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Take these as examples of good ideology setups that feel unique in a good way:

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. The pack also added a couple items to make cave life more consistent, such as growing mushrooms, liking insect meat and dark lights. This is a colony type that now feels very unique compared to your standard colony.

Raider/Slaver: Picking this makes the game generate more raid locations and you get additional quests informing you about raid opportunities. 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. 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. This also unlocks quite a few unique social events, such as the knife fight one.

And then there are some that just seem bad or poorly supported:

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. 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. 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. 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 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. 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.

Body purist: These are already bottom-tier, and now they have their own ideology. Is it worth it now? Do they have something going for them that transhumanists lack...?

From what I can tell, no. Their big claim to fame is getting a medical specialist, so their doctors are awesome. 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. 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. 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. 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. The bitter irony is Luciferium can do this, but they likewise tend to shun drugs because they damage the body lol.

And some just seem redundant when they could've been more:

High Life: This gives a mood boost to drug usage.....but the problem with drug users was never their mood! They're the last colonist type to ever need a mood boost. If anything, they need the medical specialists or some special resistance to drug usage. The reason people hate Chemical Fascination is because those pawns flip out when they don't get their way and otherwise seem like they're trying to die from an overdose. Adding on more mood boosts for smoking smokeleaf hardly feels worth the consequence of making everyone in the colony Chemically Interested. It feels like giving them better drug resistances would've been the far more interesting choice, as it'd make spamming of the hard drugs more viable.

Animal Rancher/Animal Friend: This could be paranoia on my part, but I feel like this playstyle is immediately sabotaged by the wealth-difficulty relationship of the game. Yeah, you can have a ton of animals, but they spike your colony value and you end up with heavy raids. I tried one of these, had a nice farm going, and sure enough the first raid I got after I had a decent animal count was simply too much to handle.

Anyone else feel the same? I mean it's a fantastic base system to build upon and improve, but for the moment, either I'm missing something or there's only a handful of playstyles that feel dramatically different/actively catered to whilst the rest are either situational (example: cannibal has far more value in tundra/ice sheet, less purpose for other areas) or even contradictory to the systems in place.

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almost 3 years ago - /u/TynanSylvester - Direct link

Originally posted by Paralytic713

Im fairly certain Tynan created a lot of these Ideologies to give people a story and wasnt worried about balancing them all to feel equally good. I imagine he was also thinking some of these would be great for peaceful games.

Right. There's no intent to make every ideoligion be equally-challenging to play.

"Typical" games are about testing the player's skill and rewarding it with triumph. RimWorld really isn't - and that's a principle I've been firm on since 2013. RW is about playing with stories - triumphant, dramatic, tragic, comedic. All the emotions we can get.

The idea that every ideoligion should be equally challenging is something you'd import from games that are about skill testing in exchange for triumph emotions. That's a fine approach to game design, but RimWorld's approach is different because its goals are different.

As a simple example, if you want to make a story that is really absurdly tragic or ridiculous, it's hard to do that if every possible belief system is "balanced".

Think about the great stories you love. Most likely the situation in those stories wasn't fair or balanced.

We will be refining 1.3/Ideology. We tested it a ton but there are a lot of things you learn from a hundred thousand players that just aren't visible with 100 great testers. Of course there are places to improve it and I want to make sure all the play paths are interesting, feasible (if difficult), not frustrating, feel distinct.

However these play paths also have to be evaluated in the context of what they are - if you choose to play as a group of blind people who refuse to cut down trees, yes you are choosing to play a group of people who are going to face extreme difficulties. That's the weird brutal story you've chosen - not that different from naked brutality or landing on a frozen tundra.

I want to remain true to what this game is because it would be easy to ruin what makes it special in my opinion.

almost 3 years ago - /u/TynanSylvester - Direct link

Originally posted by Irontoes

I completely agree man. There's a bunch of content here that feels like a good idea that was never really fleshed out. I got really excited to play some spiritual forest tribals. From what I've read things change and it'll have more of an impact on the mid and late game but I can't get that far because the entire colony implodes when everyone has massive mood de-buffs from day one because they wont stop cutting down trees no matter how I set up grow zones. I guess I could try playing with no farms at all but that just feels tedious and dumb.

FWIW the grow zone thing will be fixed soon. (It already is on the unstable branch).

almost 3 years ago - /u/TynanSylvester - Direct link

Originally posted by Rakonas

tynan has there been any progress on identifying the prosthetic body part migration bug?

We hotfixed it out about 6 hours after it went in. Anything from before it started will thus be fine, but any prosthetics installed and saved during those 6 hours would now be scrambled and have to get fixed with "remove hediff" and "Add hediff" dev tools I'm afraid.

It's because the body part index changed in that version.

almost 3 years ago - /u/TynanSylvester - Direct link

Originally posted by Ecchi-Bunny

Is it intentional that dryads of the defensive/offensive type sleep in during a night raid? Even when I make my people go into fight mode they are still sleeping.

We're gonna look into this.

almost 3 years ago - /u/TynanSylvester - Direct link

Originally posted by Squidbit

I feel like a little difficulty indicator for each meme would be helpful for letting players know what they're getting into, and making sure they understand they're not in for a perfectly balanced experience

Maybe a little blurb about it like what you have for the scenarios, off the top of my head the rich explorer start where you're solo says something along the lines of "your starting colonist will probably lack some skills, so early game will be tough"

Yes. The "impact" rating sort of does this, but it's a bit different.

I thought of showing a rating assembled from challenge setting, biome, scenario, and ideoligion. It'd take some doing to get right but it's a good idea.