RimWorld the sci-fi colony sim Catch-All

Note to self, do not post about colonies going well.

Game over.

A_Unicycle wrote:

1) When should I consider grabbing the DLC? I'm still poking around with the core systems so I'm not in a rush.

Whenever you want, really.

The Royalty DLC adds a high tech faction--the Empire--and gives you an alternative path to get off the planet and "win" the game and some powerful new armor and gear. You can have your colonists work their way up the royal ranks and gain psychic powers--some are complete garbage and some can seriously change gameplay and combat--or you can go all rebel and fight them. (Tribals get a different path to psychic powers.)

It also significantly buffs the Mechanoid faction by introducing Mech Clusters that land near your base to generally f your s up. They'll typically have some device that forces you do something about them sooner than later, like a smoke spewer or psychic suppressor, as well as Mech defenders and even turrets. They are definitely a challenge.

I'm still getting to know the Ideology DLC, but so far I'm absolutely loving it. I wanted a bit of a challenge so I created an ideology where my tribal colonists were part of a nature-loving religion that worships trees. They *really* don't like it when trees are hurt or cut down. Then I founded their colony on a tropical rainforest tile. I got three mental breaks on the first day just trying to clear out a patch to grow some rice. This one is just going to get better over time because it was designed with modders in mind.

A_Unicycle wrote:

I know it's a bit hard to see from the pic, but any glaring faults or things I should do?

Edit: I'm aware of the medical emergency and lack of food/medicine! Making moves toward fixing that! Mostly in the hydroponics. Winter wiped out my crops. Nasty cold snap and solar flare combo...

General things:

-- Watch the flow of your base. Your smelter, your hydroponics bay, and your prison require colonists to go completely outside of the base to get to them. Make sure they have a walled in path to the rooms so if something like a manhunter pack hits you can simply forbid the outer doors and continue on. Build corridors so you're not requiring pawns to walk through the kitchen to get to workrooms because the foot traffic generates dirt and increases the chance of food poisoning. Think of where your kitchen and food storage are located in relation to your food sources. Right now they're far from the hydroponics bay and the grow zones which means it'll take pawns longer to haul.

-- Expand your hospital. You'll need it eventually. Also make sure it's fully lit because light levels impact your doctor's sight which is used to calculate tending and surgery success chances. And when you get more medicine build a shelf in the hospital for it. You don't want to make your doctor walk halfway across your base for meds when someone is bleeding out. Higher tier is locating your hospital near your defenses which leads me to...

-- Defenses. Get some, even if they're just sandbags. I don't know what the rest of that map looked like, but generally you should be looking for ways to funnel raiders to one side of your base and make sure your pawns have cover there and the raiders don't. The patch of mud and water on the right would make a decent obstacle to force raiders through because it would slow them down and give you more time to kill them.

-- Protect your power generation. Some raiders will specifically target it or use it as cover. Either way you probably don't want it destroyed because I don't see any other components in your storage room.

-- Hydroponics. They gobble energy and components, especially early game when you are typically hurting for both. The least costly solution is to grow more crops than you think you'll need during the spring and summer. If it's warm enough outside always keep in mind that hydroponics will work with just sunshine. You don't need the sun lamp, just remove the roof in your hydroponics bay. (You can always reroof in the winter.) And unless you're going for a particular aesthetic cram the basins around the sun lamp. That thing consumes a solar panel's worth of energy so you want to make sure you're filling in every bit of its light footprint with basins.

A_Unicycle wrote:

Note to self, do not post about colonies going well.

Game over.

Ha! What got you this time?

I'm still getting to know the Ideology DLC, but so far I'm absolutely loving it. I wanted a bit of a challenge so I created an ideology where my tribal colonists were part of a nature-loving religion that worships trees. They *really* don't like it when trees are hurt or cut down. Then I founded their colony on a tropical rainforest tile. I got three mental breaks on the first day just trying to clear out a patch to grow some rice. This one is just going to get better over time because it was designed with modders in mind.

I read this out to my partner who is playing alongside with me and we both got a good laugh! This is hilarious! You've sold me on the Royalty DLC, I'll probably grab it next pay!

General things:

This is amazing, thank you! Some things make sense like the pathing. I find I often don't think too far ahead because I'm trying to remember all the little things, but I'll work on optimal placement for my next run. The kitchen tip is great! I didn't know that walking made mess!

Ha! What got you this time?

Death by a thousand cuts.
* Easily hunted wildlife disappeared so I had to hunt stuff that would fight back. One colonist died.
* Some colonists caught the flu and couldn't help out around the place for FAR too long.
* My 13 skill gunner lost a firefight to a 2 skill raider
* To top it off, my doctor just dropped dead from the flu. I don't know what happened. She was healthy, maybe a little bit stressed, but otherwise hadn't had any serious issues. She sat down for a round of poker and was no more.

I pulled the plug there, after 3 deaths and trying to recruit a crappy replacement that wasn't working for me.

BUT I did learn a little about handling animals, I learned the basics of using the caravan, and how handy smokeleaf is! Keen to start over

A_Unicycle wrote:

* My 13 skill gunner lost a firefight to a 2 skill raider

Ha! Now that's Rimworld! Just wait for when your bionic super trooper in full marine armor gets headshot by a tribal raider with a freakin' bow and turns into a vegetable.

A_Unicycle wrote:

* To top it off, my doctor just dropped dead from the flu. I don't know what happened. She was healthy, maybe a little bit stressed, but otherwise hadn't had any serious issues. She sat down for a round of poker and was no more.

Yeah, you gotta get in the habit of checking your colonists' health, especially when they're infected or sick. Doctors getting sick are especially rough because they either tend themselves and get crappy tend quality or the backup doctor with like 3 medical tends them and you get crappy tend quality.

I highly recommend you pick up the CM Color Coded Mood Bar [1.1+] and Medical Tab by Fluffy's Workshop mods to help out. They're purely UI and QOL mods that don't impact gameplay at all.

Mood Bar let's you see how your colonists are feeling at a glance and helps you catch mental breaks before they happen. It also shows how sick colonists are doing by putting a color-coded biohazard symbol next the affected colonists in the colonist bar: a red biohazard symbol means that sickness or infection is outpacing immunity and a green one means the pawn's immunity is ahead of the illness or infection. It'll also show a blood drop if a pawn has an untreated bleeding wound which is great for the chaos after raids.

Medical Tab adds a tab at the bottom of the screen that let's you see the health of all your colonists in one place. It also shows their physical stats which lets you hone in on health problems, like missing body parts.

A_Unicycle wrote:

BUT I did learn a little about handling animals, I learned the basics of using the caravan, and how handy smokeleaf is! Keen to start over

Yeah, I gotta relearn handling. 1.3 added the animal pens and it really changed the dynamics of keeping animals.

Smokeleaf and I are no longer friends. I had a colonist who the flu right before a raid where he got injured and lost a lot of blood. After the raid he crawled out of the hospital to the dining room, fired up a joint, and keeled over dead. Smokeleaf reduces a pawn's consciousness by 20% and between the illness and the blood loss it was just enough to reduce his consciousness to zero. Now I'm team psychite tea (with a maybe a little yayo right before combat).

OG_slinger wrote:
A_Unicycle wrote:

* My 13 skill gunner lost a firefight to a 2 skill raider

Ha! Now that's Rimworld! Just wait for when your bionic super trooper in full marine armor gets headshot by a tribal raider with a freakin' bow and turns into a vegetable.

My favorite is when a tiny animal like a racoon goes manhunter and manages to score an eye hit through a marine helmet and now the colonist is partially blind.

Quintin_Stone wrote:

My favorite is when a tiny animal like a racoon goes manhunter and manages to score an eye hit through a marine helmet and now the colonist is partially blind.

I haven't tested it on a missing part like that, but the new Biosculpting Pod will at least clear scars. It's not fast though...

Anyone have a good mod selection list for 1.3 that they recommend for a little streamlining and ease of play?

The Numbers mod (1.12 version, 1.13 temp version) is great for finding the right colonist. It also lets you monitor hostiles, guests, animals and wildlife in a more customizable way.

Pick Up and Haul and Smarter Construction both improve pawn AI a bit. They can actually haul multiple small items and build a set of walls with going all Cask of Amontillado on themselves.

It's by no means necessary, but I like Mortar Accuracy. Experienced combat veterans and mathematicians should be better with mortars than any old pawn.

I like the Vanilla Expanded Furniture suite. There's a lot in there, and I don't play with all of them, but I haven't found a bad one yet.

BlackSheep wrote:

Anyone have a good mod selection list for 1.3 that they recommend for a little streamlining and ease of play?

Here are the most of the UI/QOL mods I typically run. None of them really change the gameplay, just make it easier to get to information, eliminate tedious stuff, or are purely visual.

  • Rocketman: improves load times and performance, especially for larger colonies.
  • Allow Tool: does a bunch of things, like letting you select similar items, but the biggest thing is letting you mark things for your colonists to urgently haul.
  • Dubs Mint Menu: does a bunch of things, some of which like universal search was incorporated into 1.3, but the biggest thing it does is to streamline production menus and clearly show you what materials and how much are required to build items.
  • CM Color Coded Mood Bar [1.1+]: adds more information to your colonist bar so you can see how their mood and health are at a glance.
  • Medical Tab: adds a menu tab at the bottom of the screen that shows you everything medical related about your pawns, animals, and prisoners.
  • Door Mat: it's a door mat. It prevents your colonists from tracking dirt all over your clean floors.
    DontBlockDoor: prevents colonists from dropping items in the doorway of storage rooms and accidentally propping the door open.
  • RT Fuse: let's you research and build fuses to prevent or reduce the severity of "Zzzzt!" events.
  • Metal Doesn't Burn: makes it so steel isn't a flammable material.
  • Avoid Friendly Fire: it hasn't been updated to 1.3 yet, but it can prevent pawns from shooting when another pawn is in the cone of fire. It requires some fiddling in combat, but it's wonderful at preventing your hunter from accidentally doming other colonists.
  • Defensive Positions: lets you save multiple pawn positions for base defense.
  • ResearchPal - Forked: streamlines the display of research projects and is exceptionally helpful if you have mods that add new research.
  • Heat Map: shows the temp of your base's buildings.
  • Auto-cut Blight: a must have. Auto-designates all blighted crops for cutting.
  • RimHUD: an update to 1.3 is in progress. Transforms the inspect panel that pops up when you select an individual pawn by letting you configure what information is shown and lets you hover over things like the mood and health bar and see what buff/debuffs or conditions are behind them.
  • Replace Stuff: let's you replace walls and items with walls and items made of different materials without having to babysit your pawns. Exceptionally helpful for the "I don't want to live a tinderbox anymore" phase of your colony.
  • Show Draftees Weapon: adds an icon underneath the colonist bar that shows what weapon they're armed with when drafted (you can set it so it always shows).
  • Level Up: plays a tone and notifies you whenever a pawn levels up a skill.
  • Camera +: lets you zoom in to see details or zoom out to see the entire map.
  • Quality Builder: let's you set the quality of the item you want constructed and your pawns will continue to build/deconstruct the item until that quality level is achieved.
  • Stabilize Here: let's you stabilize wounded colonists and raiders on the battlefield before moving/capturing them so they don't bleed out.
  • Snap Out!: has colonists attempt to talk/comfort a mentally broke colonist. If successful the brake ends.
  • Quality of Building: changes the texture of items based on their build quality so there's a visual difference between a Poor item and an Excellent item.
  • Wall Light (by Murmur's Workshop): it's the year 5500. If we have the technology to travel to the stars we have the technology to mount lights on walls.

Very nice, thank you. I’ll grab a few of these - I have about Half of them that you listed but man, auto-blight? Hell yea please. If I have to make a hundred less clicks on a map while micromanaging my idiot villagers, I’ll have a much lower blood pressure.

I’m hoping they come out with another ruins mod - it was a start where you set up shop in an old ruins - allowed for a quicker start, by getting to the real base building part without the struggle.

In my current game, I don’t know what the hell is going on. I’m in a boreal forest, I have 6 people and a good set up that’s pretty defensible; however, the fauna in my map is off the charts. I bet there’s no less than 100 boar, 100 turkeys, and 30-50 bears. I went through a phase where the bears somehow got in to my base, bred in a lower little used pasture corner, then went wild. I had 11 bears rampaging through my base area with two guys down outside that I had to finagle back to the hospital while my one fast guy did a bait run with an auto-shotgun and the other fires their ancient bolt action at them while the other two good colonists ran out to save them.

Needless to say, the fashionable thing to wear this year is bearskin.

I am having a really rough time with the ideology stuff. Like - watching three man hunting arctic foxes destroy my five(!) colonists after two of them decide to go moody, one attacks the other during the fight and a third one, who was already a sad wanderer, wanders right out into them and opens the door to let them in. Jesus.

It feels like now I’m just trying to convert everyone or keep the colony down to three people - period, just to not have to deal with the mess. I can’t imagine what this is like on the solo experiences.

Are the only happiness debuffs from differing ideologies?

I found it easier to get to grips with Ideology stuff by starting a tribal game. Sure, you have to research some of the normally early game tech, but starting with 5 colonists of your own really helps with Ideology balance if you get a couple of extra pawns. With only 3 pawns, you can quickly become outnumbered, in terms of Ideology.

I also found it useful to promote my best communicator (Social) to whatever title it is that unlocks the convert ability. Combine that with Conversion rituals at the ritual spot, and you can gradually break people down to convert.

There are some that are very stubborn, though. I'm not sure which traits exactly impact that, but things like Iron Willed will prove very hard to convert once they are in your colony. I've also read that it is a lot easier to convert prisoners prior to getting them to join you, but that obviously takes longer to do, increasing the risk of a prison break due to time, and they are consuming food that whole time.

My current colony has about 12 pawns, 10 of which are my Ideology, and the other two are different but seemingly impossible to convert. General happiness from everything else means that the debuff from them being a different ideology doesn't have a huge impact on them.

omni wrote:

Are the only happiness debuffs from differing ideologies?

I found it easier to get to grips with Ideology stuff by starting a tribal game. Sure, you have to research some of the normally early game tech, but starting with 5 colonists of your own really helps with Ideology balance if you get a couple of extra pawns. With only 3 pawns, you can quickly become outnumbered, in terms of Ideology.

I also found it useful to promote my best communicator (Social) to whatever title it is that unlocks the convert ability. Combine that with Conversion rituals at the ritual spot, and you can gradually break people down to convert.

There are some that are very stubborn, though. I'm not sure which traits exactly impact that, but things like Iron Willed will prove very hard to convert once they are in your colony. I've also read that it is a lot easier to convert prisoners prior to getting them to join you, but that obviously takes longer to do, increasing the risk of a prison break due to time, and they are consuming food that whole time.

My current colony has about 12 pawns, 10 of which are my Ideology, and the other two are different but seemingly impossible to convert. General happiness from everything else means that the debuff from them being a different ideology doesn't have a huge impact on them.

Most of it was from ideologies, though early game, it can be difficult to really get good mood buffs from all the little things while still living day to day. I feel like to start the game, you basically need two high social characters to get through it for conversion and leadership. That can be a pain as well.

Sorry to barge my way into the conversation, but

I think I need to watch some cool playthroughs because I'm getting a bit bogged down doing the same thing every game and (eventually, sooner rather than later) taking casualties and restarting. For a game with such depth, I feel I should be mixing it up a little!

A_Unicycle wrote:

Sorry to barge my way into the conversation, but

I think I need to watch some cool playthroughs because I'm getting a bit bogged down doing the same thing every game and (eventually, sooner rather than later) taking casualties and restarting. For a game with such depth, I feel I should be mixing it up a little!

Do you restart as soon as you take casualties? It's part of the game! Build them a Sarcophagus in a grand burial room and see what comes next. Depending on storyteller, the game does like to throw new pawns at you if you lose one/some, and it also uses 'time since last pawn lost' in the calculation for the difficulty of events.

BlackSheep wrote:

Most of it was from ideologies, though early game, it can be difficult to really get good mood buffs from all the little things while still living day to day. I feel like to start the game, you basically need two high social characters to get through it for conversion and leadership. That can be a pain as well.

Even in vanilla, the start can be a bit hodge-podge at the start with mood debuffs causing sad wandering, etc. Trying to get even small individual bedrooms up and running asap, floored, even all wood, with a flower pot or w/e can help give them an impressive bedroom buff. Of course eating with a table, and perhaps stretching the allocated recreation time per pawn a bit can hopefully offset the debuffs long enough for the colony to become more stable?

BlackSheep wrote:

Most of it was from ideologies, though early game, it can be difficult to really get good mood buffs from all the little things while still living day to day. I feel like to start the game, you basically need two high social characters to get through it for conversion and leadership. That can be a pain as well.

Even in vanilla, the start can be a bit hodge-podge at the start with mood debuffs causing sad wandering, etc. Trying to get even small individual bedrooms up and running asap, floored, even all wood, with a flower pot or w/e can help give them an impressive bedroom buff. Of course eating with a table, and perhaps stretching the allocated recreation time per pawn a bit can hopefully offset the debuffs long enough for the colony to become more stable?[/quote]

That’s the pickle though for my play throughs - I usually prioritize individual bedrooms /emergency prison or medbay for my pawns and put a table in the collection room for my pens to eat pretty quickly. With the new patch, not putting your pawns in religious positions, even if they’re not quite suited begins a rolling mood debuff as well, so that really sucks and you’re also taking pretty valuable early game time into building a suitable ‘temple’ for your pawns to worship instead of other pretty important things to get up and running and god forbid if your holy day is in aprimay when you start and you miss that while just trying to get planted for winter.

I chose a pretty low scale ideology too and just got hammered. I’m kind of hoping that, like royalty, the devs go back and cut some of the minuses back just a little in the initial stages

Weird, I didn't find it had that much of an impact in my 4 or 5 Ideology colonies so far. I didn't even appoint anyone into a Ideology role for ages (and then discovered you can easily switch the person in that role later, not sure if it debuffs the person losing the role). I had more of an issue with them complaining about not having the correct clothes for the role, until I got tailoring up and going

My most recent was a tribal start, and for a long time I just had one giant room with everything in it, just using a campfire as a ritual spot for the celebrations that came around..

omni wrote:

I've also read that it is a lot easier to convert prisoners prior to getting them to join you, but that obviously takes longer to do, increasing the risk of a prison break due to time, and they are consuming food that whole time.

They seem to have completely overhauled the prison mechanics with Ideology. It is much easier to convert your prisoners first before reducing their resistance and recruiting them. Ironically, the crappier your prison and treatment, the faster you can convert prisoners (using your priest's "convert" special ability can help speed things along).

I don't think it takes that much longer than before because under the old system you used to get massive resistances if the prisoner was of a different faction than you.

The pain-in-the-butts are the colonists who just join and have a different ideology because you have to remember to convert them, which pretty much boils down to spamming the priest's "convert" ability whenever it comes off cool down. This can cause some issues because the colonists typically don't like it when someone tries to convert them.

BlackSheep wrote:

Most of it was from ideologies, though early game, it can be difficult to really get good mood buffs from all the little things while still living day to day. I feel like to start the game, you basically need two high social characters to get through it for conversion and leadership. That can be a pain as well.

The small print for the "leader" and "priest" roles show they increase the expectations of your colonists and that can be an absolute mood killer in the beginning because you'll lose the "low expectations" buff.

The position you pretty much need from the start is a reasonably high social pawn you can turn in your colony's priest so you can perform rituals and celebrations and convert prisoners. You kinda have to hope you convert and recruit another high social pawn for the leader role or shuffle who has what position.

BlackSheep wrote:

That’s the pickle though for my play throughs - I usually prioritize individual bedrooms /emergency prison or medbay for my pawns and put a table in the collection room for my pens to eat pretty quickly. With the new patch, not putting your pawns in religious positions, even if they’re not quite suited begins a rolling mood debuff as well, so that really sucks and you’re also taking pretty valuable early game time into building a suitable ‘temple’ for your pawns to worship instead of other pretty important things to get up and running and god forbid if your holy day is in aprimay when you start and you miss that while just trying to get planted for winter.

My current colony is skating on the razor's edge right now because I got lucky/greedy and was able to capture like six prisoners at once. I've managed to gut through converting and recruiting them, but because I'm in a cold biome with only a 10-day growing period I'm really struggling to feed everyone.

I managed to stand up a full hydroponic bay, but it's not nearly enough to feed everyone. And my power grid is struggling...hard. I can barely keep the lights and heat on besides the hydroponics.

I have all of my colonists jammed in one crappy barracks/dining room/rec room because because dealing with so many prisoners sucked up so much of my priest's time (who had the best construction after my really good constructor got hunted and eaten by a hungry bear two winters ago). And now on top of debuffs for living in a pretty crappy place I just got hit with two debuffs totaling about -15 because I've reached a size where my colonists are demanding the dedicated temple thing.

My chemical interest pawns are constantly breaking because they want to get high, but I can't spare a single hydroponics basin for some beer or smoke leaf.

It probably won't matter, though. A smoke spewer mech cluster just landed and will trigger in a few days. I am well behind on the research and gear up game (my best crafter's been confined to bed ever since a raider shattered her spine with a shotgun), so very few colonists have anything other than scavenged armor and weapons. Once the spewer triggers it's going to impact the solar portion of my power grid, which will cascade into hydroponics failing. And it was only a few days from spring when I was hoping that the two new 10+ Plants skill recruits would buy me a little breathing room on the food front.

There totally needs to be a "Conversion cool down ready" alert mod.

You guys are not selling me on Ideology DLC

I picked RimWorld back up after a long time off - I stopped playing a few months after 1.0 came out - when the new version/DLC was released just to see if I wanted to get the DLC. But reading about what it does + stories like you guys' is not making me want to buy it.

So, I'd appreciate someone selling me on this. Or not. Or even some information about how the Royalty DLC plays as I do not have that either. Thanks!

I like ideology much more than royalty, but I do like both and wouldn't go back to playing without them.

I do not see the issues the guys service describe with ideology so far, but maybe I was just luckier with the events, or starting colonists.

If you have a ton of hours in vanilla, then I think they are worth it. If you have not much play time, vanilla is fine. You can also go down the mod rabbit hole without the need for the DLCs to vastly expand the experience in whatever way takes your fancy.

So, are the DLC essential? Absolutely not. Do I recommend them to huge Rimworld fans? Absolutely.

tboon wrote:

You guys are not selling me on Ideology DLC

I picked RimWorld back up after a long time off - I stopped playing a few months after 1.0 came out - when the new version/DLC was released just to see if I wanted to get the DLC. But reading about what it does + stories like you guys' is not making me want to buy it.

So, I'd appreciate someone selling me on this. Or not. Or even some information about how the Royalty DLC plays as I do not have that either. Thanks!

You should dip back in and see how you like the 1.3 changes. It adds quite a bit to Vanilla--from a lot of ease-of-use stuff to introducing a whole new mechanic that makes being a rancher actually work.

The Royalty DLC adds the Empire: a powerful royal faction with psychic powers and a lot of Glitterworld tech goodies.

The DLC adds several new end game scenarios. Instead of building a ship you can choose to host and protect the Empire's Stellarch during a series of sustained attacks (much like the powering up of the ship reactor) and, if successful, he'll reward your colony by taking everyone offworld.

You can also go the rebel route and win by destroying the Empire.

If you choose to go the Empire route you'll be given a series of quests and tasks. You get 'honor' by successfully completing them. 'Honor' can be converted into royal rank or favors you can request from the Empire--everything from basic resources to an orbital beam strike.

But to access these favors--and to trade with the Empire for the serious Glitterworld goodies--at least one of your colonists needs a high-ranking royal title. And the higher up the Empire hierarchy that colonist goes, the more of a primadonna they become. They'll want specific types of clothing. They'll only eat certain foods. They'll want a throne room. And they'll get very pissy if they don't get these things. As they rank up they will also stop doing certain kinds of jobs, starting with stuff like hauling and cleaning.

As they climb the ladder in the Empire they'll also be rewarded with psychic powers. These vary from kinda worthless to things that will save your entire colony during a raid. To use them they need psyfocus and to get that they need to meditate a goodly portion of the day.

If you go the rebel route you'll be given quests that reward you with the same psychic power granting tech.

Tribals get an entirely new mechanism to gain the same psychic powers--an anima tree--that they have to meditate at. In larger tribal colonies you can game this in such a way that you can make pretty much everyone a psychic.

Royalty was significantly changed and improved after it was released--all the tribal stuff was added--so I'm pretty much expecting that to happen with Ideology.

As for Ideology, I'd say that right now it's main purpose is that it adds new significant new challenges to running a colony.

That, however, isn't what Tynan wants it to be. He wants it to be way that you can be rewarded--or punished--for wanting to role play a certain kind of colony. If you want a polygamous hippy commune where everyone gets high, you can do that. The flip side is that you'll be punished in game if you're peeps can't have multiple spouses or there's not enough smokeleaf.

How it currently works out is that when you found a new colony you pick its ideology. You can either select from a series of randomly generated ideologies or you can build one from scratch. You pick from a decent, but still quite limited, number of beliefs and "memes" to build your ideology. Some have very little impact on gameplay. Others will impact your gameplay quite considerably. Then you get to flesh out celebrations and holy days, what your ideology leaders are and what they do, relics that are important to you, revered animals, etc. and off to the races you go.

Tynan has said that he built Ideology to be easily modded and I think that's where the real value of the DLC will eventually come from. I'm sure he'll improve base Ideology in the same way that he did with Royalty.

I'm enjoying Ideology because it adds new challenges, but I also recognize that it's limited right now. In six months or a year I think both Tynan and the mod community will make it so that no matter what weird little colony you want to make you can create an ideology that suits it. Personally, I want to make a colony of monks who specialize in all sorts of booze production and, consequently, are all high functioning alcoholics. But it's just not quite there yet.

tboon wrote:

I picked RimWorld back up after a long time off - I stopped playing a few months after 1.0 came out - when the new version/DLC was released just to see if I wanted to get the DLC. But reading about what it does + stories like you guys' is not making me want to buy it.

Yeah, I played a fair bit of RimWorld back during pre-release times. I actually re-downloaded it recently but haven't actually fired it up. I think that Steam told me that the last time I had played was May 24, 2018 (just before release). Steam says I have about 45 hours in it, but I bought the game in November 2013 and didn't get a Steam key for almost 3 years after that.

Maybe I peaked back in Beta 18 when my name showed up in an official video.

I think for me that the game was in a sweet spot for complexity. As more-and-more stuff got added to the game I felt like I was starting over all the time. After three years (and two DLC) that's even worse. Plus, when I play games like this I tend to play very slowly, so I end up investing a lot of hours for a single playthrough or maybe two. Then I end up watching too many YT videos of other people playing the game, so have even less time to play.

I get similar feelings from Star Traders: Frontiers and Stellaris.

Thanks for your thoughts omni, OG and Hrdina. Steam says I have 275 hours in this. It feels like the game has kind of gone away from what I loved about it back in the day, which is a simpler Dwarf Fortress. Which is okay, I can still get a lot of what I want from it with some mods. But it looks like I can pass on the DLC that has been released so far.

Thanks again!