As feared, I succumbed to Rimworld yet again.
The experience of playing Rimworld 1.4 with all the paid DLC has been interesting. And yet, simultaneously, an outrageous slog. Principally, my problem with Rimworld is the opening act. The “game” doesn’t really start until you have a working refrigerator and a relatively stable colony of 5-6 people. Before that point, you do not have the resources or manpower to engage much with the Research tree, rituals, caravans to other settlements, or any of the fun war crime shenanigans that just sort of happen on the way down the slippery slope.
To back up a bit, let me talk about my first scenario this time around: Rich Explorer. Instead of crash landing with three pawns, you land with just one but with a pile of money and a tech tree unlocked enough to built turrets right away. For some reason, this particular scenario has been speaking to me for months now – possibly because it speaks to the sort of survival games I enjoy. What I discovered was… pain, and not just because I run the Randy storyteller with the 2nd highest difficulty. Basically you have to have Construction 5 skill on your pawn in order to craft turrets, so I was defending solo for the first year. Not that it would matter much, because turrets require power, which was difficult to set up when you are also trying to sow crops to survive the winter. And that’s another deviation from my historical Rimworld attempts, e.g. not selecting a temperate zone that has year-round crops.
I persisted with that playthrough all the way to the next summer, until the moment that the four pawn colony I had scraped together all managed to get food poisoning at the same time. I wasn’t under attack or anything, I was just frustrated beyond reason that all four of my pawns were vomiting constantly, weak with fatigue, and I was zoomed in, watching pixels to see if they managed to actually finish eating the meal or would get interrupted and then collapse on the floor from starvation or not. It’s very possible that the colony would be fine, but I didn’t want to waste my time even on the highest game speed to see if they would.
Honestly, I don’t remember much about the 2nd attempt. I just abandoned it for similar reasons.
The third and current attempt is somewhat of a “cheese” run. Using the Biotech DLC, I decided to create my own xenotype that includes the Iron Stomach trait that makes them immune to Food Poisoning. I also used the Ideology DLC to create a belief that organ harvesting is OK, seeing corpses don’t provide a negative debuff, and research speed is increased. My pawns are genetically addicted to Psychite though and the area I settled in only has two growing seasons. Plus, any recruits beyond those initial three won’t have the xenotypes or Ideology bonuses without extra work.
That said… it’s still a slog. I’m currently surviving (thus far) the winter and barely have had time to research any new techs, let alone anything that utilizes the rest of the DLC material. Which is not necessarily the “point” of the game, but come on. All the fun stuff (to me) occurs when you have a somewhat stable base and can start meaningfully interacting with the rest of the game world. I’m still very far from being able to do anything with gene editing, Psycasts, or anything other than try and survive the winter without multiple psychological breaks.
Welcome to the rim, I guess.
Patch Waiting Game
Waiting for game patches is a dangerous… game.
For a minute there, I was hot and heavy for Grounded. Then the 1.0.2 patch hit, featuring some nice Quality of Life updates, but also a substantial nerf to an item I was actively using (Toxicology Badge). Barely more than a week later, they rolled out 1.0.4 which rebalanced a lot of the weapons in the game more generally, retooling some of the Mutations. Around this time, I started seeing reports that there was still a bug with the final battle, and not the Arthropod kind. So, even if I wanted to plow forward with the game with my inventory wildly fluctuating, I wouldn’t be able to see the end screen.
So… I waited. Then started playing something else. And here I am, nearly a month later, not having touched the game at all. At a certain point, I start having to get a gut check for how likely it is that I would ever actually come back and finish things.
Obsidian is now teasing Patch 1.1, set to hit the testing servers on November 28th. Certainly no sense in getting back into the game just to miss out on being able to travel up ziplines, right? Right.
I am waiting around for RimWorld too. A few months ago now I actually bought both the Royalty and Ideology expansions on sale. Haven’t played a game with them yet though, as I had other games I wanted to get to first, lest RimWorld consume all the oxygen in the room. Then the Biotech DLC was released, which sounded right up my alley. But of course you have to wait for all your mods to be updated to support Biotech first, though. Then Tynan mentioned that they are working on a patch that will feature cross-DLC integration for the first time. Can’t start a new game without that, right? Right.
It feels good knowing developers are (usually) improving the game. On the other hand, that means you have to choose between continuing to play a good-enough version, or waiting for the better one.
Out of this RimWorld
After hitting a lull in Final Fantasy 7 Remake motivation, I did the most logical thing possible with a $1800 prebuilt PC: reinstalled RimWorld. Admittedly, it had been a while.
While there has been two expansions released, the core experience has largely remained intact. I think the biggest thing that threw me for a loop was needing to build a wooden pen for animals. Previously, you could just “paint” an Allow zone for animals in an area, and herd them elsewhere by moving the zone. Probably a bit too abstract, sure, but it’s not as though the rest of the game is super intuitive.
The other aspect of the game that returned quickly was the demotivating sense of inevitability. And I don’t just mean those unfortunate events where the dice don’t land your way and your best sniper gets shot in the eye by a tribal with an arrow from 50m away. I mean when you hit Spacer tech and you’re starting down the charged barrel of endgame Civilization Conquest next-turning for the next dozen hours. Don’t get me wrong, there is nothing certain about Randy RNG beyond your tears… but, also, kinda yeah there is. There is a point where all you’re doing is pulling the handle, and seeing if you’ve successfully installed a bionic spine into colonist #6, or if everyone gets muscle parasites an hour before a mechanoid cluster lands inside your base.
I’m currently on the fence regarding whether I believe the expansions would help. The prevailing wisdom is that the Royalty DLC adds a lot of new content, while Ideology adds more roleplay elements. Either or both could possibly help with that inevitable feeling. I certainly have no desire to caravan across the planet and/or DIY a spaceship – I did both years ago and that was enough.
But… we’ll see. It was a craving for a survival experience that led me to reinstalling in the first place, and RimWorld isn’t that. It’s adjacent, in a way. But once you’ve had your fill, that’s that.
I was gifted Factorio from one of my friends whom I had gifted Rimworld. We’re cruel like that. Given how much I enjoyed Rimworld and Oxygen Not Included and other resource-collecting/crafting games, it seems like Factorio should be right up my alley.
For some reason though… it’s not.
I am in the very early stages of the game. The tutorial, in fact. And while I very much enjoy crafting/survival-esque games and colony management games, Factorio is neither. It is an automating and stand-around-waiting game. You directly control an engineer and initially collect resources 1 at a time until you build machines that can do it for you automatically.
For example, you discover an iron ore field. You can mine it yourself, one nugget at a time, until you can build a Stone Furnace to smelt the ore into an Iron Plate. Use those Iron Plates to build a Burner Drill, which will automatically mine whatever you set it on top of, e.g. iron ore. Then you build conveyor belts so the iron ore can fall out of the Drill and be moved elsewhere, where you build robotic arms that can place iron ore into Stone Furnaces and more robotic arms to place the Iron Plates directly into a storage box. Or onto other conveyor belts to move it to Assemblers which can convert them to Iron Gears, which are necessary to produce the next dozen things down the tech tree. You will also need a similar setup to mine/process copper, stone, and coal to power everything.
In principle, this is the same sort of thing you’re doing in Oxygen Not Included. But that game… is fun. I’m not sure what Factorio is yet.
There’s a rather annoying part of the tutorial in which you are specifically tasked with creating 50 gun magazines per minute while also consuming 12 technology per minute. I get that the point of the exercise is to push the player into understanding you can build a dozen Lab buildings to accelerate research, and same with the mass-production of magazines (to feed turrets to fend off hostile wildlife). That said, I was the closest to quiting the game outright at that moment. All prior tutorial steps were “build X, which takes a half dozen steps,” which was fine. The magazine/tech thing was arbitrary though, and I was a little worried I would run out of technology to research before I successfully built enough Labs. Nevermind how many extraneous magazines were crafted as I trialed-and-errored my way to figuring out how to achieve that, again, arbitrary rate.
At this point, I may abandon the tutorial altogether and give the “real” game a try. Not having any express goals is not something I typically enjoy in gaming generally, but is not something that bothered me in Rimworld or Oxygen Not Included.
We’ll see if I have the same sort of success (read: fun) in Factorio.
I’m probably done with RimWorld for now. After installing the mods I was talking about, I found some uranium on the map, made mining it a high priority, and completed the construction of a ship. By the time I had four cryopods – not nearly enough for my 12 colonists – I realized that a lot of it didn’t matter. I could continue fast-forwarding through time, or I could see the ending credits right now. So I did. And this was apparently enough to satisfy whatever itch compelled me to boot the game up every day.
I’ll definitely revisit RimWorld once 1.0 is released, but in the meantime, I’m playing other games.
Ironically, the other game that continues soaking up my free time is another Early Access title: Slay the Spire. I had stopped playing it a few weeks ago, having rather thoroughly and completely beat the game and unlocked everything. The Daily Challenges brought me back: they are normal runs with additional bonuses and/or restrictions. For example, some of them give everyone (including enemies) +3 Strength, or cause you to get three copies of a card when added to your deck, etc.
It is not lost on me that the Daily Challenge has some strong parallels with, say, Mythic+ dungeons in WoW. “Play the same content with additional restrictions/considerations.” The huge, fundamental difference though is that Slay the Spire is fun, and WoW dungeons are not. Well, that and the simple fact that the bonus/penalties in Slay the Spire can change the entire way you approach run, whereas in WoW it just makes the things you were going to do anyway (speedrun past enemies) more deadly.
I haven’t talked about it before, but I’m approaching the end of Rise of the Tomb Raider, e.g. the sequel to the first Tomb Raider reboot. The visuals are incredibly amazing, but for the most part I think I enjoyed the first game better. While this game plays better, I’m at a point where I feel more like Spiderman than Lara Croft. Or Ezio from Assassin’s Creed, for that matter. There’s always been platforming element overlap between the two series, I guess, but it feels more fantastical in Rise of the Tomb Raider than it ever did before.
Going forward, I have a lot more games queued up on my plate. We’ll see which ones actually get any attention though.
After about 75 hours of RimWorld, I decided to download mods to “fix” the base game.
As mentioned a few times around here, RimWorld is still currently in an Early Access state. Version 1.0 is on the horizon, but we do not yet have a complete feature list or an itemized accounting of what is going to change. This was frustrating me quite a bit in my current playthrough, due to an outcome I cannot help but question whether it was intended.
The basic gist is this: a group of mechanical enemies attacked my base, and Wolle got shot and was bleeding out. I rescued him and patched him back up… but he would not leave the medical bed. Prognosis: shattered spine. Vanilla RimWorld actually has bionic arms, bionic legs, and bionic eyes as core features. You can’t craft them, but you can buy them from traders occasionally, and clearly have the medical technology to install them. Additionally, there are nanite serums in-game that can automatically boost your skills, which by the description function specifically by moving from the orbit of the eye, into the skull, and then transmuting into the necessary brain tissue.
Plus, there is something called Luciferium, which are medical nanites that can fix permanent scarring – including in the brain – for the low, low cost of permanent addiction. If you miss a dose every 5-6 days, and you will go on a berserk rage until death. A “devil’s bargain” indeed.
Trouble is, nothing cures a shattered spine in the core game. Was this an oversight? If Luciferium can cure stab scars in the brain, surely it could repair a spine too? Well, it doesn’t. So that led me to question whether it was intentional. There is nothing that cures shattered ribs either, for example – they just permanently reduce the amount of torso damage a colonist can take before collapsing/dying.
So, perhaps the designers were wanting to force the player to confront a scenario in which they have a permanently disabled colonist. Do you maintain them as dead weight, perhaps even taking them with you somehow if/when you escape the planet? Do you simply euthanize them and turn them into a hat? I can see how the emergent moral dilemmas come about. On the other hand, it’s hard to draw a line at spines and ribs when nanite magic is already out of the bottle.
Despite this, it wasn’t until I wasted an in-game month unsuccessfully trying to find uranium to start building a ship that I broke down and modded the game. I added a mod that augments the ground-penetrating radar to actually tell me the resources that are located underneath. And then I added Expanded Prosthetics and Organ Engineering (EPOE).
With EPOP installed, I did the relevant research and built the required workstation and finally crafted a fresh new bionic spine for Wolle. After a successful surgery, I took a look at his Health page… and realized that he wasn’t just fixed, he was better. Specifically, something like 20% better. So now I’m in a scenario in which I could craft 11 more bionic spines and implant them into my colonists to maximize the amount and quality of their work. Then I could get to work on about a dozen other bionic implants too.
Like I said before, bionic eyes, arms, and legs are already in the base game. In fact, I have some spares hanging around for emergencies, but bionics are better than standard-issue meat in every way already. While you cannot craft your own, you can generally pick up extras without too much trouble. So it’s not quite too far a bridge, right? Right?
Yeah, yeah, I know. I do think shattered spines are a hole in the vanilla game’s original design, hopefully to be filled in a more balanced way upon release. But then again, sometimes it is precisely the gaps in satisfaction that moves us out of our comfort zone.
I am beginning to ponder whether “emergent gameplay” is dependent on what might otherwise be considered “extraneous details.”
In RimWorld, the details are the devil. Each and every creature that exists drops its own kind of meat when killed, along with its own type of leather. Forty-eight different kinds of leather, specifically. On the one hand, this can get annoying when your warehouse fills up with a dozens of different stacks of the same sort of resource (e.g. leather) that can’t be blended together to craft a piece of clothing. On the other hand, the specificity of leather allows for the now-infamous “Human Hat” situation.
Another situation is wounds/scarring. When a colonist takes damage, they can be injured across their entire body in ultra-specific locations like… middle-finger of their left hand. Or their eyeball. I have one colonist with a shiv-scar in their brain. I did not find out about that old wound until two-dozen hours in, and finally made the connection as to why this particular person was slower than others at Researching (brain injuries basically reduce productivity by 50%).
This specificity occasionally leads to emergent gameplay. Another colonist (Redfields) was addicted to Smokeweed, developed a small tolerance, which led to a large tolerance, which led to Asthma in both lungs and a small carcinoma in the right lung. I was tempted to just kill Redfields and hope to recruit a different person – keeping someone alive and happy through withdrawal symptoms is a real pain in the ass – but I decided to give it the ole’ college try.
So after the next pirate raid, I captured one of the downed raiders, stabilized them, and then harvested their lungs. Which I then transplanted into Redfields.
Everything was fine up until Redfields developed a small carcinoma again in one lung. “Goddamnit, Redfields, those were brand new lungs! Well, to you, anyway.” Luckily, I realized that I could excise the tumor directly, which my doctor did successfully. Once Redfields made it past his withdrawal period, I went ahead and rewarded him by removing the eye that had a permanent LMG wound and replacing it with a bionic eye. Now, he’s one of the best sharpshooters in my colony.
He’s still missing a nose though. Not quite sure how he lost it, and I don’t there is cosmetic surgery in the vanilla game. Oh well.
The point is that emergent gameplay is kind of predicated on there being many, many different points of potential interaction. If damage was only registered to more generalized sites, or abstracted away entirely into HP, there is no Redfields story.
Then again, this can be done on the AI side instead, I suppose. There are not a whole lot of player-moving parts in GTA5, for example, but I think we have all seen some outlandish things occur in that game that come about because of random variance in civilian (or cop) behavior. Or in the Far Cry series. A “normal” shootout suddenly turns into a 5-car pileup, a wildfire erupts, and now there’s an angry bear or mountain lion or eagle joining the fray.
It makes me wonder about how emergent things might work in an MMO setting though. Project: Gorgon apparently has a whole lot of nonsense embedded in it – players turning into Cows and leveling Cow skills – but for the most part, I think most of us prefer less fiddly bits, rather than more. For one, it’s much harder to balance, and for another, it complicates social dynamics. If you aren’t optimal, you’re sub-optimal, which means you are holding the group back with your selfishness.
This pushes emergent features more into the AI side, which sounds like the direction Blizzard is heading. At the same time, would you even want an MMO where the mobs are intelligent and a real challenge? Like, all the time? In an open-world single-player game, absolutely. But elsewhere? I’m wondering if emergent social interactions is more than enough emergence for MMOs.
I restarted once or twice since my initial post, but now the colony of Pine View is well on its way to getting off this blasted rock. Or die trying. Maybe the latter.
It’s entirely possible that I am ruining RimWorld for myself in the process, however. I ended up choosing a lower difficulty, and have the ability to reload my Save files. My thought process is that enough of the game systems are obtuse and opaque to a ridiculous degree, so I wanted the ability to take them for a test drive. Trying something and failing though, is often the heart and soul of the repeatability of rougelikes (of which RimWorld is one… sorta). Making it all the way to researching a space ship and reloading my first encounter with death bots – who behave very strangely compared to all the other enemies – will make it significantly easier to plan around in future games.
Having said that, the game is seriously addicting in a Civ-esque “one more turn” kind of way. Usually, I leave the game speed on maximum, as what I want to accomplish takes place over several days. Crops take time to grow and harvest, research is usually slow, and wounds take time to heal.
One thing that I have quickly become inured to is the game’s meme aspect. In other words, I no longer have any idea how interesting a given story can even be anymore.
For example, a common occurrence is having your base attacked by raiders. After the battle, you will very quickly have a dead body problem. If you leave a dead body out, your colonists will get a morale penalty each time they look at it. So, one solution is dig a grave and dump the body inside.
Another solution is to butcher the body into piles of meat and human leather. Aside from cannibals, no one likes human meat, but you can create Kibble for your creatures out of it – much better to use that instead of animal meat, since the latter can be used to create better regular meals. Meanwhile, human leather can be fashioned into clothing and cowboy hats, and is apparently very fashionable.
There are downsides, of course. The entire colony gets a morale debuff that lasts several days when a human body is butchered, and the actual butcher gets another debuff on top of that. In these situations, it’s helpful to have a Psychopath butcher, as they tend to be immune to these sort of penalties. Alternatively, you can simply increase the leisure hours of your colonists, and likely mitigate that sort of thing. Recreational drug use helps too.
Oh, and when you capture raiders alive, you can convert them into joining your colony. Or you can harvest their organs for later use and/or cash. And then turn their bodies into hats.
At some point though, the ridiculousness becomes rote. Sure, part of this is likely because of the difficulty level I chose, and the possibility of save scumming. But even in a complex emergent system, how many truly compelling narratives occur? It’s amusing the first time a colonist dies while trying to tame an Alpaca, but thereafter does angering a turkey hold the same amount of charm? It’s hard to tell anymore. And there can only be so many human hat stories.
In any case, I’m going to start over soon on a higher difficulty and see what happens. I will also try and investigate a few mods too, because there are some elements of the base game that are unfathomably dumb. The Research tab having zero useful information, for example, or the fact that I cannot mass-select my animals and designate them to a different Allowed Zone. There are workarounds the latter issue, as for many others, but it still feels kinda dumb.
After becoming a bit impatient with Oxygen Not Included, I decided to buck my principles and buy the never-on-sale RimWorld. Technically though, I did get a discount through the Humble Store (10% off), so that’s the way I’d recommend going.
If you have not heard of it before, RimWorld is a sort of colony-management game in the vein of Dwarf Fortress, with the visuals of Prison Architect. In the default scenario, you pick three survivors of a starship crash, and shepherd them through the trials and tribulations of life on a titular RimWorld. There is technically an end-goal of researching technology/production far enough to send at least one person back into space, but it’s a bit more of a sandbox than that.
Much like with Oxygen Not Included, your colonists are basically controlled via a granular priority system, augmented by their own mood and predilections. You can request that trees are cut down and the wood used to build a new room, for example, but it’s possible your colonists will start playing horseshoes or lay down on your solar panels to gaze at the clouds.
They can and will also do things like plop down a stack of turkey leather right in the doorway to your freezer, letting out all the cold air and potentially ruining your entire meat supply. There’s no real way to force a person to do one particular thing (aside from Drafting them for combat) – the best you can do is prioritize one thing to the maximum level, disable everything else, and hope for the best.
If the above examples seem silly… that’s kind of the point. Each colonist has an entire background narrative, with expanding needs and desires that influence their actions at any given point. Romances will form between two people, then a break-up, and suddenly one or both might experience a mild (or major) psychotic break due to the mood penalty said break-up causes.
Well, that social interaction plus seeing the colony pet terrier get killed by a Cobra, the fact that their bedroom is too small, and a number of other interactions over the last few days. Butchering the dead dog for its meat and then turning the leather into a hat probably also didn’t help things.
The emergent narrative formed by these random, interacting systems is the heart of RimWorld.
Speaking of “random,” at the beginning of the game you get to choose the AI Storyteller and difficulty of your game. The default AI will throw increasingly difficult encounters your way (modified by game difficulty), ensuring that you never reach a point at which you become entirely stable. The other two AI choices give longer periods of calm, and completely random ones at random intervals, respectfully. I can appreciate the transparency of the system, even though it makes things… a bit game-y, I suppose.
In any case, I am enjoying my time thus far. There are still a lot of game elements that do not make complete sense – the Research system in particular is difficult to wrap my head around – but the sort of little narratives that emerge are pretty interesting. So, we’ll see.
Rimworlder, part 2
Posted by Azuriel
Instead of doing minor edits and publishing the last post, I continued playing Rimworld for about 25 hours over a week. Yeah, all other games in progress (aside from GW2 dailies) have been blown away. However, in that time, I have come to a number of conclusions. Or maybe just a primary one from which all others follow.
The Rimworld DLCs make no sense.
Royalty was the first DLC to be released. The big addition was the sort of Fallen Empire faction that you interact with almost immediately in every playthrough. If you ally with the Empire, you can select one or more pawns to start accruing Honor via quests and such, which is used to ascend royal ranks, which in turn unlocks the ability to have Psycasts. Higher ranked pawns will need increasingly spurious luxuries befitting their titles, requiring the creation of a throne room, better quality clothes, and so on.
If you don’t ally with the Empire, you basically don’t get to play with Psycasts. There are a few opportunities to waylay Imperial caravans and steal the items that grant Psycast levels, but they are few and far between from what I have heard. That said, each map also has an Anima Tree somewhere that allows Tribal-based (and only Tribal-based) pawns to meditate/worship at its trunk to eventually unlock all Psycasts and assorted goodies, no Empire needed.
In practice, the entire Royalty DLC feels at odds with its premise. Roleplaying as a royal colony and eventually using the Empire as a win condition (joining the Imperial flotilla) is perfectly fine. Tying Psycasts to royal titles is not. The earliest Psycast that has any particular use (Vertigo Pulse) requires the Knight rank. The next one is Praetor, which unlocks Skip (tactical teleport) and Wallraise (cover on demand). These are very useful abilities, but each individual pawn would need their own separate throne room and gain the appropriate amount of individual Honor to gain them. It also gets a bit goofy having a Count, whom “might have a personal fleet of capital ships,” be slumming around with the rest of the fighters to take out a Mechanoid Cluster.
Tribalists being able to short-circuit the entire Psycast system by spending time at an Anima Tree kinda drives everything home. I haven’t done so myself, but there is plenty of chatter about how you can get your entire Tribal colony to be level 6 Psycasters very easily, which would otherwise require a half-dozen throne rooms and other goofiness the “normal” way. There are probably mods out there to fix things, but why not have rituals or research or whatever to allow non-Tribals access to Anima Tree benefits? Royal ranks would still have a purpose – Permits are enough of a thing IMO to justify the title system – plus perhaps you could make it easier for royals to find/buy/hand out the Psycast-level items.
For the Ideology DLC… there isn’t much to say, actually. It opens up some directed roleplaying and/or absurd min-maxing opportunities. In my current playthrough, it doesn’t really add much to the gameplay aside from some annoyances. For example, at least two of the main factions on the planet are Supremacists, which means they are effectively permanently hostile (on top of the always-hostile pirates, raiders, etc). Beyond that, my colony can… uh… perform one dance party a year. Two of my pawns can give a few speeches, but even if you max out the chance of success, there’s still a minimum chance of failure. There are also a series of quests to find a relic, but near as I can tell, that ultimately gives a mood buff equivalent to eating at a table during the once-per-year dance party.
For the Biotech DLC, we come around again to absurdity.
Using Biotech to create custom starting scenarios is perfectly fine. Cannibal mole men? Beautiful furkin? Straight-up vampires? Go for it. However, there’s a big chunk of the mid-game revolving around Genebanks and such that allow you to acquire genes (purchased or extracted) and augment your pawns. But… why? The system is extremely random and requires a colony with excess resources to the point that you may as well just be installing bionic limbs and such. Moreover, if you are creating a custom xenotype at the outset, things would be much faster just having your existing pawns have children of said xenotype versus some convoluted system of extracting genes from your pawns and mashing them together into a former prisoner you converted. There may be some point to the system once you start looking at the more OP Archite genes, but that requires purchasing Archite capsules, then the Archite genes, and then implanting them. All to do what? Make one pawn superhuman in a way fully bionic organs in Cataphract Armor does not?
On the other hand, children are amazing in Biotech. It allows your colony to grow in an organic way, it ups the stakes during raids, and I appreciate watching them become more useful additions to the family. The stories that get generated in this way are also novel. For example, I took in a small refugee family of a father, mother, and small child. Things were going well… until I got the notification that a Fennec fox was hunting the child, who for some reason was trying to haul boulders from across the map. Unable to reach the fox in time, the child was downed and then eaten. This caused the mother to fly into a murderous rage… in the middle of a classroom where she was teaching my colony’s first child. She beat him to death with a club, which I had not removed from her inventory.
And that’s how I learned to always restrict the zones where children can roam. And disarm refugees.
After I reloaded an earlier save game, of course. Iron man, I am not.
Posted in Commentary
Tags: Biotech, DLC, Ideology, RimWorld, Royalty