It adds another layer. What it adds is varied, and you can either be …

Choose a mild one with work bonuses, and be “oh easy, helpful”. Or …

Go random and get a tribal start that gets mad if you mine, gets mad if you gut a tree, gets mad if you slaughter an animal (hunted or raised). You can plant, but the random map has 20 of 60 days as a growable season. Right, so I build a shelter how? Eat what? The tribe does like other ideologies so …

Let’s have some random capture who joined and LIKES mining and cutting down trees do the mining and cutting. NOPE. Half my guys were all “I saw that!” and blew their moods anyway. I got the place established with much drama, and because my cook was a psychopath.

Beware: farmed animals, even without an ideology bonus, breed like rabbits now.

In other saves, still as Tribals … my dance parties are boring. And this matters! Gah.

New features and release is very mod friendly, since, like Wildermyth, many items have tags. The ideology set up allows you to include/exclude many things via tags. And the pawns care. Converted a warlike punk captive to my rustic ranchers and the first thing she does after joining is ask for her mohawk to be cut and to erase the death metal like tatoo. It mattered to the pawn. Both hairstyles, the old mohawk and the new do were added via mod, but one was tagged “punk” and the other “tribal”.

I don’t run any of the full conversion or big race adding mods. But it is nice to see it play well with mods that expand existing systems. This includes food/drink/drugs. One puritanical tribe got mad at a new hire drinking coffee! Not burn the place down mad, but how upset pawns get when a rule is broken is settable when you set up the ideology. I recommend going for lightest penalties until you see all the interactions.

And the “War on Killboxes” continues. One possible choice is “Hates turrets”.

Also, caravanning is more important. Pack animals/speed revamped, too. More events now take place on nearby spawned temp sites than before. Still fiddling with the choices and getting Tribals solidly established, so not done much of those new ones yet.

I had my tribals exhault modern weapons, so, when I started, they all had a mood debuff for using bows and clubs. Raids and tomb cracking provided a bolt-action, pistols, and a pump-action shotgun, which removed the debuff, but I don’t think added a + happyness (need to check). Also, the tombs now come with a crate that you can open without opening the cryptocaskets.

Also, trying to figure out alters. I had someone extract a skull and put it on a spike, which apparently scares slaves, which I don’t have.

The beginning of the game has a lot of ideology decisions to make, when you setup your tribe. The possibilities are very expansive. Saw someone on Reddit create Communism, which gives you some idea on the flexibility.

Altars and skull spikes are separate categories. And have settings possible specific then to each.

And if your group wants/needs an altar it needs to be the right motif. Not happy when you make them a symbol of “those other guys”. Been there, done that.

I see that the rimworldwiki has updates. I’ll be reading thru this weekend for sure, trying to figure out how to setup an ideology I’m happy with to start another long run.

I’m bummed that donkeys no longer haul, but I’m happy that we can now ride them while caravanning!

I played yesterday, and fine myself pretty confused… But enjoying it. Adds a nice layer.

The main problem is that it isn’t dynamic. So you pick everything from the start and you are stuck. It doesn’t evolve with choices along the way.

For example, it would be cool if you picked some basic tenets, but then you find yourself in a hard start location and have to eat humans to survive… So your colony naturally picks up that trait for the future. That would be fun I think

That’s pretty disappointing for a game that is otherwise so dynamic, including responsive to player decisions from start to finish.

Well Donkey not hauling settles it. I won’t update until I finish my current playthru. I was excited about the Royalty DLC and I’ve been very pleased with it. But honestly 1.3doesn’t really excite me especially know you have pick everything ahead of time. That just seems dumb.

Sorry, I should have been more clear. They are pack animals so can carry stuff in caravans, but they don’t haul stuff on the map as far as I know. My last playthru I was a roving band of psy-psycho’s, and I had 300+ animals (after a while, the breeding got out of control). Half were donkeys, half were alpacas. I trained about 20-25 donkeys to haul, and they were invaluable. The alpacas provided so much wool that I think I broke the game. I think it will be interesting to try to figure out an ideology that works with that play-style, but with more cool things that can happen. Honestly, at v1.2 and with so much alpaca wool (around 10k every 15 or so days settled), I could buy whatever the Empire had plus clean out all their silver, so it got a little boring.

How did you feed so many animals?

They get some support from pen size. But a large stockpile of haygrass and kibble if needed works fine.

Animals have been completely rebalanced.

Well well well. Isn’t it my wallet’s oldest enemy

I started playing this again last week & I’m amazed at how many new mods I can add and how much others have been updated. And this happened:

In my new settlement, there was a mountain-y area to the east with caves housing some megaspyders. I knew not to mess with them, but apparently a visiting party from some other town did not. They tried to exit the map through these tunnels and triggered a massive battle, killing most of them but all the monsters. So unexpected but so cool.

That baby looks straight out of the Saga comic series.

Raising kids - i always wondered if they would go there with the ethically questionable environment… but i’m super excited by the fact you pick passions but have to raise and educate them effectively.

More options around mechanoid’s sounds great - and i like the notion of pollution to offset the power creep.

And it release this month! Almost no wait!

Man, and to think I’d put this aside awhile back thinking I’d had my good bit of fun with this one and it was time to move on.

And yet unlike the previous DLC’s that left me a bit cold because at least in my view they failed to fit the original vibe of the base game, this sounds down right intriguing.

Or in short, I’m in for this DLC and another run!!

P.S. I’ll also admit to being easily amused, even if no one else is, by the title of the thread. Rim World vs actual name of game: Rimworld.

Did someone say baby leather cowboy hats?

Yeah, the variations on this theme are already taking up several threads on the steam forum.

I wish they’d add an all new threat. That’s what I’d really like.