RimWorld

RimWorld

Medieval Times
LORDzEMPEROR 12 Oct, 2018 @ 3:44pm
A case for lower value items = more fun
Hey Vindar! I love the mod, I've been playing it since release and made some massive castles with this stuff. For improvement, I do want to make a case against the high value of many items/weapons. Here I go:

Basically, colony wealth skyrockets just for getting techno socks or an artefact off of an enemy raid. Although it's really fun having medieval stuff, I find I have to burn these overpriced items to lower colony wealth since medieval items are 2k-4k per item - they are worth more than anything else in the game and that makes them a liability in terms of cost/benefit. It's also problematic to have items which don't deteriorate (nanite stuff). Since they cannot be burned, I abandon them via caravaning. In short, medieval items send the colony up a "wealth spiral" which triggers increasingly massive raids, which in turn bring more overvalued medieval items until a colony dies from a massive raid or lag. Would it be possible to reduce the value of items substantially to match vanilla?

The problem is "do I keep a pair of techno socks or power armor?" - since raiders value both equally, it's very dangerous to acquire a full suit of medieval stuff (easily 14k with the boots, gloves, armor, helmet and a weapon). Even tainted medieval stuff pulled off a basic raider could sell for 2k - which is worth about 4-5 tribal raiders or a 1-2 spacer pirates. Indeed, 1v1 I think a medieval pawn can safely defeat anything.

A recent example: Local insects killed a medieval caravan midgame. They dropped items doubling the colony value - most notorious was a complete set of god-king armor and nanite royal armors. The next raid coming in was 40 pawns of medieval raiders, which I killed, but then looting their bodies brought in even more wealth through fancy weapons. The next raid was 60, 80 and 100+ pawns, etc until I died of lag. It was rimworld style fun, but I thought I should report this when the final battle was between a medieval raid of 120 knights and crossbows against a horde of 300 local insects. The medievals won with NO casualties, despite being surrounded for 5 minutes. They brutalized everything until they came to my cave and I lit the entrance floor on fire with molotovs. 3 takeaways: medieval stuff is overpowered (especially with the new B19 armor mechanics), medieval stuff is very overpriced and, naturally, fires are the only solution to everything without nanites.

I hope my feedback helps you continue to think about your great mod. I love it - but I really do think it'd be more fun if things were more accessible and worth much less. Techno socks really shouldn't be as effective/expensive as bionic legs, as much as I like that slip-on 10% movement.

Thanks for all the fun times!
Last edited by LORDzEMPEROR; 12 Oct, 2018 @ 3:50pm
< >
Showing 1-2 of 2 comments
Doc Cams 15 Oct, 2018 @ 1:21am 
The item stats are really OP. I had an infestation of 18 hives and killed all insectoids with just 4 medieval-armed pawns at melee. My colony's solution is to give what I don't use and excess as gifts to visitors and caravans.
I play full medieval, industrial and advanced tech are disabled, so a 100+ pawn raid from the warbourne's would decimate my base.
Klarum 14 Mar, 2019 @ 2:36am 
Originally posted by < blank >:
The item stats are really OP. I had an infestation of 18 hives and killed all insectoids with just 4 medieval-armed pawns at melee. My colony's solution is to give what I don't use and excess as gifts to visitors and caravans.
I play full medieval, industrial and advanced tech are disabled, so a 100+ pawn raid from the warbourne's would decimate my base.

How do you disable anything past medieval?
< >
Showing 1-2 of 2 comments
Per page: 1530 50