RimWorld

RimWorld

Question About Tribal Start
Very quick question. When starting tribal, in the vanilla game will research always have a debuff the entire game, or will it go to normal as befits the tech development? I know it was debuffed into eternity when I last played years ago. And many requested this changed as they developed through the technological eras. Has it? Thanks
Originally posted by The Blind One:
Sure but that is no different than the 3 survivors in the crashlanded scenario. If you look at their background, sometimes they aren't even spacers themselves, they could just be migrants from a medieval world just as an example. Very few are actually urbworlders or glitterworlders and most are as simple as drones, regular folks like you and me. We may be familiar with atoms and quarks, but 99% of us don't know at all what that means or how that can be realistically utilized any more than if you explained it to a primitive tribal.

Hell you can have 3 crashlanded guys and all of them have research disabled because they are idiots according to their background. Recruit a tribal genius, and voila, you can do research as if you're at industrial era development with no debuff lol.

Let's just be honest. The tech debuff makes no sense narratively. Gameplay, arguably, but the fact is that Tynan probably didn't want to implement a tech advancement system. I'd argue it totally makes sense gameplay wise that you need to finish nearly all the tech before you can advance to more complex tech without a penalty but other than that there's no real reason to debuff tribals. I'd also argue that there's no real reason for tribals to have the 70% foraging buff. Just boost plant skills natural foraging power and give tribal backgrounds a stronger consistent plants skill buff.
< >
Showing 1-15 of 47 comments
whatamidoing Oct 15, 2022 @ 10:17pm 
Neolithic research costs are normal, medieval costs are 150%, everything beyond is capped at 200%.
Astasia Oct 15, 2022 @ 10:29pm 
It hasn't changed and it probably wont. Tribals get several significant bonuses as a trade off for having higher research costs. If they could "tech up" and get cheaper research then it would just be the better faction and the one you would always want to pick.
Bullet Barrage Spy Oct 15, 2022 @ 11:09pm 
There is no tech advancing, but there is a mod called Tech Advancing which allows you to tech up once sufficient research is done.
shadowzerg1234 Oct 16, 2022 @ 1:13am 
Originally posted by Astasia:
It hasn't changed and it probably wont. Tribals get several significant bonuses as a trade off for having higher research costs. If they could "tech up" and get cheaper research then it would just be the better faction and the one you would always want to pick.

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
Steelfleece Oct 16, 2022 @ 1:35am 
I'm fond of mods like https://steamcommunity.com/sharedfiles/filedetails/?id=1182992587 for tribal starts. Lets you catch up in tech level eventually - after either researching a bunch of crap you don't necessarily need to tech up, or enduring the increased research costs during the midgame.
rvg Oct 16, 2022 @ 6:02am 
Originally posted by shadowzerg1234:
Very quick question. When starting tribal, in the vanilla game will research always have a debuff the entire game, or will it go to normal as befits the tech development? I know it was debuffed into eternity when I last played years ago. And many requested this changed as they developed through the technological eras. Has it? Thanks
The debuff will stay, but it's really not a big deal. If you're in that much of a hurry to research, you can always just have another research bench, although it is totally unnecessary.

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.
Astasia Oct 16, 2022 @ 8:52am 
Originally posted by shadowzerg1234:
Originally posted by Astasia:
It hasn't changed and it probably wont. Tribals get several significant bonuses as a trade off for having higher research costs. If they could "tech up" and get cheaper research then it would just be the better faction and the one you would always want to pick.

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

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.
Perro Grande Oct 16, 2022 @ 10:25am 
There is a mod to change this but otherwise no.
MoroKahn|DL| Oct 16, 2022 @ 10:39am 
Originally posted by Astasia:
It hasn't changed and it probably wont. Tribals get several significant bonuses as a trade off for having higher research costs. If they could "tech up" and get cheaper research then it would just be the better faction and the one you would always want to pick.
would you mind sharing said advantages?
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!
The Blind One Oct 16, 2022 @ 10:54am 
Originally posted by Astasia:
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.

Sooo ... what happens when you recruit a spacer and have him do your research? :lunar2019wavingpig:

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.

Originally posted by MoroKahn|DL|:
would you mind sharing said advantages?

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.
Last edited by The Blind One; Oct 16, 2022 @ 11:00am
Astasia Oct 16, 2022 @ 11:17am 
Originally posted by MoroKahn|DL|:
Originally posted by Astasia:
It hasn't changed and it probably wont. Tribals get several significant bonuses as a trade off for having higher research costs. If they could "tech up" and get cheaper research then it would just be the better faction and the one you would always want to pick.
would you mind sharing said advantages?
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!

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.

Originally posted by The Blind One:
Sooo ... what happens when you recruit a spacer and have him do your research?

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.
MoroKahn|DL| Oct 16, 2022 @ 1:09pm 
Originally posted by The Blind One:
I don't think it's a fair trade off but tribals are just badass as they are. Anima gang 4 life.
Thank you, the foraging was overlooked by me, but yes, animatrees are nice, but the research debuff is not so much ^^
But as you said, mods fix it. Tribal can into space.

Originally posted by Astasia:
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.
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 Yeen Queen (Banned) Oct 16, 2022 @ 2:28pm 
Originally posted by Astasia:
It hasn't changed and it probably wont. Tribals get several significant bonuses as a trade off for having higher research costs. If they could "tech up" and get cheaper research then it would just be the better faction and the one you would always want to pick.

The word "significant" is doing a lot of heavy lifting there.
rvg Oct 16, 2022 @ 2:35pm 
Originally posted by Night Foxx:
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.
The Yeen Queen (Banned) Oct 16, 2022 @ 2:48pm 
Originally posted by rvg:
Originally posted by Night Foxx:
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.
< >
Showing 1-15 of 47 comments
Per page: 1530 50

Date Posted: Oct 15, 2022 @ 10:13pm
Posts: 47