I like the idea of mixing human primacy and animal personhood. "Animals are equal to humans" and "humans are superior to animals" means that colonist will treat animals more like slaves rather than pets
Pretty sure one of the flavor texts for ideoligeons is "In animals are the spirits of slaves, and these slaves wish to be taken in and made useful" so it 100% makes sense. If my entire culture said that animals wanted to be taken into servitude it makes sense they would be very good at taming them.
I like to think of Ideoligions as being a mix of religion and culture. If I feel like something doesn't quite make sense as a religion, I think to myself "could this equally just be part of their culture?"
I think it is pure culture, because you can easily take non-religious ideologies and they fit perfectly still. Want to see what a big corporate hierarchy looks like on the Rim... you can do that! Want a bunch of people who do nothing but ****** and drugs, with no care for life after? Can do that on the rim! Want to make a nationalism military that burns every religious icon it comes across? Easily done too.
Which is why it’s called the ideology dlc and not the religion dlc… It’s almost like definition of ideology doesn’t specifically mean religion when it says “a system of ideas and ideals”
My personal favorite is Transhumanism | Human Primacy | Proselytizer | Collectivism. It's fun playing as a defensive, high-tech colony dedicated to researching the Archotechs.
Ideologies not only make this game worth playing, but also teach psychology quite nicely. Now you can look at other people and wonder 'what Precepts do they have, and will they mind me eating their neighbors?'
I've been running this setup for a while now. Lots of fun, but if you want to get a lot of pawns I'd recommend using mods that allow nutrifungus in hydroponics basins. You'll be going through that stuff like crazy. I also didn't really get much benefit from the venerated animals, as I never had enough to get a mood buff- AND they started taking up valuable food resources I needed for my pawns and megasloths.
One can also go the other route... put a lot of animals on that list, so you can have a whole zoo! Just means you need to keep a massive non-meat based food source around, but the zoo grounds do look nice. Add Hospitality and you got a game idea within and of itself.
I think venerated animal mood buffs are calculated by comparing the total mass of all tame animals and comparing it to the mass of all your pawns. Basically, venerated elephants and thrumbos are the way to go.
@@un7n0wing85 Big animals are more efficient per pawn - venerated chickens means you need a zerg horde of chickens. Something will have to give: your hay supply or your processor.
My ideology: 1. Supremacy: Pros: Human body = don't mind (no mood debuff when seeing corpse). Have 2 combat specialist (melee & range). Human meat = acceptable (meat is meat). Slave = acceptable. Prisoner = executed when guilty. Cons: your relationship with other colony is -60. It's easy to fix, just give them gift. 2. Transhumanism Pros: No mood debuff when eating nutrients paste. Get mood buff when have bionic body. Open new technology such as sleep accelerator, neutral supercharge, and biosculpting. Fast research with their specialist. Cons: Need many resources. -6 Mood debuff when you didn't have neutral supercharge. Your pawn needs 3-4 days in biosculpting for decrease their age. Need really big power for their machine. 3. Human primacy. Pros: You can make legendary item with their specialist. (Body modders specialist will make their job so fast). Cons: Can't bond with animals. Tunneler: Pros: Love in small area. Love insects meat. Love nutrifungus. Get more mine yield. Faster and more mine yield with their specialist. Perfect for mountain base
Now with Biotech, you can make this build of yours even stronger. I had a similar build for my Mechanitor. But, if you add the special gene for not aging (or turn them into a Sanguophage), you can get around that annoying need Transhumanists have for age reversal. Also, the mechanitor mechlink counts as an implant, so if you do the mechanitor start, they have the implant from the beginning. And if you roll a pawn under 25, and give them a custom xenotype at the beginning with the ageless archite gene, you have a pawn who starts off with the boost of already being modded, and will never need the age reversal.
Tunneler is annoying though because as I recall, it gives you a mood debuff any time you eat vegetables OTHER than mushrooms. So you get a bonus when eating 1 food and a debuff when eating like 12 other foods
I'm doing a tunneler playthrough right now and haven't had a huge issue with the debuff, granted I am on a lower difficulty setting but my pawns have honestly lived off of normal crops more than mushrooms without a huge impact. But I have had a few breaks that definitely threw a wrench in the system
I always go with underground transhumanists. Didn't think to include beast master stuff... Usually just kill and eat everything on the map and make it into hats.
Some animals in certain maps are more useful alive than dead. My current playthrough is on a desert map with practically no vegetation or wildlife so I keep a bunch of milk producing animals to supplement my crops and butcher the excess.
I really like tunneling cannibal ranchers. Pretty similar idea really except you can bond. Didn't realize I could tack human supremacy too though, that's a good idea
Thats honestly horrific. Just being normal villager and one day from the ground emerge pale skinned farmers with their animals killing everyone in their sight, eating them, letting their animals eat on fields and in the night burrowing again for search of their next prey.
@@ExtremeMan10 yeah you can migrate from ancient danger to ancient danger. Kill the mechs, tame the spiders, eat the humans, sell the techprints, buy cybernetics, and don't forget to take your luciferium :)
@@ExtremeMan10 Minus the animals, this is basically how my Morlock colony works. (As in, the Morlocks from the book/movie The Time Machine.) They are pale creatures that only come out at night, eat or enslave people, and then scurry back into the depths when the light comes. They were already a scary concept, but with Biotech on top, they're even more frightening now. And god help you if they luck into getting a sun blocker event or cluster. Then all of the sun blocked tiles are at their mercy (which they don't have.)
This is a good ideology mix, but I personally find keeping large stocks of animals to be a bit of a hassle, especially if you go with underground base. I usually just keep couple of horses for caravan work, maybe few cows or anything else that can be milked. My personal favourite mix is: Supremacy - mostly for shooting specialists - they are optional and least essential part - but pair of specialists buffing each other are unmatched in terms of combat. If you don't care about these specialists, feel free to take something else. Human Primacy - hilariously, this does work perfectly fine even if you run a colony made completely of alien races, so no issue here - I find production specialist to be simply too much of an asset to pass. Being able to make highest quality items easily and quickly is a huge boon later on, when raids become massive. Tunnelers - if you are going with a mountain base - they are pretty much a necessity - mostly for the shrooms and fungal gravel. Mountain bases have generally easier time regulating temperature in base, and ignoring room size is just a nice boon, but food production opportunity is fantastic. Nutrifungus is easy to grow and convenient, and once you get sunlamps, you may use fungal gravel to grow all the other crops all year long - slower, but constantly. And if you can set up a good chemfuel refinery processing excess food, you will be able to power your base easily as well - with ALL the infrastructure safely under ground. Another good thing - infestations - if Randy wills it - infestations will give you so much food, you won't even need to grow nutrifungus, only utility plants. I would avoid "fighting in darkness" preference - it gives you a buff for fighting in the dark, sure, but it debuffs you when fighting in the light. Keeping your base well lit is not difficult and is preferred due to work speed penalties for darkness. And it sucks for caravans. Finally - Transhumanists - a lot of people hate the early penalties - and they are indeed a pain, but the whole trick with transhumanists is to horde components early on - keep your colony wealth in check and rush to long range mineral scanner. Or just start with fluid ideology, that works perfectly fine as well. Neural superchargers keep your guys happier AND more efficient - so they are worth it. De-aging - takes a lot of space, but pods largely eliminate the need for medics, and save your old, valuable pawns from developing age-related diseases. And you won't have to care that much for lost fingers and minor body parts. And finally bionics - even normal bionics are better than normal body parts. And I will assume you are using mods to add missing bionic body parts. But even if you are not - a pawn with full set of bionics is amazing. And let's be honest - over the course of the game, your guys will be losing eyes, fingers, entire limbs even. You will no longer need to dispose of valuable characters only because they got crippled. Sure, you can do bionics without Transhumanist meme, but considering you will need bionics anyway, why not get a mood buff out of it? Yes, this is a bit cookie cutter and basic, but works very well, allowing you to keep a pretty self-sufficient colony that is also resilient and stacked with very powerful pawns if you can get far enough to actually get the bionics you need. A fully decked bionic pawns can hold against most threats rather easily, which means safer base and safer caravans. Heck, I might try running this setup with nudism for added challenge, so my biomechanical pawns would run only with armorskin glands for protection. Other good choice is "Pain is virtue" - especially early on with fluid ideology, as it negates pain penalties. But too many scars may become a problem in a long run.
So this one requires mods but I personally find this fun for roleplay value. The mods that are needed are mainly just vanilla ideology expanded, memes and structures and rimworld of magic. However I also advise the new Vanilla psycasts expanded. So the belief, this one I find interesting and the basic lore is a spin on the empire with a hate of magic, seeing magic as simply a fake recreation of psychic powers. The core memes being psychic focus, transcendent, supremacist/Raider (I go with raider) and loyalist. The main precepts needed is abhor magic and a high focus on psi powers, making slavery acceptable or honourable your choice and of course the required of skill spikes being desired and raiding being at least respected. Ultimately this turns into an interesting story of a colony landing on a rimworld working for a larger empire that see magic as a plague and by their law it must be removed. As such an established military base is formed with the goal of raiding any and all magic users and enslaving them and striping them of their magic, the most important role here mainly would be the voidseeker as they have the ability to remove magic, and about their magic?..uhh Flavour it as skipgates or something. Anyway I hope you enjoy this, I definitely find it at least interesting on the RP value
6:30 the venerated mood buff depends on how large the animal is, so if you pick a small animal like the turkey you’ll actively be hindering your colony since they’ll inevitably overpopulate. Meanwhile, if you choose something like a thrumbo to be venerated, you’ll likely only need one to get the buff unless you have a LOT of colonists.
Every time I start a new game I make sure to overengineer each factions ideology so that I'm not running into anything too random and nonsensical or the same kind of people over and over
My variant of this ideoligion is Human Primacy & Animal Personhood, Supremacy when your colony gets big, and then Transhumanism for endgame. As for bug meat, this combination _does_ let you eat bugs.
My personal favorite mix is rancher guilty(just like it for flavor)/supremacy (not sure if they stack haven't tried) and an rp filler like maybe transhumanist or cannibal
I recently bought the game with relevant DLCs and have a blast with Tunneler-Pain is Virtue-Human Primacy-Blindsight. Masochist moles/dwarves are easy to please and with right precept you don't actually have to bother blinding ritual (and after you blind a pawn, he/she may get psy link, yay).
My 'easy build' has things like Skaven, Sadism and Draconic.... Lets just say those three together make it very easy to keep everyone happy! My 'peaceful playthrough' has RimVore attached... some of the precepts there are a bit insane.
I'm actually doing a tunneler meme in a mountain base right now. I did choose supremacist, darkness and tunneler, but didn't do animal personhood because I figured being in a mountain does not fit well with having animals. That was before I learned that you can tame bugs now (?!) Oh, and I didn't want to feel like I'm cheating, so we find corpses ugly and don't eat human meant. I mean, that's just too good. 🙃 Anyway, your video was very interesting, got a like and a sub from me my friend 🙂
Neurochargers don't fill up the rest bar but alright (3:50) He probably meant the sleep thing you put next to beds to boost sleeping speed by a significant amount
I like to choose the fluid ideologies so I can swap things out later. The major downside being that development points can take forever to get with celebrations and stuff. BUT if you choose the charity precept then some of the early game events will give you development points. The temporary refugees you can use as free labor are a good one.
Venerated animals are better for large fighters like thrumbos/megasloths. You can let them roam outside the base to graze and they're less likely to die. My build is supremacists, pain is virtue, human primacy and high life. High life gives access to the autobong defense, where you put autobongs in your killboxes making enemies high and struggle to hit you. Though I would reccomend not using smokeleaf for your colonists and sticking to psychite tea/beer as smokeleaf lowers manipulation/movement. Pain is virtue with minor scarification is great for both mood buffs and colony unity. Colonists don't care about comfort but still get buffs from impressiveness/recreation. supremacists and human primacy are easily the most op memes in the game letting you ignore most things that normal colonists would hate. A plus side is when converting you can just put prisoners in a room full of corpses for fast conversion. Slaves are only worth 75% of a colonist so your stonecutters/chefs/planters might consider a job change. And of course free hats every raid.
Unfortunately, with my modlist, thrumbos make for horrible venerated animals because their horns are needed to craft some of the most powerful magic weapons
As overused as cannibalist is... don't forget how useful that one is for getting food. Not important if you can eat insect meat as a tunneler but... yeah.
My "best ideology" is - Supremacist - for shooting specialist Pain is virtue - it's so damn OP. It disables comfort meaning that you can save some colony wealth on chairs, and a usual pawn with 20 mood would have 5 mood from severe pain, but a maso pawn will have somewhere around 27 mood because of that pain. It not just negates the pain like "pain - -1 mood - yea, i'm a strong guy, i shouldn't cry from pain", it just straight up turns it into a mood buff. Human Primacy - for production specialist. A smith & artist in one pawn is a column that keeps a colony thriving, because even cloth clothes become really nice (full set is "-21 to 49 C" on pawns) and any workshop/barrack/room WILL have at least 80 points of expressiveness because of statues (large wooden statues do that great, masterwork adds +500 beauty, excellent +300), and the equipment that such smith makes is also OP (if he has inspired creativity i assign him to make a plasteel sword/a weapon. it's always legendary) precepts - i'll only talk about Diversity of thought - i think there's only two nice ones to pick: Intense bigotry - It lets a united colony be happier by 3 or even 8 points of mood because of the union in faith, but if there's someone with false beliefs - the same united colony suffers a bit, getting -3 mood debuff and hating this impostor, which can lead to a social fight and lots of insults. Appreciated - Pawns will be OK with anything: with united thoughts, with dual, or with as many as it can possibly be. It can be useful if you want to have a pawn with a role that you can't get, like miner/plant worker, but such pawns usually won't be ignoring corpses and their ideology will make them sad about such things which don't bother your own pawns.
Pain is virtue is broken strong with anything, but I like to run it with blindsight, darkness, and tunnelers. The pain of having your eyes removed means you need less scars and get free psy levels when the blindings go well. Tunneler, darkness, and blindsight means you don't even need darklights and you can specialize in melee to ambush raiders around dark cave corners with no penalties. It's a beast on home turf, but does struggle when you're doing the raiding. Basically, psychic mole people.
The combat in darkness precept is like Skyrim’s stealth archer problem. Every game I start saying this time I’ll do something different then a sun blocker lands.
I played Rimworld a lot a couple of years ago or so. I am about to take up playing it again, and have put together an ideology: Collectivism (for the work drive), Transhumanism, Ranchers (no longer require a preference for meat eating) and Nature Primacy. Nature Primacy is just for the plants specialist, I figure that this may mitigate the drawback Ranchers have to plant work. I set cannibalism to accepted, the Cannibal meme is not needed for that. I considered the Tunneler meme, but discovered that I can set insect meat to "loved" even without it. It is as close as I could come to an eat-everything-ideology.
Knew we'd be seeing the somewhat Orwellian combo of Animal Personhood/Human Primacy combo from the title. All animals are equal, but some are more equal than others.
After they added anomaly you can now transfer age from one pawn to another. So the transhuman age reversal in pod can now be replaced by the that ritual instead 😄 (not sure how they react to that ritual though as it's considered unnatural) and you can make pawns never age with genetics as well 😄
@@DoctorMedicine_ that's okay. You do you. Just one final thing I want to mention: in vanilla it's very hard to make a cannibal colony - or even cannibal/bloodlust/psychopath so the non cannibal pawns at least don't care about the other pawn eating long pork. Believe me, I tried. However, with Ideology it's completely doable. Just FYI, no pressure.
Personally, I believe I could come up with a more useful fluid ideoligion than this: Memes: - Animal Personhood/Rancher for early-game to mid-game, possibly swap to Transhumanist or High Life for end-game - Human Primacy - Supremacist - Tree Connection - Starting meme: Either Animal Personhood or Rancher for the animal taming and/or venerated-animal-summoning rituals, since animal hordes can not only be useful for protecting against enemy attacks (and providing animal products as a parting gift when they die) throughout the early game, though would start to fall off in effectiveness from the mid-game and onwards, but can be sold off to bestow your starting faction with enough money to allow them to gear themselves up with advanced weapons and armor that'll allow them to get a good start when deciding to settle down for the early-game or mid-game. (That, and they'd be great at plundering ancient dangers for their treasures.) - 1st reform: Either Supremacist for the Shooting Specialists, or Human Primacy for the Production Specialists, depending on whether or not you'd want to settle down and establish a more permanent colony after travelling around the world map taming lots of animals to train or sell, or continue to travel from one map tile to the next plundering the lands of animals and ancient dangers, perhaps taking out an enemy faction's base in the process. - 2nd reform: Either Supremacist or Human Primacy, since by then, you'll likely need both Shooting Specialists and Production Specialists more than you would need Animal Specialists, since by then, you'll probably be dealing with raids so severe that animal hordes wouldn't cut it anymore, so base defenses would be needed in order to survive without relying on things like Shield Pops, Doomsday Rocket Launchers, or Psychic Animal Pulsers, and thus, settling down and establishing a permanent colony becomes highly recommended. Besides, by now, your tamers should be skilled enough where they could probably remain effective at taming and training animals, even if they've been retired as Animal Specialists. - 3rd reform: Tree Connection. Once you've settled down, have a strong supply of wood to not need to chop down trees for a long time, and have even beautified the colony up some with bonsai trees, you could afford to make use of Dryads to not only replace trees as a source of wood, but also to boost colony productivity and base defense without needing to keep animals that would need to be maintained. (Mechanoids could also be used, but would be limited by bandwidth, so Dryads could be used to supplement Mechanoids for both labor and combat.) - Optional 4th reform: Drop Animal Personhood/Rancher as a meme in preparation for taking a new meme, since by late-game, you'd most likely be no longer dependent on animal hordes for combat, and should also be stable in terms of animal populations for farming, even without Animal Specialists, or even taming new animals. - Optional 5th reform: Transhumanist for the end-game, since those neural superchargers and sleep accelerators require so much infrastructure to support per colonist that it'd be preferable to give all your colonists bionics, custom genepacks, and even a regular supply of drugs before considering going for this meme. Besides, all those mood penalties from Transhumanist pawns make this meme largely intolerable until the end-game, when colonies are developed enough to be able to support this meme. (Alternatively, you might be able to recruit or enslave a pawn that follows the Transhumanist meme, and have them build Sleep Accelerators and Neural Superchargers for your non-Transhumanist colonists to benefit from without suffering from all those mood debuffs that Transhumanist pawns would have when their lofty demands for artificial body parts, age reversal, or neural superchargers.) - Alternative optional 5th reform: High Life for the late-game or end-game will speed up drug production to help supply your colonists regularly with performance-enhancing drugs like Wake-Up, Yayo, or Go-Juice using less labor, and also unlock Autobongs, which could be used in base defense to debuff enemy consciousness. As for precepts, Lighting: Darklight Preferred, Combat in Darkness: Preferred, and Body Modification: Approved can all be picked, even without the Darkness, Tunneler, or Transhumanist memes.
If you choose to get Rancher, than it's in your best interests to also pick up a Human Primacy, otherwise situation like - you can't it your steak because some dumbass named it Farter (legit cow name in Rimworld) and telling you not to kill it because "she is good girl" - would happen all the time.
I think it could be cool if you do a playthrough with the ideology of the video. So maybe little let's play series for all the various ideologies you show and what goals your looking for: go to space, chinchilla army, ect.
Start with fluid Ideology Supremacy, wait for sunblocker event (sunblocker wont spawn if you start with darkness meme) Then get tunneler as you start moving into the mountains Then get Darkness (if you already got the sunblocker) or Human Primacy first for the production specialist if sunblocker still doesnt spawn. If you're lucky and a sunblocker spawns early you'll get the most overpowered combatants. A lvl 15 shooting specialist with trigger happy would shoot a mini-gun like a laser beam (super accurate, yeah that pretty fkin OP but its hella fun so...) If you're unlucky and cannot get a sunblocker to spawn then just get transhumanist or High life. Kinda boring tho
Here ´s mine: Supremacist , Human primacy & Pain is virtue. - works deam good in Vanilla. If u wanne spice things realy up - mix in the the Space Marine + Run & Gun Mod. Whoever/whatever attacks now your Colonie's will be in for a very bad time, and probaly regret every deam single Life decision he/she/it has made to end up in front of your Colonists.
Actually, my primary ideology looks like this. Call it the cult of Lolth. The others I use a lot are pacifist vegetarians, and a viking themed raider group.
Mine is vanilla expanded I have the god emperor meme trans humanist supremacist and finally undergrounder I have 2 relics a suit of cataracts and a persona sword I uselly give the armor and weapon to the emperor and I have the emperor take all the empire quest’s oh I should add that this ideology works best with an empire play-through
I always make all of my relics in ideology a persona weapon, and a set of prestige cataphract armor. I got industrialist, crafters, and traders I call it the atf, cauae we make all those things and sell it.
The human primacy, animal personhood, tunneler mix seems nice but aren’t specializations limited to only 2 at a time (+leader and moral guide) so you can’t have animal specialist, shooting specialist and production specialist at the same time?
My favourite Ideoligion is darkness tunnelled transhumanist supremacist. If you do it right the late game is just everyone having max mood always with a type of inspiration. mountain bases power is easy you turn fungi in chem fuel and use a bunch of chem fuel generators.
I will put it here, cause you know modders better then I Noobert: There is one thing I want to see done different in Ideology and that is the 'Non-set Precepts.' These are the Precepts you are offered during creation that do not have to be set to a pre-requirement for the ideology. Currently you simply choose them yourself. There is no restrictions so you get to decide how the Ideology will treat X, and everyone will be identical in thought concerning X. Instead, I would like for these to be 'randomly' selected for each Pawn that follows the ideology. I put randomly in quotation because it is a 'thumb on the scale' situation, some precepts combinations are going to harder to find naturally out there then others. Now those Memes matter even more, because they are the only way to guarantee you can avoid X or gain Y. For you know how many Memes I ignore because they do virtually nothing? Nothing I can just set up myself anyway, by selecting the right drop down option from a menu....
Added, for consideration: If you have the pre-set precepts be flexible too, but only within the pre-set limits. The effects this will have on inter-pawn relationships would be massive. For example, in this situation all your pawns are cannibals so they will all be okay with eating of human flesh to some degree. Those with an absolute love for cannibalisms will get along with there fellow pawns better, as they see said pawns eating human flesh in the Mess room. Others are just okay with the eating of flesh, and they will receive no bonus to Relationship interactions even though they are in the same Mess Hall. It is this change to how people within the ideology interact with each other that I am looking for. Right now the Ideology creates clones that will have similar interactions with each other. There doesn't seem to be any diversity, even in Cults that worship Free and Open Thought!
Sad stressfull history: I've decided to worship elephants, the buff was nice and aditinallu the +kg in caravans, more help carring things and a great DPS and easily swarmied enemies are not to bad. But while they can kill easily 30 mechs at least 1 die is a pain in the neck, my pawns are like -9 mood just because another elephant die... didn't compensate the +5 for having a lot of them... and they don't even want to eat elephant base nutrient paste so is a waste of resources Lesson, do not adore animals, they can die and give you no major mood buffs...
The problem you ran into is cause you tried to use your venerated animal for something other than to look at. If you put something that's blocked by a fence if they're in said fence raiders will typically ignore them.
Well thinked I've once try it with ducks but the overpopulation problems (literally 3 deaths by starvation per second) makes really difficult to controll population But nice idea I'll say
Never venerate combat animals, as a rule. Like you said, they die a lot. But it's worth having the combat animals around with easy taming/training. Also do not venerate animals that overpopulate quickly, like fowl, since you often have to slaughter them if they get too numerous. My advice, is either don't venerate anything (really, the buff isn't worth the amount you have to keep, I did the math), or if you really must have something venerated, do it with things like hauling animals. Dogs are ideal, since they don't overpopulate as much, and you are more likely to keep them close to colonists because of hauling and nuzzling. Bears and big cats are good haulers, but not good to venerate cause again, they are combat pets. TLDR: If you plan to let it fight, or plan to be able to eat it, don't venerate it.
I've designed what I call the religion of the rim it's every benefit in bonus you could get from ideology to survive on rimworlds human Primacy for production specialist and the lack of sadness when your pets die transhumanism for the bonus to the biosculpting pods as well as towards research. Cannibalism is always acceptable Oregon harvesting is always acceptable you don't need the plant specialist so you can skip that one all together Raider works really well because you're going to have to run missions and that satisfies the desire to raid plus you get access to melee and shooting specialist should you want to use them prolestitizer is the last one you take so that your religion spreads itself among your people diversity of thought neutral so you don't get a negative debuff don't care about corpses love skull spikes love insect me and start yourself off fluid with six ceremonies using human primary as the initial religion
Raider is terrible. Its just creates need for conquest which is a huge mood minus, take supremist if you want shooting/melee specialist. Always use intense bigotry for +5 mood. If you need to convert anyone just toss them in prison, convert, then release. So raider sucks, prolestitizer is slower than a prison convert.
I like the idea of mixing human primacy and animal personhood. "Animals are equal to humans" and "humans are superior to animals" means that colonist will treat animals more like slaves rather than pets
that...actually might explain why the two can be used at the same time.
That would be more honest than most would admit to.
Pretty sure one of the flavor texts for ideoligeons is "In animals are the spirits of slaves, and these slaves wish to be taken in and made useful" so it 100% makes sense. If my entire culture said that animals wanted to be taken into servitude it makes sense they would be very good at taming them.
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I like to think of Ideoligions as being a mix of religion and culture. If I feel like something doesn't quite make sense as a religion, I think to myself "could this equally just be part of their culture?"
Thats kinda exactly what it is
I think it is pure culture, because you can easily take non-religious ideologies and they fit perfectly still.
Want to see what a big corporate hierarchy looks like on the Rim... you can do that!
Want a bunch of people who do nothing but ****** and drugs, with no care for life after? Can do that on the rim!
Want to make a nationalism military that burns every religious icon it comes across? Easily done too.
Which is why it’s called the ideology dlc and not the religion dlc…
It’s almost like definition of ideology doesn’t specifically mean religion when it says “a system of ideas and ideals”
I mean...religion is cultural...
@@BargB not necessarily
My personal favorite is Transhumanism | Human Primacy | Proselytizer | Collectivism. It's fun playing as a defensive, high-tech colony dedicated to researching the Archotechs.
That's my style. My army of mechanoids will do all the work while my pawns hibernate in their bioregeneration cycles!
Ideologies not only make this game worth playing, but also teach psychology quite nicely.
Now you can look at other people and wonder 'what Precepts do they have, and will they mind me eating their neighbors?'
I've been running this setup for a while now. Lots of fun, but if you want to get a lot of pawns I'd recommend using mods that allow nutrifungus in hydroponics basins. You'll be going through that stuff like crazy. I also didn't really get much benefit from the venerated animals, as I never had enough to get a mood buff- AND they started taking up valuable food resources I needed for my pawns and megasloths.
One can also go the other route... put a lot of animals on that list, so you can have a whole zoo!
Just means you need to keep a massive non-meat based food source around, but the zoo grounds do look nice.
Add Hospitality and you got a game idea within and of itself.
I think venerated animal mood buffs are calculated by comparing the total mass of all tame animals and comparing it to the mass of all your pawns. Basically, venerated elephants and thrumbos are the way to go.
@@un7n0wing85 Big animals are more efficient per pawn - venerated chickens means you need a zerg horde of chickens. Something will have to give: your hay supply or your processor.
A little trick I picked up for early transhumanism was to give pawns dentures, it classed as a extra part and cost next to nothing to install
Aren't dentures basically permanent since there's no bionic to take its place?
@@booleanillogical4757 a small price to pay
@@booleanillogical4757 Nah you can get a bionic tongue later on
the most overpowered thing to add would be to set all your rituals to summon new pawns, be easy to perform, and can be done anytime.
Rituals have diminishing returns, you can’t spam them otherwise they just stop working because the chance for success is so low.
My ideology:
1. Supremacy:
Pros:
Human body = don't mind (no mood debuff when seeing corpse).
Have 2 combat specialist (melee & range).
Human meat = acceptable (meat is meat).
Slave = acceptable.
Prisoner = executed when guilty.
Cons: your relationship with other colony is -60. It's easy to fix, just give them gift.
2. Transhumanism
Pros:
No mood debuff when eating nutrients paste.
Get mood buff when have bionic body.
Open new technology such as sleep accelerator, neutral supercharge, and biosculpting.
Fast research with their specialist.
Cons:
Need many resources.
-6 Mood debuff when you didn't have neutral supercharge.
Your pawn needs 3-4 days in biosculpting for decrease their age.
Need really big power for their machine.
3. Human primacy.
Pros:
You can make legendary item with their specialist. (Body modders specialist will make their job so fast).
Cons:
Can't bond with animals.
Tunneler:
Pros:
Love in small area.
Love insects meat.
Love nutrifungus.
Get more mine yield.
Faster and more mine yield with their specialist.
Perfect for mountain base
Now with Biotech, you can make this build of yours even stronger. I had a similar build for my Mechanitor. But, if you add the special gene for not aging (or turn them into a Sanguophage), you can get around that annoying need Transhumanists have for age reversal. Also, the mechanitor mechlink counts as an implant, so if you do the mechanitor start, they have the implant from the beginning. And if you roll a pawn under 25, and give them a custom xenotype at the beginning with the ageless archite gene, you have a pawn who starts off with the boost of already being modded, and will never need the age reversal.
Tunneler is annoying though because as I recall, it gives you a mood debuff any time you eat vegetables OTHER than mushrooms. So you get a bonus when eating 1 food and a debuff when eating like 12 other foods
we dislike the food of the light! Only the fungus can truly satisfy and nourish!
I'm doing a tunneler playthrough right now and haven't had a huge issue with the debuff, granted I am on a lower difficulty setting but my pawns have honestly lived off of normal crops more than mushrooms without a huge impact. But I have had a few breaks that definitely threw a wrench in the system
I always go with underground transhumanists. Didn't think to include beast master stuff... Usually just kill and eat everything on the map and make it into hats.
Some animals in certain maps are more useful alive than dead. My current playthrough is on a desert map with practically no vegetation or wildlife so I keep a bunch of milk producing animals to supplement my crops and butcher the excess.
I really like tunneling cannibal ranchers. Pretty similar idea really except you can bond. Didn't realize I could tack human supremacy too though, that's a good idea
Thats honestly horrific.
Just being normal villager and one day from the ground emerge pale skinned farmers with their animals killing everyone in their sight, eating them, letting their animals eat on fields and in the night burrowing again for search of their next prey.
@@ExtremeMan10 yeah you can migrate from ancient danger to ancient danger. Kill the mechs, tame the spiders, eat the humans, sell the techprints, buy cybernetics, and don't forget to take your luciferium :)
@@ExtremeMan10 Minus the animals, this is basically how my Morlock colony works. (As in, the Morlocks from the book/movie The Time Machine.) They are pale creatures that only come out at night, eat or enslave people, and then scurry back into the depths when the light comes. They were already a scary concept, but with Biotech on top, they're even more frightening now. And god help you if they luck into getting a sun blocker event or cluster. Then all of the sun blocked tiles are at their mercy (which they don't have.)
You should also try the vanilla ideology expanded memes
This is a good ideology mix, but I personally find keeping large stocks of animals to be a bit of a hassle, especially if you go with underground base. I usually just keep couple of horses for caravan work, maybe few cows or anything else that can be milked.
My personal favourite mix is:
Supremacy - mostly for shooting specialists - they are optional and least essential part - but pair of specialists buffing each other are unmatched in terms of combat. If you don't care about these specialists, feel free to take something else.
Human Primacy - hilariously, this does work perfectly fine even if you run a colony made completely of alien races, so no issue here - I find production specialist to be simply too much of an asset to pass. Being able to make highest quality items easily and quickly is a huge boon later on, when raids become massive.
Tunnelers - if you are going with a mountain base - they are pretty much a necessity - mostly for the shrooms and fungal gravel. Mountain bases have generally easier time regulating temperature in base, and ignoring room size is just a nice boon, but food production opportunity is fantastic.
Nutrifungus is easy to grow and convenient, and once you get sunlamps, you may use fungal gravel to grow all the other crops all year long - slower, but constantly. And if you can set up a good chemfuel refinery processing excess food, you will be able to power your base easily as well - with ALL the infrastructure safely under ground.
Another good thing - infestations - if Randy wills it - infestations will give you so much food, you won't even need to grow nutrifungus, only utility plants.
I would avoid "fighting in darkness" preference - it gives you a buff for fighting in the dark, sure, but it debuffs you when fighting in the light. Keeping your base well lit is not difficult and is preferred due to work speed penalties for darkness. And it sucks for caravans.
Finally - Transhumanists - a lot of people hate the early penalties - and they are indeed a pain, but the whole trick with transhumanists is to horde components early on - keep your colony wealth in check and rush to long range mineral scanner. Or just start with fluid ideology, that works perfectly fine as well.
Neural superchargers keep your guys happier AND more efficient - so they are worth it.
De-aging - takes a lot of space, but pods largely eliminate the need for medics, and save your old, valuable pawns from developing age-related diseases. And you won't have to care that much for lost fingers and minor body parts.
And finally bionics - even normal bionics are better than normal body parts. And I will assume you are using mods to add missing bionic body parts. But even if you are not - a pawn with full set of bionics is amazing. And let's be honest - over the course of the game, your guys will be losing eyes, fingers, entire limbs even. You will no longer need to dispose of valuable characters only because they got crippled. Sure, you can do bionics without Transhumanist meme, but considering you will need bionics anyway, why not get a mood buff out of it?
Yes, this is a bit cookie cutter and basic, but works very well, allowing you to keep a pretty self-sufficient colony that is also resilient and stacked with very powerful pawns if you can get far enough to actually get the bionics you need.
A fully decked bionic pawns can hold against most threats rather easily, which means safer base and safer caravans.
Heck, I might try running this setup with nudism for added challenge, so my biomechanical pawns would run only with armorskin glands for protection.
Other good choice is "Pain is virtue" - especially early on with fluid ideology, as it negates pain penalties. But too many scars may become a problem in a long run.
So this one requires mods but I personally find this fun for roleplay value. The mods that are needed are mainly just vanilla ideology expanded, memes and structures and rimworld of magic. However I also advise the new Vanilla psycasts expanded.
So the belief, this one I find interesting and the basic lore is a spin on the empire with a hate of magic, seeing magic as simply a fake recreation of psychic powers. The core memes being psychic focus, transcendent, supremacist/Raider (I go with raider) and loyalist. The main precepts needed is abhor magic and a high focus on psi powers, making slavery acceptable or honourable your choice and of course the required of skill spikes being desired and raiding being at least respected.
Ultimately this turns into an interesting story of a colony landing on a rimworld working for a larger empire that see magic as a plague and by their law it must be removed. As such an established military base is formed with the goal of raiding any and all magic users and enslaving them and striping them of their magic, the most important role here mainly would be the voidseeker as they have the ability to remove magic, and about their magic?..uhh Flavour it as skipgates or something.
Anyway I hope you enjoy this, I definitely find it at least interesting on the RP value
6:30 the venerated mood buff depends on how large the animal is, so if you pick a small animal like the turkey you’ll actively be hindering your colony since they’ll inevitably overpopulate. Meanwhile, if you choose something like a thrumbo to be venerated, you’ll likely only need one to get the buff unless you have a LOT of colonists.
Every time I start a new game I make sure to overengineer each factions ideology so that I'm not running into anything too random and nonsensical or the same kind of people over and over
Isn't it like city builders just perm happiness
I literally bought ideology yesterday, thank you noobert and nooberts editor
what no thanks for me, the writer...I kid of course, glad we could help inspire you
Thank you nooberts writer as well
My variant of this ideoligion is Human Primacy & Animal Personhood, Supremacy when your colony gets big, and then Transhumanism for endgame.
As for bug meat, this combination _does_ let you eat bugs.
Animal specialist is soo good for keeping your attack thrumbos tame
My personal favorite mix is rancher guilty(just like it for flavor)/supremacy (not sure if they stack haven't tried) and an rp filler like maybe transhumanist or cannibal
Noobert "Here's some religions to make your game easier"
Me: Cannibal nudists tunnlers that smoke a ton of weed
heads up, the "like and subscribe" cut in is pretty loud and the microphone peaks, it's a big contrast to the content right before it.
love noobert but yeah these mic peaks are pretty common lol
I recently bought the game with relevant DLCs and have a blast with Tunneler-Pain is Virtue-Human Primacy-Blindsight. Masochist moles/dwarves are easy to please and with right precept you don't actually have to bother blinding ritual (and after you blind a pawn, he/she may get psy link, yay).
In my opinion pain is virtue , canibal, human primacy ,colectivist is also awesome
My 'easy build' has things like Skaven, Sadism and Draconic....
Lets just say those three together make it very easy to keep everyone happy!
My 'peaceful playthrough' has RimVore attached... some of the precepts there are a bit insane.
"Hey hey people, Se...Noobert here."
I'm actually doing a tunneler meme in a mountain base right now. I did choose supremacist, darkness and tunneler, but didn't do animal personhood because I figured being in a mountain does not fit well with having animals. That was before I learned that you can tame bugs now (?!) Oh, and I didn't want to feel like I'm cheating, so we find corpses ugly and don't eat human meant. I mean, that's just too good. 🙃
Anyway, your video was very interesting, got a like and a sub from me my friend 🙂
Really cool video idea, the only synergy I ever use is giving the Mole people, Darkness preferred
Neurochargers don't fill up the rest bar but alright (3:50)
He probably meant the sleep thing you put next to beds to boost sleeping speed by a significant amount
I like to choose the fluid ideologies so I can swap things out later. The major downside being that development points can take forever to get with celebrations and stuff. BUT if you choose the charity precept then some of the early game events will give you development points. The temporary refugees you can use as free labor are a good one.
Venerated animals are better for large fighters like thrumbos/megasloths. You can let them roam outside the base to graze and they're less likely to die.
My build is supremacists, pain is virtue, human primacy and high life.
High life gives access to the autobong defense, where you put autobongs in your killboxes making enemies high and struggle to hit you. Though I would reccomend not using smokeleaf for your colonists and sticking to psychite tea/beer as smokeleaf lowers manipulation/movement.
Pain is virtue with minor scarification is great for both mood buffs and colony unity. Colonists don't care about comfort but still get buffs from impressiveness/recreation.
supremacists and human primacy are easily the most op memes in the game letting you ignore most things that normal colonists would hate. A plus side is when converting you can just put prisoners in a room full of corpses for fast conversion. Slaves are only worth 75% of a colonist so your stonecutters/chefs/planters might consider a job change. And of course free hats every raid.
Unfortunately, with my modlist, thrumbos make for horrible venerated animals because their horns are needed to craft some of the most powerful magic weapons
@@taelim6599 Rimworld of magic mod?
As overused as cannibalist is... don't forget how useful that one is for getting food. Not important if you can eat insect meat as a tunneler but... yeah.
My "best ideology" is -
Supremacist - for shooting specialist
Pain is virtue - it's so damn OP. It disables comfort meaning that you can save some colony wealth on chairs, and a usual pawn with 20 mood would have 5 mood from severe pain, but a maso pawn will have somewhere around 27 mood because of that pain. It not just negates the pain like "pain - -1 mood - yea, i'm a strong guy, i shouldn't cry from pain", it just straight up turns it into a mood buff.
Human Primacy - for production specialist. A smith & artist in one pawn is a column that keeps a colony thriving, because even cloth clothes become really nice (full set is "-21 to 49 C" on pawns) and any workshop/barrack/room WILL have at least 80 points of expressiveness because of statues (large wooden statues do that great, masterwork adds +500 beauty, excellent +300), and the equipment that such smith makes is also OP (if he has inspired creativity i assign him to make a plasteel sword/a weapon. it's always legendary)
precepts -
i'll only talk about Diversity of thought - i think there's only two nice ones to pick:
Intense bigotry - It lets a united colony be happier by 3 or even 8 points of mood because of the union in faith, but if there's someone with false beliefs - the same united colony suffers a bit, getting -3 mood debuff and hating this impostor, which can lead to a social fight and lots of insults.
Appreciated - Pawns will be OK with anything: with united thoughts, with dual, or with as many as it can possibly be. It can be useful if you want to have a pawn with a role that you can't get, like miner/plant worker, but such pawns usually won't be ignoring corpses and their ideology will make them sad about such things which don't bother your own pawns.
Pain is virtue is broken strong with anything, but I like to run it with blindsight, darkness, and tunnelers. The pain of having your eyes removed means you need less scars and get free psy levels when the blindings go well. Tunneler, darkness, and blindsight means you don't even need darklights and you can specialize in melee to ambush raiders around dark cave corners with no penalties. It's a beast on home turf, but does struggle when you're doing the raiding. Basically, psychic mole people.
it wont let me combine the darkness and blindsight meme, how are they compatible?
The combat in darkness precept is like Skyrim’s stealth archer problem. Every game I start saying this time I’ll do something different then a sun blocker lands.
Keep going great content 🙂
I played Rimworld a lot a couple of years ago or so. I am about to take up playing it again, and have put together an ideology: Collectivism (for the work drive), Transhumanism, Ranchers (no longer require a preference for meat eating) and Nature Primacy. Nature Primacy is just for the plants specialist, I figure that this may mitigate the drawback Ranchers have to plant work. I set cannibalism to accepted, the Cannibal meme is not needed for that. I considered the Tunneler meme, but discovered that I can set insect meat to "loved" even without it. It is as close as I could come to an eat-everything-ideology.
Knew we'd be seeing the somewhat Orwellian combo of Animal Personhood/Human Primacy combo from the title. All animals are equal, but some are more equal than others.
After they added anomaly you can now transfer age from one pawn to another. So the transhuman age reversal in pod can now be replaced by the that ritual instead 😄 (not sure how they react to that ritual though as it's considered unnatural) and you can make pawns never age with genetics as well 😄
The sole access to Production Specialist of Human Supremacy just nail it as top tier meme.
As someone who doesn’t have the dlc this is very interesting
they're worth it! 100%
So much content and a whole other wave of mods for said content to boot. 1000/10 would recommend getting it.
I recommend picking it up, it adds a lot of depth and variety.
To everyone saying I should buy them, I don’t play rimworld alot
@@DoctorMedicine_ that's okay. You do you.
Just one final thing I want to mention: in vanilla it's very hard to make a cannibal colony - or even cannibal/bloodlust/psychopath so the non cannibal pawns at least don't care about the other pawn eating long pork. Believe me, I tried. However, with Ideology it's completely doable. Just FYI, no pressure.
Personally, I believe I could come up with a more useful fluid ideoligion than this:
Memes:
- Animal Personhood/Rancher for early-game to mid-game, possibly swap to Transhumanist or High Life for end-game
- Human Primacy
- Supremacist
- Tree Connection
- Starting meme: Either Animal Personhood or Rancher for the animal taming and/or venerated-animal-summoning rituals, since animal hordes can not only be useful for protecting against enemy attacks (and providing animal products as a parting gift when they die) throughout the early game, though would start to fall off in effectiveness from the mid-game and onwards, but can be sold off to bestow your starting faction with enough money to allow them to gear themselves up with advanced weapons and armor that'll allow them to get a good start when deciding to settle down for the early-game or mid-game. (That, and they'd be great at plundering ancient dangers for their treasures.)
- 1st reform: Either Supremacist for the Shooting Specialists, or Human Primacy for the Production Specialists, depending on whether or not you'd want to settle down and establish a more permanent colony after travelling around the world map taming lots of animals to train or sell, or continue to travel from one map tile to the next plundering the lands of animals and ancient dangers, perhaps taking out an enemy faction's base in the process.
- 2nd reform: Either Supremacist or Human Primacy, since by then, you'll likely need both Shooting Specialists and Production Specialists more than you would need Animal Specialists, since by then, you'll probably be dealing with raids so severe that animal hordes wouldn't cut it anymore, so base defenses would be needed in order to survive without relying on things like Shield Pops, Doomsday Rocket Launchers, or Psychic Animal Pulsers, and thus, settling down and establishing a permanent colony becomes highly recommended. Besides, by now, your tamers should be skilled enough where they could probably remain effective at taming and training animals, even if they've been retired as Animal Specialists.
- 3rd reform: Tree Connection. Once you've settled down, have a strong supply of wood to not need to chop down trees for a long time, and have even beautified the colony up some with bonsai trees, you could afford to make use of Dryads to not only replace trees as a source of wood, but also to boost colony productivity and base defense without needing to keep animals that would need to be maintained. (Mechanoids could also be used, but would be limited by bandwidth, so Dryads could be used to supplement Mechanoids for both labor and combat.)
- Optional 4th reform: Drop Animal Personhood/Rancher as a meme in preparation for taking a new meme, since by late-game, you'd most likely be no longer dependent on animal hordes for combat, and should also be stable in terms of animal populations for farming, even without Animal Specialists, or even taming new animals.
- Optional 5th reform: Transhumanist for the end-game, since those neural superchargers and sleep accelerators require so much infrastructure to support per colonist that it'd be preferable to give all your colonists bionics, custom genepacks, and even a regular supply of drugs before considering going for this meme. Besides, all those mood penalties from Transhumanist pawns make this meme largely intolerable until the end-game, when colonies are developed enough to be able to support this meme. (Alternatively, you might be able to recruit or enslave a pawn that follows the Transhumanist meme, and have them build Sleep Accelerators and Neural Superchargers for your non-Transhumanist colonists to benefit from without suffering from all those mood debuffs that Transhumanist pawns would have when their lofty demands for artificial body parts, age reversal, or neural superchargers.)
- Alternative optional 5th reform: High Life for the late-game or end-game will speed up drug production to help supply your colonists regularly with performance-enhancing drugs like Wake-Up, Yayo, or Go-Juice using less labor, and also unlock Autobongs, which could be used in base defense to debuff enemy consciousness.
As for precepts, Lighting: Darklight Preferred, Combat in Darkness: Preferred, and Body Modification: Approved can all be picked, even without the Darkness, Tunneler, or Transhumanist memes.
the requirements for Transhumanism doesn't kick in until you research Electricity. Except for maybe the lack of Bionics.
Animal personhood is just RJW with extra steps
If you choose to get Rancher, than it's in your best interests to also pick up a Human Primacy, otherwise situation like - you can't it your steak because some dumbass named it Farter (legit cow name in Rimworld) and telling you not to kill it because "she is good girl" - would happen all the time.
I’d like to see a lot more stuff like this! There are not enough good rimworld youtubers out there! Great work sir! Love your content!
That spiffing brit quote was on point :D
I think it could be cool if you do a playthrough with the ideology of the video. So maybe little let's play series for all the various ideologies you show and what goals your looking for: go to space, chinchilla army, ect.
Brutal as always
"Ideology is perfectly balanced with no exploits whatsoever"
Oh boy this is gonna be epic
The Inbuild "Like&Subscribe" got me to like and subscribe
Start with fluid Ideology Supremacy, wait for sunblocker event (sunblocker wont spawn if you start with darkness meme)
Then get tunneler as you start moving into the mountains
Then get Darkness (if you already got the sunblocker) or Human Primacy first for the production specialist if sunblocker still doesnt spawn.
If you're lucky and a sunblocker spawns early you'll get the most overpowered combatants. A lvl 15 shooting specialist with trigger happy would shoot a mini-gun like a laser beam (super accurate, yeah that pretty fkin OP but its hella fun so...)
If you're unlucky and cannot get a sunblocker to spawn then just get transhumanist or High life. Kinda boring tho
This is my favorite video from your channel
Here ´s mine: Supremacist , Human primacy & Pain is virtue. - works deam good in Vanilla.
If u wanne spice things realy up - mix in the the Space Marine + Run & Gun Mod. Whoever/whatever attacks now your Colonie's will be in for a very bad time, and probaly regret every deam single Life decision he/she/it has made to end up in front of your Colonists.
Actually, my primary ideology looks like this. Call it the cult of Lolth. The others I use a lot are pacifist vegetarians, and a viking themed raider group.
1:00 leaving behind a colonist called "Rape"
Mine is vanilla expanded I have the god emperor meme trans humanist supremacist and finally undergrounder I have 2 relics a suit of cataracts and a persona sword I uselly give the armor and weapon to the emperor and I have the emperor take all the empire quest’s oh I should add that this ideology works best with an empire play-through
Yo, are you going to take a look at vanilla expanded psycasts? Looks real fun
Yes i am
@@Noobert nice
hello, strangely i was literally just playing rimworld haha
those pikeman stood no chance.
I always make all of my relics in ideology a persona weapon, and a set of prestige cataphract armor.
I got industrialist, crafters, and traders I call it the atf, cauae we make all those things and sell it.
Shooting specialist and production specialist are the most powerful
we will be right back moment
The human primacy, animal personhood, tunneler mix seems nice but aren’t specializations limited to only 2 at a time (+leader and moral guide) so you can’t have animal specialist, shooting specialist and production specialist at the same time?
Great video. I am not even close to trying a DLC. Vanilla has more than enough going on for me to figure out first, lol.
is it just me? or is the link to the ideology guide NOT in the description?
How do you add more than one meme? At my start I was only able to add one and able to add one more meme each reform
My favourite Ideoligion is darkness tunnelled transhumanist supremacist. If you do it right the late game is just everyone having max mood always with a type of inspiration.
mountain bases power is easy you turn fungi in chem fuel and use a bunch of chem fuel generators.
I will put it here, cause you know modders better then I Noobert:
There is one thing I want to see done different in Ideology and that is the 'Non-set Precepts.'
These are the Precepts you are offered during creation that do not have to be set to a pre-requirement for the ideology. Currently you simply choose them yourself. There is no restrictions so you get to decide how the Ideology will treat X, and everyone will be identical in thought concerning X. Instead, I would like for these to be 'randomly' selected for each Pawn that follows the ideology. I put randomly in quotation because it is a 'thumb on the scale' situation, some precepts combinations are going to harder to find naturally out there then others.
Now those Memes matter even more, because they are the only way to guarantee you can avoid X or gain Y.
For you know how many Memes I ignore because they do virtually nothing?
Nothing I can just set up myself anyway, by selecting the right drop down option from a menu....
Added, for consideration:
If you have the pre-set precepts be flexible too, but only within the pre-set limits.
The effects this will have on inter-pawn relationships would be massive.
For example, in this situation all your pawns are cannibals so they will all be okay with eating of human flesh to some degree. Those with an absolute love for cannibalisms will get along with there fellow pawns better, as they see said pawns eating human flesh in the Mess room. Others are just okay with the eating of flesh, and they will receive no bonus to Relationship interactions even though they are in the same Mess Hall. It is this change to how people within the ideology interact with each other that I am looking for.
Right now the Ideology creates clones that will have similar interactions with each other.
There doesn't seem to be any diversity, even in Cults that worship Free and Open Thought!
Does this still work? With animal personhood, my pawn still hate insect meat even with tunneler
I want to play as guilty animal personhood blind cannibals, and die at day 2 because of venerated manhunting pack
Very nice. But I think you converted everyone to Noobertism with this video.
Great video idea thanks
I will admit, anything that puts Quality up tends to be eyed quite hard by me.
Ayee
Sir, do you have a license from Seth to start your videos with "hey hey people"?
Build 4 rooms and they love it
Sad stressfull history:
I've decided to worship elephants, the buff was nice and aditinallu the +kg in caravans, more help carring things and a great DPS and easily swarmied enemies are not to bad.
But while they can kill easily 30 mechs at least 1 die is a pain in the neck, my pawns are like -9 mood just because another elephant die... didn't compensate the +5 for having a lot of them... and they don't even want to eat elephant base nutrient paste so is a waste of resources
Lesson, do not adore animals, they can die and give you no major mood buffs...
The problem you ran into is cause you tried to use your venerated animal for something other than to look at. If you put something that's blocked by a fence if they're in said fence raiders will typically ignore them.
Well thinked I've once try it with ducks but the overpopulation problems (literally 3 deaths by starvation per second) makes really difficult to controll population
But nice idea I'll say
@@rodrigoapaza8086 i usually just go with cows tbh >.> Not ducks or chickens
@@jonathannorthcutt5793 Well, let's became hindu and go for some cows :)
Never venerate combat animals, as a rule. Like you said, they die a lot. But it's worth having the combat animals around with easy taming/training. Also do not venerate animals that overpopulate quickly, like fowl, since you often have to slaughter them if they get too numerous. My advice, is either don't venerate anything (really, the buff isn't worth the amount you have to keep, I did the math), or if you really must have something venerated, do it with things like hauling animals. Dogs are ideal, since they don't overpopulate as much, and you are more likely to keep them close to colonists because of hauling and nuzzling. Bears and big cats are good haulers, but not good to venerate cause again, they are combat pets.
TLDR: If you plan to let it fight, or plan to be able to eat it, don't venerate it.
i really liked this video please make more
Will this be adding vanilla expanded memes in the future?
Yes
I like to have accepted canibalism because it allows to eat food and sell human skins, that is very nice for money. So we get richer with raids.
Can't find the link in the description XD
No cannibalism? BRUH MOMENT BRUH MOMENT
You have really interesting information, but the "background music" is competing with dialogue.
Nice Content
Praise the ommissiah!
Cool guide xD
So, naked cannibals are not the best?
Ayyy was that a sseth reference
hey hey, the writer here...yeah I'm a big fan of his
Tree connection nature primacy animal personhood and cannibalism.
I made Star communism and I absolutely love it. It’s funny as hell.
1 heater per tiny bedroom?! jesus. do you not use vents???
Its to be able to cook any insects
And minimize base damage
@@Noobert oh, i see
I've designed what I call the religion of the rim it's every benefit in bonus you could get from ideology to survive on rimworlds human Primacy for production specialist and the lack of sadness when your pets die transhumanism for the bonus to the biosculpting pods as well as towards research. Cannibalism is always acceptable Oregon harvesting is always acceptable you don't need the plant specialist so you can skip that one all together Raider works really well because you're going to have to run missions and that satisfies the desire to raid plus you get access to melee and shooting specialist should you want to use them prolestitizer is the last one you take so that your religion spreads itself among your people diversity of thought neutral so you don't get a negative debuff don't care about corpses love skull spikes love insect me and start yourself off fluid with six ceremonies using human primary as the initial religion
Raider is terrible. Its just creates need for conquest which is a huge mood minus, take supremist if you want shooting/melee specialist. Always use intense bigotry for +5 mood. If you need to convert anyone just toss them in prison, convert, then release. So raider sucks, prolestitizer is slower than a prison convert.
cannibal is the best one, why burn the corps when you can eat them.
this will be fun
Mushroom take so long to grow its stupid
you pay someone to write these?
Hi :)
Sseth
Sseth is dope
The age reversal for trans humanist sucks, most pops are in a tank for a quarter of the game.
Poobert
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