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==The DLCs== Currently there are three DLCs for Rimworld, one of which is coming soon, offering a bit more for those with only a few thousand hours of play (which for Rimworld isn't much). They can also completely alter the gameplay. *'''Royalty''': Introduces the Empire, feudal ranks and psycasts (pretty much spells by another name). The Empire have access to technology so advanced that you can't research it until you buy its techprints, with some impossible to research at all. Being feudal, they won't trade with you unless you gain your pawns feudal titles by giving the Empire gold, slaves and prisoners as tribute, or completing quests for them. As they go up the ranks your pawns gain more psycast levels and powers and can call in favours such as silver drops and drone strikes; you can even ask them to take you off the planet by topping the ranks and completing a quest. If this all sounds too good to be true, it is: high ranked colonists will become increasingly self-entitled, high maintenance assholes, [[Fulgrim|demanding fancy clothes]] and thrones and [[Perturabo|having mental breaks if denied]]. Making an enemy of the Empire to swipe their tech instead is viable but not the brightest of ideas; aside from psycasts they also have high end tech such as [[Power_Weapon#thunder_hammer|zeus hammers]], [[Cyberpunk_2020|monomolecular swords]], self-aware "persona" weapons, [[Terminator|cataphract armour]] and lots of cybernetic implants, including [[bullshit|one that dissolves all their equipment when they die]]. They can fuck you up. If you really hate, you can ally with them. [[Troll| Place the throne room between Mechanoids and your colony. Using the noble douchebags as cannon fodder.]] One common complaint of Royalty is that it buffs the mechanoids ludicrously, as having the most powerful melee units, limb-lopping railguns and walking tanks clearly wasn't enough. They're now also given mortars, [[cheese|low shields to totally block incoming fire]], high shields to block your own mortars, and fortified cluster bases with three types of turrets. The only saving grace is that such clusters often have unstable power cells that can cause chain explosions and wipe out whole groups of them. *'''Ideoligion''': Introduces religion and ideology to the world of Rimworld. Ever wonder why tribals hurl themselves at your miniguns every few weeks with hundreds of casualties but never seem to get the message? [[Ecclesiarchy|Religion is why!]] Ideoligions (a mix between religion and ideals) dictate how a faction should act, including your own, whether that be cannibalism, [[NSFW|nudism]], raiding, slavery, living totally in the dark like molemen, [[Slaanesh|enjoying drugs and casual sex]], [[White_Scars|practicing ritual scarification]] and so on. Includes religious relics and events of many kinds, from Christmas trees to human sacrifice, ritual blinding to [[Angron|gladiator fights]]. It is possible to act outside your ideoligion, but with penalties, so if your dominant ideoligion says you shouldn't cut down trees, butcher animals or wear clothes, you're going to have a tough time. Also, you may find it difficult to keep multi-faith colonies happy, especially if its ideoligions are polar opposites: just like real life. Many reviews have complained that ideoligions nail you into a role and it's difficult to change. This is true and adds to the game's challenge, but the ideoligion itself is definable from the start and can be reformed as you go along. If you want a vanilla experience you still can have that, or you can go full nihilist and have an ideoligion where literally any evil shit you can think of is ok or encouraged. A bigger issue with the DLC is that it buffs the fucking mechanoids [[RAGE|yet again]], giving them a termite unit with thump cannon that knocks down the thickest of walls like they weren't there. It also gives tribals and pirates breach axes, as if their previous ways of breaking through walls weren't enough. <s>Git gud.</s> *'''Biotech''': Will introduce child-rearing and bio-modifications to Rimworld without having to rely on mods. Make kids the old-fashioned way or grow them in a tube, and either raise them right to pick ideal traits for your colony... or treat them like shit. It's a sandbox after all. Meanwhile, you can obtain special genes to create xenohumans, ranging from not![[Tiefling]]s to a whole colony of [[Furries]], for sake of adapting to the climate or for style points. Accept these genes as quest rewards or "requisition" them from prisoners, and either use what the game has or make your own genotypes from scratch. [[Chaos Spawn|The possibilities are endless]], but do be aware that genemodded colonists will require more food. Of course, if you've been noticing trends, you might be asking yourself how Tynan and company managed to buff the mechanoids this time. Well... [[Awesome|now you can control them with your mind]]. You can turn one of your colonists into a Mechanitor, who can control the mechanoids with his mind via a Mechlink. There's an upper limit to how many mechanoids your budding [[Techmarine]] can control at any given time, so you'll need to lay down some infrastructure to control more and keep their batteries topped. Over time you can even build your own mechanoids (or rather, gestate them in nanite vats) so you don't have to rely on buying the latest space roomba from a passing trader or taking a crippled scyther to brainwash later. There ''are'' two catches however; *The only way to get a Mechlink is to harvest it from a previous Mechanitor, and you can bet they'll probably not give it to you politely; and *Said infrastructure produces pollution and eats a shitton of electricity. Onto the actual mechanoid buffs; now they get dedicated "commander" bots such as mobile siege engines that can burn the ground around them as a defensive measure, and [[Tervigon|War queens that auto-assemble grunts as they move]], along with additional rank and file additions typical to the DLC. Still, being able to turn the tables is a welcome relief, and yes, you can build your own commander bots once enough research has been made. That said, if your Mechanitor bites it, all the mechanoids under their control will revert back to the nearest hive in a few days, with potentially dire consequences if the connections aren't re-established... Remember, Tynan wants you to generate a story, and [[Dwarf_Fortress|your precious, perfect colony being massacred is a great story...]]
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