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''Rimworld'': A Sci-Fi Colony Building and Managent Game

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SpookyMask Since: Jan, 2011
#76: Nov 3rd 2022 at 8:18:21 AM

I mean, warcrime bingo goes way beyond executing or even harvesting the enemies, it goes to "Let's engineer as horrifying situation as possible using game mechanics" from what little I've seen of memes, like its clearly people trying to be edgy and shocking on the reddit

ArcanGenth Geekling from 127.0.0.1 Since: Aug, 2009 Relationship Status: We finish each other's sandwiches
Geekling
#77: Nov 3rd 2022 at 8:37:48 AM

Depends on my colony wealth, general comfort, and simple whims.

Early on, I tend to be more forgiving of poor traits, when I need labor more than harmony. The Low Expectations moodlet allows quite a bit of leeway.
Later, when I have my basic needs covered, I may dabble a bit in war crimes to boost my wealth on the organ market. I might kidnap a particularly well-statted visitor to recruit/brainwash, and send their family/village a gift basket to smooth over relations.

Late game tends to be more about convenience and amassing power, honestly. Oh look, that raider has a bionic leg, *yoink*. That's one less I have to build. Darn, my doctor died, time to train up a new one with unnecessary surgeries!

Generally, I tend to get attached to my little idiots and try my best to make their their little false-lives as comfortable as possible.

And sometimes, just sometimes, it's rather cathartic to create a custom world where everyone has a 75% chance to have the Psychopath trait and form your own Fallout-style raider camp in order to scream defiance in the face of Randy Random on Losing Is Fun difficulty.

Noaqiyeum Trans Siberian Anarchestra (it/they) from the gentle and welcoming dark (Time Abyss) Relationship Status: Arm chopping is not a love language!
Trans Siberian Anarchestra (it/they)
#78: Mar 20th 2023 at 1:33:06 PM

Could someone who knows more about the game clear up this example on the works page?

* Technology Levels: The game's Tech Tree is divided into six eras, arranged in ascending order: neolithic, medieval, industrial, spacer, ultra and archotechnote , all of which follow the exact same paths even when you're playing a lost neolithic tribe that's been out of touch with Earth-like tech for centuries, if not millennia. Researching a technology outside your colony's current tech level incurs a +100% research time penalty, as well as a substantial increase to the rate they can forage while travelling on the world map. Outside of those, however, there is no meaningful distinction

Not only does it end in mid-sentence, but I'm very confused about the relationship between research rate and physical speed.

The Revolution Will Not Be Tropeable
amitakartok Since: Feb, 2010 Relationship Status: Don't hug me; I'm scared
#79: Mar 21st 2023 at 7:49:06 AM

Yeah, I double-checked with the wiki and that's not how it works.

  • The 100% research time penalty for researching technology ahead of your starting tech level only applies to tribes. If you're playing a non-tribal colony, you get the base research speed at all tech levels. The tribal penalty also does not stack per tech level, as I heard it stated somewhere.
  • Foraging speed is independent of tech level. Tribes simply get an innate 170% bonus.

amitakartok Since: Feb, 2010 Relationship Status: Don't hug me; I'm scared
#80: Mar 29th 2023 at 3:57:37 AM

Okay, I'm not a bit confused. I based the above observation that the research penalty for developing something above your own tech level only applying to tribes on the wiki, but the actual in-game text contradicts that by applying it to industrials researching spacer tech as well.

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