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Rimworld ideology builds
Rimworld ideology builds









rimworld ideology builds

but the problem with drug users was never their mood! They're the last colonist type to ever need a mood boost. High Life: This gives a mood boost to drug usage.

rimworld ideology builds

The bitter irony is Luciferium can do this, but they likewise tend to shun drugs because they damage the body lol.Īnd some just seem redundant when they could've been more: I don't think giving this specific ideology a medicine that can regenerate limbs would be OP since yeah, it'd be unlocked only with the ideology. It feels like this is a missed opportunity to give them some sort of ability to regenerate limbs or some sort of answer to the problem of irreplaceable body parts. It reminds me of trying to do a Holy Nation roleplay in Kenshi: fun, but quickly goes sour if your best soldiers lose their limbs, because there's simply no replacing them.

rimworld ideology builds

Problem is that there's plenty of opportunities for a battle to result in an instant amputation, in which case the body purists are still sh*t out of luck. Their big claim to fame is getting a medical specialist, so their doctors are awesome. Is it worth it now? Do they have something going for them that transhumanists lack.?įrom what I can tell, no. It feels like they should either not be bothered by eating without a table or sleeping outside, OR they should automatically start with Guaranlan seeds so they can immediately start on one of their more viable wood routes.īody purist: These are already bottom-tier, and now they have their own ideology. It just feels like this ideology blatantly contradicts some of the most basic colonist desires, making it a headache and rather inconsistent to play from a roleplay perspective. If you take the ideology in something like Arid Shrubland, then it's more tolerable, but now the ideology just doesn't feel as unique or impactful since you're also surrendering the few buffs you had. It's also just downright unrealistic at times to adhere to their principles: even just building a structure in a forest or jungle will likely require you to mine or chop trees. Strangely, despite being adverse to disturbing nature in any way, they do not seem more tolerant to a lack of structures, and suffer the same debuffs as anyone else for eating without a table or sleeping outside. Nature dudes/Tree huggers: They get an incredibly modest buff to being around trees in my experience (+1 to +3) that pales compared to other mood buffs other ideologies add, but cut down a damned tree and everyone flips their sh*t and burns down the countryside. This also unlocks quite a few unique social events, such as the knife fight one.Īnd then there are some that just seem bad or poorly supported: So you raid, pillage, murder, extract skulls from the dead for sweet new decor that boosts mood, then bring back the survivors to become slaves, adding a new dimension to your colony. In my experience the raid locations tend to spawn within 1 day of travel distance too, so even if you don't like making caravans, they require minimal effort here. Raider/Slaver: Picking this makes the game generate more raid locations and you get additional quests informing you about raid opportunities.

rimworld ideology builds

This is a colony type that now feels very unique compared to your standard colony. The pack also added a couple items to make cave life more consistent, such as growing mushrooms, liking insect meat and dark lights. Tunneler/Darkness: These guys basically get a buff to their defense (better accuracy than their opponents) and overall happiness in a mountain base, but the flip side is if they have to travel out to kill a mechanoid cluster with an annoying machine then they're at a downside since they can't utilize their darkness eyesight. Take these as examples of good ideology setups that feel unique in a good way:











Rimworld ideology builds