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As far as roleplay goes, it would only make sense that a neolithic tribe that goes through the ardors of primitive life, and learning basic science, progressing from there, *would* have those advantages. Currently it makes no sense that they never become "smarter," even though they are clearly becoming smarter because they go from pemmican to cybernetic augmentation
Early on you do need to be smart with your research choices (like Complex Clothing is always the first thing to get. Always), but leater on it's not gonna matter much. I only play Tibal and never have more than one researcher.
It's not about becoming "smarter" it's about the previous knowledge they have. Spacers know what things like electricity and space ships are, they have a foundation to start with on those techs and so have a much easier time researching them. A tribal was born on this rim world and lived their life in a tribal group, they have no idea how electricity or space ships work, so it takes them longer to research them. This goes for all advanced tech, they are basically starting from scratch, and it doesn't matter how much they "progress." It's not a matter of being dumb or getting smarter, they still just don't know how these things work at all to start with. Researching electricity isn't going to make it easier for them to learn how to make assault rifles because they still don't have any previous concept of them. As far as RP goes having a tribal "tech up" doesn't make any sense.
are there any aside from animatree, warmasks and lower starting wealth?
Im realy curios, for i mostly play crashland start, for the "vanilla"flavor, to transition into some ideology stuff.
thanks for your insights in advance!
Sooo ... what happens when you recruit a spacer and have him do your research?
The idea that tribals can't do research is solely based on the idea that they will never recruit or have any other members other than low tech guys. It's quite possible in rimworld that you get your hands on a few space guys but you still end up with a massive research penalty. Which is why I'm fine using the tech advance mod lol.
Here's a link to the wiki source for all the differences.
https://rimworldwiki.com/wiki/Scenario_system
But simply put the major differences / advantages are that in tribals you start with 5, have 70% buff to foraging, have some unique apparel and recreational things, recruitment of tribals is easier but outlanders harder and you have the natural meditation focus. The disadvantage is the research is painfully slow.
The foraging buff is nice on paper but you'll likely not use it 99% of the time. Research on the other hand you'll end up doing 99% of the time ... sooo ...I don't think it's a fair trade off but tribals are just badass as they are. Anima gang 4 life.
The big ones are anima tree meditation and psycaster leveling, 70% more nutrition foraged on caravans which means a colonist with some skill in plants can be fully self sufficient on caravans, and the Ur board is much cheaper and faster to build than a chess table and doesn't require chairs. These bonus mostly favor caravans and raiding, you can send tribals on fairly long caravan trips without requiring much if any food, and when they get somewhere you can quickly and cheaply set up recreation for them. Static bases though you have 5 starting pawns capable of anima tree meditation and farming out psy levels right away without having to deal with empire quests, or in addition to them if you want to level even faster.
Research is clearly some collective process. Not everyone is aware of every technology, the colony pools its knowledge together to determine the basis of their research, then the person doing the actual research starts from there. If you recruit a spacer or outlander to a tribal colony, they clearly just didn't have much knowledge to contribute to the research of advanced technology. While the non-tribal starts ensures your starting colonists have some familiarity with all of those advanced techs.
But as you said, mods fix it. Tribal can into space.
Thank you, too. The Nomad playstyle was something i considered, but never had a plan how to set up properly. Well, not anymore :D
Ps: sorry for derailing.
I think both arguments are valid, and maybe tailoring a startscenario to allow the quicker progress of tech is possible, to kind of get the best of both. but thats just assuming one would want to have an easier time (well, like me, im not a 500% naked brutality enjoyer)
The word "significant" is doing a lot of heavy lifting there.
Natural meditation alone is HUGE. Then you add to it +2 starting colonists, foraging bonus, easier time recruiting tribal prisoners, and the word "significant" becomes fully justified.
I don't see how natural meditation is "huge", but okay. The rest are kinda fluff, too. The research penalty gets pretty hefty later on and all of those combined don't come anywhere close to counter balancing it. In fact, most of them kinda decrease in value that late in the game.