![]() All of them are available as options when you create a new colony. There's three different options I would recommend for you if you're feeling overwhelmed by Ideology and just want more experience with the game overall, and they're the ones that have already been mentioned to you in this thread. They're not going to be significantly more difficult than the events that you're dealing with normally, but they do require traveling to various locations every once in a while. ![]() The quests related to your ideology's lost relics can be ignored indefinitely and started when you feel like you're ready for them. ![]() This might lead to you having mismatched columns or dining chairs, for example. You can set them when you make an ideology, and any builders in your colony will construct things in their ideology's build style. They can do things like increase work productivity and combat effectiveness, and are required for some rituals.ĭifferent Ideoligions have different building styles. The Leader role is really helpful, but will have higher expectations than the standard colonist. If you have these structures but their room doesn't meet the requirements, this will also give your colonists a mood debuff. These structures (altar, sculpture, etc.) also have room requirements, such as requiring columns and that they not share a room with workbenches. Similarly to wanting specific roles to be filled, they'll get a mood debuff if you don't have these structures. If your Ideoligion has ritual structures, eventually your pawns will want them in your colony. These roles also increase the baseline expectations for the colonist assigned to them-this means the mood buff from "Low expectations" (or something similar) will be different for colonists with roles, and in general make them a bit harder to keep happy when you're just starting out. Most roles have specific attire set for them, and the colonist with that role will be upset if they don't have that attire. I don't know what the colonist count is for the other roles, but three colonists means they'll want one right away if you're doing the Crashlanded start. Once you have three colonists who share an ideology, they'll get a negative mood buff for not having a Moral Guide. Take note of your Ideoligion's roles and the attire set for them. I'm sure others have more experience with Ideology than I do, so if I get anything wrong they'll correct me in the comments. I don't know of any specific guides or videos, but I'll list a few things you might not realize are impacting your game as well as some suggestions for light ideologies to play with until you're ready for more impactful ones. Ideology can feel a bit overwhelming at times more so than Royalty at first glance, in my opinion.
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