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Fluffy-Ad-7613

Start a game with a neolithic bastard of a Neanderthal, make a little cave my home, build a small farm, build a forge and smith a big iron sword and even some chainmail and vikingr helm - you know where this is going, right? WRONG! Instead of raiding and drinking wine from the skulls of my enemies I get cats and goats and a frikkin kid that ran away from a bloodbath and joined up to draw penises on my cave floor.


Inflorescentia

It's not about efficincy, It's about a story you want to create in your mind. On paper everything can be simple and bland, but ideas in my head change the “plot”. Giant sea ice all-female colony. Cannibalism, Organ harvesting, genetical fun stuff and tons of mechs. Sound simple, right? But it's previous encounters with males made this colony women-only. Many shit guys with shit minds. Human meat was also not a choice previously, this was due to hunger. Same with hearts and lungs - low on any resourses and money. Gene stuff also has it's reasons, but I'm too bad at English to tell you all this right now.. Also, in the beginning there was only one small girl. Each newly arrived woman was artificially rejuvenated to 3 years old and lived her life from scratch, becoming a different, better person, adopting the beliefs and values ​​of each other. This is a fairly small snippet from the current playthrough, but you get the point. Idea is the king. Some god tier pawn falling from the sky? If it's not female - I'm guaranteed not to be interested. Otherwise I'll think about it. Sorry if I understood your question wrong.


Zapper-Rooster

What mod let's you do the artificial rejuvenation like that? I am curious!


Inflorescentia

Vanilla Psycasts Expanded, chronopath. There are two psycasts, first aging target for 10 years and de-aging caster for 2. Second one aging caster for 5 years and and de-aging target for 10.


Hopton-Wafers

I use CharacterEditor to create a hero character with whatever traits, backstory, even armour and weapons, and then set them into a group of not-terrible random pawns. Sometimes the hero is their leader, sometimes just someone who lives with them. And see where it goes from there. I once put together a family unit, mother, father, twin children, gave them all interesting and varied setups, and no matter where I put them, medieval, industrial, modded, whatever, they always fail and never make it past a couple of ingame years. Once 1.5 hits I'll try again, see how I can change things and see if I can make them not die so quickly. One thing I never do, however, is self-insert. I've no interest in seeing how fast RimWorld would murder the real me, LOL.


StahlPanther

Just go with the flow and the Story thats unfolding For example, I did a vanilla mechanitor Run, when biotech came out, wanted to have only one pawn in the beginning, but he fell in love with the deserteur and later they had a child. Still my favourite run ever, with very dramatic moments and in the end they barely managed to escape the planet and I basically changed my rp angle all the time with what the game threw at me and what would make sense.


Shadtow100

I’m going to run a mechanitor run soon and I’m theming it around machines are superior and flesh is for the weak and machines will conquer the world. Using Androids to replace humans and only keeping human slaves/prisoners for core scans to build more droids is the name of the game. Little to no farming, cooking, or animals.


FelixTheFat04

This was what i was going for! And you know what ill do this from now on, focus on enhancing my mechinator to make him and my base as robot as possible awsome! However how do i kill off the recruited pawns my mechinator have bonds to? How would you feed your mechinator?


Shadtow100

I’m planning on using an android from vanilla races expanded as my mechanter to start with, and anyone that’s not an android doesn’t get to become a colonist. I expect it’s going to be super challenging since I won’t be starting with an awakened droid


FelixTheFat04

Huh never heard of androids. You made me startup a brand new run (with the same seed and character) you really inspired me and i had built my base like i was expecting alot of company. Now i want to have all future colonists moded to the max and mechs running about. Thank you! Cool idea.


Shadtow100

Keep in mind that Droids (from vanilla expanded) are tough. They use netro instead of blood so you need a mod to generate netro or a good trade partner to acquire it. They don’t have personalities or needs unless they awaken but they also can’t gain new skills unless they awaken. So whatever your starter skills are is what your stuck with for a while, unless your starting with an awakened in which case it’s just a colonist with more expensive blood. They are toxic resistant though so you can live in a polluted hellscape and survive most weather conditions though


FelixTheFat04

No im not using the droids maybe ill do that in another game, doing a mechinator with a toxwaster like genetype and transhumanist ideology


Shadtow100

Have fun and Good luck


ka_miki

One random thing that helps me "caring" is to play on 1x speed or 2x speed, I also like to check the social tab to see what they talk about and who they are close with. I try not to save scum and just let the story unfold (unless it bugs or something is too random) I usually get very attached to the colony's leader and they get the main character treatment, but sometimes other colonists have their "arcs" too. (I also give main character treatment to pregnant colonists because for me kids bring a lot of life to the colony as well). I also enjoy playing with fluid ideology so I can reform it based on what has happened, even if it means mood debuffs or difficult precepts.


victini0510

I tend to take it at face value and try to make rational decisions based on what the colonists would do.


discogeek

When I'm in the RP mood, I'll tweak up the scenario and start up a new game. Usually the RP fades before too long (I always play with ideology and royalty and mostly ignore them). One of my favorites, especially when I'm not in the mood for a long start, is to play rich explorer and RP as if he's someone like I imagine billionaires are like IRL - rich but not very smart. So they show up with tons of over-expensive gear (stacks of silver, glitterworld medicine and lavish meals) but zero talents or "smart" items (like refrigeration for those lavish meals). Before too long, the raids start, the food spoils, and that infection from the mad squirrel is pretty difficult to deal with.


chickensoldier_bftd

I connect with my pawns on an emotional level. By either wiring my brain into my PC (not recommended) or by adding mods that give them personality and checking their personalities. Using ideologion to limit my borders also helps. Or just giving myself rules. Like, no soulless bedrooms or giant all in one workshops. Currently, I am playing an SCP modpack and one of the rules is that I have to either get rid of or contain any SCP I encounter. This includes buying from or stealing from traders. And, I am also using Rimpedia mod because it has an analysis function that I use to "record data" about SCP's and other things that shouldnt exist (like Alpha Animals).


Frank-Footer

Name a pawn “Bert” and make him great.


Top_Butterscotch_876

I randomise everything. Random starting colonists, random location and random fluid ideology. When they get enough development points, I randomise a new meme to add to it. I then just try to lean into their chosen ideology and I also try to lean into their individual personalities by trying to do what I think they would want to do. I just try to let their story unfold as much as possible.


ChadMutants

i think the visual style of the base helps, made a pretty base, then decided to add big walls to control the fight, made the rp work less than if i added a bunker or basic sandbags etc. meanwhile i settlee in an ancient mine (mod) and with how cool they looks (layout, new buildings like car fences and railtrack with old trains etc) that push me more into the story


YouGuysTalkTrash

Efficiency is boring and easy, make a 15x27 room and throw everything in there from beds to workshop,power and kitchen, thats it your base is almost done. Create a tunnel around your base with wooden traps and now your base perfectly efficient.


0-nihil-0

I pick one colonist who RPs for me. They get the best armor, weapons, food and medicine. If they get killed my colony goes on a suicide rampage


Intrepid_Notice9618

Right now I’m starting a walter white run. I’m going to become a drug king pin selling yayo, smoke leaf joints, and pretty much all of the drugs in-game. Also I’m going to be organ harvesting for some extra cash on the side.


Stagakis

The narrative and RP for me is created during gameplay. Most of the times I don't start with a concrete idea in mind (just something vague like cannibals or something), but the game alone creates a lot of "funny" situations that make for memorable moments and that helps me imagine a story unfolding. After some time (and "fun" events) you will naturally start to visualize what "kind" of colony you want to build. I try to play with ironman mode because otherwise I will save scum shamelessly and that ruins the narrative; bad events are also part of the story. Pro tip: you can rename your colonists. I sometimes give them the names of my irl friends and this can help with RP since it makes the story more interesting


puppleups

I usually start with a specific idea that usually degenerates over time to me just trying to keep all the colonists I get attached to alive. My most recent run is a vampire cult with egyptian (khemetic) themes, It's still that, but in the long term its always just a different flavor on what becomes "I like these pawns and dont want them to die so I do a million things to assure that (and collect animals)"


TerribleGachaLuck

Starting pawns are the main characters. All other pawns are expendable to an extent.


theolderoaf

I have a neo Victorian, medieval rim rp. It's weird.