Difference between revisions of "Royalty (DLC)"

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(give it a quote; the first sentence of the steam descritoin)
(full summary RW independent from the steam page)
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{{Royalty}}
 
{{Royalty}}
{{Rewrite|reason=Titles and their effects have changed a lot since release.}}
 
 
{{About|the DLC|the Nobility system added by this DLC|Titles}}
 
{{About|the DLC|the Nobility system added by this DLC|Titles}}
 
{{quote|"The Empire has arrived."|Royalty DLC quote|large=1}}
 
{{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 ==
+
 
 +
=== 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.
  
== Features ==
+
==The Empire & Nobility==
 +
{{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.
 +
 
 +
===Titles===
 +
{{Main|Titles}}
 +
 
 +
[[Title]]s are bestowed by the empire as a sign of nobility. Having a higher title gives you many privileges with the empire, but comes with increasing demands.
 +
 
 +
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 contrast, the empire's nobles are all ''[[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, 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.
 +
 
 +
==Psycasting==
 +
{{Main|Psycasts}}
 +
 
 +
[[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 pawn - friend or enemy - anywhere within range. 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.
  
=== Titles ===
+
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.
Colonists can gain royal [[titles]] bestowed by the Empire. A Knight or Count can call upon the Empire's elite troops in times of need, bond with unique persona weapons, and wield [[Psycasts|psychic abilities]].
 
  
Those who hold titles become haughty and demanding. They'll need luxurious bedrooms and grand throne rooms. They'll issue wild decrees that must be carried out. They'll make inspiring or demoralizing speeches from the [[throne]]. They'll play [[piano]], [[harp]], and [[harpsichord]]. They'll demand royal clothes and [[crown]]s.
+
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]].  
  
Titles give the right to an Imperial [[psylink neuroformer]]. Those who hold one can use their mind to manipulate and defeat their foes. [[Psycast|Psycasters]] can blind enemies or mind-control them, block sensations of pain or confer deadly focus on an ally. Advanced psycasts induce mass vomiting in crowds of foes, teleport objects or people, drive enemies insane en masse, or render allies temporarily invisible for stealth attacks.
+
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.
  
For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well.
+
==Mechanoid clusters==
 +
{{Main|Mech cluster||Condition causer}}
  
=== Quests ===
+
Mechanoids have evolved. [[Mech cluster]]s are a new type of [[major threat]] - stationary encampments which present a new tactical challenge. Like [[crashed ship part]]s, mech clusters always start dormant, but you may have to deal with them immediately.
Earning royal titles means completing quests. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedurally generates unique quests with every new game. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges.
 
  
Quests will reward you with new allies, unique implants, archotechnological artifacts, gear, royal titles, faction goodwill, and more. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.
+
You can split mech clusters into 2 parts.
 +
* The first part is the [[condition causer]]. These can range from [[toxic spewer]]s, which create an everlasting [[toxic fallout]], to [[EMI dynamo]]s, which disable all electric devices. These serve as incentive for you to destroy the cluster. But you don't ''have'' to. In any case, not all mech clusters come with a condition causer.
 +
* The second part is the structure of the cluster itself. Mech clusters can come with [[wall]]s, explosive [[unstable power cell]]s, and [[turret]]s. They can be protected by [[mech low-shield]]s or [[mech-high shield]]s, preventing gunfire or mortar fire until disabled (respectively).
 +
And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].
  
The purpose of quests is to generate dramatic stories that couldn't happen otherwise. Quest challenges are grander and more exotic than day-to-day defense, but they only happen if you accept them.
+
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 mechs.
  
Hosting quests ask the player to host a group of dangerous prisoners, haughty royals, derpy pets, hunted refugees, or other guests. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. They may be hunted by mercenaries, pirates, mechanoids, or more. You might need to get the guests to an escape shuttle under fire.
+
==Quests==
*Construction quests ask the player to build something special, and sometimes, to protect it from attacks.
+
{{Main|Quests}}
*Assistance quests ask you to send some of your colonists to help an ally for a time.
+
The Royalty DLC adds a lot of quests - more quests than what the game already had.
*Site quests open nearby sites that present opportunities, threats, and mysteries.
 
*Threat quests present special combinations of mechanoid clusters, raids, animal attacks, atmospheric effects, weather, and more, in exchange for *rewards.
 
  
The final quest comes after you have climbed the ranks of Imperial nobility. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to [[Ending the game|leave the rimworld]] as an honored royal guest.
+
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.
  
=== Mechanoids ===
+
==Items==
Mechanoids can now create [[mechanoid cluster]]s - groups of new mechanoid buildings which work together to present a unique tactical challenge.
+
The Royalty DLC comes with a variety of high-tech gear, implants, and other items.
  
Mech clusters always appear in an initially dormant state. The player can take the time to decide and execute a plan of attack. This puts the player on the offensive, which contrasts with the defense-oriented fights in the base game. Mech cluster elements include:
+
* 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 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. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty.  
  
World condition makers that poison the air, darken the sky, or create some other world condition.
+
Many items introduced in Royalty, like cataphract armor, requires a [[techprint]] before you can make them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.
*Shields to [[Mech low-shield|block bullets]] or [[Mech high-shield|mortar fire]]
 
*[[Mech assembler|Factories]] to assemble new mechanoids over time.
 
*Beacons to call reinforcements.
 
*Turrets, mortars, and surrounding walls.
 
*[[Unstable power cell|Unstable power units]] which you can attack to create explosions, or steal.
 
*Alarm systems of various types.
 
*Mechanoid defenders including the new [[Pikeman]] sniper mech.
 
  
Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Some of them will require a frontal assault. Others may be susceptible to mortar bombardment. You may be able to plant explosives inside the cluster before waking it up. A few can be defeated with a key sniper shot to a critical structure. There are many other tactics. Mech clusters can even be used to your advantage if you can lure foes or undesired allies into them.
+
==Royal Ascent==
 +
{{Main|Royal Ascent}}
 +
The [[Royal Ascent]] quest is a new endgame quest provided by the Royalty DLC. You can ask
  
=== Technology ===
+
Once you have a pawn with the Count [[title]], you can  
Imperial technology mixes ancient weapons and ultratechnology. They wield [[plasmasword]]s, electrical [[zeushammer]]s, and hypersharp [[monosword]]s. Some of their weapons can speak directly to the wielder through a psychic link. These persona weapons are frighteningly effective, but bonding to one is a lifelong commitment. Imperials also have a rich tradition of body implants - [[neurocalculator]]s, [[drill arm]]s, [[gastro-analyzer]]s, [[Stoneskin gland|skin]] [[Toughskin gland|hardening]] [[Armorskin gland|glands]], under-skin weapons, [[Venom talon|poison]] [[Venom fangs|attacks]], aesthetic enhancements, [[nuclear stomach]]s, and [[love enhancer]]s. You can acquire their [[techprint]]s and craft all of these.
 
  
 
=== Music ===
 
=== Music ===

Revision as of 05:11, 10 February 2023

"The Empire has arrived."

— Royalty DLC quote

Royalty is a paid DLC that was released alongside update 1.1.

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 & Nobility

The empire is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to betray them, powerful enemies. All empire soldiers are implanted with a death acidifier, preventing players from (easily) looting their high-tech gear.

Titles

Titles are bestowed by the empire as a sign of nobility. Having a higher title gives you many privileges with the empire, but comes with increasing demands.

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 quests for the empire. You can also get honor by selling gold or prisoners to a royal tribute collector.

Noble colonists become haughty and demanding. In order to receive a noble rank at all, you must have a 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 contrast, the empire's nobles are all conceited. They'll refuse to work or eat commoner food. Colonists with the greedy, jealous, or abrasive traits will also become conceited, 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 permits, 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 bases, and only pawns of at least Baron rank can interact with the empire's trade ships.

Psycasting

Psycasts are psionic abilities, manipulating reality beyond human understanding. They are "psychic" like how psychic drones and psychic soothes 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. Blinding pulse lowers enemies' sight. Skip allows you to move a pawn - friend or enemy - anywhere within range. 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 gimping your caster for a few days afterward.

Outside of combat, psycasts are limited by psyfocus. In order to replenish psyfocus, your casters must 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 psylinks, 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 linking ritual.

You can also get psylink neuroformers from quests. 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

Mechanoids have evolved. Mech clusters are a new type of major threat - stationary encampments which present a new tactical challenge. Like crashed ship parts, mech clusters always start dormant, but you may have to deal with them immediately.

You can split mech clusters into 2 parts.

And, of course, clusters come with mechanoids. 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. Count-down activators can wake mechs after a certain period of time. Proximity activators will wake mechs if you enter its radius. Without a proximity activator, you can safely walk over mechs.

Quests

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.

Items

The Royalty DLC comes with a variety of high-tech gear, implants, and other items.

Many items introduced in Royalty, like cataphract armor, requires a techprint before you can make them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.

Royal Ascent

The Royal Ascent quest is a new endgame quest provided by the Royalty DLC. You can ask

Once you have a pawn with the Count title, you can

Music

This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.