Difference between revisions of "Royalty (DLC)"

From RimWorld Wiki
Jump to navigation Jump to search
(Standardize format between DLC articles)
 
(20 intermediate revisions by 7 users not shown)
Line 1: Line 1:
 +
{| class="wikitable floatright"
 +
|+ "The Empire has arrived."
 +
|-
 +
! <youtube>https://www.youtube.com/watch?v=ex5_XpQ-uJk</youtube>
 +
|-
 +
|}
 
{{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}}
  
'''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 honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens. Now they settle the rimworld, and seek allies.
+
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 ===
+
===Titles===
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]].
+
{{Main|Titles}}
  
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.
+
[[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.  
  
Titles give the right to an Imperial [[psychic 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.
+
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]].
  
For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well.
+
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.
  
=== Quests ===
+
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.
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.
+
==Psycasting==
 +
{{Main|Psycasts}}
  
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.
+
[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are "psychic" like how [[psychic drone]]s and [[psychic soothe]]s are psychic.
  
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.
+
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.
*Construction quests ask the player to build something special, and sometimes, to protect it from attacks.
 
*Assistance quests ask you to send some of your colonists to help an ally for a time.
 
*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.
+
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.  
  
=== Mechanoids ===
+
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.
Mechanoids can now create [[mechanoid cluster]]s - groups of new mechanoid buildings which work together to present a unique tactical challenge.
 
  
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:
+
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]].  
  
World condition makers that poison the air, darken the sky, or create some other world condition.
+
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.
*Shields to block bullets or mortar fire
 
*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.
+
==Mechanoid clusters==
 +
{{Main|Mech cluster||Condition causer}}
  
=== Technology ===
+
Mechanoids have evolved. [[Mech cluster]]s 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. They put the player on the offensive, which contrasts with the defense-oriented fights in the base game.
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 ===
+
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]].
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
==Quests==
 +
{{Main|Quests}}
 +
The Royalty DLC adds a lot of quests. This DLC adds more quests than what the base game 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.
 +
 
 +
* 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.
 +
* 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.
 +
 
 +
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.
 +
 
 +
==Royal Ascent==
 +
{{Main|Royal Ascent}}
 +
The [[Royal Ascent]] quest is a new endgame quest provided by the Royalty DLC. The High Stellarch - the de-facto leader of the empire - can offer your colony a way off the planet, if their royal demands are met.
 +
 
 +
Once you have a pawn with the Count [[title]], you can request a customary visit from the High Stellarch, along with 4 imperial guards. This visit lasts for 12 days. Like the [[ship launch]], you'll have to contend with constant [[raid]]s, from those who want to dethrone the stellarch. An additional challenge is the stellarch themselves - you must keep them happy enough throughout the stay.
 +
 
 +
== Music ==
 
This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.
 
This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.
 +
 +
There are 13 new tracks totaling 1:04:14 in length.
 +
 +
{{Royalty navbox}}
  
 
[[Category:Royalty| ]]
 
[[Category:Royalty| ]]
 
[[Category:DLC]]
 
[[Category:DLC]]

Latest revision as of 03:55, 1 April 2024

"The Empire has arrived."

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

Description[edit]

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[edit]

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[edit]

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 constrast, the empire's nobles are 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.

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[edit]

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 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 breaks. 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. Nobles can meditate on their throne. Pyromaniacs can meditate to fire. Psychopaths can meditate to graves of their loved ones. Meditating counts as recreation, though like all recreation, colonists will get bored of constant meditation.

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 the aforementioned quest. The empire can be re-allied with enough gifts or peace talks.

Mechanoid clusters[edit]

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. They put the player on the offensive, which contrasts with the defense-oriented fights in the base game.

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 on their own. Count-down activators can wake mechs after a certain period of time. Proximity activators 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.

Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, mortars 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, raiders can be lured to fight the cluster for 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.

Quests[edit]

The Royalty DLC adds a lot of quests. This DLC adds more quests than what the base game 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[edit]

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 research and create them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.

Royal Ascent[edit]

The Royal Ascent quest is a new endgame quest provided by the Royalty DLC. The High Stellarch - the de-facto leader of the empire - can offer your colony a way off the planet, if their royal demands are met.

Once you have a pawn with the Count title, you can request a customary visit from the High Stellarch, along with 4 imperial guards. This visit lasts for 12 days. Like the ship launch, you'll have to contend with constant raids, from those who want to dethrone the stellarch. An additional challenge is the stellarch themselves - you must keep them happy enough throughout the stay.

Music[edit]

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

There are 13 new tracks totaling 1:04:14 in length.