![]() ![]() These are player-run special gatherings really ramp up your colony's stories. Rituals are celebrations of your colony's belief systems. For example, a colony of darkness-worshipping cave dwellers will probably have a specialist focused on mining. Different belief systems have a Specialist related to their belief. The trade off is that they start to suck at some of their other jobs. ![]() Specialists are very good at their primary skill, as you can imagine, and they even get special abilities related to that specialty. They can heal the sick, cheer up the cheerless, and be very convincing when speaking with nonbelievers. They handle the heavy lifting when it's ceremony time, whether that's funerals, sacrifices, or.other. Moral Guides are all about the mental and spiritual well-being of your people. You can have one Moral Guide per three or more colonists that all share a belief system. (More on rituals later.) Leaders can even act as judge and jury when it's time to throw accusations-true or false-at the other colonists. Leaders give inspirational speeches, buff allies, crack the whip when it's time to work harder, and play a special role when it comes to rituals. It introduces three social roles to assume: The Leader, the Moral Guide, and the Specialist. And for a game that already felt rich with individual and emergent belief systems, RimWorld – Ideology takes things to a whole new level. The Ideology expansion pack launched today, July 20. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |