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I was quite hesitant on buying Royalty, because, well, i was content with vanilla game (modded to hell, of course). I had many mods, and even Vanilla Events Expanded too, which added new events.

But finally, 1.2 patch arrived, and I decided to make new colony. Out of pure curiousity I bought Royalty and OH f*ck, THAT'S AMAZING!

It adds so much, like noble stuff, psycasting, but main, absolutely huge and mind-boggingly great improvement are the quests. Take vanilla game - quests are rather... boring. But Royalty quests? f*ck no. They are really engaging.

Defend crashed shuttle for few hours before other shuttle come to pick up survivors? Nice.

Host group of refugess that actually work and help your colony before leaving? I am a nice person, so YES! They sent me infinite chemreactor and some expensive implant later, so here's that too!

Host some noble dude who does nothing, but sightsees and eats your stuff in your colony for a while, and Empire pays you for that with goodies and honor? Acceptable.

Man, they even offered me to assist them in raiding a pirate base. And they sent a GODDAMN SHUTTLE TO PICK ME UP LIKE YOUR FRENCH GIRL! Not only that, they brought me back too :D

That's only fraction of good stuff I enjoyed so far. Honestly, those new quests are so good, that old ones just pale in comparison. But not all of them are good and easy. Some are f*cking terrifying, like when mechanoids set up psychic droner few tiles away from your colony, so you have to get caravan, bring lots of fighters (I had 1 centipede, 1 lancer and 2 scythers defend it while i had 4 people in my colony) and pray that you take it down before it drives your entire colony mad. That's a very hard one, and I only managed to destroy that droner because one of my pawns was Acolyte and had access to trooper squad permit (who all died anyway, but they distracted mechs for a while).

Anyway, Royalty is SO GOOD, I can't go back. Strongly suggest getting it, if you haven't yet.

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over 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Mokurai

Agree. Did Tynan expose a lot of the logic so modders can add even more variety?

As much as possible (as always). You could build a whole new faction with a whole new title progression with a whole new set of permits if you wanted, with very little code. I'm actually surprised to not have seen a 'tribal titles' or 'pirate titles' mod yet.

over 4 years ago - /u/TynanSylvester - Direct link

Thanks! I'm definitely linking this to the team so everyone can appreciate the appreciation. It's awesome to work hard on something and see it actually function as intended and add joy to a person's life.

(And PS, don't hesitate to share any thoughts in a Steam review for Royalty either! Almost nobody writes DLC reviews on Steam so it's almost lonely over there. Link if desired)

over 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Iwillbenicetou

That just links back to this post

Fixed, thanks.

over 4 years ago - /u/TynanSylvester - Direct link

Originally posted by KibitoKai

Question on the DLC: if I have a vanilla colony without it and then install it do I need to start a new colony to get DLC content in it? It looks so cool but I love my colony rn and don’t want to have to make a brand new one yet :(

You don't have to start a new colony, but the progression will be a bit whacky and there will only be one Empire settlement if you load it with an old non-Royalty save.

over 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Zaorish9

Hi Tynan, thanks as always for a great game.

I have a question about Rimworld:

  • Using a "shuttles for players" mod, I ran a game where I set out to conquer every settlement on the planet. It was pretty fun but then about halfway through, it hit a FPS Death where the FPS became so low that the game was unplayable.

  • Additionally, even if I killed all the settlements of the "empire" or other factions, they still existed and would continue to send messages and request help. This was anti-climactic.

That was about a year ago. I recognized that this wasn't the design intent at the time, but:

  • Is this type of game ("conquer the world") ever going to be facilitated/intended by the design of Rimworld? Or is the player always intended to be weak or to be forced to negotiate, on all difficulty levels?

I just love the idea of making a lovely garden world tended by cyborg super-men :)

It's very much not a game about world-conquering. There are tons of games for that, they're great already.

RimWorld is about a small cast of characters going through personal stories; it's important to uphold the intentionality of that design vision to prevent the game from homogenizing with everything else on the market.

over 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Zaorish9

A follow-up question: Since rimworld is about focusing on the struggles of a small party of survivors (correct me if I'm wrong), why have a world map at all? What is its function in the design vision? To help the player feel small when compared to the planet?

At first it was just a way of choosing biome/climate without twiddling sliders. You couldn't travel.

Later we added caravaning because it fit well with the theme and was usable for a variety of gameplay purposes. And a lot of people asked for it.