4/18/2023 0 Comments Rimworld ideology altar![]() ![]() 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. ![]() 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. 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 shit and burns down the countryside. This also unlocks quite a few unique social events, such as the knife fight one.Īnd then there are some that just seem bad or poorly supported: 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. 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. Raider/Slaver: Picking this makes the game generate more raid locations and you get additional quests informing you about raid opportunities. This is a colony type that now feels very unique compared to your standard colony. The pack also added a couple items to make cave life more consistent, such as growing mushrooms, liking insect meat and dark lights. ![]() 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. Take these as examples of good ideology setups that feel unique in a good way: ![]()
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