Ideology (DLC)

From RimWorld Wiki
Revision as of 01:56, 10 April 2025 by KirbyTurtleDuck (talk | contribs) (Using links that lead to the main pages of certain mechanics, i think we can reduce bloat on this page. We don't need to list down all the memes and precepts if we simply link to the page where the list is established.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
"What do you believe?"

Content exclusively from the PC Edition Released on July 20, 2021

Content exclusively from the Console Edition Released on April 25, 2023

Ideology is a DLC for RimWorld that introduces belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. The DLC also adds the Gauranlen tree that produces multipurpose working creatures called dryads and also adds a new win condition called the Archonexus. It was released on July 20, 2021.

The DLC managed to run out of Steam keys for www.rimworldgame.com buyers within an hour.

Description[edit]

With the Ideology expansion, each person in the game gets a belief system.

Belief systems define social roles for leaders, moral guides, and skill specialists. They invoke rituals from gentle festivals to brutal sacrifices. They guide preferences around food, comfort, love, technology, and violence. They venerate specific animals, desire different apparel and tattoos, and give access to different buildings and strategies.

Everything is customizable. Make your own story of pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, or rustic peaceful tribes who link with curious tree creatures.

You can build mind-bending temples with colorful drug motifs, terrifying sacrificial altars clad in skulls, winding mazes of underground tunnels full of technology, or beautiful orchards with drifting leaves.

You’ll hold unforgettable rituals - sick dance parties with pounding music, bountiful feasts of human flesh, beautiful skylantern festivals, ceremonial blindings, Christmas festivities around the tree, vicious gladiator duels, and more.

As you grow powerful, you’ll hunt for the venerated relics of your belief system in new multi-part quests. Penetrate ancient complexes full of diverse threats. Infiltrate wary tribal villages and hack downed spacedrones while holding off other treasure-hunters. Find the relic in its ancient temple and bring it back to your reliquary to attract wealthy pilgrims to your colony and help you convert even more people to your beliefs.

And when you’re successful and secure, you can seek transcendence beyond reality in the new, epic archonexus endgame.

Ideology makes your story into your story more than ever before.

Memes[edit]

Each belief system is built around a collection of 1-4 core memes, where each meme represents a core idea in the belief system. By combining memes and changing the details of how they are expressed, you can create a staggeringly vast array of different belief systems.

Precepts[edit]

Each meme influence and branch out into a variety of different precepts. A precept is a specific rule or guideline which would dictate a pawn's behavior, opinion or preference in regards to specific concepts and scenarios. The same meme won’t always imply the same precepts - if you want finer control, you can edit and randomize precepts to obtain a desired combination.

Belief systems each have an underlying structure. These don’t have gameplay effects, but they give variety to how different belief systems look and feel, and the narratives the game generates for them:

  • Ideological beliefs are justified by historical narratives.
  • Theistic beliefs may be monotheistic or polytheistic, seeing their gods as abstract or physically-embodied. Some may be distant descendants of historical belief systems.
  • Animist beliefs see spirits in the world around us.
  • Archist beliefs see the superintelligent machine archotechs as the true gods of reality.

Conversion[edit]

People can convert each other to new beliefs. You can assign wardens to convert prisoners, or use the special abilities of your moral guide. People will also spontaneously try to convert those around them. Those with proselytizing beliefs will do this much more intensely, which can lead to conflict, including fights between people. Depending on traits, some people are much easier to convert than others.

You can bring everyone in your colony to one belief system, or try to keep a diversity of beliefs to capture the benefits of all of them.

Social roles[edit]

Make use of your favorite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.

The leader role gives inspirational speeches, buffs combat allies around them, encourages harder work, and plays a special role in some rituals. They can also accuse individuals of crimes and hold trials. The moral guide role supports the mental well-being and spiritual strength of your people, and leads many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure people in their beliefs, and convert non-believers to their own belief system. The specialist role gives better effectiveness at one primary skill and gains a special ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. You can assign many specialists.

Rituals[edit]

Each belief system defines a collection of unique rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out. For example, a wild party in a massive dance hall with giant speakers may attract new recruits or lead to the discovery of an ancient complex full of loot. On the other hand, if you throw a party in a field with no music at all, you might not get the same benefits.

Belief system-based rituals include:

  • Dance party: Participants dance to music from giant speakers, illuminated by a colorful lightball.
  • Drum party: Drummers make music as others dance the night away.
  • Social festivals: The leader gives a speech and then people gather to drink and socialize.
  • Tree celebration: A social festival around a decorated tree.
  • Burn circle: A moral leader gives a condemnatory speech, and the people burn a hated symbol like an effigy or flag.
  • Smoke circle: People burn a special giant bong or incense shrine and inhale the smoke together.
  • Skylantern festival: People build and release beautiful wooden lanterns that float into the sky.
  • Gladiator duel: Slaves or prisoners fight in a ring to entertain spectators. You can supply weapons and they will be used. If a fighter dies, the crowd will come away even more excited.
  • Sacrifice: A moral leader kills an animal or prisoner before a crowd.
  • Cannibal feast: Colonists gather to devour a scrumptious platter of human meat.
  • Scarification: The moral guide inducts a new believer by aesthetically scarring them while others watch.
  • Blinding: The moral guide inducts a new believer by blinding them while others watch.
  • Funeral: People gather around a grave to remember someone they lost, while a moral guide gives a speech.

Some rituals aren’t specific to belief systems:

  • Leader speeches: The colony’s leader gives a rousing speech intended to boost morale. If their social skills fail, it might have the opposite effect!
  • Trial: The leader accuses someone of heinous crimes. The accuser and accused argue the case in front of witnesses. If convicted, the accused can be punished without social consequences.
  • Public execution: A killing of a prisoner. This goes best after a trial where the prisoner is found guilty of something.
  • Tree connection: A majestic ceremony where a colonist connects with a Gauranlen tree, giving them the ability to command the dryads inside.

Gauranlen trees[edit]

A unique type of tree called the Gauranlen tree will occasionally sprout near your colony. These majestic orange trees have a symbiotic relationship with small creatures called dryads. The tree supports the dryads, and in return the dryads protect the tree. Each tree has a few dryads attached to it.

A colonist can connect with a tree in a special ceremony. By pruning the tree over time, the colonist can strengthen the connection and gain the ability to influence its dryads.

Under your influence, dryads can specialize into different castes:

  • Carrier: These chunky helpers will haul things where they need to go.
  • Clawer: Vulnerable but fearsome, the clawer specializes in damage dealing.
  • Barkskin: Slow but tough, the barkskin soaks hits for your other fighters.
  • Woodmaker: Generates wood over time.
  • Medicinemaker: Generates herbal medicine over time.
  • Berrymaker: Generates berries over time.
  • Gaumaker: Produces Gauranlen sprouts to make new Gauranlen trees.

Beliefs matter. If your colonists venerate the trees, they can connect with Gauranlen trees more effectively and influence the dryads more efficiently. Only those who truly respect the trees can control their reproduction. With time, such a tree-connector colony can build an economy and an army from its Gauranlen orchard and the cute, useful, and fearsome dryads.

Relic hunts[edit]

Every belief system holds some special objects as relics. It might be an ancient sword, a skull, a piece of armor, or anything else. Embark on multi-part quests to find and collect the relics that you believe in.

Hunting a relic involves several kinds of quests to find the relic:

  • Ancient complex quests take you to long-forgotten ruins containing treasure and info about the relic. A wide variety of challenges may await you - cryptosleeping soldiers, insects, sleeping mechanoids, unstable fuel stores, or pirates who followed you to the site. Use these threats against each other to survive while taking what you want.
  • Spacedrone quests begin with an spacedrone landing beside your colony. It contains info on a relic, but you’ll have to hack it first! Build defenses on the spot to protect yourself against other treasure hunters while you extract the info.
  • Worshipped terminal quests involve an ancient terminal venerated by a tribal village. They will allow you to visit, but attempting to hack the terminal will cause the locals to attack. Consider launching an attack from outside the village, or enter peacefully and try for a smash-and-grab. It’s your choice.

Once you’ve found the ancient temple that holds the relic, you can go there and grab it in a daring raid as you evade and defeat a variety of security systems. Take it home and install it in a reliquary. The relic will help you turn others to your beliefs, and also attract pilgrims who will bring gifts.

Additional quests[edit]

Ideology also adds some new quests not related to the relics.

Ancient complex loot quests see you raiding loot-filled ancient complexes, either in a shuttle or by traveling in a caravan. These ancient complexes aren’t about finding a relic - just about getting rich. Complexes are procedurally-generated and contain a wide variety of threats. The threats are designed to interact with each other and even be useful - You can intentionally wake sleeping ancient soldiers to help fight pirates who followed you to the complex, or ignite an ancient fuel node to burn out giant insects nesting in the next room. It can get pretty crazy - this is RimWorld, after all.

New temporary encampments will set up near your colony. These small communities are lightly-defended and often not associated with any larger faction, making them good targets if you want to become a raider yourself. Beliefs matter - if your beliefs are aggressive, your colonists may even demand this kind of attack be carried out regularly to satisfy their need for dominance. The encampments vary from farms to logging sites, mines, and hunting lodges, each with different kinds of defenders and loot.

Groups of beggars will arrive and ask for aid. Help them, and they might reward you later. You can also choose to betray them and enslave them, recruit them, sell them, or anything else. Beliefs matter - if your beliefs are charitable, your colonists will be especially happy when you take care of the needy travelers.

New buildings[edit]

Belief systems unlock new buildings.

Many of the buildings are used to support rituals. These include:

  • Altar: Traditional platforms used in rituals. These are the center of your ritual hall.
  • Ideogram: Arcane symbols on the floor that are used in rituals.
  • Lectern: Give your rituals a formal look with this slanted stand. Having one nearby will extend the duration of certain rituals’ positive effects.
  • Pew: Simple benches for listeners to sit on during a ritual.
  • Kneel pillow: Cushions on which people kneel during rituals.
  • Kneel sheet: Carpets where friends can kneel during rituals.
  • Drum: Drummers can create music for rituals and parties.
  • Lightball: It spins and changes colour! This ball really amps up your dance parties.
  • Loudspeaker: Turn it up! Dance parties get more intense the more of these you add.
  • Christmas tree: Its pretty lights and ornaments are essential for some merry festivals.
  • Pyre: Create a tower of flame by igniting this log structure.
  • Sacrificial flag: Think of your enemies and what you’ll do to them in this symbolic burning.
  • Effigy: Set human-shaped sculptures on fire and watch them burn.
  • Cannibal platter: Feed many hungry mouths with a gruesome feast of human flesh.
  • Burnbong: Ignite for a cloud of smokeleaf that fills the room.
  • Incense shrine: Light these incense containers for pleasant smoke to be released.

Belief systems also unlock specific new buildables that have specific functions:

  • Autobongs: Passively produce a cloud of smokeleaf for everyone around. Associated with drug worship.
  • Darklamps and darktorches: For those who shun the light, these provide gentle illumination.
  • Slab beds: For those colonists whose beliefs eschew physical comfort, sleeping on these is noble.
  • Sleep accelerators: Accelerate sleep at the cost of power and hunger. Transhumanists want these.
  • Biosculpter pods: Reverse aging and heal scars. Essential for those who reject the weakness of flesh.
  • Neural superchargers: Supercharge consciousness to speed up work. Transhumanists want these.
  • Gibbet cages: Display the corpse of a defeated foe to strike fear into all who see. Aggressors desire these.
  • Bonsai pots: Tree-worshippers can get their fix of trees even while indoors.

Styles[edit]

Each belief system is associated with different aesthetic styles. Styles affect how many things look - rituals, furniture, floors, apparel, and art. Your colonists will enjoy being around things that match the styles of their belief system, and some may reject styles of other beliefs.

Styles include:

  • Rustic: The homey country ranch look.
  • Totemic: A tribal-inspired look.
  • Spikecore: The spiky space pirate look.
  • Morbid: Skull-and-death imagery for those dark cults.
  • Techist: Technological motifs everywhere - circuits and hexes.
  • Animalist: Animal motifs.
  • Hindu: Descendant of ancient Hindu imagery.
  • Christian: Descendant of ancient Christian imagery.
  • Islamic: Descendant of ancient Islamic imagery.
  • Buddhist: Descendant of ancient Buddhist imagery.

One belief system can mix-and-match several of these together. Make the morbid pirates or techno-Buddhists you dream of.

Styles affect apparel in many ways. Animalist believers may shape their recon armor helmets as terrifying animal faces. Morbid death-worshippers will use skull helmets. Spikecore pirates will wear dusters with spiked shoulders. There are many, many visual variations, so every colony will dress different.

Styles also affect the artwork your colony produces. Statues will display the iconography of their creators’ belief systems.

Some styles also come with specific floors including:

Styles are also expressed in new decorative floor coverings:

  • Spikecore floor stars for your gladiator arena.
  • Rustic rugs for that farmhouse look.
  • Morbid, totemic, and animalist slabs for those central points in the colony.

New apparel[edit]

Beyond styles, belief systems can make people want to wear specific items of apparel. Some of these can be specific to certain social roles as well - a priest or moral leader may need to wear a special hat or robe.

Ideology includes a variety of new apparel items believers might want:

Colonists also want new tattoos and beards and hairstyles related to their beliefs. They can visit a styling station to recolor garments using dyes harvested from the new tinctoria crop, change tattoos, or restyle their beard and hair. Colonists get mood buffs if the majority of their apparel is dyed the color of their ideoligion or their favorite color.

Slaves[edit]

You can enslave prisoners or purchase slaves from traders. Slaves will work on most tasks like colonists, at the cost of reduced work speed.

Every belief system has an attitude towards slavery - some find the practice abhorrent, while others accept and even demand slaves as part of their beliefs.

You can arm your slaves and command them directly in combat. But watch out - slaves will rebel if they get the opportunity or they are not sufficiently suppressed. Your wardens can suppress slaves by periodically threatening them. You can use structures like terror statues and gibbet cages to passively suppress slaves. You can also make slaves wear special collars and body straps to keep them under control.

Archonexus endgame[edit]

As your colony grows wealthy, you’ll have the opportunity to sell the whole thing and start anew with your favorite colonists and animals. In return, you’ll receive a piece of a map that leads to the archonexus - a conduit through which an ancient machine superintelligence is said to affect the physical world.

This quest acts like a partial game reset where you will start over with your selected colonists and animals. You can keep your favorite characters while moving to a new colony in a new place and progressing on an epic quest.

Each new colony appears next to an ancient archotech structure of increasing psychic influence. Study each structure to unlock further pieces of the map. Unlock three pieces, and you can locate the archonexus itself, invoke its power, and transcend physical reality through the mind of the machine god.

Enjoy the endgame credits to a new epic song by Alistair Lindsay.

Trivia[edit]

The release of this DLC achieved, at least in part, several Proposed Modules from the original RimWorld Kickstarter, Namely "Beliefs and Religions" and "Archeology".

While not shown in game. It is possible to use BBcode (with sharp brackets instead of square ones) to format text description of player colonist's ideology.