...
and if worst comes to worst.. there is still the dev menu to force convert a sufficient number of original pawns or alter the starting ideo alltogether.
Taking the first step of the Archonexus ending resets your techs to a specific list based on your tech level (it says it reverts it to the starting list but in my tribal archonexus run at least, that wasn't quite true, don't know why). It converts your colony location on the world map into a new settlement of the faction that you sold it to. All of your pawns that you left there are expelled from the settlement and replaced, and will go to join random factions where you may then encounter them. Ideoligion is not changed, and if you have a fluid one you can keep changing it and the game remembers how many times it has been developed so far (it doesn't reset the number of points you need). Clothing that is being worn by the colonists you select does not count against the item limit (you are only allowed to take a few items) but weapons do; just like starting a normal new colony, pawns arrive at the new site unarmed and some tech-level dependent supplies are added to what you chose (including some extra weapons). You cannot bring uninstalled buildings with you, but you can bring relics.