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Leal
Oct 2, 2009


Rimworld is a colony sim game created by Ludeon Studios, kickstarted back in 2013 and getting a full release in 2018, an expansion in 2020 and another expansion released in 2021. The game is a hit, getting over a hundred thousand reviews on steam with an overwhelming positive score. I've already did an LP of this game, massively modded with chromed techno wizard foxgirls who go into space. It was fun and I'd like to think other people enjoyed it as well, so I'm back again.

So whats different this time?

I now have both the Royalty and the Ideology DLC. Royalty adds a bunch of items relating to.. royalty. What? There are also a few new weapons put in with a persona system that links the weapon to a pawn. Psycasting is also introduced, officially adding a "magic" like system to Rimworld. Several new quests are added and you can work to gain favor with the Empire, leading to an ending where you leave with the Stellarch.

Ideology adds a belief system to the game. These beliefs can alter how some buildings look, give certain abilities to pawns and provide mood bonuses and penalties to pawns who do/don't adhere to their beliefs. Now instead of having to force the cannibal trait on all your pawns you can have a ideology that accepts or requires cannibalism. Not only will your pawns accept eating human flesh, they'll get a mood bonus for it and all their fellow colonists will like them for adhering to the ideology. Ban pants! Require eating vegetables! Make rats a venerated animal! Ideology adds a LOT!

I also have a new modlist, significantly bigger than last time (180 mods). We can have a proper faction with other, abstracted, settlements and ouposts on the world map! Remember the guests that would stay over and rent rooms? Now we can have them go to a restaurant! Remember the androids? Well now there are more variations, including higher tiers! New biomes and animals!

In fact there are so many mods I'm not gonna do a single playthrough, but I worked out three that I will go through that focus on certain playstyles. Cannibal vikings! Animal researching wizards! Hedonist druggie technocrats! I'll hold a vote on which playthrough to do first.

Table of Contents


Legion of Tuke'vast 1
Legion of Tuke'vast 2
Legion of Tuke'vast 3
Legion of Tuke'vast 4
Legion of Tuke'vast 5
Legion of Tuke'vast 6
Legion of Tuke'vast 7
Legion of Tuke'vast 8
Legion of Tuke'vast 9
Legion of Tuke'vast10
Legion of Tuke'vast 11
Legion of Tuke'vast 12
Legion of Tuke'vast 13
Legion of Tuke'vast 14
Legion of Tuke'vast 15
Legion of Tuke'vast 16
Legion of Tuke'vast 17
Tuke'vast Epilogue


Delirious Party Life 1
Delirious Party Life 2
Delirious Party Life 3
Delirious Party Life 4
Delirious Party Life 5
Delirious Party Life 6
Delirious Party Life 7
Delirious Party Life 8
Delirious Party Life 9
Delirious Party Life 10
Delirious Party Life 11
Delirious Party Life 12
Delirious Party Life 13
Delirious Party Life 14
Delirious Party Life 15
Delirious Party Life 16

Note: I was originally going to do a third colony, however a combination of burning out and not feeling like this colony would make for good reading, I canned it.

Arcana of Esotericism 1
Arcana of Esotericism 2
Arcana of Esotericism 3




Leal fucked around with this message at 06:33 on Jul 19, 2023

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Vichan
Oct 1, 2014

I'LL PUNISH YOU ACCORDING TO YOUR CRIME
Getting in on the ground floor, nice!

My vote goes to the Legion of Tuke'vast! :black101:

BraveLittleToaster
May 5, 2019
Always enjoy some more Rimworld being LPed, and this looks good. The beauty of mods.

I'm voting for The Legion of Tuke'vast. And pawn me up, please.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
The Legion because look at that

<-------

Pawn me

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Legion sounds like a fun place to sign up for meatshield duty and/or horrid abomination depending on which mods you're running.

Calamitous_Justice
Feb 21, 2011
Gonna vote to Party Hard because Hospitality/Gastronomy are mods I'm playing with currently and they're delightfully complex

<---

Also happy to serve and die horribly

senrath
Nov 4, 2009

Look Professor, a destruct switch!


Adding another vote for The Legion of Tuke'vast and also a request to be a pawn.

ChaosDragon
Jul 13, 2014
Legion of Tuke'vast sounds fun

Pawn me?

someone awful.
Sep 7, 2007


Throwing in a vote for delirious party life! And go ahead and pawn me.

habituallyred
Feb 6, 2015
Legion

King Doom
Dec 1, 2004
I am on the Internet.
Pawn me for this one! Oh, and if you end up using a summoner class for anything, disable giddy up. Pawns will try and ride the summoned minions but bug out and just follow them till they starve/die/go insane. Learned that the hard way.

cugel
Jan 22, 2010
I'm a pawn and I don't know how to clean. Delirious Party Life

Lady Jaybird
Jan 23, 2014

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022



Legion of Tuke'vast also pawn me, dervinosdoom

NGDBSS
Dec 30, 2009






Put me in as a pawn, let's go with Delirious Party Life.

Leal
Oct 2, 2009

King Doom posted:

Pawns will try and ride the summoned minions but bug out

Well aint this a drat shame :(

Vichan
Oct 1, 2014

I'LL PUNISH YOU ACCORDING TO YOUR CRIME
Oh poo poo, almost forgot. I'd like to be pawned as well!

cugel
Jan 22, 2010

King Doom posted:

Pawn me for this one! Oh, and if you end up using a summoner class for anything, disable giddy up. Pawns will try and ride the summoned minions but bug out and just follow them till they starve/die/go insane. Learned that the hard way.

You should be able to exclude specific animals in the giddy up settings.

Leal
Oct 2, 2009


I'll keep the vote going for another day, just so anyone who is spending time with family gets a chance to make a vote!

Szarrukin
Sep 29, 2021
Another vote for Legion

King Doom
Dec 1, 2004
I am on the Internet.

cugel posted:

You should be able to exclude specific animals in the giddy up settings.

That's the other half of the issue, removing the minions/greater minions from the rideable creatures list doesn't stop pawns trying to ride them.

Veloxyll
May 3, 2011

Fuck you say?!

Vote 1 Weaponised Auto Bongs (partytown)

Pawn me up. The slavers will need bodies at some point

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.
Huh. I don't really mind which one you go. Only a mild dislike for second option, but that's not a vote.

I'll get pawned if you don't mind. Rimworld manages to keep interesting if nothing else.

Godna
Feb 4, 2013
Woo Finally getting in on the ground floor of one of these!

Pawn me up!



Also Wizards

Leal
Oct 2, 2009
Legion of Tuke'vast 1



The Vikings expanded mod adds a story teller, Freya Fierce. She has a mechanic where the colony will get an increasing mood debuff if we don't go out raiding. I go with the second hardest difficulty because I'm hardcore, but not perfect.



The colony will be here, in a temperate forest with a handful of nearby settlements. I only generated 30% of the world and increased the crowdedness. Who needs a huge world when all your targets can be nearby?



With Ideology you can create a belief for your colony, or use a premade one. You first pick an origin for your ideology, like Christian or atheist and so on. Then you can pick up to 4 memes for the ideology, for the Legion we have:

Supremacist, which requires us to at the very least be accepting of slavery and not care about executions. We can also find slavery honorable and either respect executions if the prisoner is guilty, or require executions regardless of guilt. It unlocks the shooting and melee specialist roles and the symbol burning rituals

Cannibalism, besides the obvious of being happy with eating meat, actually requires meat eating. A requirement will be tolerable of executions at least. This meme also unlocks the Morbid style, which will change how a few items looks, if we choose to go with it. It also unlocks the cannibal feast ritual.

Raider will give the shooting/melee specailists that Supremacist offers, along with the symbol burning ritual. You will also have to have the raiding precept to either respected or required. I believe it also increases the chances of spawning a raid target?

Bulwark is from the vanilla expanded mod. It will give us a precept that adds a bonus to our armor.

Some ideologies will have deities that you can name, give the title of and choose the gender. This is just for fluff though.



Then there are precepts. As you can see there is a lot. And this isn't all that is being shown, nevermind how many more you can then add. This lets you do things to make your colonists be accepting of without needing traits. For example, cannibalism, without having the trait for it. Some precepts are locked behind memes, and some memes will only allow certain settings on precepts. Then there are some precepts that add a gameplay modifier strictly for roleplaying purpose. There is absolutely nothing stopping you from making an ideology that finds cannibalism and insect meat eating acceptable, not care about corpses, 150% research speed, slavery acceptable, etc etc to make an easy game.

For the most part, assume I have things set to default values. Most of these should be self explanatory, but I'll explain some numbers:

Slavery being honorable gives a +1 mood bonus for each slave in the colony, with -2 for not having any. They also get a mood bonus for selling slaves and for enslaving someone. They also get an opinion bonus on anyone who enslaves or sells a slave.

Raiding being required will give a +12 mood bonus if you have done a raid recently. If more than 25 days go by without a raid you get -12. Anyone who participates in a raid gets +6 mood. There is a 16% penalty to global work speed however.

Cannibalism strong will give a -2 mood for eating something without any human meat in it, with a -4 penalty for going 8 days without human meat. They get +4 mood for eating human meat and even get a bonus to wearing clothes with human leather.

With execution being required, if we don't kill someone in 30 days there will be a -3 mood. We get a +10 mood for executing, and if we allow a prisoner to die in custody we also get a +10 mood. The person who performs an execution will get a +15 opinion with the rest of the colony.

With the Bulwark meme we can pick an armor type to buff, which will give a +25% to the chosen type. I went with blunt since its the armor type that is generally the lowest on all kinds of armor.

Reputation: Lowered gives a -50 opinion to every faction. People are uneasy around a bunch of cannibalistic raiders after all!

Off screen alcohol is set to desired, requiring some alcohol every 3 days before increasing penalties apply. Also I made scars honorable, so pawns wont be classless jackasses who hate people that have scars.



Oh but thats not all! Even more things to choose! Let's start from the top:

Roles are given to your colonists that either have an ability of some sort or are needed for rituals. You need your leader of course who can initiate rituals and can do things like convert other colonists/prisoners to the faith. They can also give speeches and motivate other colonists to work harder. You typically have a moral guide as well, who is more focused on spreading and fortifying your faith. Both of these roles will have their expectation (mood bonuses depending on how low the expectations are, which is dictated by colony wealth) increased by two.

You can also get specialists that give bonuses relating to their specialization, these are locked behind memes. Then there are other different role leaders, like fleshcrafter if you have fleshcrafting, merchant for trader, etc. You can only have two specialists, and six roles in total. Roles can also have a required piece of clothing but... eh. I turn that off. Not so much that I want to minmax and not worry about putting a tuque on someone's head instead of a marine helmet, but because I don't want to deal with mood penalties until I can make whatever it is they want to wear

But don't worry, Royalty will require wearing certain clothes anyways.

Rituals are events that can either happen on certain dates or on demand, with a cool down. If the ritual succeeds your colonists will get a mood bonus and a reward of some type, like finding an ancient complex or a 50% chance to get a new recruit.

There is a funeral ritual that gives a mood bonus to participates (besides the deceased). Besides that we have a cannibal feast that requires a large amount of human meat, which will lure a venerated animal if successful. We have two prisoner sacrifice rituals, one that happens on a timer and one that can be done on cooldown. The former will give a 50% chance for a recruit, the latter will do a random reward. We can hold a duel between two slaves or prisoners that can reward finding an ancient complex. Finally we have a social festival, which will reward us with a small raid. Yes, that is a reward!

Buildings let us choose and name buildings relating to the ideology. We can pick if our colonists sit on pews or kneel on a pillow or sheet. We can pick several decorative structures, but you can't pick how they look which is weird. You can choose an altar or ideogram for rituals to take place at. Then if your ideology has certain memes/precepts you'll have to select the building here, in this case the cannibal feast.

Relics are items you can find through quests that will give a mood buff to rituals. Also any weapons will have their quality set to legendary. If they are destroyed you get a mood penalty for 30 days.

You can set your ideology's views on weapons, whether or not they like ranged or melee. They get a mood bonus for holding a noble weapon and a penalty for a despised weapon. The Legion loves weapons that can pierce and dislikes blunt weapons.

Venerated animals are special animals to your ideology. You get mood bonuses for having them around your colony. You get mood penalties if they die, for killing them and severe penalties for eating the meat of a venerated animal. So of course I chose metal animals like drakes and wyverns :v:

You can choose preferred apparel which gives a mood bonus for wearing it, unlike role apparel you wont get a penalty for not wearing it. I set it to none because you also start with a set of whatever your preferred apparel is. I wanted to have ancient mail as a preferred armor, then oh hey I started with super armor on all my pawns.

Finally you can set what tattoos and hair styles your ideology followers will have. I set a bunch of rough hair and war pantings for tattoos.

*Phew* Hope you're still with me.



Now to meet the colonists. I used a random number generator to pick whose names I'll start with. Alright, slight lie: When KingDoom was picked for the 4th pawn I changed the names out just because Gundo here has a raider king background. Instead of using Prepare Carefully I used the Character Editor mod which let me have more control on what to change.

King here is gonna be the leader pawn, social effects speech success rate. They'll also be able to pitch in with some construction help. KingDoom wont be getting ill, but will desire getting drugged up. Thankfully alcohol will satisfy this need! Warrior is from the Rim Magic Expanded Classes mod which provides some move speed and melee hit/dodge chance bonuses.



Senrath is the primary constructor and crafter of the colony. While we'll have outside colonies to provide things, we still need to be able to make stuff until we get those outposts made. Very neurotic gives a +40% to work speed but increases the mental break threshold by 14%. Being abrasive makes them speak their mind to whoever and rub them the wrong way. Bladedancer is from Rim Magic, providing a move speed and melee hit/dodge chance bonus.



Slaan is going to be the doctor and researcher. Research wont be *as* important this playthrough as I'm not trying to show off a bunch of different things at once. To make sure the colony doctor doesn't get hurt, Slaan will be using ranged attacks, and the Hawkeye class will give more accuracy and less aim time. Jogger will have them move quicker from firing point to firing point. As a gourmet they demand high quality meals.



ChasoDragon will take care of the colony's meals and animals. While we may not desire animal meat, we can always keep some for other animal products. Also who else will ensure our wyverns are kept in check? As a Wayfarer she doesn't get any class specific abilities, but can get unique buffs to the various generic skills that all fighter classes can get. Boundless reduces their cooldown on said abilities by 40%, but they'll get a 25% penalty to skill gain and being arrogant will make other fighter class pawns dislike her. But she don't give a gently caress with that sanguine trait giving a +12 mood.

Each pawn will start with a tunic and a pair of pants. The colors are the favorite colors of the pawns, making them a bit more individual than having the ideology color. KingDoom is given an axe, Senran a seax, ChaosDragon a spear, all steel, and Slaan is given a wooden recurve bow. Beyond that we start with a good amount of wood, survival meals, silver and steel.



Finally the game starts and- jeeze was it always this dark at 6 am? Oh god, why did I install a darker nights mod when I'm doing an LP :shepface: Well anyways, if you'll excuse me I gotta go use the planning tool for the next 2 hours. Hey there is a large fertile nearby....



Oh my god.



I must tame it. I cannot feed it my survival meals however, I need to butcher something. Speaking of survival meals, the game has kindly provided us with meals that have human meat in them.



Wait what? Its an axe! Its not blunt! There is a difference between getting hit by a club and getting hit with an axe! Well, besides this weirdness, we are also having a double whammy of no slaves AND no alien slaves. I... might need to alter the ideology a bit. I'm assuming once I get an alien (in our case, human) slave it'll satisfy both needs.



Slaan goes and bags a turkey and er... what the hell are with these skills? These are all Duskbringer skills :psyduck: Well... ok

Aura of Light gives a buff to increased casting and shooting speed, consciousness, ability damage and... mana regen. But she doesn't have any mana. This also disables the stamina pool.

Wreath of Darkness buffs damage reistance, health regeneration and doubling their stamina pool, in return for disabling the mana pool.

Twilight cancels the above buffs and cleanses arcane weakness and regenerating some stamina and mana

Despite having no mana I can use Aura of Light... provided it removes stamina and thus I can't use any other abilities. Which are:

Shadowstep will have the caster blink into the shadow of a nearby pawn.

Eclipse will do an AOE around the caster that pushes pawns away. Any who slam into a wall are damaged and stunned

Umbra will fire a sphere of energy at an enemy, damaging them, slowing them down and makes them take more damage from light and dark damage.

Nightfall will damage an enemy at melee range and can cleave to targets behind them. I... thought Hawkeye was a ranged class.

I could just restart and change the class but gently caress it.



While the colonists set about doing starter things, lets look around the map. Ideology adds a bunch of debris and junk around the map. I believe I read that the rimworld is a trash drop off planet, so you get all kinds of crap laying around. Sadly we do not get anything from destroying these.



Elsewhere I found an ancient generator that sadly cannot be used. Next to it is a building with an ancient AC unit and some ancient beds. You CAN use the beds... but you can't move them.



I've also found what looks to be the remains of a mechanoid landing, with ruined mechanoid shells and even a landing beacon.



A building is put up to store stuff, have the all important table to eat a and puts a roof over our colonist's heads while they sleep. The walls look a bit different than the wooden walls, thats because I had these made in a log wall style. Just giving some visual variety here.

Also that joke upsets me greatly.




First night falls and dammit, Chaos slept on the ancient bed outside. I can't unclaim it, so I'll need to divert labor to deconstruct this bed.



Well this was unfair, the date we started on just so happens to fall on the date where we are expected to do a cannibal feast. But I don't have the meat for it. Hrm....



First I put down a ritual spot, which you can place down for free. Then set up a role change ritual.



All participants gather around the spot, an icon relating to the ideology appears and some music starts playing while the ritual happens. Also whats funny is that there is some squeaky, gibberish talk going on during this.

The role change ritual succeeds, I don't think they can fail, and KingDoom now has several abilities:

Leader Speech which will make all participants respect the leader more

Accuse can be used to declare a pawn guilty of some crime, letting you execute them as if they were a guilty prisoner

Work Drive will make a pawn work harder for 3 days

Combat command will create an aura that boosts the combat skills of everyone nearby. It lasts for 24 hours

They can also change the style of nearby furniture.



Next up, time for the Fiesta of the Charge



It succeeds, everyone is happy for 5 days and it'll be 20 days before we can do the ritual again.


And uh... no raid happened. I... I'm hoping this isn't going to be a recurring thing where stuff isn't working out



I set up a second building, this will be Slaan's house with a research bench. Their bed is a birdskin fur bed, part of the viking mod. They require less wood but need leather to be built. They're also slightly less comfortable than a regular bed. The description does say that the bed counters hypothermia, so maybe pawns sleeping in this bed wont have to deal with the "slept in the cold" moodlet.

I set research for "gas extraction". Its something that was available last LP but I didn't really use. I'd like to show it off here, especially since I don't need to worry about maximizing electricity right now.



Oh holy poo poo, they changed it so you can build a seat under a where a pawn is sitting! I'm sure everyone who has played has had problems where they want to get a seat built on a research bench but can't cause a pawn is there, and you don't want to move them off while the seat is being built.



Chaos successfully tames the animus vox. Besides being an adorable creature, we now have something that can eat our non human meat.



This very obvious building near our barracks has the map's ancient danger. I need manflesh, I'm hoping there will be cryptopods in here.



Well holy loving poo poo! Got all that AND more!



Everyone charges in and I play around with KingDoom's abilities. They are a Warrior, and very clearly this class is cribbed from Final Fantasy XIV. Besides stamina they also have a chi meter that some of their abilities need. Their abilities are:

Tomahawk will throw a tomahawk at an enemy, damaging them and slowing them down.

Storm's Eye will increase damage done to a target

Holmgang will slow down the warrior in exchange for greatly slowing them down.

Equilibrium will set their chi to 35 and gives them rapid health regeneration for a short time.

Raw Intuition will deflect incoming projectiles and block most melee attacks, it requires chi to use.

Fell Cleave deals major damage to an enemy, requires chi

Upheaval does damage in an AOE around them, requires chi

They also get Gladiator's Fortitude ability. Read the previous LP to know more It provides straight damage mitigation and gives stamina for damage taken.



A stray arrow shot activates the pods, thankfully no hostiles. Just meat Well, there is also an android. Androids are technically an alien....



*yoink*

I put a door into the gap leading into here and place down a sleeping spot set to prisoner.

Other loot in the building is two psychic soothers and inside that hermatic crate is a Techprint for molecular analysis. This will help us research the ability to make a bionic that increases cooking speed. And of course, the bodies. The ones still living are thrown back into the cryptocasket, to keep fresh for later.

Then there is the persona plasmasword. Persona weapons bond to a pawn and that bond cannot be removed. They come with traits, for this one it has Mad Muttering, which reduces the mood of whoever is holding it, and Psy-meditative, which gives the carrier an extra 10% psyfocus per day. I was gonna throw this on Senrath, but maybe I should hold off until we get some psyfocus stuff first.



Oh hey the raid finally happened. Slaan and KingDoom are sent out to take him out



Oh jeeze, he is a Striker class, which is kinda like a monk. Though it isn't a great idea to close the gap with someone who has an axe. Speaking of, not only is KingDoom having a mood penalty for holding an axe, she gets another -5 to USING it. On the other hand, Senrath and ChaosDragon are getting a +3 for using their noble weapons, on top of the +3 for holding one.



Meat the cannibal platter. Strangely we cannot place it on a table, it HAS to be on the floor. It costs 120 human meat. And then I realize something:

The festival that is being expected is NOT the cannibal feast one. God loving dammit :negative: Alright so what I do is do a role change ceremony to make Senrath the First-eater



I yanked out one of the other people out of the caskets and patch them up enough so they can walk.



:black101:



ALL HAIL TUKE'VAST

Leal
Oct 2, 2009
Now that I've started a playthrough, gonna need some names. I figure the faction name can be the same name as the ideology, Legion of Tuke'vast, but the settlement will need a name. Not only that but I also have a mod that puts in flags and we can import .png files to use as these flags, so feel free to submit some images to be used. I don't think we are locked to a single flag either, so we can have different banners hanging around.

Also speaking of names, I'm gonna assume people's requests for names are for being a proper colonist, and not as an animal or a slave. If you don't mind having your name be one of those let me know.

Lady Jaybird
Jan 23, 2014

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022



Forrest of Sorrow (Sorrow for our ENEMIES!)

ChaosDragon
Jul 13, 2014
Question why are we not repurposing the building remains?

Veloxyll
May 3, 2011

Fuck you say?!

Did the weapon thing not work and is just applying Ranged Loved, Melee Hated or something?

Leal
Oct 2, 2009

ChaosDragon posted:

Question why are we not repurposing the building remains?

I got plans for it. Having 6 independently powered crypto caskets in the center of the map is gonna be very helpful on this playthrough.

Veloxyll posted:

Did the weapon thing not work and is just applying Ranged Loved, Melee Hated or something?

Its working for spears and swords, but for whatever reason the game considers axes as a blunt. Dane axes are also considered this, but not battle axes which will get the mood bonus.

cugel
Jan 22, 2010
It'd be nice to see at night, and to have a zoomed out view of the terrain.

Lynneth
Sep 13, 2011
Neat, another Rimworld LP to follow.

Pawn me a psy-fox, please.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Ah, super longdead pork. My favorite

Leal
Oct 2, 2009

cugel posted:

It'd be nice to see at night, and to have a zoomed out view of the terrain.

Yeah I have turned off the darkness mod for next update, it works out better when you're actually playing but not that great in screenshot form. And it seems I was so antsy explaining all the new stuff in ideology I wanted to get right into it and didn't bother showing off the area, I'll be sure to show it off next update.


Slaan posted:

Ah, super longdead pork. My favorite

Its like aged beef :v:

biosterous
Feb 23, 2013




bios = pawn, ty

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Leal posted:

Also speaking of names, I'm gonna assume people's requests for names are for being a proper colonist, and not as an animal or a slave. If you don't mind having your name be one of those let me know.

"meatshield and/or horrid abomination" was meant to indicate anything goes as long as it's entertaining, be it rainbow-breathing gay murderbeast or hobo psyker or even a literal trash fire if you felt so inclined, whatev.

HereticMIND
Nov 4, 2012

DORF ME YOU COWARD

I was the best doggo(s) last time. What will I be this time?

Leal
Oct 2, 2009
Legion of Tuke'vast 2



With all the explaining last update I forgot to actually show an overview of the map. One gigantic river cuts through the map, and I'm kinda regretting embarking on a huge river as I plan on having the colony be on both sides of the river, with a bridge in the middle. Ah well.



Spent some time laying out how the colony will expand out. The primary idea here is to make a bunch of T intersections, having a long straight road that the enemy will approach while my archers can fire into them. As the enemy gets close my archers can fall back a block while the melee moves in. Also the buildings will have several doors so I can move units through the buildings as needed.



The top left building will be where the throne room and feasting hall will be. The top right will hold the altar, as well as the bathrooms. Sadly we cannot have an altar in the same room of a throne room (at least for higher tiered throne rooms), which is why I need to split the buildings. The buildings on the bottom are what are going to be the individual houses for each pawn, with an attached room for a work bench of whoever lives in that building.

For the one connecting to the ancient danger building, well those crypto sleep caskets will be pretty useful in keeping future meat stocks fresh...



These squared buildings lining up the river, and eventually the outer perimeter of the colony, are to be watch towers for ranged units to be in. I have a mod that adds embrasures so melee units wont be able to rush them. Oh and I have a mod that makes the AI know how to deal with embrasures, so they aren't OP anymore.



I've left a bunch of the rich soil open for future farming. Sure we're cannibals but adding some veg can stretch out the meat. The bottom building is to be a barracks for slaves, they'll be taking care of farming and hauling. Speaking of hauling, the two buildings above the barracks are storage spots. Is this going to be efficient? Absolutely not. But I like it better than just a few large squares that handle everything.

Oh and the three pawns here are a group of beggars. They are asking for medicine, we can give them what they want or ignore them. Or we can attack them, they are not affiliated with any faction and we will have no penalty for doing so. If we had a meme/precept that required charity we would get a mood penalty if we ignore them.



We just had several festivals but sure, I guess we can party. Whats the occasion?



Oh, everyone is celebrating our first slave.



Well, thats weird. Hopefully this will fix itself up soon. Anyways, lets take a look at our new slave.



Oh well then, looks like Chaos has been supplanted :v: Layla can take care of cooking and the animals, I'll also have her plant crops. Note that it says she cannot do dumb labor, however since she is a slave that doesn't apply. While slavery overrides incapable labor it has its own form of restrictions: You cannot have them be wardens or researchers. And frustratingly enough, she has an art skill of 12. It is disabled for being a slave. Slaves also cannot be hunters, even though you can draft them like normal pawns.

Slave pawns also have different expectations, a regular pawns "very low" gives +24 mood, a slave gives +40 mood. Speaking of her mood, Layla is also unhappy for being a slave to a different ideology, doesn't like that there are other ideologies in the colony and weirdly has a negative thought that the colony has enslaved someone, but not for being enslaved herself. Finally slave pawns do not have a recreation need, so you can keep them working until they need to eat or sleep. We'll need to keep in mind the slave's suppression rate, as slaves may decide to revolt. I'll need to keep a set of weapons and armor on standby for slaves to use only when I need them to be armed, just in case.

Now as for Layla's ideology, she is a follower of Hard Automatism. Their memes are Loyalist, Transhumanist and Human Primacy. And believers of this ideology hate basically everything about us. They find cannibalism horrible, slavery disapproved and execution horrible if innocent. They want to be chromed up and want to use certain technologically advanced equipment such as the sleep accelerator and neural supercharge. They also want to take age reversal treatment once a year if they're over 25.



Faction name showed up, the faction name will be the Ideology, it just makes sense. The only suggested name was Forest of Sorrow, our enemies shall fear entering this forest.



Since Layla isn't part of the faith she doesn't like eating human meat. And as I don't have power up right now I can't disable her eating. Time to have her gather whatever fruit is growing on trees, meanwhile Slaan goes hunting for more animals. Though for them its less providing meat for Layla and more getting more leather for fur beds.



Speaking of Slaan, hey here are all those abilities that they should have but don't. None of the Duskbringer skills are in here... and this means I need to spend xp to learn all the ranger abilities. Well, time to explain these abilities...

Barbed Arrow will do a lot of damage and causes a bunch of bleeding. It will always hit, a glancing blow at the least.

Poison Arrow will poison the target.

Incendiary Arrow will catch the target on fire. And it always hits.

Arcing Arrow can hit any target in range and will stun anyone it hits on the way to its target

Choking Gas does an AOE that poisons a target, with the bonus of silencing any mages.

Needling Shot will increase the damage done to its target for a time

Called Shot will always hit its target and gives the shooter an aiming buff

Multishot will fire several arrows in a row

Barrage will do the above, but its an AOE.

Bow Training will increase hearing, sight and bow damage by 20% per rank


I... I don't know if Slaan is supposed to have Duskbringer abilities. This means once I unlock all the other abilities they'll have over 16 of them. And thats not even having them learn any generic fighter abilities either!



I get a fueled stove set up and have Layla get to work. The ancient danger will be storing our food stuff, for now Layla will be living in this connecting house. Once the slave bunk is built I'll have ChaosDragon move in here.

Speaking of food storage, the cannibal platter? Apparently will never expire. So its just gonna sit there until the feast happens. Guess its a good way to store human meat....



Outside of the village I put a burning pit down. This is mostly to be used to dispose of fecal sludge that the wooden latrines fill up on. But you can also use it to burn apparel, corpses and drugs. Insects are being burned as we do not eat insects (well, I guess I could feed it to our animals) and tainted clothing is being burned. I believe the fuel used for this is the sludge, as there is no bill to explicitly burn it. I'll eventually get proper plumbing set up, but for now this works.

Oh and there is an AOE around it that if pawns hang around it for too long they'll get sick, best to keep it away from your colonists and maybe have colonists take shifts in throwing stuff in there. I guess if you want to be a real dick you can set your prisoner cells around one.



Checking our colonist's mood, mainly to see if the "alien slave" thing has been resolved and oh no. Now our colonists want metal armor. I don't even have leather armor set up! Also it seems Senrath really wants to hook up with King. Somehow last LP no one was at or above 3 in the kinsey rating so romance wasn't an issue. But its fine, what is Rimworld if there isn't romance drama?

And just to say, this go around only one pawn has a kinsey below 3.

Another thing to note here, Senrath ate food without human meat. So I head on over to the food restrictions tab and set it to only eat food with human meat in it. I set up another restriction that forbids human meat so non believers in the colony wont touch it. Finally I have a mod that allows you to set up animal eating restrictions, so when I can get kibble going I wont have to worry about animals eating meals.



Got a few buildings set up, almost got a house for each colonist. Kinda regretting not bringing someone who is more talented in plants, as that is what dictates tree cutting and hoo boy its taking a minute to get trees chopped down.



A few of the ruins around the map have steel walls, that'll be helpful in making some armor. Don't have a lot of good mining skills on my pawns, meaning mining the steel deposits will be both slow and wont pay out as much steel.



As the First Eater, Senrath can attempt to convert other pawns to our ideology. I start work on Layla because all the penalties she is getting from being different is starting to overtake the mood bonus from the slavery expectation. Its gonna take a few days to get Layla to see things our way. Especially since there is a 3 day cool down. The other stuff Senrath can do as the moral guide is:

Reassure, to increase a pawn's certainty in a belief.

Counsel which will remove a bad memory from a pawn

Preach health, which will make a pawn heal faster

About certainty, its a meter and it determines how much a pawn believes in an ideology. You'll need to bring it down to make someone else convert... and your own pawns can lose certainty so you will make to make sure to reassure them from time to time.



Oh hey our first royalty quest and bwahahaha, a loving squirrel ambushed and killed all of your guards? Oh man. What a wiener. I accept this quest with KingDoom. The game warns me that the psylink might not be useful cause they're a warrior. I say nuts to that.



Meet Palalogos, who temporarily joins the colony. He has a level 6 psylink and has the healing touch ability. Also he doesn't care for our slavery and has a -12 mood for "royal expectations" What a royal pain in the rear end.



BEHOLD, THE MANHUNTING SQUIRREL



Will our shield wall hold?!



This is insulting.



Palalogos' shuttle arrives and he takes off. KingDoom is given the title of Freeholder. Not only does this provide a +8 mood modifier for a week....



But we get a quest to perform a ceremony to get the title of Yeoman. We will need to get a proper throne room set up though, so I'm gonna hold off until then.



Oh dear, Layla had a break. It took how long for the last LP to have a break?

Alright, so she is going to eat a bunch of food.... Which is why I'm gonna have everyone else pick up all the rest of the food until Layla calms down.



.... Oh gently caress you game. Shortly after this Layla's pigging out ended... and she didn't get catharsis for it :mad:



I have some helmets made and- poor quality? You give me two poor quality helmets? :argh:

Well, it does satisfy the "metal armor" need, and gives +3 mood for it.



Oh hey, a free animal. But here is the problem: Certain animals, say the pig, requires being penned. If we don't pen it it is completely possible for the animal to just walk off the map. And uh... I don't want to use up wood right now making a pen.



Oh come the gently caress on, of ALL the wild animals on the map you go for the ONE tamed one? So much for pig meat.



Summer has started and that means the weather is gonna heat up. I put up a wood generator and an AC unit. Might need to make a second one to cool a room this big.



Well then, thats a firm no. A mod adds several new interactions between factions, and this is one I kinda hate. You can get good relations at the cost of a colonist... or lose relations when you reject it.

Though hey, I'll take that loss of relations cause the colony is out of manflesh. Where are all the raids at?!



Layla is about finished setting up the farm. I have a plot of corn, one for rice and I'm getting some smokeleaf down to satisfy King's chemical addiction.



Finally! Occasionally you'll get a raiding opportunity, which has no diplomatic repercussions for attacking. The watermelon is whatever, what we really want are the two farmers working the site.



While Senrath and Chaos are sent out to the farm, a trade caravan showed up. And it was a bulk trader, meaning I could offload all my human skins and bits of animal meat that were leftover. Which got me to 1k silver....



There is a "Settlements" button, clicking on that and clicking on "Create New Colony" opens up this menu here. It also creates a new faction that is allied with you. We can name the faction, give it a "Title" which I think is what your settlements are called. Then you can choose an icon, I do not know if you can make your own, also I do not know if the Hisa mod put in the fox girl banner shown here or if it was already in the Empire mod. Then you can pick allowed races, you can only allow one or allow multiple with no limit. Then there are the traits, almost like civics for Stellaris, you can pick 2 and each one has another that you cannot pick it with. Those are:

Expansionist: Gives your first settlement for free and once a year it will reduce the cost of the first settlement by half. Your settlements also start at level 2

Isolationist: Reduces the build and upgrade time of your settlements by 50%. Each one gets an extra 3 workers per level of the settlement and you get +10% to base tax. On the downside your costs for making new settlements is doubled and you cannot use the military of the settlement to attack. Incompatible with Expansionist.

Technocratic: Doubles the research from the settlement and you can send items to the settlement that will reverse engineer the item and give you research points depending on the value.

Feudal: Once a season you can request for an experienced mercenary to join your colony. All tithes are increased by 20% Downside is that failing to protect the settlements will drop loyalty significantly more. Incompatible with Technocrat.

Militaristic: +20% combat modifier to the military. Every five days you can deploy a second squad for only 20% of the squad's cost. New settlements will start with a barracks and all military buildings will cost 100 less upkeep

Pacifist: Every five days you can send an envoy to another faction to improve relations. Faction deaths will not increase unrest or decrease happiness. You cannot use the military to attack. Incompatible with Militaristic.

Authoritarian: Using your settlement's military to attack can also capture slaves, instead of just loot. You can pay to increase a settlement's loyalty.

Egalitarian: You can reduce taxes by 20% for two tax periods to boost happiness and prosperity. You will also get a +1% tax bonus per 10% happiness of a settlement. Exclusive with Authoritarian.

I'm going with Authoritarian and Feudal, one to increase our prisoners/slaves and the other to keep up our military.



Then there is an overview menu that will also let us pick a trait for the faction:

Resilient reduces prosperity loss by 50% if you are attacked and you will not lose any buildings or settlement levels if you fail to defend the settlement.

Raiders increase loot by 20% and it'll drop the cooldown on sending military units out by 1 day

Defense in Depth buffs your military by 2 levels when defending

Industrious gives a 5% chance whenever a settlement is taxed to get a big boost in revenue

Road Builders will automatically unlock the first road technology, reduces build time by 33% and you can build roads to allied faction bases

Mercantile will randomly send a trade caravan every 3-5 days

Innovative will generate research points equal to 5% of how much profit the settlement brings in

I pick Raiders. Then we can pick which colony is the capital, that is a proper colony that you are playing with, and where taxes and goods will be delivered.



After making the faction we can then click "Create New Colony" again to actually select a spot to make a colony. The first one (without expansionist) will run a thousand silver. When picking a place there are some stats that change depending on where you select. These stats are, from top to bottom, food, weapons, apparel, animals, logging, mining, research, power and medicine.

Depending on where you build, you get modifiers. For example, building in a mountain tile will reduce the food but increase mining. Building on a desert tile will have reduced food, logging, animals and medicine but increased mining.

For our first settlement I'm gonna have it in a mountain that is nearby. I want it more for being able to help capture slaves without requiring me to rely on waiting for raiding opportunities or for us to be raided. Once you click settle a timer will run in the background until an invisible caravan reaches the place and sets up shop.



While that happens, Senrath and Chaos arrive at the farm. And I'm a dumbass that didn't bother to check for turrets so Senrath caught a bullet to the leg.



Aaaand I had Senrath use phase strike and teleport right back into view of the turret. God loving dammit. One of the pawns had a flintlock and got a few good shots in on Chaos. Let's talk about Senrath's abilities as a Bladedancer:

They have Blade Training, which gives a bonus to speed, hit chance, dodge and pain threshold with a penalty to shooting accuracy, global workspeed and whatever the hell MBT is.

Body Training, which gives a bonus to moving, manipulation, breathing, blood pumping and blood filtering.

Seismic Slash is a ranged attack

Blade Spin will damage all targets near the bladedancer

Phase Strike teleports the bladedancer to an enemy and damages them.



Chaos ended up passing out from blood loss. Dammit. Thankfully I can set up the caravan and they'll move. Apparently Senrath just throws a bunch of meat and melons onto Chaos and drags them back home. Also I butcher the bodies on the floor at the place, the bodies themselves were too heavy to bring back.



Hrm, the melons may have been unneeded, as the rice crops are coming in. And I'm surprised at how quick we were able to train the Vox to haul.



The settlement has been formed and man this name sucks. Anyways, these settlements work like regular NPC settlements, it has a "show what will buy" button, so we may be able to just trade with it. Next to the buy button is a settlement information button.



This opens up a window, this is the left half. We can change the name and it'll describe what the settlement is like based on where you placed it. Left of the description, from top to bottom are a few numbers:

The settlements military level, determining how well it can defend and attack

Happiness, self explanatory

Loyalty, determines if a settlement will defect

Unrest, which makes the settlement revolt

Prosperity, which determines how much production the settlement has.

Below that are building upgrades, which lets you pay silver to make buildings that influence things. There is... a lot of options. Some example are:

Deforestation Camp, costs 500 silver and increases logging and animals by 25% and increases worker costs by 10

Public Market, costs 500 silver and increases the tithe modifier by +15

Apartment Housing, costs 5k silver and will provide +8 max workers and +5 "overmax" workers. Costs 500 silver in upkeep

For now I'm going to leave it as is, we just spent all of our silver after all. To the right of the buildings are a few buttons that should be self explanatory. To upgrade the town right now we'd need to get 2k silver.



The right side of the menu is a production window. We can arrange which category our workers will work at. We have to pay for each worker, and depending on the modifiers we can get a profit or deficit on the settlement. For the most part you want to put workers on anything that is above 1 on the modifier stuff. Putting a worker on say weapons has a 1 modifier, no profit is made. Putting them on animals has a 1.5 modifier and I get 50 silver profit.

Now what about this tithe stuff? That is where you will not generate any money off production of that resource, in exchange for your settlement sending stuff relating to that item to your base. For example, I can tithe mining and have them send steel over. There is a cost associated these items, which I'm thinking is how much money you would make if you were selling the item. So steel costs 1, but gold costs 10. Assuming I would make 100 selling, I could get 100 steel.

Oh and this also works with modded stuff. For example, if I were to tithe animals...





:lol:

Besides that there are two categories that are special, power and research. They are always set to be tithed. I believe research is just plain research points added to your research. Power requires a special building at your colony to be given power from your other settlement.

Then there is workers. There is a soft cap of workers, for this settlement its 3. Then there is the secondary cap that you simply cannot exceed, however for each one you go over the first cap it gets more expensive. Getting a 4th pulls my profit to 30, 5th is only 50. Worker 7 is no gain and worker 8 is a loss of profit.

For now I got 2 workers on animals, 2 on logging and 1 on mining. Mining is being submitted as tithe for steel. The place will pull in some profit while supplying the settlement with 150 steel every tax period. Well, maybe more since we have feudal which should give an extra 20% on tithes?

Now one last thing, let's see what mercenary we get for using our authoritarian ability.



Uh, well then. Guess our doctor needs are taken care of. And hey, trigger happy.



... Ahahaha alright, this is a touch much.

ChaosDragon
Jul 13, 2014
So what am I doing now since Layla has my job?

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
We wouldn't have muscle parasites if you'd feed us good human meat like we demand :colbert:

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Leal
Oct 2, 2009

ChaosDragon posted:

So what am I doing now since Layla has my job?

Well Layla still has reservations about cutting up bodies. Looks like its up to you to take care of that :gibs:


Slaan posted:

We wouldn't have muscle parasites if you'd feed us good human meat like we demand :colbert:

Look, you either accept the cryptocasket meat or you get the GWS charcuterie, your choice!

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