"Among the worst openings in a chess game is referred to as the 'Bongcloud Attack' consisting of moves 1, e4 e5, 2. Ke2" Now for the literal bongcloud defence.
Innocent pawn who wandered to close to Friendship Town: "Why are you doing this why are you going to kill me and what's with all the chickens!?" My Cannibal nudists colonists: "The Chicken God requires a sacrifice and where hungry"
im still waiting for them to add Bones as a building material, you would get a decent amount of them every time you butcher something and they are like slightly better than wood.
The “engineer” role is OP, you craft and build things of better quality. My colony eats legendary beds and energy rifles for breakfast. Also I already turned 70 year old hag into 17 y/o girl because she is tough/nimble and melee expert
Don’t you love it when google decides to recommend you a ton of videos for an awesome game you’ve never heard about that came out years and years ago because the new DLC boosted it in your algorithm. Same thing happened for dead cells. Awesome channel dude, loving rimworld and your content
Had a similar idea. I imagine a nun convent that acts nice with the usual christian values but in the back they do practice human butchering and maybe sacrifice prisoners in ritualistic fashion
Honestly I'm waiting to finish my current colony, get rimworld of magic for 1.3 then have my colonists "rebell" against the empire to find the archonexus in 1.3
@@Manslayer-eo1nh Sounds good. I personaly want to make it so my necromancers are the leaders, other magic users are normal colonists, and martial artists are practically slaves
In jungle biomes, you can easily weaponize semi-controlled fires. There is a "burn offering" ritual, 3 different sized '"effigies". pyromaniacs can meditate at any fire, which is nice for tribals. The HEAT from fire can heat-stroke everyone to death in a long cave at very long range.
@@ollllj yeah, but I feel it's not enough. Like I want mood buffs from not being near burnable stuff like walla and chairs (trees wouldn't count cause that's too easy) and debuffs when near stone. Possibly a new role added and much more
I'm having a blast with my transhumanist ranchers and my huge horse farm... but I'm wondering about using autobongs for traps. Just to make every single raid high on smoke leaf before they actually get to fight turrets and my pawns.
Son of a... I was on the fence about this DLC, but you sold me. (also this was the first "support me" gag that actually entertained me on yourtube, kudos!)
At first I thought that it's just random chanting. Then I wondered why this sounds familiar. And then, i was hooked on a feeling :D Keep up the good stuff!
I like Ideology a lot, because it does not necessarily make the game much harder or easier (just play 1 difficulty setting easier or harder to compensate), BUT ideology sure makes this game more complex and it adds many new challenges.
I've been playing with the Dryad ideology and its pretty good. Set a worthless pawn to tend the tree at 100% until it spawns the 4 dryads you want. (Usually carriers). Each tree gives you 4 carriers so you'll never have to haul again after a large amount of trees. Better still, they don't have any issues walking into the killbox to get the loot like a pawn will. And if you have Alpha Animals, you get a twist on this which is a bit more involved, but can get you quite a strong animal defense. 100 damage ranged dryads are no joke.
I think ideology was done alot better than royalty due to the fact it doesn't add a super OP faction that has a chance to be permanently hostile for no reason (Every playthrough the empire is always permanently hostile so I usually have the goal of destroying the faction by wiping out all their bases so I don't get wrecked by raids
So far I’m lovin this DLC and my new rimworld play through, not often I enjoy starting completely over in a game after I’ve had a very very successful run but rimworld makes it fun.
Very fun, I hope it gets tweeked for more challenges, roleplaying or just gives more depth to the people. Kind of makes it harder to recruit raiders and I failed a bunch of times just for not getting new people sooner, and I wasn't even trying to play cannibals. I'd also like a not aligned option or state so you can play a standard game without inventing your own religion and still feel repulsed by certain actions but maybe less negative mood from sleeping with a non-spouse than those who actively are against it but no bonus for being free about it
You have to break their faith trough bad treatment. So you can convert them if you don't want their belief in colony. Good rituals seems to be key way to recruit people now. Refugees is pretty othen too know.
Great video, I enjoyed it a lot :). There is a small error at 11:37 in the video. Biosculpter pods are available to everyone. So sadly body purists are still worthless and I wish you were correct.
medium to learn, difficult to master. Krugsmash makes it look easy. Honestly the game is easy enough to understand, its the controls that takes a while to get used too...that and the graphics but hey when you know the stuff you know the stuff LOL
@@DavidWalkerP47 Its just a ballache to do certain things, like place a lot of walls/floors or assign a lot of dwarfs to a new job. That and there's a bunch of mechanics like using the manager that is pretty important but easy to miss.
Using mods to limit everyone to medieval tech and some adding in Viking gear/content, I can live out my dreams of having a kingdom that defends itself against Viking raiders and forces the prisoners to fight to the death in my arena for the glory of their freedom...to join my army.
you can set the ideology of EVERY faction before choosing your own ideology, and set everyone to *0% research. Then only unaffiliated wanderers or rebels may have a wildcard non-faction-ideology. I am playing a long game with *50% research, and get enough done, and every other-faction intruder/guest has *100% research anyways.
Man I love this dlc I've got 4 different colonies raiding canibal that worship drugs and pain, darkness loving molemen, self hating prosetalizing collectivists, and finally tree loving ranchers
wasnt gonna watcht his right now but like the first five seconds auto played. i heard the words "i cant stop this feeling" and instantly knew where it was going so i decided to watch it now. sold
R: Royalty I: Ideology M: ?????? I’m sensing a trend here. Plus the new broken down machines around the map, like war machines and cars. Machinery dlc? Just a guess. I love the ideology dlc and so happy to see a video about it
i mean royalty gives you content related to factions, i don't think there is much to do with them except fight, trade and call for help standalone. this one gives you manipulation to mood, telling people what will make them sad or happy, biotech will give you new controllable lifeforms/robots to deal with, without it you only have the baseliners
If we get another DLC, I want it to have a Z axis. Let me create a dungeon, please. I don’t want to hope a mod works correctly. Do levels and then add a new Bug type that has a chance of spawning in the the layers, plus take the forgotten beast idea from Dwarf Fortress and add champions or what ever you wish to call them.
Deeper down you dig, the more likely of infestations that ignore cold/light. Forgotten beasts ofc, and once you dig to the core, well.... Anyone who has dug too deep in dwarf fortress knows what happens when you unleach the circus... Although in Rimworld it has the possibiliy if you 'dig too deep' on your second colony that a swarm of clowns takes over the planet's surface. That'd be a funny ending.
thanks to this DLC I can make Adeptus mechanicus roleplay as technopriest discovering ancient Archno technology.... HMMM Yes... what could go wrong about that? well... a lot...
List of added memes a non-steam boi can get: Nomadism: archotech win, but without the win Pacifism: your colony is a group of bitches Cult of the old ones: eldritch gods
I've been having fun with it so far. I've made three different colonies, one a bunch of supremacist underground drow who keep all non-drow as slaves, some tree-worshiping hippies, and a group of technophile cannibals.
This is completely off-topic but you sound like a higher pitched version of the youtuber "ambiguous amphibian". He has some lovely hardcore playthroughs, my favourite one being the ice sheet challenge! Anyway, thanks for the video, I'm considering getting the DLC :)
I have a bunch of harmonizer slaves which only has a single leg which is also a peg leg added with stoneskin glands and that is enough for him to not rebel for one to two in game years cause of the 20% movement speed when combined with the joywire and circardian half-cyclers reduction to conciousness
I also got "lucky" with a lot of slaves tending to more quickly losing limbs. They work in very specialized fields and need not wander off. If you have too many slaves, and a wild trumbo comes, you may want to go for a trumbo kill, as it more likely sewers a leg of your slaves, being used as bait, leaving your main colonists unharmed, and making slave escapes pretty impossible and revolds very harmless.
If you get their suppression up to 100 and keep weapons away from them you can keep dozens of slaves with almost no rebellion chance. ( my guys were 10+ years from rebelling. )
@@dylanb2990 I decided to change my strategy and put all the harmonizers on my main colonist pawns instead which allows me to breeze through joiner/refugee quests other than hypothermia cause they tend to not wear clothes and go inside my freezer/mountain base rooms requiring medical treatment all the time.
All my wardens have been specifically modified to not feel pain to hardly bleed to always be happy and to know what others are thinking as well as some of them having dem expensive legs and also power claws cause why not. And of course had to change their titles to slave and riot control. GOD THIS GAME IS GREAT!
Many thanks for this video! I asked in the forums for some feedback if the DLC was worth it or not but dident get a response :( Defenitly liking the sound of transhumanist coupled with something like generic supremist and maybe rancher. That about covers how I generally play xD I also tend to end up with 'leader'figures, specialists and what not. This just sounds like bonuses to my playing style ontop of that :D
But they never finished the Royalty DLC. Reeeeeeeeeeee! We can not become King or Emperor. We can not ransom captured 'royals'. And rebel gameplay is very under whelming. Phew, that felt so good. Its great getting stuff out into the open. Plus it annoys those rabid toxic fanbois so thats a win win. *Ok, good luck with Ideology & have fun all of you enjoying it.*
For different shapes of walls use Designated Shapes (or Designator... not sure) More Planning is also a helpful mod if u want help coming up with a better base
I've been liking it, but there's a learning curve for sure. I tried out an ideology centered around nature and found out that farming was subsequently insanely tricky to pull off without accidentally cutting down trees. Tried deselecting trees in the middle of a Growing Area, but nope, ALL trees without a 1-2 block radius of a Growing Area get cut down. And I didn't even realize at first until one of my colonists had a mental break because of all the penalties from cutting down trees I didn't realize he was automatically going to cut down. :(
For tree loving playthroughs. You can grow a new crop called fibrecorn that provides a small bit of wood when harvested. Also cutting down cacti don't count as trees.
@@insanitygamer8820 That's awesome. Thanks for pointing this out. Now we just got to figure out a way to efficiently create decent sized growing zones without accidentally cutting down trees. Maybe tilled soil and skylights or something
@@FeebleAntelope you know the checkbox on grow zones that says allow cutting? If you uncheck that your colonists won’t auto cut down trees in the growing zone.
I keep trying to turn my Moral Mind into an Awoken Philospher but he keeps his old role every time the ritual finishes even though I get a notification that says "Role change successful"
This DLC basically made me uninstall a bunch of other mods which I was using trying to recreate the prison system and believe system. I consider that a game changer. I’m 500hrs deep in Rimworld and I see another 500hrs coming in as I purge heretics across the universe
Honestly, using a few mods I’ve been debating making a raider cult that enslaves those who are below them and worship the idea of genetic experiments and evolution, and slaves make great test subjects to make sure the actual colonists become the perfect beings. Honestly it seems like a fun concept but idk if it would work well
Noobert i like your "funny" part of video but to be onest.. I also like guide to be more guidable. Say little more about "numbers" and "how it works" or "how you may use it". this film is showcase not guide. But any way i LOVE your videos and keep doing this!
Devs: This DLC is discharged into your care. Fight with this DLC, and guard it from the shame of defeat. Serve this DLC, as you would have it fight for you. Modders: I Shall. Seriously though, the new Warhammer mods are gunna be extra sick!
If one with devmode removes all the negatives from transhumanist. It's basically crack cocaine. No issues at all I at most had issues getting enough space for all the biotuners n neural chargers. Their biggest drawback is the amount of space needed as you need like 10 squares for each pawn o_o;
@@johnpellegrinoconnors3843 Yep, their only downside is the amount of 'space'/squares needed for each building as you need em all for each colonists. Making a giant colony have either issues with nearly everyone having a -10 "no biotune" due to you not having space for all. Though of course you can 'spam' the de-age tuning... so yeah. Transhumanist op af when done right
I’m trying to make a basic medieval playthrough but I want to make one pawn with god trait mod but I’m trying to figure out how to make him seen as a god by the rest etc
My first colony idea, Nature's Warriors: Tree Connection Animal Personhood Pain Is Virtue Cannibalism We shall take back the planet... for nature itself... they shall join us... either peacefully... through pain... or through our bellies lol
I made the necromungers for giggles. Body Purist, Supremacist, Raiders. Changed the ideology style to morbid. Only problem was the amount of sites to raid were super low, no camp sites spawned for two in game years... then randy sent a plague and mechanoids.
I'm still trying to get to the part where my colony doesn't die within two days, i won't lie, i suck pretty bad at rimworld, but I'd like to get better at it cause it's genuinely fun in so many places
Hard choices. Do I go with the chinchilla rancher cult with the Chinchilla Farming mod that embraces nature, or the fox raider gladiator cult made of Revia that love human sacrifice?
www.patreon.com/noobert Pls help us keep the channel going!
Me no have money :(
can you make gameplay pls with mod or something?
im bored with guide
@@noobgamersindonesia7570 go watch the streans
@@noobgamersindonesia7570 yes
Animal personhood army that worships boomalopes here I come! Can't wait to have the sacred shrine filled with enough chemfuel to level a map space
you can no long train boomalopes
@@braddingsg1 would I still be able to have them be sacred? Because honestly I just want my people to never shoot boomalopes
@@braddingsg1 im sure the modders are actively working to fix that.
@@zacheymczachface You can still buy trained Boomalopes and Boomrats
Also you can start out with them as well
Soooo apparently if you stick autobongs by you entrances a lot of pawns just fall over and drop their stuff. It's hilarious having a smokleaf defense.
ah, yes, WEED WARFARE.
KUSH COMBAT if you will.
INDICA ANTAGONISM if you please.
REEFER RIVALRY and the list goes on.
"Among the worst openings in a chess game is referred to as the 'Bongcloud Attack' consisting of moves 1, e4 e5, 2. Ke2"
Now for the literal bongcloud defence.
@@lsswappedcessna Someone feed this person to the chinchillas.
I'm doing this in my next playthrough
Thank you
Ah, yes. *poisons my enemies with shr00mz cutely*
Great summary.
Ideology adds an insane amount of replayablity - it's completely worth it.
For sho
thanks for helping me make up my mind on first dlc.
@@Da_Rivuletwas it worth it?
@@LelandJ71 yes
lol replayability like we’re not gonna die a million times
Wait, Vanilla Expanded is one of the developers of the game doing it?! Oh shit!
Oskar (the lead of the team) did the artwork for both DLC
Innocent pawn who wandered to close to Friendship Town: "Why are you doing this why are you going to kill me and what's with all the chickens!?"
My Cannibal nudists colonists: "The Chicken God requires a sacrifice and where hungry"
Arise chicken, arise.
Where hungry. Is it really that hard to write "we are"
@@jimtron3256 they are trying to say "where's hungary."
im still waiting for them to add Bones as a building material, you would get a decent amount of them every time you butcher something and they are like slightly better than wood.
Rim Of Madness Bones... Install it (its a mod)... its amazing... and literally what you are looking for
@@jaybee8862 yeah, it's a really good mod, I'm hoping RimWorld does a bit of what Minecraft has been up to and try adding mods to the base game.
@@lordmega6314 they've already been doing it with the dlcs à bit.. idk if they'll do that for everything tho
The “engineer” role is OP, you craft and build things of better quality. My colony eats legendary beds and energy rifles for breakfast.
Also I already turned 70 year old hag into 17 y/o girl because she is tough/nimble and melee expert
the maximum age for a biosculptor pod is 18
SUS
Wait, do u eat ur energy rifles with or without milk?
@@Irokaj-backwards clearly you eat them with enough yayo to knockout an elephant
@@incognitopotato3516 ^^
@@Irokaj-backwards yayo is a good milk substitute.
Don’t you love it when google decides to recommend you a ton of videos for an awesome game you’ve never heard about that came out years and years ago because the new DLC boosted it in your algorithm. Same thing happened for dead cells. Awesome channel dude, loving rimworld and your content
My pawns run a nightclub under a mountain that never stops partying. But some pawns just can't handle the autobong.
You sense of humor warms up my soul. Thanks for this.
Man
I can't wait to make transhumanist individualist Christians
You can also add in Proselytizer for the added fun of converting them bois to the cause!
Before they patched it I kept turning the Fallen Empire into Christian Transhumanists that worshipped space jesus or the omnissiah
Had a similar idea. I imagine a nun convent that acts nice with the usual christian values but in the back they do practice human butchering and maybe sacrifice prisoners in ritualistic fashion
@@Petrico94 now that the Cult mod by Jecrell was updated >:)
Holy fuck that’s some dark heresy
Honestly I'm waiting to finish my current colony, get rimworld of magic for 1.3 then have my colonists "rebell" against the empire to find the archonexus in 1.3
I am also waiting for the update to a rimworld of magic. I hope it comes soon.
@@Manslayer-eo1nh And hopefully it will have some way to make roles in ideology dependent on classes.
@@andraskovacs5431 I expect something like, That magic is praised while physical classes are despised.
@@Manslayer-eo1nh Sounds good. I personaly want to make it so my necromancers are the leaders, other magic users are normal colonists, and martial artists are practically slaves
I'm relying on modders atm to make pyromaniac useful lmao. Would love to see what they come up with it
Yoooo! Thanks for the heart Noobert! And no I'm not converting to your ideology
In jungle biomes, you can easily weaponize semi-controlled fires.
There is a "burn offering" ritual, 3 different sized '"effigies".
pyromaniacs can meditate at any fire, which is nice for tribals.
The HEAT from fire can heat-stroke everyone to death in a long cave at very long range.
@@ollllj yeah, but I feel it's not enough. Like I want mood buffs from not being near burnable stuff like walla and chairs (trees wouldn't count cause that's too easy) and debuffs when near stone. Possibly a new role added and much more
I'm having a blast with my transhumanist ranchers and my huge horse farm... but I'm wondering about using autobongs for traps. Just to make every single raid high on smoke leaf before they actually get to fight turrets and my pawns.
I feel like there should be a mod for that, let us know if that trap works, its sounds hilarious
I've got transhumanist ranchers too! And theyre both vegetarian and love slavery haha
Tactical genius
@@innerstrengthcheckguys, i found space Dixie.
Fun fact
Gibbet cages were in older rimworld, and worked as a way to prevent mental breakdowns
Keep this up! Loved the Tea farm joke, Spiffing brit would be proud of ya :p.
Oh he's already been in my videos before
Son of a... I was on the fence about this DLC, but you sold me. (also this was the first "support me" gag that actually entertained me on yourtube, kudos!)
At first I thought that it's just random chanting. Then I wondered why this sounds familiar. And then, i was hooked on a feeling :D Keep up the good stuff!
I was so overwhelmed by the ideology this comes clutch
I like Ideology a lot, because it does not necessarily make the game much harder or easier (just play 1 difficulty setting easier or harder to compensate), BUT ideology sure makes this game more complex and it adds many new challenges.
I've been playing with the Dryad ideology and its pretty good. Set a worthless pawn to tend the tree at 100% until it spawns the 4 dryads you want. (Usually carriers). Each tree gives you 4 carriers so you'll never have to haul again after a large amount of trees. Better still, they don't have any issues walking into the killbox to get the loot like a pawn will.
And if you have Alpha Animals, you get a twist on this which is a bit more involved, but can get you quite a strong animal defense. 100 damage ranged dryads are no joke.
I think ideology was done alot better than royalty due to the fact it doesn't add a super OP faction that has a chance to be permanently hostile for no reason
(Every playthrough the empire is always permanently hostile so I usually have the goal of destroying the faction by wiping out all their bases so I don't get wrecked by raids
Aren't they frendly
@@dustinkissel7472 Don't think they were when the dlc first came out idk though
Me playing High Life in Ideology: I'm high on believing
You're hooked on a feeling? xD
So far I’m lovin this DLC and my new rimworld play through, not often I enjoy starting completely over in a game after I’ve had a very very successful run but rimworld makes it fun.
There's always something in RimWorld that makes replaying worth it. Especially ideology and biotech
I must thank this D.L.C. for helping me understand humanity a little better.
No joke here this time, simply... thankful for this.
This is one game that enabled me to become mentally stronger. It really does help understand real-world scenarios.
Very fun, I hope it gets tweeked for more challenges, roleplaying or just gives more depth to the people. Kind of makes it harder to recruit raiders and I failed a bunch of times just for not getting new people sooner, and I wasn't even trying to play cannibals. I'd also like a not aligned option or state so you can play a standard game without inventing your own religion and still feel repulsed by certain actions but maybe less negative mood from sleeping with a non-spouse than those who actively are against it but no bonus for being free about it
You have to break their faith trough bad treatment. So you can convert them if you don't want their belief in colony. Good rituals seems to be key way to recruit people now. Refugees is pretty othen too know.
You can play a standard game, if you take individualist or collectivist as your only meme.
All you need to know is doomfist is op
not true bro, just instalock mccree or roadhog and you can stun doom to death
@@upsetpanini so that is his weakness
Literally waiting for my queue in OW how did this get here
@@benjaminkeys6887 what is ow
@no or maybe yes ok
Great video, I enjoyed it a lot :). There is a small error at 11:37 in the video. Biosculpter pods are available to everyone. So sadly body purists are still worthless and I wish you were correct.
well that sucks
and the body purist hate being put into one, but the transhumans demand to being put into one every year while they can still die of old age
@@JClarthur So body purists are even more worthless.
Even more transhumanists get 2x bonus speed when using them (all operations time cut in half).
Praise be to the Fox! Love the content, always come here for inspiration and enlightenment :3
2:30 Dwarf Fortress isn't that hard to learn, took me like a month to get comfy with the basics.
Sounds complicated
medium to learn, difficult to master. Krugsmash makes it look easy. Honestly the game is easy enough to understand, its the controls that takes a while to get used too...that and the graphics but hey when you know the stuff you know the stuff LOL
"Dang, my boy's spreadsheet looks fucked up"
@@DavidWalkerP47 Its just a ballache to do certain things, like place a lot of walls/floors or assign a lot of dwarfs to a new job. That and there's a bunch of mechanics like using the manager that is pretty important but easy to miss.
@@Petrico94 Nice sseth quote
The effort to make this video is just huge gg guys
Using mods to limit everyone to medieval tech and some adding in Viking gear/content, I can live out my dreams of having a kingdom that defends itself against Viking raiders and forces the prisoners to fight to the death in my arena for the glory of their freedom...to join my army.
you can set the ideology of EVERY faction before choosing your own ideology, and set everyone to *0% research. Then only unaffiliated wanderers or rebels may have a wildcard non-faction-ideology.
I am playing a long game with *50% research, and get enough done, and every other-faction intruder/guest has *100% research anyways.
@@ollllj the ai doesn’t do research, they just stay at the tech level they start at.
Man I love this dlc I've got 4 different colonies raiding canibal that worship drugs and pain, darkness loving molemen, self hating prosetalizing collectivists, and finally tree loving ranchers
wasnt gonna watcht his right now but like the first five seconds auto played. i heard the words "i cant stop this feeling" and instantly knew where it was going so i decided to watch it now. sold
R: Royalty
I: Ideology
M: ??????
I’m sensing a trend here. Plus the new broken down machines around the map, like war machines and cars.
Machinery dlc? Just a guess.
I love the ideology dlc and so happy to see a video about it
Inception
Mechanoids? I mean... the mod expansions for mechanoids and insects are pretty amazing
Clearly it's Muffalo DLC
But R.I.M.W.O.R.L.D so if m is a dlc after that there are 5 more
My mind is blown
i mean royalty gives you content related to factions, i don't think there is much to do with them except fight, trade and call for help standalone. this one gives you manipulation to mood, telling people what will make them sad or happy, biotech will give you new controllable lifeforms/robots to deal with, without it you only have the baseliners
Ideology expansion tought me that I never tought I would want darklight in my life. now I want
Found the perfect video to watch while i eat
Skip the first two minutes if you're impatient like me 1:55
Might be wise to have an evolving ideoligeon, and sticking to 3 core memes, and then adding Transhumanism as a 4th _once you have futuretech._
I Have Been Waiting For Dis
If we get another DLC, I want it to have a Z axis. Let me create a dungeon, please. I don’t want to hope a mod works correctly. Do levels and then add a new Bug type that has a chance of spawning in the the layers, plus take the forgotten beast idea from Dwarf Fortress and add champions or what ever you wish to call them.
Deeper down you dig, the more likely of infestations that ignore cold/light. Forgotten beasts ofc, and once you dig to the core, well.... Anyone who has dug too deep in dwarf fortress knows what happens when you unleach the circus... Although in Rimworld it has the possibiliy if you 'dig too deep' on your second colony that a swarm of clowns takes over the planet's surface. That'd be a funny ending.
Yeeeesss😍 been waiting for this🙏 thank you so much. May my colonist's thank the grace that is Noobert 😂 kk gotta go sacrifice ✌️😊✌️
I appreciated the Hooked On A Feeling reference.
thanks to this DLC I can make Adeptus mechanicus roleplay as technopriest discovering ancient Archno technology.... HMMM Yes... what could go wrong about that? well... a lot...
That Idaho Moe joke was absolute gold lmao
Always wanted a colony that worships alpacas so here we go
List of added memes a non-steam boi can get:
Nomadism: archotech win, but without the win
Pacifism: your colony is a group of bitches
Cult of the old ones: eldritch gods
I've been having fun with it so far. I've made three different colonies, one a bunch of supremacist underground drow who keep all non-drow as slaves, some tree-worshiping hippies, and a group of technophile cannibals.
Someone's been busy
Well, space caliphate here I come!
This is completely off-topic but you sound like a higher pitched version of the youtuber "ambiguous amphibian". He has some lovely hardcore playthroughs, my favourite one being the ice sheet challenge! Anyway, thanks for the video, I'm considering getting the DLC :)
me and him are buddies and I'm gonna tell him this and he's probably gonna laugh at me haha
@@Noobert Haha no way, that's awesome! Love the both of you!
I cant wait for a modlist that has so many memes listed it makes it hard to find the one you know you want.
Noobert's religion of worshiping a fox sounds like something I could vibe with 🦊
I have a bunch of harmonizer slaves which only has a single leg which is also a peg leg added with stoneskin glands and that is enough for him to not rebel for one to two in game years cause of the 20% movement speed when combined with the joywire and circardian half-cyclers reduction to conciousness
I also got "lucky" with a lot of slaves tending to more quickly losing limbs. They work in very specialized fields and need not wander off.
If you have too many slaves, and a wild trumbo comes, you may want to go for a trumbo kill, as it more likely sewers a leg of your slaves, being used as bait, leaving your main colonists unharmed, and making slave escapes pretty impossible and revolds very harmless.
@@ollllj you can also add emp traps in the prison and give them shock
If you get their suppression up to 100 and keep weapons away from them you can keep dozens of slaves with almost no rebellion chance. ( my guys were 10+ years from rebelling. )
@@dylanb2990 I decided to change my strategy and put all the harmonizers on my main colonist pawns instead which allows me to breeze through joiner/refugee quests other than hypothermia cause they tend to not wear clothes and go inside my freezer/mountain base rooms requiring medical treatment all the time.
@@dylanb2990 that is a big IF
Very nice video thx for the explanation
What do dryads taste like
Its like chicken, just a little chewier and a lot tastier
@@thewanderer93 ok
@@thewanderer93 Sounds like snakes =)
like cripsy huma... ehm... pigs...
yeah, tha's right
Stoned collectivist tunneling.. ocular.. guys is my current thing. Loving tunneler though since I always build under mountain.
Welp
guess i'm downloading rimworld again
I NEED this DLC. Mushroom cult will be prosperous. Hail da fungus. ^ ^
All my wardens have been specifically modified to not feel pain to hardly bleed to always be happy and to know what others are thinking as well as some of them having dem expensive legs and also power claws cause why not. And of course had to change their titles to slave and riot control. GOD THIS GAME IS GREAT!
Bros roleplaying china
There is some seriously creative pronunciation in here.
The Huga Shaka on the beggining was great.
Many thanks for this video!
I asked in the forums for some feedback if the DLC was worth it or not but dident get a response :(
Defenitly liking the sound of transhumanist coupled with something like generic supremist and maybe rancher. That about covers how I generally play xD I also tend to end up with 'leader'figures, specialists and what not. This just sounds like bonuses to my playing style ontop of that :D
Great video. I'm late to the Rimworld part and I could of did w/o this DLC.
But they never finished the Royalty DLC. Reeeeeeeeeeee!
We can not become King or Emperor.
We can not ransom captured 'royals'.
And rebel gameplay is very under whelming.
Phew, that felt so good. Its great getting stuff out into the open.
Plus it annoys those rabid toxic fanbois so thats a win win.
*Ok, good luck with Ideology & have fun all of you enjoying it.*
Yeah, they never fiiniished iit ):
My dude Noobert you should do an aesthetic mod collection like Diagonal walls and furnishing. Lots of amazing mods that i am now discovering.
For different shapes of walls use Designated Shapes (or Designator... not sure)
More Planning is also a helpful mod if u want help coming up with a better base
Finally I can make a bunch of high as frick communist fury raiders
Been there done that
I've been liking it, but there's a learning curve for sure. I tried out an ideology centered around nature and found out that farming was subsequently insanely tricky to pull off without accidentally cutting down trees. Tried deselecting trees in the middle of a Growing Area, but nope, ALL trees without a 1-2 block radius of a Growing Area get cut down. And I didn't even realize at first until one of my colonists had a mental break because of all the penalties from cutting down trees I didn't realize he was automatically going to cut down. :(
For tree loving playthroughs. You can grow a new crop called fibrecorn that provides a small bit of wood when harvested. Also cutting down cacti don't count as trees.
@@insanitygamer8820 That's awesome. Thanks for pointing this out. Now we just got to figure out a way to efficiently create decent sized growing zones without accidentally cutting down trees.
Maybe tilled soil and skylights or something
Also, tynan is testing to actually uninstall trees like furniture in the unstable version of the games. It should be added in the future eventually.
@@FeebleAntelope you know the checkbox on grow zones that says allow cutting? If you uncheck that your colonists won’t auto cut down trees in the growing zone.
@@dylanb2990 Whoa, thanks! Brilliant.
The intro!! Hahahahahaha Love it!
Im only gonna get it for the decorative junk that spawns. Honestly adds to the theme of a long abandoned civilization
I keep trying to turn my Moral Mind into an Awoken Philospher but he keeps his old role every time the ritual finishes even though I get a notification that says "Role change successful"
The Spiffing Brit would approve as do I , a fellow tea dinker
Probably the best way to reference. LOl
This DLC basically made me uninstall a bunch of other mods which I was using trying to recreate the prison system and believe system.
I consider that a game changer. I’m 500hrs deep in Rimworld and I see another 500hrs coming in as I purge heretics across the universe
Yayyyyyy occultism
Honestly, using a few mods I’ve been debating making a raider cult that enslaves those who are below them and worship the idea of genetic experiments and evolution, and slaves make great test subjects to make sure the actual colonists become the perfect beings. Honestly it seems like a fun concept but idk if it would work well
Noobert i like your "funny" part of video but to be onest..
I also like guide to be more guidable. Say little more about "numbers" and "how it works" or "how you may use it".
this film is showcase not guide.
But any way i LOVE your videos and keep doing this!
I can't believe the dlc is 7 months old already
I am playing a vault-tec playthrough.
did i seriously get rickrolled by a noobert video
Im shocked that I actually think I recognize the guy in the gibbet cage, he's from a local museum here which I'm planning on visiting tomorrow lol
Bad news, he isn't there anymore :(
Well, time to go make the adeptus mechanicus. For the toaster- I mean Omnissiah!
I got the music reference. Great song.
Anyone know of a mod that adds tribal tents or teepees? It would be kinf of sweet to pqck up the tent and migrate/pretend to follow muffalo or bison.
I have had the people I helped and kept their happiness at like mid to low give me a resurrect or mech Serum before
Chinchillas and Blow? Im in!
Devs: This DLC is discharged into your care.
Fight with this DLC, and guard it from the shame of defeat.
Serve this DLC, as you would have it fight for you.
Modders: I Shall.
Seriously though, the new Warhammer mods are gunna be extra sick!
Doubt it, GeeDubs now dislikes modders.
Given how GW has been acting as of late, I highly doubt a lot of people want to mod in Warhammer stuff or play with it out of spite
Nice video
13:14 Is that... Earthbound?! I haven't played that game in YEARS!
Chinchillas and blow! My mans got class.
I just realized you could create the “Boomers” from New Vegas
If one with devmode removes all the negatives from transhumanist. It's basically crack cocaine. No issues at all
I at most had issues getting enough space for all the biotuners n neural chargers.
Their biggest drawback is the amount of space needed as you need like 10 squares for each pawn o_o;
Transhumanism is very overpowered compared to the others
@@johnpellegrinoconnors3843 Yep, their only downside is the amount of 'space'/squares needed for each building as you need em all for each colonists. Making a giant colony have either issues with nearly everyone having a -10 "no biotune" due to you not having space for all. Though of course you can 'spam' the de-age tuning... so yeah. Transhumanist op af when done right
I'm waiting for you to create the Soviet Ideology and raise the red army (devilstrand dusters)
I’m trying to make a basic medieval playthrough but I want to make one pawn with god trait mod but I’m trying to figure out how to make him seen as a god by the rest etc
My first colony idea, Nature's Warriors:
Tree Connection
Animal Personhood
Pain Is Virtue
Cannibalism
We shall take back the planet... for nature itself... they shall join us... either peacefully... through pain... or through our bellies lol
I made the necromungers for giggles. Body Purist, Supremacist, Raiders. Changed the ideology style to morbid.
Only problem was the amount of sites to raid were super low, no camp sites spawned for two in game years... then randy sent a plague and mechanoids.
I'm still trying to get to the part where my colony doesn't die within two days, i won't lie, i suck pretty bad at rimworld, but I'd like to get better at it cause it's genuinely fun in so many places
Remember kids if you want no debuffs for your antagonistic colony buy ideology
Hard choices. Do I go with the chinchilla rancher cult with the Chinchilla Farming mod that embraces nature, or the fox raider gladiator cult made of Revia that love human sacrifice?
why not both
@@BrenTenkage Limitations of Ideology.
Happy Happyism here we go