![]() Other necessary Precepts not dependent on a meme:ĭuh. I prefer its Minor version, as too many scars tend to have an increasingly negative effect onĬonsciousness, but otherwise it is a nice +moodlet for everyone. Saves them from having to walk back to resume their toil when they wake up. They can just collapse at their workplace. A slab bedįor the regular colonists? Sure. This trifecta of required precepts works great for both slaves and regular colonists. No more mentalīreaks from things like food poisoning or scars.Ĭomfort Ignored, Rough Living Welcome, Temperature Tough Rimworld is full of pain making this an endless source of positive moodlets. The precepts that it unlocks are just fantastic: So, how do we achieve a situation where we can have a slave that works 24 hours a day (minus the time spent collapsed from exhaustion) with no breaks (except to eat), no recreation, no bedroom, not even a sleeping spot, all the while remaining above their mental break threshold? This is the meme for that. ![]() Slaves on mental breaks are not productive. Any colony can have slaves, but having slaves is not the ultimate goal here, productivity is. This is easily the most powerful meme in the game regardless of play style, but it is absolutely essential for a Slaver. As such, here are my recommended memes and precepts that I consider to be a necessity for a Slaver society : Slavery has to make sense economically, to provide significant benefits to the colony, benefits that outweigh having to deal with slave rebellions. There is of course much more to playing a successful slaver run than just setting Slavery to Acceptable. Revolt means that they will seek to arm themselves and enact revenge on their masters. Thus, rebellions come in two main flavors: Escape and Revolt.Įscape is rather self-explanatory: a slave (or a group of slaves) will attempt to run away. Humans have a problem with being corralled like farm animals and will actively seek to change their lot in life. There are ways to minimize and mitigate this threat, but there is no way to completely eliminate it. One exception to this rule can be a freshly recruited slave that can remain at 75-80% suppression for a day or so.Įven with all of the suppression in the world the slaves will rebel. A colony that relies on slave labor must have all of its slaves at 100% suppression at all times. This can and should take many forms: wardens, apparel, certain sculptures, executions, etc. Slaves cannot be assigned a Specialist role. Makes sense with Wardens, but I was kinda bummed about the other two. Slaves cannot be Wardens, Artists or Researchers. Either do it right or recruit the pawn as a free colonist instead.ģ. This means that if you have a slave working on the same schedule as a regular pawn, you're not doing it right. ![]() Slaves work 15% slower than free colonists. Do not attempt this with an Ideology that sees slavery as anything less than Acceptable.Ģ. Playing the dedicated slaver requires a lot of forethought and the right setup from the get-go. Regularly enslaving people is a disaster for a colony with the Slavery-unfriendly ideology. The mods may not even be fully compatible as the collection has been assembled when only a single gameplay video has so far been uploaded to YouTube.1. The list will not be actively maintained, so in future some mods may be outdated or removed. The collection is not approved or maintained by Quill18 or any of the mod authors. ![]() You will obviously still need to tweak individual mod settings and prepare your own frontiersmen.Ĭheck the video for custom ideoligion and characters Never created or used custom scenarios before, so hopefully it works for others also (seems to work here).Įxcludes Quill's own proper "Quill18's Frontiersmen Faction" mod which hasn't been published on Steam Workshop.Ĭollection assembled just to make installation easier for anyone wanting to replicate (as far as possible) the mod loadout used in the series. Uploaded and added a custom Settler scenario to replicate Quill's start. It remains in the collection, and can be used at your preference. FYI Quill also made mention in Episode 19 that he had disabled No Default Shelf Storage. I've not tested the load order so you may need to tweak where this loads. Added LMW's Deep Storage as added by Quill prior to Episode 19. Seems to work so far, but given I've never modded Rimworld it may contain some anomalies. Now includes a Frontiersmen Faction mod I put together to attempt to replicate Quill's description of his unreleased mod. Collection of mods used by Quill18 in his June 2022 "West Whirled" play through (go watch it): ![]()
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