RimWorld

RimWorld

Vanilla Ideology Expanded - Memes and Structures
 This topic has been pinned, so it's probably important
Oskar Potocki  [developer] Oct 24, 2021 @ 11:11am
Suggestions
Feel free to suggest new memes here!
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Showing 31-45 of 527 comments
Apophis Oct 25, 2021 @ 9:12am 
There are already ways to resurrect people. I'm not sure how difficult this would be to program, but how about an ideological stance on resurrecting deceased colonists?

On one hand, those who long for life everlasting and are elated when one of their dead peers is brought back to life, but suffer a terrible mood debuff if a corpse becomes in any way damaged or rotten beyond repair.
On the other, those who believe that death is final and one should not disturb the dead, who have a severe mood debuff if somebody is resurrected - especially for the one who expected eternal rest - and a negative opinion modifier towards any who came back from the dead.
Neowulf Oct 25, 2021 @ 9:28am 
Meme: Body cleansing
"The human body constantly acculmulates evil toxins/energy/thoughts. Only through our special methods can it be cleansed."

New Need: Contamination- slowly increases at a constant rate. Scaling mood debuff as it fills.

New item: Tonic- Neolithic drug, created from pretty much any plant matter. Clears Contamination need, but causes toxic buildup.

New building: Crystal Aura Decontaminator- 3x3 building, made from any construction material plus some jade. Pawns meditate here to slowly clear Contamination need.

New building: Contamination zapper- Similar to the neural supercharger. Builds a charge (6hr) and can be used by pawns to instantly clear their contamination need. Small chance of causing electrical burns.
Sam_S_011 Oct 25, 2021 @ 10:16am 
I think the scrapper meme could do with a lowered construction speed and/or quality.

I also had this little idea recently:

Meme: Hunting
"To conquer a powerful beast to feed ones friends and family is the noblest thing a man can achieve."

Precept: Meat eating - Preferred (and up)

Precept: Ranching - Companion animals only. A mood debuff for each domesticated farm animal in colony, higher mood buff from having a bonded animal. Increased butchering yield and lowered animal gather yield.

Precept: Venerated animals - Revered game. A succesful hunt of a venerated animal demands celebration from the whole comunity! All colonists of this ideoligion recieve a mood boost when a venerated animal is succesfully hunted. The bonus is stacking with diminutive returns and depends on the value of the hunted animal. The pawn which dealt the finishing blow also gains an opinion boost from all colonists.

New building: Stuffed animal - An almost perfect replica of a hunted animals natural visage, a stuffed animal can be crated by a gamekeeper. Its value and beauty are dependent on the value of the animal it was made out of, as well as the creators crafting skill.

New role: Gamekeeper - A specialist in hunting and animals. Has most jobs disabled with the exception of hunting, training, cooking and dumb labor. Has an increased hunting stealth, as well as an ability which allows the gamekeeper to turn a venerated animals corpse into a Stuffed animal, sacrificing all of it's leather as well as any tusks, horns or other parts. Meat is still obtained as normal.
Last edited by Sam_S_011; Oct 25, 2021 @ 10:50am
Oskar Potocki  [developer] Oct 25, 2021 @ 10:47am 
But God Emperor doesn't mean space wizard.
Neowulf Oct 25, 2021 @ 11:08am 
Meme: Fashionista
"Clothes make the man."

Precept: Latest trends- Desired/Required. Every year 2 pieces of worn equipment are selected randomly, on as the latest trend and another as out of style. Pawns wearing the equipment gain a mood and social buff or penalty depending on which they're wearing (or not wearing).

Precept: New Clothes- Important/Essential. Increases the threshold for the tattered clothing penalty to 75%/90%. Gains a mood buff from wearing undamaged clothes.

New specialist: Designer- Clothing focused crafter. Gains +1 quality to items crafted at the tailor bench, returns 10% of the crafting materials when finishing an item. Ability Fashion Emergency instantly converts 100 textile/leather into a full set of clothes. Items chosen at random, but will follow the Latest Trends.
Alternate ability, Wardrobe Malfunction, mysterious ability to cause damage to an enemy pawn's equipment, and forces some or all pieces to fall off.
Xerionus Oct 25, 2021 @ 2:46pm 
Not a meme suggestion, but.... why Nurse in healthcare meme can't do anything besides tending and warding? Wouldn't it be better if Nurse could do research work at least? My colonist are unhappy because they don't have nurse, but I cant afford to make one of my 5 colonists useless....
Oskar Potocki  [developer] Oct 25, 2021 @ 3:22pm 
I’m sorry if you’re unhappy with the mod, you can indeed patch your local copy to your liking! The nurse works how we want her to work.
Oskar Potocki  [developer] Oct 25, 2021 @ 3:22pm 
Or him.
Spartan Lemonade Oct 25, 2021 @ 4:27pm 
I think it'd be cool if the Cultured meme had a Librarian role that increases the speed/ quality of bookmaking.
< blank > Oct 25, 2021 @ 10:22pm 
Meme: Consensus / Direct Democracy

No """official""" leader exists in the colony, as the colony is self-governing via Popular Consensus and prides itself in its pure democracy.

However, the way this translates to the harsh realities of the Rim means that the most charismatic and influential colonists are the "de facto" leaders of the colony. Thus the leader role is automatically given to whoever has the highest social skill - or who is calculated as the most charismatic based on equation that takes into account social skill + traits. Or perhaps the leader is decided by who is the most liked person in the colony, which will usually be the same as who has the highest social skill / best traits.

Maybe instead of one leader role, it could be the top X most person in the colony?

I saw your Blood Court meme and I thought the idea of a dynamically changing leader role was an interesting idea, so that's how I got this idea for a Popular Consensus meme where the leader role changes based off Social aptitude instead of Combat.

Other ideas for this meme that I am just throwing out: just like how your Blood Court meme allows leaders to be usurped through a combat ritual, perhaps a popular consensus meme allows the leader to be usurped by a "debate" ritual, the winner of which is decided based on - again - Social skill / calculus of social skill + traits / who is most liked in the colony.
< blank > Oct 25, 2021 @ 10:36pm 
In addition to above, perhaps some inspiration from the classics? A philosopher-king meme where the leading role is held by whoever is determined to be the most wise - based on Intellectual skill or Intellectual + Artistic.

The last idea I have, unrelated to the prior two is a "Hierarchy" meme. "Equality is viewed as a delusion in this colony. Some people were destined for greatness, others were destined to plow the fields." This sets the required Dumb Labor precept to disliked or below, but also sets a "Skilled Labor" precept, in which performing skilled labor offers a mood boost. In addition, colonists receive an opinion modifier based on a pawn's skills. If a pawn's overall skills are similar to, or higher than that of a colonist, then the colonist receives a scaling opinion boost. If a pawn's overall skills are moderately less or worse in comparison to a colonist, then the colonist receives a scaling opinion debuff.
narvre Oct 26, 2021 @ 12:33am 
I believe a good idea for mood, though it might be op as a choice, would be stoicism. Again, i know op balance wise, but you could probably also make it harder for them to make relationships to balance it so its hard for people to get mood buffs or debuffs. Many ideologies embrace the control and hiding of ones emotions and i think its a good idea if someone wanted to rp with samurai using the samurai mod or if someone wanted make like vulcans or something.
narvre Oct 26, 2021 @ 12:52am 
Sorry to double post but this could even limit your ability to perform rituals of any sort but enhance your role assigning, along with making inspirations very difficult to acquire but enhancing work drive as a default.
Apophis Oct 26, 2021 @ 12:53am 
Stoicism? Narvre's idea would work well with the Ascetic trait. You could bundle a lot of precepts that prevent mood loss (comfort not needed, pain doesn't alter mood, eats without table with no complaint) while also forbidding many things that can drastically raise it, such as non-medical drugs. Something good for keeping a level mood, perhaps even a thought that lowers mood when it's high and raises it when it's low? It should conflict with Hedonism, though ... first structure/meme conflict. Though the alternative would be philosophically interesting. Stoic indifference 59 days a year, but one exception of indulgence.
Okay, this is kind of a wall of text and I don't know if this is even feasible to implement, but there are a few memes I'd adore. The first three are perhaps mostly useful for roleplaying purposes (though not just!) while the last might present an interesting little additional gameplay component:

Anarchist
"No person has a right to control another. We are free — we have no need of rulers."
  • There is no leader role.
  • If their faction has no leader, Anarchist pawns receive a mood buff, else, a large mood debuff.
  • Slavery is abhorrent.
  • Anarchist pawns dislike leader pawns and pawns with authoritarian/cult of personality/god emperor/nationalist/Sophian/etc. ideoligion (Anarchism also conflicts with those memes/structures, of course).
  • If Royalty is installed, pawns with titles count as leaders for Anarchist mood and relationship effects, Anarchist pawns refuse to hold titles, and fighting against the Empire grants mood buffs.
  • Combining the Archist structure with the Anarchist meme is, despite the names, not technically a contradiction.

Classless
"Each member of our colony contributes something unique. Whatever work we do or do not do, none of it elevates us over our fellows or entitles us to more than our fair share."
  • Any role that would ordinarily increase a pawn's expectations instead doesn't.
  • If Royalty is installed, nobles' royal needs and demands are ignored.
  • Since the colony doesn't need to accommodate haughty elites, everyone else might demand slightly more: either a slight increase to expectations, increased recreation fall rate, or something of the sort.
  • Pawns get a mood debuff if some bedrooms are better than others, even the ones who are benefiting (since bedrooms are kind of the only way right now to represent personal property, unless I'm missing something).
  • Due to their shared status as comrades, all members of this ideologion gain a relationship buff with each other.

Elitist
"Some of us are simply better than the rest, whether by merit, birth, or other reason. They should not be treated like the common rabble."
  • Pawns with an ideologious role have their expectations increased by one or two steps, stacking with existing expectation increases, get an arrogant relationship debuff towards pawns without a role, and get mood debuffs as if from the Jealous trait if they don't have the best bedroom.
  • Pawns without an ideoligious role have their expectations decreased by one step and get a deferential relationship buff toward pawns with a role (yes, it's one-sided).
  • Elitist and Classless factions get a considerable Natural Relations penalty. Elitist pawns dislike Classless and Anarchist pawns and vice-versa.

News Interest
"Living in this world, it is our responsibility to know what is going on in it."
  • Pawns have a new need, "News", which drains over time like Recreation, faster the higher pawn Expectations are.
  • It is restored by watching TV, talking to members of other factions, going caravanning, using the comms console, listening to radios or using computers (if VFE is installed), reading newspapers (if Vanilla Books Expanded is installed), talking to pawns with a filled News need, or perhaps even such exotic means as, for example, seeking new predictions from the stars if they also have the Astrology meme.
  • Low News need causes unhappiness, high News need gives a mood bonus, grants a social boost with other News Interest pawns (talking about current events, an interaction which might grant a positive moodlet), and increases learning speed.

If you have, thank you for taking the time to read these ramblings, and great thanks to the mod authors for their exemplary work.
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