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 ...
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