I love the helpful signage for the raiders
I love the helpful signage for the raiders
It’s to do with melee blocking. If raiders go through more than one door they don’t go into collision mode, which means they all pour through in a clump and force colonists defending the doorway back into the base, which can be fatal. That means it is not safe to use the entrances in the walls for melee blocking in this base, as thry have multiple doors. In the towers, however, there’s space for colonists to defend a single doorway safely, if they defend the outer door of the tower. There’s still more doors behind them, however, meaning the base isn’t protected by just one easily broken door.
Hope that makes sense - it’s hard to explain about collision as it’s quite unintuitive.
Edit: also I think it looks kind of cool.
I have not finished this colony, but am burned out after a previous long playthrough. I may start a similar colony in a few months when I have the itch to play again.
The colonists are a genotype with debuffs in all skills apart from melee and social, + have the slow study gene. They are great at melee, robust and have strong melee damage, as well as being 50% larger than an average pawn. The slaves do nearly all the actual work. Death by downed is at 50% so we take lots of prisoners and slaves are the main export and basis of our economy. I planned to give all prisoners the beautiful gene to make them more profitable, but had not quite got that far.
There were 29 colonists and 41 slaves. The slaves ate nutrient paste though, so did not consume as much.
Pretty much. We had a lot of powerful psycaster women, so berserk pulse featured heavily, with the men taking out the enemies at range while they fought each other. At this point in the game we did not use the cougars much for combat, but they had been important earlier on.
Non-sapper/breach raids had to walk around to the north to get within the first wall, then all around the perimeter between the walls before entering the base, by which time they were very spread out. Sometimes we’d ambush them when they were half-way round between the walls.
Many beers. Unlike my nunnery we did not give them what they asked for in this colony. Instead we made them into productive members of our community (slaves).
Ideoligion: https://drive.google.com/file/d/1WbnxV1Kk64JXPAYiuApku4TjKtUVYahh/view?usp=sharing
I gave the colonists individual houses and tried to make them match their personalities. The design of the colony would have benefitted from a storage mod or 1.4 shelves.
No, Jesausage Christ ensured they had plenty to eat in the form of raiders.
This was a 1.3 base, which is unfortunate because biotech would have been perfect for it, being transhumanist. I only recruited thick-set pawns for ideological reasons, but this would have worked better with gene-modding. The render was taken near the end of the 15 days of end-game raids, as you can probably tell. It saddened the colonists that some many raiders fell in battle and could not be saved by being consumed and thereby incorporated into the colony.
My big regret in terms of base design is not lining up the bioregeneration chamber with the rest of the base. I prioritised having it under the mountain, but it would have been better if it was in-line.
To explain more about the ideoligion, the colonists ate non-thick-set pawns, turning them into nutrient paste, to absorb them and allow them to “become part of something greater than themselves”. The colonists are all thick-set because of how much nutrient paste they consume, and view this as them perfecting themselves, as well as helping those they eat, who surely have been miserable being so weak and scrawny. Similarly they are massively cyborged transhumunists. They believe in living in harmony with nature, and see their perfecting themselves in this way as working towards this. They view their beliefs as entirely altruistic and ethical, despite other people being horrified by all the cannibalism.
We had to plant and transplant a lot of trees to make the base look so bosky, being in the tundra.
The arctic wolves in the fridge were very much alive, by the way. I think I had zoned them there to keep them safe from the mechs, and they are currently sleeping.
The bunch of grapes in the top left is the hedonist style from vanilla expanded. That also explains the final ritual at the bottom.
No, they go out through the animal flap on the left to graze in the swamp.
https://drive.google.com/file/d/1yvOaYdva33kFTBsmR1y3cgXKCtItSJSD/view?usp=drivesdk
Bonus render of the nunnery half a quadrum on, just before launching the ship. Mother Maryna and Abbess Richeliu are flying to paradise, after The Holy Virgin Mary visited Mother Maryna in her dreams again and told her that’s what we should do.
The journey will be dangerous, so they are going alone, but will send for the rest of us when they get there. They are taking our gold and silver in case they need to pay for repairs along the way.
Mary told Mother Maryna that they are sure to succeed, so long as all of us nuns truly love her and have repented sincerely for our sins. We surely have, so soon be seeing them again in paradise!
Edit: Added the render directly as a separate comment.
Something like that.
True Meaning of Christmas ideology:
https://drive.google.com/file/d/1xQBU9gONyeBxVJ1P1MWZ4oBHNUFsTMPa/view?usp=sharing
My wholesome, Christmas-themed colony. Santa’s sleigh crash-landed in this polluted jungle, so he set about capturing elves and carving out his grotto here, so that he could make presents (flake) for the children.
I think this base works best looking at the details up close, being so crammed together and chaotic. It didn’t really come together as a harmonious whole looking at the whole render at once. Definitely one of the most fun runs I have done though.
I have a couple of other old renders of previous colonies which are no longer properly viewable on reddit, so may upload them too over the next few days. This was a 1.4 colony.
Presbyteriabaconism ideoligion: https://drive.google.com/file/d/1vIIa5sGK7M26xhV5JROskH7i_9gzQoSQ/view?usp=sharing
Oh. So that’s what happened to Brother Kemppi! He was a monk who kept trying to join the nunnery, despite not being a woman. This was very annoying, but eventually we gave in and let him join the faction, but sent him out to found a monastery for monks nearby. Predictably he failed spectacularly, and was beaten up and kidnapped by a 13-year-old genie girl within five days. We thought that was the last we would see of him, but we got a ransom request for him about a quadrum ago. We felt obliged to pay the ransom, because of our charitable beliefs, but Brother Kemppi’s drop-pod never arrived. He must have landed in this chimney and starved without any of us noticing. What a tragic accident, for which we can in no way be held morally liable!
The nunnery is loosely based on The Plan of St Gall, an early medieval idealised plan of a monastery. I had to make some changes to fit the game, but overall it more or less follows it.
https://en.wikipedia.org/wiki/Plan_of_Saint_Gall https://drive.google.com/file/d/1UyrOm7Ewp-Tkj7WUmgHIINuISM2vwi2i/view?usp=drive_link
This is very cool. I always like historically inspired rimworld bases. I will be interested to see your monastery too once that’s complete.
If you want the white dots to disappear when you take a render I would recommend using the Simple Camera Settings mod instead of Camera +. It’s apparently better for performance, too.
https://steamcommunity.com/sharedfiles/filedetails/?id=3232415388