RimWorld: Difference between revisions

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* By default any power consuming thing you build draws power regardless of if it's being used or not, so make sure you turn things off if you're not using them at the moment.
* By default any power consuming thing you build draws power regardless of if it's being used or not, so make sure you turn things off if you're not using them at the moment.
== Royalty ==
* The empire has super-advanced weapons and armor, so you'd better know what you're doing if you choose to piss them off. And their soldiers come with acidifier implants that destroy their gear if they die, so stealing their stuff isn't as easy as just attacking a caravan.
== Ideology ==
* Fluid ideoligions can only start with one meme, but can add more to suit an evolving colony or remove ones that aren't working out. You can customize a fixed ideoligion a lot more at the start, but you're locked into your choices.
* It's a good idea to convert prisoners to your ideoligion before recruiting them, or they may try to convert others. And you don't want your new colonist to converting folks in your cattle ranching village to their "meat is murder and cows are sacred" religion, as an example.
== Biotech ==
* Children have a unique need: learning. Keep them happy and make sure they've got enough free time to learn and stuff to learn with and you'll get much more control over what traits and passions they gain as they grow.
* Children can occasionally wander outside of allowed zones when nature-walking. Getting rid of wild predators until your colony's children grow up isn't a bad idea.
* Unmodded, genes you inject into your colonists don't get passed on to children. No super-soldier breeding program for you.


[[Category:Games]]
[[Category:Games]]