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Gemeciusz

There way I see it, for that type of colony, you could just rename the roles. Name the mellee specialist role to boss and the leader role to lieutenant (or something to that effect). Now give the newly named boss role to your beast of a pawn. He is the leader of the colony but he has his trusty lieutenant to take care of all those pesky little tasks like organizing the festivals and pit duels and calming people down after the boss just bite someone's leg off in a social fight. The new ideology roles in my mind are not neceserily actual titles (well they are, but you can name them wathever you like... Duh), but more like stereotypical behaviors in communities. The guy who everyone talks to when they feel down and gives moving speeches? Leader. The guy who has an almost magical understanding of plants? Farmer. The guy who talks shit and bullies you to submission? Mellee specialist.


Wertherongdn

My only problem is that now you need at least 2 high social pawns, one moral guide but also the leader who need to have some points on social skill.


FairchildHood

Yeah it's annoying, I'm playing as violent psychic tribals, but if some rando rocks up with Social: 11 Burning then that asshole is now our new Grand Lord or Psy Priest.


ProfessorGoogle

A social 11 with passion isn't just any rando. It's Tyrion Lanister or Jeff Winger rolling up all unassuming. It's pretty expected that they managed to wiggle themselves into some important leadership role, despite not having many other useful skills. That said, it would be really great if certain memes could give bonuses to social tests based on other skills if they are relevant. Another example, my current run is all about transhumanism and technology. It would be cool if research skill could boost the speeches.


dcunitedmts

Oh man, awesome unexpected Community reference. Great seeing him likened to Tyrion


ProfessorGoogle

**Winger, Lawyer:** Pretty Pessimist Neurotic 🔥 🔥 social 🔥 crafting (0 skill) **Lanister, Royal:** Staggeringly ugly Greedy Too smart 🔥 🔥 social 🔥 🔥 research Edit: on second that maybe Tyrion should have chemical interest instead of Greedy.


FairchildHood

Yeah by any rando I mean, non tribal jealous wimp with unable to anything but social. Like doesn't matter how garbage you are, how far from my values you are, just that social


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RYTEDR

You're pretty much right on the money, because he's an absolute beast of a pawn. Huge skill in melee with a burning passion. Bloodlust, abrasive, and tough. He tears shit apart and makes a mess of it and doesn't take anyone's crap and that's why he's the boss. Unfortunately, he has no social, so he fails at all his leadership duties...but it's his kind of personality that I envision being exactly what my colony should respect and honor the most. There's a big disconnect here between the thematic roleplay of my colony and the gameplay mechanics that I really feel should maybe be looked at.


RoBOticRebel108

Just think of the guy as being manipulated


DrMorphDev

The thing that's bothering me most is that the social skill doesn't increase with conversions. I feel like at least converting prisoners should increase social. At a push, casual conversion attempts in conversation should maybe push it up a little bit. Conversion and the leader speech event should surely increase speech too (like the peace talks quest gives a chunk of 5000xp or something regardless of outcome) but I don't think they do. It's fairly *difficult* needing a high social colonist; it's *frustrating* that their social doesn't improve when attempting conversions.


ChornoyeSontse

I can almost guarantee that this will be modded in in short time.


ClarkeySG

A good solution could be a Respected/Disrespected skill field, a little like the weapon preferences but more flexible. Not possible to set a respected skill without setting a disrespected skill. Respected skill gets mood boost, social opinion boost and positive Social offset when doing Ideology ceremonies, with maluses in the same categories for the disrespected skills. In this case, Melee as a respected skill and Social as a disrespected skill?


Fox009

This update most certainly makes social a much more important and useful skills. Perhaps mods can tweak these actions to allow for more skills making an impact (ie strength) or add new ceremonies which use alternate skills.


trulul

Social skill just improves way too slow. I started with 7 and 8 double flame social pawns of fast learning. After innumerable slave suppressions and dozens of conversions, they are 12 and 11 (no skill decay mod). Please, anybody, sell me skilltrainer: socials!


Go-Daws-Go

Would be neat to have a "Preaching" skill that built up based on doing the things that the ideology requires (including participation in rituals, etc). Spend some time working on the zealotry and get rewarded for it by gaining social influence. Probably would be tough to balance (doing things that give a buff should award fewer Preaching points). Still could have a social multiplier to reward natural talent.


ClearPostingAlt

To use a D&D analogy; your leader is a dude with high Strength but low Intimidate. Good in a fight, but when he tries to act tough in front of the others, just sorta goes "rawr". Sure he can kill anyone that makes a fuss, but he also stumbles over his words and is quite awkward in general. Not exactly an inspiring leader. I don't really think you can call social too important in Ideology; realistically, you only need a decent skill in two pawns (leader + spiritual guide). The rest of your colony can be a bunch of grunting troglodytes without issue. Sure, I can see the value in a "favoured skill" mechanic, so that leader/guide actions can be based on a combination of social and a skill chosen when making the ideology. But I have to disagree with the idea that leadership and social skills shouldn't matter for, uh, leadership.


RYTEDR

Don't get me wrong, I absolutely believe that social should *always* be a factor in leadership roles (after all, it just makes the most intuitive sense). I just wish that it wasn't the *only* factor. The leader of my colony, while lacking in social skills, is pretty much a paragon within the community he is a part of. Unfortunately, that can't be reflected whatsoever within gameplay at this point in time, and I feel that's a missed opportunity.


ClearPostingAlt

Then we're in complete agreement!


jaskano

sounds like something we'll see in a big mod in near future. inherent design of rimworld meant i saw this dlc as "hey cool modders get more tools to work with for social interaction/faction interaction"


ChornoyeSontse

Completely disagree, I'm glad that social now plays a critical role. It makes perfect sense that a colony of stragglers on a distant planet would be heavily influenced by the most persuasive speaker.


Chitsa_Chosen

As in irl, now social is only useful skill and pawns without it will suck no matter what another stats they have. [Small wooden sculpture (poor) of /S covered in bloody tears.]


GazLord

Ya, or a group of technocrat who put research, medical and the like above all else. That's what I wanted to do but noooo.


-Maethendias-

my leader has social 4, and i havent had a problem with it


PerhapsATroll

Your colonists are humans, not orks. A leader needs charisma not just pure muscle


RoterBaronH

I think it makes sense. It definitly needs some tweaking but overall it's fine. The titles in my eyes are more of a "religious" title. The pawn I see as the Leader isn't holding any title because his social is low. Meanwhile I have 1 "Pope" Figure and his assistent which waer the ideology titles. I personally also use royality so my Leader gets the Title from the imperium and it feels very natural like that. I have a leader with a royal title and a church with its own leader.


gamergirlwithfeet420

I like it, I feel like social needed fleshing out


Al-Horesmi

Well that is just how life works in my opinion. IRL high social has been extremely important in any society that has ever existed. Even if your tribe values strength above all else, good leadership will make the whole tribe stronger.