The trick to fighting the empire is to incapacitate them. This prevents their death acidifiers from activating, so you can strip them for their armour.
It would be cool to have a trait that lets you communicate with the queen bug and develop a relationship with them. Could be like the empire giving them offerings of meat and prisoners.
You appease the Queen Bug with regular sacrifices, while normally consistent with when you need to sacrifice someone, sometimes the Queen Is angry and demands a sacrifice sooner than you had planned, hope you have a surplus of prisoners, the perks are that you can freely walk among the Insects and are allowed to grab Insect jelly, although you are Incapable of taming them you are capable of temporarily recruiting Insects to assist you, whether that Is In combat or menial tasks however they can only do simple tasks as If tamed, they will not go through forbidden doors and will refrain from attacking prisoners so long as there Is no attempted Prison Break
actually cannibals are perfectly fine to recruit, they don't get negative mood for not eating human meat, they just get positive mood for eating human meat, and if you're referring to ideology, they can always be converted
Ngl after what Ideology and Biotech did for mechanoids I hope if there's another expansion it focuses on retooling how insects work, because like you said they're a pretty cool concept. If done correctly they could maybe be made to work in a similar way to tribals what mechanitor/mechanoids are for transhumanists. Staging a massive tribal raid backed up with an insect-shaman leading a swarm of insectoids sounds like a pretty cool idea.
From a story perspective I don’t disagree with the death acidifier‘s and bio coding because it makes sense for them to do something like that. From a gameplay perspective however… >:(
An event which spawns an insect base "under" your map. While the event is active hives will keep spawning on your map with increased frequency or maybe there are just some holes in the ground that act as indestructable hives. And you have to send a party down into the cave system under your map and take out a large insect base/hive thing. Pheonix armour would become so much so much cooler and usful (both practically and thematicall) in these scenarios too
Hostlile tribes - wonderful food and leather source due to their numbers. Also - plenty of enemies = plenty of potential recruits. - C I'd say - fun to fight, but get stale, and leave horrible mess that is annoying to clean up. Friendly tribes - shamans may have high tech stuff occasionally, so there is some decent benefit with them. High C to me, as their usefulness drops massively with time. Civil unions - love these guys - very reasonable trade, decent enough help. Solid B in my opinion. Hostile middles - union and pirates - early on, they are hardly a problem - but later raids get rocket launchers and marine mercenaries that support them - this makes them dangerous and somewhat unpredictable. B, maybe even A, depending on stage. B early on, only few duded with guns and crappy clothes. But later on... Oh boyu, they force you to bring your best stuff and remain a threat at all times, easy A. Empire - fantastic trade, but acquiring the right to trade is a bit annoying. Not the faction you want to annoy - death acidifiers means no loot from them, their pawns are not even that great most of the time - but are incredibly strong fighters. A, I'd say. I feel like death acidifiers and biocoding conveys that they are supposed to be this major, hyper advanced faction, or at least remnants of it. But I feel like there should be a way to work around it - say... EMP to disable acidifier, or hacking the biocoded weapons. Mechanoids - by far the toughest opponents in my opinion - strong units, armed with deadly weapons, come by dropping entire bases always with something trying to force you to attack. Absolute menace early on, remain a threat even very late game. S tier Infestations - early on, a menace, but later on, they are mostly an annoyance, if you know how to deal with them efficiently. BUT they are a fantastic source of food, if your colony approves insect meat. I had colonies run entirely on insect meat. A to me Ancients would be the only F tier to me - good recruits, potnetially. But there is simply not much to them at all.
Pirates are more of a threat than mechs. S tier enemies, example; Doomsday wielding pirates from the Dank Cave Covenant are dropping right on top of you!!!
Cannibals makes the best colonist . They are easy to please as human meat are plentiful from raids and they can wear human leather for extra mood boost while also can do more heinous task like corpse hauling and butchering without any mood debuff . If you find any good cannibal pawn , *RECRUIT THEM* !
You can actually get all the benefits of cannibalism through ideology. Without picking up 'Cannibal' even. Supremacists can shrug at corpses, shrug at human meat (or even get mood boosts, but by that point they'll occasionally _demand_ human meat which is too complicated), and shrug at organ harvesting. Lategame for Supremacists, the benefits of cannibalism peter out leaving a high-maintainance pawn. For non-Supremacists (or other ghoulish memes), they will always be reliable to do your dirty work, without being a ticking social timebomb like sociopaths.
Hey at least you said you were biased when you put the Empire in "A" tier; I respect that :D I hated royalty when it first came out (ever-lasting constant throne speeches, royalty not wanting to eat anything other than berries, etc.). The updates they made are superb, and if you happent o get an ascetic, then you are GOLD. I also think the empire is even cooler now that it uses Hussars.
U want machine guns and melee choke points for late game 200 pawn tribal raids, u want uranium slug turrets and emp vs late game empire/union/mechanoids
It does make sense to bribe all the tribals into being friendly, just drop pod them anything u don’t want or need to keep them neutral, this way u can focus on just uranium turrets, and charge Lance
I'm not sure I agree about the rewards you get from fighting mechanoids. Dissembling them rarely gives more than a couple hundred steel and a handful of components (for an entire raid) since the 1.1 update. Sure, a ship part might give an advanced component; but I just don't think the rewards are anywhere near the same league as the risk. The change in 1.1 is what I refer to as Tynan's "Immersion-breaking attempts to artificially inflate the game difficulty." As for the cannibal factions, converting pawns is the easiest while they're prisoners (and I think most players convert most prisoners to their ideology, regardless of cannibalistic tendencies), so that hardly feels like a negative, to me. For the most part, I agree with your rankings, other than the things I mentioned.
@@KokoplaysMB it can be nice to get; but I almost always find that mechanoids seem to destroy enough of my base and defenses, that what I get from dissembling every mechanoid thing is far less than what is lost.
@@KokoplaysMB I find I can trade a lot of Plasteel and components pretty easily tbh, and also through quests, once I've reached a point i need to start using it regularly, I've nearly always got a decent stockpile already.
One of the things that makes me like the insect more is that, if you have a colonist who is very skilled with animals, you can tame the megaspiders. Get a whole bunch of them and you have an army that requires minimal maintenance, is bred for combat, AND is undeterred by pollution.
The empire makes an amazing ally, yeah title requirements are annoying but overall not a big deal, plus psycasts are helpful. Their reinforcements are useful no matter what faction you fight and their permits are amazing, there's nothing better than calling an orbital bombardment on an army of raiders or mechs and wiping them out of existence.
Here's my personnal tier list, btw sorry for bad english. Insectoids : In my opinion they really need improvement. Almost no reward given, the jelly is okay, but get eaten way too quickly and will almost always cause food poisoning when eaten. Infestations are not hard to deal with, most of the time a colonist or two will be downed missing an arm or leg. The meat can be used for fine meals because eating a fine meal with insect meat will still be a mood buff, or it can be used for kibble. I rather use it for chemfuel refining. It's a tedious task but when you get loads of chemfuel at your disposal it can give decent supplies. Just put the refinery next to the butcher's table and a low-skilled crafter will work on it for some days. The faction only consist of 3 ennemy types, which make the hive underdevelopped as a faction. They really need to be improved in future updates. F tier. Friendly Tribes are a tad useless tbh. It's good to sell to them some extra food, leather, damaged clothes or herbal medicine you don't need and sometimes shamans can have interesting wares to sell. B tier Fierce Tribes and savage ones are easy opponents as long as they don't overwhelm you. Fierce ones can be made peace with so they leave you alone but you mostly don't need them as an ally / trade partner because you already have the friendly tribes. Their pawns can be used as prisonners and be recruited, but their loot sucks. The most valuable things you get from their raids are ambrosia, pemmican and Jade. F tier for savage ones, fierce get a passable C because they can stop being a nuisance. Mechanoids. Love them as ennemies, with Royalty mech clusters you can sometimes loot vanometric power cells you can use to have free energy. Of course with the new Biotech DLC, there are even more mech types, so even more strategy to use to take them down, and the mechanoid bosses drop their precious chips for mechanitor cyberware. Also, dissasembling them = free steel and plasteel. I think they are a tad overrated, but very nice faction overall. A tier. Empire. Of course they are required for the Royalty storyline but once you get your royal pawn, very nice trades to buy styff, since they sell all royalty implants, psycasts, advanced armor, components, etc. Their quests get very repetitive but at least they are unique compared to the quests you get in the vanilla no-DLC faction. Also the fact that you can use permits or call them with a comms console during a raid will save you countless times. A tier. Good ol' Civil outlanders. They are average but they will be your main partners to sell and buy stuff, easy to befriend. Will defend you if needed when allied. Not as hard to befriend as the empire but they are in my opinion the best faction because they are versatile. S tier. Rough outlanders are not easy to deal with but once you make peace with them they are as valuable as civil outlanders, but you will have to try to maintain the relationship a little bit harder than the civil ones. B tier. Astronauts : Good recruits with spacer backstories and nice loot to steal from them. Raiding ancient dangers is very fun. Besides some drop pods containing members of the factions and ancient dangers we don't hear very much about them, even though I know astronauts are not an "organisation". It's just sad that there is very few lore about them. C tier. Pirates : Nice loot to get, but harder to kill than tribes. Also good candidates for organs, recruits, etc. In early game they are easy to deal with, in middle-game they are my main free weapons suppliers (and sometimes, but rarely, some pirates have bionics to harvest). Like mechanoids, they keep some sort of challenge in the game. Also their mortar raids give away free components, mortar shells, mortars, etc. A tier. Cannibal factions and nudists : Good for organ harvest or slavery. In an RP perspective they are cool, but gameplay-wise they are basically trash because of their ideologies. F tier. BONUS : Orbital trade ships. Not a faction, but since they have more stock than your average ally, you can make big transactions in one shot. Selling textiles in massive quantities and having a big choice when it comes to buying prostetics and archotech goods. They are not your friend, so the price is higher. Also need comms console and orbital beacons. C tier.
I didn't know the factions were this deep.. Usually I just get hit by ppl with spears snd wonder why they never upgrade... Occasionally I'll see a faction with some seriously equipped guys but those are rare but this has opened my eyes to know what to look for, for trades, I usually stay put until I get traders cause i don't know who has what I'm extremely scared of mechs and insects are seriously annoying lol
I actually made friends with my local pigmen union. They have short-range guns, explosives and drugs. Combine that with the pigman tendency to laugh at pain, and the drugged-up ones do a good impression of Hussars at close range. I don't wanna fight that. So I trade with 'em instead. Gonna do the same to the local Neanderthals, so the only humans I'll have to fight will be Impids, the occasional Yttakin, and Wasters.
the tribal raids got so bad during my main colony build that i needed to put 6 burners right next to thefortified entrance because of all the bodies, its good shooting exp but still
Nice one! Looks about right to me. I don't mind a nudist in the colony now and then, especially if they're incapable of violence but will still do dumb labor. Just keep them inside the base when I get attacked. XD Well played!
You always can convert people in your colony believe if you don't want feed them with human meat Insect meat actually have few ways to use: get Chem fuel from it, load in bioregen thing or use it for best meals (mood bonus from best meal overrun decrease from insect meat) Basically that what pawns with titles deserve, as they want best meals lol, taste this bch
Nudist colonist are cool tho, if they aren't pawns to fight they get a pretty amazing mood boost. Having a nice nude cook, research etc. pawn can be so nice since they are low maintanence.
Getting on good terms with initially hostile factions is a usually bad idea - if you are on good terms with all the factions that you can be, all raids will happen from the mechanoid hives or pirates. So it's actually advisable to antagonise the tribes if you are having hard time with raids from more difficult factions as they will become rarer. Oh, and I hate the effing insects. They scare me more than mechanoids. Sure they are cool, in the sense of being fearsome, because they come in so great numbers that if you have a small amount of colonists you are in serious trouble if you're unprepared. They can quickly overwhelm you and wreck a large portion of your base. I tend to avoid building important stuff under mountains because of them.
I think mech hive is the best faction because all the clusters they drop onto you give you extra defense and all you have to do is to stay out of the range of the inferno cannons and charged heavy turrets although the sun blocker or the emi dynamo could be an issue
Ancients always have a transhumanist ideology, and if you recruit (enslaving doesn't work for this afaik) a pawn with such an ideology, it will allow you to build things such as sleep accelerators without having to use the transhumanist meme in your main ideology, effectively giving you all the benefits and none of the mood debuffs
I tend to agree with your ranking, but I was hoping to learn more. For example, what are the typical items that an aggressive (blue flat roof) colony would have vs a typical purple pointy roof colony?
The rough outlander union (blue flat) and the civil outlander union (purple point) have the same drop when they attack you however the blue point have more weapons and drugs in there general caravans and base shops and the civil have more food / meds / animals Gentle tribes (Yellow hut) have more herbal medicine and animals and shaman traders. fierce tribes (Green Hut) have more slaves / and weapons. I don't play with cannibals so I don't know what they sell and Pirates (Red / pink Skull) drop more explosives when they raid you (Doomsday and triple rocket launchers and frags) I hope this helps
The blue outlanders can atleast be allied unlike pirates, (same equipment) But it takes more to keep them allied because their natural hostility will constantly bring goodwill down every other while
i find psychic powers to be lacking any real usage outside of niche situations. although the vanilla psycast expanded mod do make the psychic system into powerful and useful abilities without being too overpowered and also lore friendly
The trick to fighting the empire is to incapacitate them. This prevents their death acidifiers from activating, so you can strip them for their armour.
But but but my weapons of mass destruction!
Aw so aim for the legs with CE
how to incapacitate?
It would be cool to have a trait that lets you communicate with the queen bug and develop a relationship with them. Could be like the empire giving them offerings of meat and prisoners.
That would make for a cool playthrough for sure!
Maybe ve ideology insect structure lets you communicate with the queen
You appease the Queen Bug with regular sacrifices, while normally consistent with when you need to sacrifice someone, sometimes the Queen Is angry and demands a sacrifice sooner than you had planned, hope you have a surplus of prisoners, the perks are that you can freely walk among the Insects and are allowed to grab Insect jelly, although you are Incapable of taming them you are capable of temporarily recruiting Insects to assist you, whether that Is In combat or menial tasks however they can only do simple tasks as If tamed, they will not go through forbidden doors and will refrain from attacking prisoners so long as there Is no attempted Prison Break
It would be perfect for a romance insectoid roleplay
Not sure about this as a vanilla thing but as a mod this would be great
actually cannibals are perfectly fine to recruit, they don't get negative mood for not eating human meat, they just get positive mood for eating human meat, and if you're referring to ideology, they can always be converted
Ngl after what Ideology and Biotech did for mechanoids I hope if there's another expansion it focuses on retooling how insects work, because like you said they're a pretty cool concept.
If done correctly they could maybe be made to work in a similar way to tribals what mechanitor/mechanoids are for transhumanists. Staging a massive tribal raid backed up with an insect-shaman leading a swarm of insectoids sounds like a pretty cool idea.
Actually that would be amazing, I'd love to see it!
From a story perspective I don’t disagree with the death acidifier‘s and bio coding because it makes sense for them to do something like that. From a gameplay perspective however… >:(
would be cool if there as something like you do with amputation where you do biohacking with your doctor to prevent this
@@siluda9255 would EMP's knock it out?
Good point
An event which spawns an insect base "under" your map. While the event is active hives will keep spawning on your map with increased frequency or maybe there are just some holes in the ground that act as indestructable hives. And you have to send a party down into the cave system under your map and take out a large insect base/hive thing.
Pheonix armour would become so much so much cooler and usful (both practically and thematicall) in these scenarios too
*your
@@nickstanly9952 thanks
Honestly, I hope that the next DLC/big update adds Z levels, as that is what Rimworld is missing the most.
@@avocado4883 this aged like the finest wine out there
@@Nukestarmasteraged very well
Hostlile tribes - wonderful food and leather source due to their numbers. Also - plenty of enemies = plenty of potential recruits. - C I'd say - fun to fight, but get stale, and leave horrible mess that is annoying to clean up.
Friendly tribes - shamans may have high tech stuff occasionally, so there is some decent benefit with them. High C to me, as their usefulness drops massively with time.
Civil unions - love these guys - very reasonable trade, decent enough help. Solid B in my opinion.
Hostile middles - union and pirates - early on, they are hardly a problem - but later raids get rocket launchers and marine mercenaries that support them - this makes them dangerous and somewhat unpredictable. B, maybe even A, depending on stage. B early on, only few duded with guns and crappy clothes. But later on... Oh boyu, they force you to bring your best stuff and remain a threat at all times, easy A.
Empire - fantastic trade, but acquiring the right to trade is a bit annoying. Not the faction you want to annoy - death acidifiers means no loot from them, their pawns are not even that great most of the time - but are incredibly strong fighters. A, I'd say. I feel like death acidifiers and biocoding conveys that they are supposed to be this major, hyper advanced faction, or at least remnants of it. But I feel like there should be a way to work around it - say... EMP to disable acidifier, or hacking the biocoded weapons.
Mechanoids - by far the toughest opponents in my opinion - strong units, armed with deadly weapons, come by dropping entire bases always with something trying to force you to attack. Absolute menace early on, remain a threat even very late game. S tier
Infestations - early on, a menace, but later on, they are mostly an annoyance, if you know how to deal with them efficiently. BUT they are a fantastic source of food, if your colony approves insect meat. I had colonies run entirely on insect meat. A to me
Ancients would be the only F tier to me - good recruits, potnetially. But there is simply not much to them at all.
Pirates are more of a threat than mechs. S tier enemies, example; Doomsday wielding pirates from the Dank Cave Covenant are dropping right on top of you!!!
They usually die before they can fire that doomsday, and when they do fire it they're like to hit their own friends as much as my colonists.
Somehow givings the outlanders and Empire a human meat/leather is much better than release their comrade XD
It is RimWorld after all.. :D
Cannibals makes the best colonist . They are easy to please as human meat are plentiful from raids and they can wear human leather for extra mood boost while also can do more heinous task like corpse hauling and butchering without any mood debuff . If you find any good cannibal pawn , *RECRUIT THEM* !
You can actually get all the benefits of cannibalism through ideology. Without picking up 'Cannibal' even. Supremacists can shrug at corpses, shrug at human meat (or even get mood boosts, but by that point they'll occasionally _demand_ human meat which is too complicated), and shrug at organ harvesting.
Lategame for Supremacists, the benefits of cannibalism peter out leaving a high-maintainance pawn.
For non-Supremacists (or other ghoulish memes), they will always be reliable to do your dirty work, without being a ticking social timebomb like sociopaths.
Hey at least you said you were biased when you put the Empire in "A" tier; I respect that :D
I hated royalty when it first came out (ever-lasting constant throne speeches, royalty not wanting to eat anything other than berries, etc.). The updates they made are superb, and if you happent o get an ascetic, then you are GOLD. I also think the empire is even cooler now that it uses Hussars.
Yeah I wasn't a big fan of Royalty when it released, but it definitely got better.
U want machine guns and melee choke points for late game 200 pawn tribal raids, u want uranium slug turrets and emp vs late game empire/union/mechanoids
It does make sense to bribe all the tribals into being friendly, just drop pod them anything u don’t want or need to keep them neutral, this way u can focus on just uranium turrets, and charge Lance
I'm not sure I agree about the rewards you get from fighting mechanoids. Dissembling them rarely gives more than a couple hundred steel and a handful of components (for an entire raid) since the 1.1 update. Sure, a ship part might give an advanced component; but I just don't think the rewards are anywhere near the same league as the risk.
The change in 1.1 is what I refer to as Tynan's "Immersion-breaking attempts to artificially inflate the game difficulty."
As for the cannibal factions, converting pawns is the easiest while they're prisoners (and I think most players convert most prisoners to their ideology, regardless of cannibalistic tendencies), so that hardly feels like a negative, to me. For the most part, I agree with your rankings, other than the things I mentioned.
Agree with you about the mechs, i never feel like im gaining much after a brutal raid.
Fair enough. I always value components and plasteel highly, but I understand what you mean.
@@KokoplaysMB it can be nice to get; but I almost always find that mechanoids seem to destroy enough of my base and defenses, that what I get from dissembling every mechanoid thing is far less than what is lost.
That is, unless I'm using mods to boost what is given through dissembly... which I always do.
@@KokoplaysMB I find I can trade a lot of Plasteel and components pretty easily tbh, and also through quests, once I've reached a point i need to start using it regularly, I've nearly always got a decent stockpile already.
One of the things that makes me like the insect more is that, if you have a colonist who is very skilled with animals, you can tame the megaspiders. Get a whole bunch of them and you have an army that requires minimal maintenance, is bred for combat, AND is undeterred by pollution.
The empire makes an amazing ally, yeah title requirements are annoying but overall not a big deal, plus psycasts are helpful.
Their reinforcements are useful no matter what faction you fight and their permits are amazing, there's nothing better than calling an orbital bombardment on an army of raiders or mechs and wiping them out of existence.
Here's my personnal tier list, btw sorry for bad english.
Insectoids : In my opinion they really need improvement. Almost no reward given, the jelly is okay, but get eaten way too quickly and will almost always cause food poisoning when eaten. Infestations are not hard to deal with, most of the time a colonist or two will be downed missing an arm or leg. The meat can be used for fine meals because eating a fine meal with insect meat will still be a mood buff, or it can be used for kibble. I rather use it for chemfuel refining. It's a tedious task but when you get loads of chemfuel at your disposal it can give decent supplies. Just put the refinery next to the butcher's table and a low-skilled crafter will work on it for some days. The faction only consist of 3 ennemy types, which make the hive underdevelopped as a faction. They really need to be improved in future updates.
F tier.
Friendly Tribes are a tad useless tbh. It's good to sell to them some extra food, leather, damaged clothes or herbal medicine you don't need and sometimes shamans can have interesting wares to sell.
B tier
Fierce Tribes and savage ones are easy opponents as long as they don't overwhelm you. Fierce ones can be made peace with so they leave you alone but you mostly don't need them as an ally / trade partner because you already have the friendly tribes. Their pawns can be used as prisonners and be recruited, but their loot sucks. The most valuable things you get from their raids are ambrosia, pemmican and Jade.
F tier for savage ones, fierce get a passable C because they can stop being a nuisance.
Mechanoids. Love them as ennemies, with Royalty mech clusters you can sometimes loot vanometric power cells you can use to have free energy. Of course with the new Biotech DLC, there are even more mech types, so even more strategy to use to take them down, and the mechanoid bosses drop their precious chips for mechanitor cyberware. Also, dissasembling them = free steel and plasteel. I think they are a tad overrated, but very nice faction overall.
A tier.
Empire. Of course they are required for the Royalty storyline but once you get your royal pawn, very nice trades to buy styff, since they sell all royalty implants, psycasts, advanced armor, components, etc. Their quests get very repetitive but at least they are unique compared to the quests you get in the vanilla no-DLC faction. Also the fact that you can use permits or call them with a comms console during a raid will save you countless times.
A tier.
Good ol' Civil outlanders. They are average but they will be your main partners to sell and buy stuff, easy to befriend. Will defend you if needed when allied. Not as hard to befriend as the empire but they are in my opinion the best faction because they are versatile.
S tier.
Rough outlanders are not easy to deal with but once you make peace with them they are as valuable as civil outlanders, but you will have to try to maintain the relationship a little bit harder than the civil ones.
B tier.
Astronauts : Good recruits with spacer backstories and nice loot to steal from them. Raiding ancient dangers is very fun. Besides some drop pods containing members of the factions and ancient dangers we don't hear very much about them, even though I know astronauts are not an "organisation". It's just sad that there is very few lore about them.
C tier.
Pirates : Nice loot to get, but harder to kill than tribes. Also good candidates for organs, recruits, etc. In early game they are easy to deal with, in middle-game they are my main free weapons suppliers (and sometimes, but rarely, some pirates have bionics to harvest). Like mechanoids, they keep some sort of challenge in the game. Also their mortar raids give away free components, mortar shells, mortars, etc.
A tier.
Cannibal factions and nudists : Good for organ harvest or slavery. In an RP perspective they are cool, but gameplay-wise they are basically trash because of their ideologies.
F tier.
BONUS : Orbital trade ships. Not a faction, but since they have more stock than your average ally, you can make big transactions in one shot. Selling textiles in massive quantities and having a big choice when it comes to buying prostetics and archotech goods. They are not your friend, so the price is higher. Also need comms console and orbital beacons.
C tier.
I didn't know the factions were this deep.. Usually I just get hit by ppl with spears snd wonder why they never upgrade... Occasionally I'll see a faction with some seriously equipped guys but those are rare but this has opened my eyes to know what to look for, for trades, I usually stay put until I get traders cause i don't know who has what
I'm extremely scared of mechs and insects are seriously annoying lol
I actually made friends with my local pigmen union.
They have short-range guns, explosives and drugs. Combine that with the pigman tendency to laugh at pain, and the drugged-up ones do a good impression of Hussars at close range.
I don't wanna fight that. So I trade with 'em instead.
Gonna do the same to the local Neanderthals, so the only humans I'll have to fight will be Impids, the occasional Yttakin, and Wasters.
I like the empire features I try hard to capture people if they have good biocoded weapons
the tribal raids got so bad during my main colony build that i needed to put 6 burners right next to thefortified entrance because of all the bodies, its good shooting exp but still
Nice one! Looks about right to me. I don't mind a nudist in the colony now and then, especially if they're incapable of violence but will still do dumb labor. Just keep them inside the base when I get attacked. XD Well played!
Nudist AND incapable of violence? That's a death sentence in my colony..
You always can convert people in your colony believe if you don't want feed them with human meat
Insect meat actually have few ways to use: get Chem fuel from it, load in bioregen thing or use it for best meals (mood bonus from best meal overrun decrease from insect meat)
Basically that what pawns with titles deserve, as they want best meals lol, taste this bch
Nudist colonist are cool tho, if they aren't pawns to fight they get a pretty amazing mood boost. Having a nice nude cook, research etc. pawn can be so nice since they are low maintanence.
In a world where pretty much anything want to hurt you I really prefer my people were at least some protective clothing.
@@KokoplaysMB Fair point.
Getting on good terms with initially hostile factions is a usually bad idea - if you are on good terms with all the factions that you can be, all raids will happen from the mechanoid hives or pirates. So it's actually advisable to antagonise the tribes if you are having hard time with raids from more difficult factions as they will become rarer.
Oh, and I hate the effing insects. They scare me more than mechanoids. Sure they are cool, in the sense of being fearsome, because they come in so great numbers that if you have a small amount of colonists you are in serious trouble if you're unprepared. They can quickly overwhelm you and wreck a large portion of your base. I tend to avoid building important stuff under mountains because of them.
Years ago I did a series where I tried to befriend every faction. In the end it was just mechs all the time. Good times..
I think mech hive is the best faction because all the clusters they drop onto you give you extra defense and all you have to do is to stay out of the range of the inferno cannons and charged heavy turrets although the sun blocker or the emi dynamo could be an issue
Good stuff.
Thanks!
Ancients always have a transhumanist ideology, and if you recruit (enslaving doesn't work for this afaik) a pawn with such an ideology, it will allow you to build things such as sleep accelerators without having to use the transhumanist meme in your main ideology, effectively giving you all the benefits and none of the mood debuffs
Yeah the infestations are quite annoying, I usually disable the insect faction.
I tend to agree with your ranking, but I was hoping to learn more. For example, what are the typical items that an aggressive (blue flat roof) colony would have vs a typical purple pointy roof colony?
The rough outlander union (blue flat) and the civil outlander union (purple point) have the same drop when they attack you however the blue point have more weapons and drugs in there general caravans and base shops and the civil have more food / meds / animals
Gentle tribes (Yellow hut) have more herbal medicine and animals and shaman traders. fierce tribes (Green Hut) have more slaves / and weapons.
I don't play with cannibals so I don't know what they sell
and Pirates (Red / pink Skull) drop more explosives when they raid you (Doomsday and triple rocket launchers and frags)
I hope this helps
The blue outlanders can atleast be allied unlike pirates, (same equipment)
But it takes more to keep them allied because their natural hostility will constantly bring goodwill down every other while
I'm sorry for the lack of info on that, hopefully the other comments here were helpful.
You should check out the Warhammer 40k mod pack, adds alot of factions to the game also armor and guns!!
Oh I love mods that add new factions and races!
I personally piss off the tribals so i can actually trade for good stuff
Actually very smart
@@KokoplaysMB with all of the ve mods it adds a lot more tribal factions retextured and i would rather fight 200 tribals than 200 gunners
Joke´s on you, my whole colony are cannibals :D
I feel like you should remake this for biotech :D (new 'default' factions)
I've ranked the new Xenotypes
Now rank all the mods! /s
Good video!
All 15000 of them? :D
Why does he always look like he's about to cry any minute
Because I'm about to cry any minute
@@KokoplaysMB Understandable
Wooow
How you dare to forget to include the legendary Fierce neanderthal tribe, the best faction of all times???
Look at the date of release for the video
ORKZ
Hi, do all Psy powers pls
That is a great suggestion, thanks!
i find psychic powers to be lacking any real usage outside of niche situations. although the vanilla psycast expanded mod do make the psychic system into powerful and useful abilities without being too overpowered and also lore friendly
@@jart1984 Yeah, I think most of them are rarely useful, maybe except for stun and skip. Being able to hurl fireballs or something would be nice.
@@Holtijaar VE psycast does just that lmao it has a skill tree dedicated to hurling fireballs at people