Spyke

Replies

Comment on

Bondoleur Nunnery. 30 nuns in a temperate grassland. Mostly Strive to Survive difficulty. Transhumanist, guilty, pain is virtue ideoligion.

Reply in thread

Oh. So that's what happened to Brother Kemppi! He was a monk who kept trying to join the nunnery, despite not being a woman. This was very annoying, but eventually we gave in and let him join the faction, but sent him out to found a monastery for monks nearby. Predictably he failed spectacularly, and was beaten up and kidnapped by a 13-year-old genie girl within five days. We thought that was the last we would see of him, but we got a ransom request for him about a quadrum ago. We felt obliged to pay the ransom, because of our charitable beliefs, but Brother Kemppi's drop-pod never arrived. He must have landed in this chimney and starved without any of us noticing. What a tragic accident, for which we can in no way be held morally liable!

Comment on

Bondoleur Nunnery. 30 nuns in a temperate grassland. Mostly Strive to Survive difficulty. Transhumanist, guilty, pain is virtue ideoligion.

Daughters of Penitence Ideoligion description: Maryna lived a dissolute life, tricking and misleading vulnerable people to make her living. She was dissatisfied with herself and her life. One night, she was visited by The Holy Virgin Mary, who told her to change her ways. The next day Maryna went to the library and read all she could find about Mary and the ancient religion. She resolved to live by what she learned, and help the vulnerable rather than exploit them. The ancient texts she studied were highly fragmentary and often only partially translated, but The Holy Virgin revealed the missing details through further revelations in Maryna's dreams.

Maryna learned that Mary had created the universe from her sixth rib. She found this good, but something was lacking, so she created woman-kind from her toes, in her own image. She found this good, but something was still missing, so she created her son, Jesus Christ, from her appendix. Mary loved and doted upon her creations, but her son, Jesus Christ, had the seed of evil in him, and betrayed her. He created man-kind in his own image, from ten discarded hamburger wrappers. He taught man-kind to be sinful, and man-kind in turn tempted woman-kind away from virtue, seducing her with the forbidden Kumquat of Knowledge. Mary, when she learned of her son's betrayal, was furious, and cast him down to the underworld. Woman-kind and man-kind were no longer in her favour, and permanently marked by sin. Mary cursed them to mortality, and to be incapable of truly experiencing her love.

Maryna resolved to try to correct the wrongs of Jesus Christ and found a community of woman who would live separately from man-kind, and devote their lives to atoning for their sins. They would bear three scars on their flesh, symbols of their repentance for their sins, and transform and perfect their bodies with technology, to better resemble Mary's image. They would perform charitable works, to show their humility and compassion, and lead an austere life free of luxury, while crushing the disciples of Jesus Christ with their martial prowess. Maryna found four willing followers, and founded Bondoleur Nunnery in the year 5500, following an ancient plan she found in the scriptures.

Comment on

Compassion Mountain. Mountainous tundra base. Colonists are believers in Altruistic Anthropophagy - I will put the ideology in the comments.

This was a 1.3 base, which is unfortunate because biotech would have been perfect for it, being transhumanist. I only recruited thick-set pawns for ideological reasons, but this would have worked better with gene-modding. The render was taken near the end of the 15 days of end-game raids, as you can probably tell. It saddened the colonists that some many raiders fell in battle and could not be saved by being consumed and thereby incorporated into the colony.

My big regret in terms of base design is not lining up the bioregeneration chamber with the rest of the base. I prioritised having it under the mountain, but it would have been better if it was in-line.

To explain more about the ideoligion, the colonists ate non-thick-set pawns, turning them into nutrient paste, to absorb them and allow them to "become part of something greater than themselves". The colonists are all thick-set because of how much nutrient paste they consume, and view this as them perfecting themselves, as well as helping those they eat, who surely have been miserable being so weak and scrawny. Similarly they are massively cyborged transhumunists. They believe in living in harmony with nature, and see their perfecting themselves in this way as working towards this. They view their beliefs as entirely altruistic and ethical, despite other people being horrified by all the cannibalism.

We had to plant and transplant a lot of trees to make the base look so bosky, being in the tundra.

The arctic wolves in the fridge were very much alive, by the way. I think I had zoned them there to keep them safe from the mechs, and they are currently sleeping.

Comment on

Friendliness Island. Desert island melee-only slavers. All DLC, ambient horror mode. Unfinished.

I have not finished this colony, but am burned out after a previous long playthrough. I may start a similar colony in a few months when I have the itch to play again.

The colonists are a genotype with debuffs in all skills apart from melee and social, + have the slow study gene. They are great at melee, robust and have strong melee damage, as well as being 50% larger than an average pawn. The slaves do nearly all the actual work. Death by downed is at 50% so we take lots of prisoners and slaves are the main export and basis of our economy. I planned to give all prisoners the beautiful gene to make them more profitable, but had not quite got that far.

Comment on

Bondoleur Nunnery. 30 nuns in a temperate grassland. Mostly Strive to Survive difficulty. Transhumanist, guilty, pain is virtue ideoligion.

The nunnery is loosely based on The Plan of St Gall, an early medieval idealised plan of a monastery. I had to make some changes to fit the game, but overall it more or less follows it.

https://en.wikipedia.org/wiki/Plan_of_Saint_Gall https://drive.google.com/file/d/1UyrOm7Ewp-Tkj7WUmgHIINuISM2vwi2i/view?usp=drive_link

Comment on

Eboracum Fort of the Legio VI Victrix: A Historical Recreation of a Roman Fortress I’ve attempted to recreate one as accurately as possible in Rimworld. My main inspirations were the layouts of the

This is very cool. I always like historically inspired rimworld bases. I will be interested to see your monastery too once that's complete.

If you want the white dots to disappear when you take a render I would recommend using the Simple Camera Settings mod instead of Camera +. It's apparently better for performance, too.

https://steamcommunity.com/sharedfiles/filedetails/?id=3232415388

Comment on

Friendliness Island. Desert island melee-only slavers. All DLC, ambient horror mode. Unfinished.

Reply in thread

It's to do with melee blocking. If raiders go through more than one door they don't go into collision mode, which means they all pour through in a clump and force colonists defending the doorway back into the base, which can be fatal. That means it is not safe to use the entrances in the walls for melee blocking in this base, as thry have multiple doors. In the towers, however, there's space for colonists to defend a single doorway safely, if they defend the outer door of the tower. There's still more doors behind them, however, meaning the base isn't protected by just one easily broken door.

Hope that makes sense - it's hard to explain about collision as it's quite unintuitive.

Edit: also I think it looks kind of cool.

Comment on

Affection Town. Blindsight, female supremacy and high life colony. The women were the colony leaders and were blind psycasters. The men were not allowed to be blind and did most of the skilled work, t

Reply in thread

Pretty much. We had a lot of powerful psycaster women, so berserk pulse featured heavily, with the men taking out the enemies at range while they fought each other. At this point in the game we did not use the cougars much for combat, but they had been important earlier on.

Non-sapper/breach raids had to walk around to the north to get within the first wall, then all around the perimeter between the walls before entering the base, by which time they were very spread out. Sometimes we'd ambush them when they were half-way round between the walls.

Comment on

The Happy Mountain. Tundra mountain 275*275 map. Ravenous cannibal, honourable slavery and tunneller ideology.

I went all out in trying to make an organic looking base for this one.

Ideoligion text:

"I mean, there's nothing wrong with breeding slaves to be eaten. Like, I get the ethical concerns, and whatever, but the slaves are bred to be eaten. They like, want to be eaten, on some level. And we have, like, really high welfare standards. They get, like, joywires and stuff, and they are slaughtered painlessly. They're like one big happy family. I mean, they're literally one big family, really.

Besides, there's no way they would survive in the wild. They aren't able to protect themselves because of their genes. If we didn't keep and eat them they would go extinct, which would be way worse than us eating them.

Also, it's like, part of our culture to eat them. We've always eaten them under The Happy Mountain. I'm like, pretty sure I would be ill if I didn't eat human meat. I ate a carrot once and I was sick all night.

Why don't we eat the raiders instead? Ew, gross. Have you ever eaten a raider? So tough and gamey. And you don't know where they have been. It would be unhygienic. That's why we feed the raiders to the pigs, the pigs to the slaves, and then eat the slaves. It's, like natural. It's the circle of life."

Catherina Schmittens, teenage Cattotroll, explaining Deep Hunger to a horrified visiting outlander.

Full ideoligion: https://drive.google.com/file/d/1x0hd_eVzZL1oYGHCPcEHb5iL0DhydBHF/view?usp=drive_link

Mod list: https://drive.google.com/file/d/1AAA-yNWUqTum5qbMvmdN62OvzfbuzNsr/view?usp=drive_link