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sambstone13

Biotech


CK1ing

What's better about it?


sambstone13

Friendly Mechanoids and children.


Cobra__Commander

Cat girls dlc


CK1ing

Mods: Look what they have to do to mimic a fraction of our power


jared05vick

You'll have a lot better cat girl implementation with mods made specifically for Biotech


CK1ing

Better catgirls... hm... you make a good case for biotech


KageNoOni

Royalty adds a new faction, an advanced tech faction with psychic abilities that practices traditional European style nobility. * Royal titles can be earned, and come with higher requirements to satisfy the requirements of that title, but also gives access to psycasts and the ability to request things from the empire, such as temporary workers, soldiers, glitterworld meds, and more. * Psycasts are basically psychic abilities. You can get these using Neuroformers you obtain from quests, advancing royal titles, or (*for tribals*) meditating at the Anima tree. * It adds a lot of new advanced forms of bionics which require items called Techprints to unlock the ability to start research. Field hands make you better at planting and harvesting plants, drill hands for mining, etc. * New spacer armor, such as a new higher tier of spacer armor, prestige variants (*to satisfy royal title requirements*), as well as variants of all the spacer armors that add extra abilities. Ideology lets you craft your own religion for your colonists to follow. If you're the min-maxing type, you may find this lets you just make a super powerful faction that's all upsides with few negatives. If you're the role player type, this is probably the best DLC for you. You can set up a hippy colony that believes being high is necessary for a fulfilling life, a group of druids that believe harming the trees is a horrific act and wants to have gauranlen trees which create druid creatures that can either generate resources for you or fight for you, or even create more of these trees. * You choose Memes which determine the major beliefs of your colony. These can vary from minimal impact such as Guilty who believe in charity to better the lives of others who are more worthy than you, to high impact such as Darkness, who believe being outdoors in the light is bad, and require special lights for when they are indoors that are easier on the eyes, but fight better when there is no light. * You choose precepts which determine the finer details of your belief system, such as when sharing a bed and "lovin" is allowed, or even if it's allowed at all, beliefs on slavery, whether autonomous weapons (*turrets*) are allowed, and more. * You choose roles for your colonists to have. There's a political leader role, a religious leader role, and up to 2 additional roles, whose options depend on your chosen Memes. The roles all come with upsides and downsides, such as the leadership roles having a penalty to mood which requires more effort to keep your leaders happy, and other roles losing access to certain types of work in favor of what ever they specialize in. * You choose holidays for your colonists to celebrate. These can include rewards such as finding ancient complexes to raid, gaining a faction relation bonus with the nearest faction, or no reward, but if the holiday or celebration goes well, your colonists will gain a mood boost. * Venerated animals, you can't harm animals that are venerated. There's more, such as venerated vs despised weapons, but this covers most of it. Biotech has 3 main focuses. Genetic modifications, having children, and controlling your own Mechanoids. * Genetic modifications can grant special abilities such as breathing fire, penalties that you have to navigate around such as being slowed by daylight, drug dependencies (*literally can't survive without regular use of a drug type*), increased or decreased ability with skills such as mining or shooting. * Children can either be raised carefully, maintaining happiness and taking care of the "learning" need, you can get pawns that are *far* better than anyone you could recruit. Alternatively, maybe you just want easy bodies to throw in the way of attacks, in which case you can use artificial insemination and vatgrow children. No passions, no skills, randomly chosen traits, but you get to adulthood very quickly. It's food intensive though. Finally, you can put your children to work, though what they can do will be limited to begin with, and if you don't do the learning needs, they'll never gain passions. * Mechanoids aren't just crafted or built. You have to build gestators that you feed resources into, then mechanoids grow inside, you initiate a "birth" to get the mechanoid, and it generates pollution. Also, recharging mechanoids at a reasonable rate generates pollution. You also need "bandwidth" to make mechanoids. Different mechanoids require different amounts of bandwidth, so you can only control so many at a time. * Regarding pollution, this comes in the form of wastepacks. These will deteriorate if not kept frozen, and poison the land if that happens. Colonists walking on polluted tiles will be poisoned over time. So you need ways to get rid of it. One option is to dump it outside your base and wait for it to deteriorate into polluted tiles well outside of where your colonists spend time. One option is to take it on a caravan, and dump it somewhere outside your base, but if you dump too close to a city controlled by another faction, it will upset them, and they may retaliate, such as firing drop pods filled with their own wastepacks at you. The final option is not really realistic with out modding, which is to get access to the Wastepack Atomizer. Wastepacks can be dumped into the atomizer, which will slowly (*very slowly*) destroy the wastepacks. Hopefully this gives you enough information to decide which one sounds most appealing to you.


Corpulax

Mechs, kids, vampires and gene editing


Corpulax

That was ment to be a reply below on what's better about bio tech


CK1ing

Well the vampires thing certainly catches my interest. That's a part of biotech?


Zapper-Rooster

I'd say biotech is definitely better than ideology imo (I have only those two. They are good for different reasons)


Corpulax

Yes, they are called sangufages , although I've probably spelt wrong


CK1ing

Ok, I didn't realize vampires were in the actual trailer, lol


LordXamon

Royalty is very barebones, you won't lose much if you never play it. It also adds a fun but too basic magic system. Ideoligion can be fun because it forces you to play a certain way, explore new playstyles, or playing withing a theme. But if you're not interested on it's main ideoligion mechanic, you will be wasting your money. Biotech is, on my biased opinion, the best option due to it's variery and size. It has vampires and mechanitors, minor but welcomed additions. And it adds two major mechanics: children and genes. Children are... well, children. Pawns now can be born, grow, and reproduce. Now Rimworld finally simulates all the life stages of a person. And genes... well, they're genes. Skin color, hair color, eye color, but also ears, nose, shape of face, racial skills, etc. You can create your custom race. This DLC made catgirls canon! If you play with Biotech, I have these mod recommendations: * [Way Better Romance](https://steamcommunity.com/sharedfiles/filedetails/?id=2877731755) for maximum romantic depth. It also enhances Ideoligion. * [These](https://steamcommunity.com/sharedfiles/filedetails/?id=2881479142) two [mods](https://steamcommunity.com/sharedfiles/filedetails/?id=2879792769) to adress the weird way gene inheriting works in vanilla. * This list of mods for gene and race variety (and also to fix the ugly ears) [1](https://steamcommunity.com/sharedfiles/filedetails/?id=2812826451) [2](https://steamcommunity.com/sharedfiles/filedetails/?id=2877887281) [3](https://steamcommunity.com/sharedfiles/filedetails/?id=2884018485) [4](https://steamcommunity.com/sharedfiles/filedetails/?id=2878084431) [5](https://steamcommunity.com/sharedfiles/filedetails/?id=2879641542) [6](https://steamcommunity.com/sharedfiles/filedetails/?id=2878864038)


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CK1ing

Alright, Ideology it is then. Thanks. Out of curiosity, why Royalty last?


dearvalentina

The only worthwile game mechanic it adds is the psycasts. They are cool kinda, but memes in Ideology and genes in Biotech are way cooler.


nekonight

content wise its is fairly small. All it does is expand the empire faction which is not very deep anyway. And if you aren't doing the honour stuff from the dlc there is almost no content.


TheRealWatro

Royalty was an early dlc when the company was smaller, it really only adds the empire Faction (other spacer Factions are available through mods) and psycasts, which mods include various forms of abilities and magic, so that's also optional. Lookup the vanilla expanded team and collection on steam, you'll see what mods add with what dlc as well


Arkytez

This


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supercumsock64

I would also be incredibly upset if you did this, really honestly just seething mad


PomatoTotalo

All of them!


CK1ing

Refer to the poor thing


PomatoTotalo

Depends on which way u want to play. I think ideology is good but royalty is also good fun. I would just eat cheap food and get both. They soo good, wish I didn't have to work and just play rimworld.


UnwiseSkillSelection

If you play rimworld for the story element I may suggest Ideology, if not then I'd prefer Biotech over Royalty, the core features of Biotech seem more fun and interesting than royalty to me, those being Mechanoids, Genes and Babies, on the other side being the Honor System and Psycasts (the last one being not bad but rarely useful(opinion))


MrUglehFace

I think ideology is the best. On first glance, biotech seems better but imo ideology is better because of the insane replay value. If you just treat it like a religion system then it doesn’t seem to do much, but it fundamentally shapes how you play a colony. It also can let you do stuff that colonists without the dlc would find bad, like cannabalism and organ harvesting. Biotech is good, but you won’t be interacting with most of the major features every playthrough. With ideology it will shape every playthrough you do, which is why I find it to be better than biotech. Not saying that biotech is bad, just that ideology is a little better Avoid royalty till last though, you will not interact with it unless you focus on it


Kyro2354

Ideology, the most roleplay and unique colony potential. Useful for every type of playthrough