The Medieval Challenge!

Started by FudgeTheGiraffe, August 26, 2015, 06:57:24 AM

Previous topic - Next topic

FudgeTheGiraffe

Hello! Just a suggestion for anyone wanting to have a kind of goal for Rimworld? The Medieval challenge which I invented and made all the rules for!

I have an active series on the channel! check it out!
Channel - https://www.youtube.com/user/fudgethegiraffe


THE RULES ARE SUBJECT TO CHANGE/ADDITIONS! IF YOU HAVE AN IDEA TO ADD YOU HAVE AROUND 24 HOURS FROM THIS BEING POSTED TO SUGGEST! IF YOU WISH TO BECOME A COLONIST/ANIMAL PLEASE COMMENT BELOW!


The Medieval Challenge: Rimworld Alpha 12. 26/08/2015


Backstory - On their way to visit distant cousins on another planet, Lord Chris, Lord ZeeOvenFresh and Lord Dott encountered a meteor shower which started ripping holes through their ship. Scrambling to their escape pods, they saw a servant and guard jumping into yet another two pods before closing the hatches, strapping themselves in and slamming the launch button.


Challenge Goals – To establish an exclusive hierarchy where a "castle" has been built and the colony is fully defensible and functional. The "castle" will be lavish and well made; for aristocracy only. Peasants will have little or no luxuries, whilst guards fall into the middle, having some luxuries that the aristocracy are entitled too.


Difficulty - Classic Casandra: Rough/Extreme

Location – Random site must be picked, maximum re-randomising of four times, five random locations total.

*We will be starting with three members of the aristocracy, one guard and one peasant*


Hierarchy –

Aristocracy
Guards
Peasants



Aristocracy

1.0)  Aristocracy includes the original three of the colony.
1.1) People who are chased are automatically included in the aristocracy as they are distant lords hated by their peasants and are wrongfully overturned.
1.2)  Wanderer's are automatically included in the aristocracy as they are also distant relatives coming to join their brothers and sisters in their rightful place.
1.3) Any colonist that does not fall into these categories; i.e a crash landing, a successful recruit, is classed as a peasant/guard.


Aristocratic Life

2.0) Aristocracy are entitled to their own private dorms, dining area and rec area which should be walled off from peasants in their own private grounds. (This may take some time to implement)
2.1) Aristocracy are entitled to better meals and their own private dining area (when available).
2.2) Aristocracy are entitled to better medical treatment.
2.3) Aristocracy are entitled to better clothing.
2.4) Aristocracy are entitled to a lesser workload.
2.5) Aristocracy buildings will be made out of finer materials than others.
2.6) Aristocracy are only allowed to work with high intelligence animals.
2.7) Aristocracy may not become guards.



Guards

3.0) Guards must have a relatively high shooting/melee skill and must be mentally stable in order to attain guard status.
3.1) Guards will always be on the frontline of defence.
3.2) Once there are more than a total of five colonists, there must be AT LEAST one permanent guard.


Guard Life

4.0) Providing there is an abundance of materials guards may be entitled to them; e.g. if there is an abundance of fine meals they may eat them.
4.1) They may have larger and more lavish rooms, providing the aristocracy are happy with their accommodation.
4.2) Guards may only train strong animals for aggressive uses.
4.3) Guards may have any job, but primarily are going to be used in the defence of the colony.
4.4) Guards are the only colonists who can hunt.



Combat

5.0) Guards are allowed to have more advanced/higher tier weaponry than the aristocracy as they will be the frontline defence.
5.1) Peasants may also be allowed more advanced/higher tier weaponry than the aristocracy if there is an abundance of guards and the peasants have the relative skill, e.g a high shooting skill.
5.2) Aristocracy will also have to be in the line of defence (until the colony is large enough), although they will always be as far from danger as possible.



Misc.

6.0) Any peasant that goes berserk and attacks a member of the aristocracy will be punished.
6.1) The punishment for peasants will befit the crime, ranging from permanent cleaning duty, solicitude, maiming, and death.
6.2) Any guard that goes berserk and attacks a member of the aristocracy will be severely punished as this will be an act of treason.
6.3) Any guard that goes berserk and attacks a peasant will be overlooked.
6.4) Courageous acts by peasants/high valued skill may entail rewards.
6.5) Rewards range from a one off fine/lavish meal, a flowerpot for their bedroom or on the very rare occasion an upgrade status from peasant to guard with all privileges guards are entitled to.
6.6) Once the "castle" has been built, peasants and guards are only ever allowed in to repair buildings, provide healthcare etc.

Gonumen

Really nice and intresting challange, I will try doing this in my next run.

FudgeTheGiraffe

Thanks Gunomen! Let me know how it goes :) I've got a challenge run going on the channel already! check it out!

GamerGuy

Wow. this is really intresting and your youtube series is funny, the hard part is keepig the important people away from the peasants. I might start chopping of peasants legs when they walk in front of the aristocracy xD

FudgeTheGiraffe

Thanks Gamerguy! :) Hope you stick around! oh no no no....maybe a hand or something I suppose :/ hahaha!

Nickvr628


FudgeTheGiraffe

Quote from: Nickvr628 on August 26, 2015, 05:55:03 PM
I will have to do this!

Definitely give it a try! When I was playtesting it was harder than you would think! :) Let me know how your run through goes!

Toggle

The 'allowed' areas might work well for this. Make dirt paths or wooden paths that only peasants walk along, possibly guards, and aristocracy would only walk on the fancier, clean paths, like carpet and and gold ;3
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

FudgeTheGiraffe

Quote from: Z0MBIE2 on August 26, 2015, 06:55:54 PM
The 'allowed' areas might work well for this. Make dirt paths or wooden paths that only peasants walk along, possibly guards, and aristocracy would only walk on the fancier, clean paths, like carpet and and gold ;3

oooh you've nailed it I think! :D BRAINWAVE! I could put the fine meals in an area that only the aristocracy can access so only they can eat them and stuff like that! Thanks for the suggestion it's made a few things much much easier! :)

Nickvr628

I have one area where the allowed zones for peasants intersects with the zone for the servants just outside the castle, where the peasants drop off food and eggs and the luxury items that they make, and the servants from the castle come pick it up.

Toggle

Quote from: Nickvr628 on August 26, 2015, 08:37:07 PM
I have one area where the allowed zones for peasants intersects with the zone for the servants just outside the castle, where the peasants drop off food and eggs and the luxury items that they make, and the servants from the castle come pick it up.

Genius. You can make the stockpile there like 'preferred' and then the other one they deliver to important, so the peasants still deliver to that one but the servants bring it to the important one. And if you set the food radius for cooking stations they'll only use the ones within range.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

FudgeTheGiraffe

Quote from: Z0MBIE2 on August 26, 2015, 11:10:00 PM
Quote from: Nickvr628 on August 26, 2015, 08:37:07 PM
I have one area where the allowed zones for peasants intersects with the zone for the servants just outside the castle, where the peasants drop off food and eggs and the luxury items that they make, and the servants from the castle come pick it up.

Genius. You can make the stockpile there like 'preferred' and then the other one they deliver to important, so the peasants still deliver to that one but the servants bring it to the important one. And if you set the food radius for cooking stations they'll only use the ones within range.

Perfect ideas guys! Stuff like this make this challenge actually work :) I've just recorded episode 3 and used it to basically segregate everyone from the aristocracy already!

Toggle

Oh, use EDB prepare carefully too! It allows you to add traits to them, so you can make aristocrats have the trait that makes them require impressive rooms or they get upset. That might actually be named the aristocrat trait, I'm not sure.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

FudgeTheGiraffe

Quote from: Z0MBIE2 on August 27, 2015, 11:46:21 AM
Oh, use EDB prepare carefully too! It allows you to add traits to them, so you can make aristocrats have the trait that makes them require impressive rooms or they get upset. That might actually be named the aristocrat trait, I'm not sure.

I found those traits too, but I decided not to add them as they steepend the difficulty like nothing else as they couldn't haul or grow or cook etc and they were literally useless haha :P Maybe if I spawned in 3 peasants and a guard AS WELL as the 3 aristocrats it would work better! :)

Nickvr628

I used prepare carefully and started with 2 nobles, 1 knight/guard, and 3 peasants. The nobles have the noble traits, but I gave them a high melee skill so they can use swords and stuff well (a civilized weapon), the guard gets a rifle and the peasants get spears and  clubs.

The guards and nobles get meals made by a servant (better peasant that works in the castle) and the peasants have to eat nutrient paste. MUHAHAHAHA!

Maybe you should add servants/handmaidens to the rules, they are peasants with high social skills that can work in the castle.