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{| class="wikitable floatright"
 
|+ "The Empire has arrived."
 
|-
 
! <youtube>https://www.youtube.com/watch?v=ex5_XpQ-uJk</youtube>
 
|-
 
|}
 
 
{{Royalty}}
 
{{Royalty}}
 
{{About|the DLC|the Nobility system added by this DLC|Titles}}
 
{{About|the DLC|the Nobility system added by this DLC|Titles}}
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{{quote|"The Empire has arrived."|Royalty DLC quote|large=1}}
  
 
'''Royalty''' is a paid [[DLC]] that was released alongside update 1.1.
 
'''Royalty''' is a paid [[DLC]] that was released alongside update 1.1.
  
== Description ==
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=== Description ===
 
The [[Empire]] has arrived. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.
 
The [[Empire]] has arrived. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.
  
== The Empire & Nobility ==
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==The Empire & Nobility==
 
{{Main|Empire}}
 
{{Main|Empire}}
 
The [[empire]] is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to [[Quests#The Deserter|betray them]], powerful enemies. All empire soldiers are implanted with a [[death acidifier]], preventing players from (easily) looting their high-tech gear.
 
The [[empire]] is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to [[Quests#The Deserter|betray them]], powerful enemies. All empire soldiers are implanted with a [[death acidifier]], preventing players from (easily) looting their high-tech gear.
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In order to rise up the noble ranks, your colonists must gain [[honor]], a new currency entirely separate from [[goodwill]]. The primary way to get honor is to do [[quest]]s for the empire. You can also get honor by selling [[gold]] or [[prisoner]]s to a [[royal tribute collector]].
 
In order to rise up the noble ranks, your colonists must gain [[honor]], a new currency entirely separate from [[goodwill]]. The primary way to get honor is to do [[quest]]s for the empire. You can also get honor by selling [[gold]] or [[prisoner]]s to a [[royal tribute collector]].
  
Noble colonists become haughty and demanding. In order to receive a noble rank at all, you must have a [[Titles#Thrones_and_Bedrooms|throne room]] that meets the royal requirements. While most noble colonists remain willing to do all types of jobs, they'll demand royal clothes and luxurious bedrooms. In constrast, the empire's nobles are ''[[Titles#Conceited pawns|conceited]]''. They'll refuse to do some types of work or eat commoner food. Colonists with the [[greedy]], [[jealous]], or [[abrasive]] traits will also become conceited, and come with the same demands.
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Noble colonists become haughty and demanding. In order to receive a noble rank at all, you must have a [[Titles#Thrones_and_Bedrooms|throne room]] that meets the royal requirements. While most noble colonists remain willing to do all types of jobs, they'll demand royal clothes and luxurious bedrooms. In constrast, the empire's nobles are ''[[Titles#Conceited pawns|conceited]]''. They'll refuse to work or eat commoner food. Colonists with the [[greedy]], [[jealous]], or [[abrasive]] traits will also become conceited, and come with the same demands.
  
 
In exchange, a title comes with various perks. The first is a [[psylink]] given by the empire, allowing access to special [[psycast]] powers. With [[permit]]s, you can call in the empire for direct help - this can range aerial bombardment, to a transport [[shuttle]], to a direct drop of [[glitterworld medicine]]. Only pawns of a sufficient title (Knight / Dame) will be able to trade with the empire's [[faction base]]s, and only pawns of at least Baron rank can interact with the empire's [[trade ship]]s.
 
In exchange, a title comes with various perks. The first is a [[psylink]] given by the empire, allowing access to special [[psycast]] powers. With [[permit]]s, you can call in the empire for direct help - this can range aerial bombardment, to a transport [[shuttle]], to a direct drop of [[glitterworld medicine]]. Only pawns of a sufficient title (Knight / Dame) will be able to trade with the empire's [[faction base]]s, and only pawns of at least Baron rank can interact with the empire's [[trade ship]]s.
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[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are "psychic" like how [[psychic drone]]s and [[psychic soothe]]s are psychic.
 
[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are "psychic" like how [[psychic drone]]s and [[psychic soothe]]s are psychic.
  
The vast majority of psycasts are ''not'' direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. [[Psycasts#Blinding pulse|Blinding pulse]] lowers enemies' sight. [[Skip]] allows you to move a ''thing'' - friend, enemy, or item - anywhere within range. Other psycasts are useful outside of combat. Word of love creates romantic attraction, while word of serenity ends social fights and [[mental break]]s. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.
+
The vast majority of psycasts are ''not'' direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. [[Psycasts#Blinding pulse|Blinding pulse]] lowers enemies' sight. [[Skip]] allows you to move a pawn - friend or enemy - anywhere within range. Other psycasts are useful outside of combat. Word of love creates romantic attraction, while word of serenity ends social fights and [[mental break]]s. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.
  
 
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
 
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
  
Outside of combat, psycasts are limited by [[psyfocus]]. In order to replenish psyfocus, your casters must [[meditation|meditate]]. Higher-level psycasters will have to meditate for hours every day. Nobles can meditate on their [[throne]]. [[Pyromaniac]]s can meditate to fire. [[Psychopath]]s can meditate to [[grave]]s of their loved ones. Meditating counts as [[recreation]], though like all recreation, colonists will get bored of constant meditation.
+
Outside of combat, psycasts are limited by [[psyfocus]]. In order to replenish psyfocus, your casters must [[meditation|meditate]]. Higher-level psycasters will have to meditate for hours every day. Thankfully, mediation counts as [[Recreation]] - though colonists quickly get bored of it.
  
 
The empire is one way to get [[psylink]]s, though they can be obtained through a few other ways. Most [[tribal]] pawns - those with ''Natural'' meditation - have a special connection with the [[anima tree]]. If they meditate at the tree for enough time, they can undergo a [[Anima tree#Linking ritual|linking ritual]].  
 
The empire is one way to get [[psylink]]s, though they can be obtained through a few other ways. Most [[tribal]] pawns - those with ''Natural'' meditation - have a special connection with the [[anima tree]]. If they meditate at the tree for enough time, they can undergo a [[Anima tree#Linking ritual|linking ritual]].  
  
You can also get [[psylink neuroformer]]s from quests. [[Quests#The Deserter|The Deserter]] quest will allow you to betray the empire for an opportunity to gain 2 psylink neuroformers. Note that there is no special "betray the empire" questline or mechanic, beyond the aforementioned quest. The empire can be re-allied with enough gifts or peace talks.
+
You can also get [[psylink neuroformer]]s from quests. [[Quests#The Deserter|The Deserter]] quest will allow you to betray the empire for an opportunity to gain 2 psylink neuroformers. Note that there is no special "betray the empire" questline or mechanic, beyond this quest. The empire can be re-allied with enough gifts or peace talks.
  
 
==Mechanoid clusters==
 
==Mechanoid clusters==
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And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].
 
And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].
  
Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up on their own. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. In any case, the condition causer will activate even if the rest of the mech cluster remains dormant.  
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Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. Without a proximity activator, you can safely walk over a dormant cluster. In any case, the condition causer will activate even if the rest of the mech cluster remains dormant.  
  
Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster for you.
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Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster or you.
  
 
In addition, both mechs and pirates can deploy condition causers from far away. You must [[caravan]] or [[transport pod]] to its location, destroy the condition causers, and get out.
 
In addition, both mechs and pirates can deploy condition causers from far away. You must [[caravan]] or [[transport pod]] to its location, destroy the condition causers, and get out.
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==Quests==
 
==Quests==
 
{{Main|Quests}}
 
{{Main|Quests}}
The Royalty DLC adds a lot of quests. This DLC adds more quests than what the base game had.
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The Royalty DLC adds a lot of quests - more quests than what the game already had.
  
 
Some are simple. Accept a [[raid]] for a reward. Build a structure, for a reward. Others are more intrinsically complex. Host a noble, derpy animals, or desperate refugees. A quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.
 
Some are simple. Accept a [[raid]] for a reward. Build a structure, for a reward. Others are more intrinsically complex. Host a noble, derpy animals, or desperate refugees. A quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.
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* New ultratech melee weapons. Royalty introduces the [[monosword]], [[zeushammer]], and [[plasmasword]], and their [[persona weapon|persona]] variants. Persona weapons come with unique traits that can hinder or help their wielder.  
 
* New ultratech melee weapons. Royalty introduces the [[monosword]], [[zeushammer]], and [[plasmasword]], and their [[persona weapon|persona]] variants. Persona weapons come with unique traits that can hinder or help their wielder.  
* New armor. [[Cataphract armor]] is the new heaviest [[power armor]] in the game. Royalty introduces 3 variants of existing power armor - the [[locust armor]], [[grenadier armor]], and [[phoenix armor]], each providing a unique ability for a small stat penalty. [[Prestige armor]] is another variant of power armor - mostly identical to their base variant, but pleases [[noble]]s.
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* New armor. [[Cataphract armor]] is the heaviest [[power armor]] in the game. Royalty introduces 3 variants of existing power armor - the [[locust armor]], [[grenadier armor]], and [[phoenix armor]], each providing a unique ability for a small stat penalty. [[Prestige armor]] is another variant of power armor - mostly identical to their base variant, but pleases [[noble]]s.
 
* A large amount of [[artificial body part]]s. [[Drill arm]]s and [[field hand]]s improve their associated work speed drastically. [[Neurocalculator]]s and [[learning assistant]]s help with mental tasks. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty.  
 
* A large amount of [[artificial body part]]s. [[Drill arm]]s and [[field hand]]s improve their associated work speed drastically. [[Neurocalculator]]s and [[learning assistant]]s help with mental tasks. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty.  
* [[Utility]] items. [[Low-shield pack]]s protect against ''all'' bullets for its duration, unless it is hit by [[EMP]]. [[Jump pack]]s allow a user to fly across a battlefield.
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* [[Utility]] items. [[Low-shield pack]]s protect against ''all'' bullets for its duration, unless it is hit by [[EMP]]. [[Jump pack]]s allowa user to fly across a battlefield.
  
 
Many items introduced in Royalty, like cataphract armor, requires a [[techprint]] before you can research and create them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.
 
Many items introduced in Royalty, like cataphract armor, requires a [[techprint]] before you can research and create them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.

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