I picked up rimworld a few days ago, and i've been having a blast so just picked up the royalty dlc and currently on my first try with the dlc.. I have a quick question though, because it seems like you either go suck up to the empire and create your own nobility, or you go anprim and return to monke.. Does the game present an anti-empire rebel path later on? And if not, does anyone have some recommendations for mods to commie up the game, or allow to rebel against the royals and nobles?

Haven't looked at mods yet, so feel free to recommend other must haves..

  • Amorphous [any]
    ·
    4 years ago

    I've never played with the dlc that adds royals or whatever. Maybe just turn that off. Cause vanilla rimworld is basically communist already unless you go out of your way to create social classes and all that.

    • ZestyDwarf [he/him,comrade/them]
      hexagon
      ·
      4 years ago

      yeah but i dig the dlc and i like the nobility system, but i'd love the idea of fighting against e'm instead of becoming one of e'm

  • General_Telefonmast [they/them]
    ·
    4 years ago

    There is a quest that can spawn after some time that lets you steal an amplifier which then makes the empire hostile to you

  • SteveHasBunker [he/him]
    ·
    4 years ago

    Never played the dlc, but internally your colony is almost always communist unless you really treat certain pawns like shit. Everyone has equal access to your stores and most basest I’ve seen colonists have equally large room.

    Now externally you can be a violent dick and raid people and steal their shit, or eat them.

    • ZestyDwarf [he/him,comrade/them]
      hexagon
      ·
      4 years ago

      in the dlc you get access to a nobility system, where missions have a chance to reward you with "honor" which when amassed ranks up a selected colonist from a henchman and through ranks of nobility, pushing towards royalty.. nobility ranks opens up funky psychic powers, which is cool.. but as your selected noble gets higher rank, they start huffing their own farts more and more, demanding better treatment than their former comrades and becomes unable to do grunt labor.. so i can either go with it and create an upper class, or just discard a major point of the dlc..

  • Zoift [he/him]
    ·
    edit-2
    4 years ago

    There's not really an anti-empire path per-se. You'll eventually get a quest to help a defector from the empire in return for a psy-amp. If you accept it'll turn the empire hostile, but after that they're just another faction. A pod full of corn & furs will turn them neutral again just like any other.

    If you don't want to suck up to the monarchists or go full avatar, orbital exotic good traders rarely sell psy-amps, so you can still have your space wizards if you're patient and wealthy enough.

    As for mods, Run & Gun, Giddy-up, Wall-lights, and Embrasures are mandatory for me. The Vanilla expanded series is good, but recently some of the later add-ons have been drifting outside of what I'd consider "Vanilla". For late-game mods Rimefeller & Save-Our-Ship 2 are considered gold. SOS2 is particular, it turns Rimworld into FTL.