Difference between revisions of "Royalty (DLC)"

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{{Royalty}}
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{{Rewrite|reason=Titles and their effects have changed a lot since release.}}
  
'''Royalty''' is a new paid DLC that was released alongside update 1.1.
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'''Royalty''' is a paid DLC that was released alongside update 1.1.
  
It includes the ability to obtain various [[Titles]]
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== Description ==
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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.
  
at Esquire, your pawn will no longer clean, and will demand the following: Ruffle Shirt, Top Hat, Any powered armor, Any psycaster apparel. Also demanded is a throneroom that contains a Throne, 24 tiles in room area, all floored, 2 braziers, and those braziers must be lit. They will also demand the following bedroom: 26 tiles in area, all floored, with a double bed. They will only eat the following foods: Lavish Meal, Fine Meal, Insect Jelly, Packaged Survival Meal, Simple Meal, Pemmican, Milk, Berries, and Chocolate. Additionally they will gain the ability to call a trooper squad, and is allowed to use two Psychic amplifiers.
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== Features ==
  
at the Knight level, your pawn will demand the above, but also: a 30 room area tile throne room with impressiveness of 60, two columns, and a harp. A bedroom of 24 tiles with 40 impressiveness, as well as an end table and dresser. Food now becomes limit to Lavish and Fine meals as well as INsect jelly, milk, berries, and chocolate. They will demand high culture recreation, and are allowed to use 3 psychic amplifiers, as well as gain the ability to trade with both settlements and caravans.
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=== Titles ===
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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]].
  
At Praetor, the above limits apply, plus the pawn will no longer do plant work or mining, and all apparel must be normal or better quality. Throne romos now need to be 40 tiles at 90 imp. with 4 columns. Bedrooms are now 24 tiles at 50. They may also call the Janissary squad, and will refuse any dexterity play recreation. Psychic amplifiers go up to 4 and a free one is sent via transport pod.  
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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.
  
At baron, the above applies plus no skilled labour or animals. You now need a royal shirt, royal vest, and coronet. Throne rooms must be 60 at 120 with 2 drapes, and a harpsichord (in place of the harp). bedrooms are 30 at 70 and must have a royal bed (in place of the double) and a drape. Food is limited to Lavish meals, insect jelly, milk, berries, and chocolate. Barons can use 5 P.A.'s, get a free one via transport pod, and gains permission to trade with orbital traders and call cataphract squads.  
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Titles give the right to an Imperial [[psychic amplifier]]. 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.
  
At count, which seems the highest title you can get in normal gameplay (confirm?) you now can no longer do any commoner work of any sort. You need a ruffle shirt, royal vest, royal robe, and coronet, (plus any powered armour and psycaster apparel, as all such ranks require) You now need a grand throne, 80 at 160, all floors must be 'fine', 6 columns and you must have a piano. Bedrooms are 30 at 80, all fine. P.A.'s go up to 6.
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For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well.
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=== Quests ===
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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.
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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.
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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.
 +
 
 +
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.
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*Construction quests ask the player to build something special, and sometimes, to protect it from attacks.
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*Assistance quests ask you to send some of your colonists to help an ally for a time.
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*Site quests open nearby sites that present opportunities, threats, and mysteries.
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*Threat quests present special combinations of mechanoid clusters, raids, animal attacks, atmospheric effects, weather, and more, in exchange for *rewards.
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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.
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=== Mechanoids ===
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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:
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World condition makers that poison the air, darken the sky, or create some other world condition.
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*Shields to block bullets or mortar fire
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*Factories to assemble new mechanoids over time.
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*Beacons to call reinforcements.
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*Turrets, mortars, and surrounding walls.
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*[[Unstable power cell|Unstable power units]] which you can attack to create explosions, or steal.
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*Alarm systems of various types.
 +
*Mechanoid defenders including the new [[Pikeman]] sniper mech.
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 +
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.
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 +
=== Technology ===
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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 bladelink 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.
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=== Music ===
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This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.
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[[Category:Royalty| ]]
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[[Category:DLC]]

Revision as of 11:27, 23 January 2021

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

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.

Features

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 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 crowns.

Titles give the right to an Imperial psychic amplifier. Those who hold one can use their mind to manipulate and defeat their foes. 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.

For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well.

Quests

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.

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.

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.

  • 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 leave the rimworld as an honored royal guest.

Mechanoids

Mechanoids can now create mechanoid clusters - 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:

World condition makers that poison the air, darken the sky, or create some other world condition.

  • 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 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.

Technology

Imperial technology mixes ancient weapons and ultratechnology. They wield plasmaswords, electrical zeushammers, and hypersharp monoswords. Some of their weapons can speak directly to the wielder through a psychic link. These bladelink weapons are frighteningly effective, but bonding to one is a lifelong commitment. Imperials also have a rich tradition of body implants - neurocalculators, drill arms, gastro-analyzers, skin hardening glands, under-skin weapons, poison attacks, aesthetic enhancements, nuclear stomachs, and love enhancers. You can acquire their techprints and craft all of these.

Music

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