Colony Type/Specialization

Started by mrofa, June 01, 2017, 03:40:26 PM

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mrofa

Was thinking of a concept to specify what colony type the colony will be, since currently rimworld dont have any and thoughts and actions consequences are static in that regard.
Colony could change thier type at any time but it would have consequences for various bonuses, debufs, diplomacy and in general various colonist moods.
Example of types:
everyones favorite Canibals
Colonist will with time get lesser debuff from eating human meat, chooping humans, corpses and so on,  will also get special traits which will give them mood buff similar to canibal trait but they will get debuffs to other forms of food. Not all colonist will adapt as fast and some may choose to leave. If other faction pawns will discover colonists as canibals and leave the map, he will spread the word which would limit amount of traders player gets, will also decrese relationship with  some other factions.

Religious
One of the colonist will become a holy person, and will give other colnists in time special trait that will allow them to be affected by special though that will incerase thier speed, work speed and various other atributes of other colonists for limited time.
Holy person gains special trait that disable most work types (you dont see a pope crafting swords) also not being affected by holy person thought will give colonist negative bonuses.
And ofcourse they are much slower to research stuff.
Holy person gains a ability to convert other faction pawns. If converted pawn will leave the map, he will spread the word which may bring some pilgrims and incerase ammount of trader caravanas for awhile.

Now changing from religious to caniball type of colony will leave player with a ex-holy person that have still disabled jobs types and/or he might leave the colony. Other colonist will still have special religious trait that will debuff them now only since there is no holy person. This trait will be removed in time.

Thats a general concept, and examples are just a examples.

Before i forget "Sorryz for meh englisz!"




All i do is clutter all around.

DariusWolfe

Quote from: mrofa on June 01, 2017, 03:40:26 PM
Holy person gains special trait that disable most work types (you dont see a pope crafting swords)

On the other hand, Jesus was a carpenter.

Interesting idea, either way. Raider/Pirate would also be an option, with mood buffs for recent raids on other colonies, debuffs if you haven't done so in a while. Tribals could get bonuses from hunter/gatherer type activities, but debuffs from using or researching "high tech" equipment; I'd want something like Rimrue's tribal stuff integrated before I went too far down that road, tho'. Nomads could get joy from travel, and an ever-increasing debuff from staying in one place for too long.

Lightzy

Way too little content in the game currently to really allow for this.

Ideally you should be able to chose from much more simple types of colonies:
Raider base, city type, trade hub, drug lab, etc. Stuff that's in the game. The only problem is the game is not yet robust enough to allow you to survive just by being very good at raiding. You'll still need to build everything you would in a normal colony and don't have specialized (and expensive!) stuff of your own.


The best way to do this is to make certain high end gear MUCH MUCH MUCH MUCH more rare and expensive.
For example, if you want to be a militant faction then you have to specialize in weapon making and training. But anyone can do that so what's the big deal? Ahh, so increase the cost of a weapon manufacturing workshop by.... a factor of 1000.

Limdood

the "cthulhu" mods currently give the option of playing a religious cult.

For "all cannibal," "all psychopath," all too-smart," or any other trait-based "everyone" preference, you can customize the scenario already in vanilla rimworld with the "force trait <trait name>" option, set to 100%, and you could even make it just starting pawns, just visiting pawns, or all pawns.

Similarly, you can use the scenario editor to modify a great deal of stats to produce a "slow" game (stat: work to make: 200%, research speed: 50%), "fast" game (global work speed: 200%, rest effectiveness: 150%, carrying capacity: 500%), "deadly" game (damage: 300%) or a HUGE variety of other possibilities.