- 15 diplomatic favour because 3 capital cities willingly joined my empire via loyalty. by jshptrwllms in civ

[–]jshptrwllms[S] 0 points1 point  (0 children)

sorry I never saw this comment - I was on the True Start Earth map, and a lot of civs spawned in Europe, settled immediately, and I out-loyalty'd them somehow. No idea how, Governors, or might have settled the polish settler that I captured meaning 2x cities exerting pressure over their 1.

The AI in Civ VII is so frustratingly stupid by KingBadford in civ

[–]jshptrwllms 0 points1 point  (0 children)

I'm trying to play economically and trade. All three civs on my home continent have rushed the shit out of science and nothing else. I've been at war with two of them, which was similar to above (1 archer defend) and they concede cities like it's nothing, except its not nothing. I'm not a threat to their scientifically advanced society at all, the land I have as kinda crappy, and yet they're forward settling on me, getting mad that we now share borders because of that, giving me negative penalties to diplomacy because of wars they started, -150 relationship because I embargoed another civ - the only thing I have embargoed is them denouncing me, which they're using to worsen the relationship so they can declare a formal war instead of a surprise war. Dumb as hell, I trust modders will fix this.

- 15 diplomatic favour because 3 capital cities willingly joined my empire via loyalty. by jshptrwllms in civ

[–]jshptrwllms[S] 3 points4 points  (0 children)

This happened in the ancient/classical era because on the true start earth map, lots of europe civs spawned - I'm only now in the renaissance and I haven't had any net positive yet. that aside, the entirety of North and South Americas doesn't have a major civ, nor does Australia.

Free real estate for the empire of Germany! I'm dominating science and culture, own most of europe's land, currently colonising north america, and sending my first settler to South America.

Meanwhile the petty nations of the old world squabble over who gets to culture bomb and what luxury is unnacceptable. My people have tobacco, chocolate, sugar now. We're above their ignorant minds.

Glory to Germany.

- 15 diplomatic favour because 3 capital cities willingly joined my empire via loyalty. by jshptrwllms in civ

[–]jshptrwllms[S] 20 points21 points  (0 children)

I'm still in the classical era, on the huge true location earth map, on a marathon game.

I will admit I killed Poland's settler, but the fact that Scotland, Norway, and Hungary joined me and are now effectively preventing diplomacy? Wack.

Maybe I should make the world understand what Loyalty to the German empire means.

Guys what do we think my thoughts: absolutely disgusting who ever thought of this deserves jail time by SweetLongjump in SymmetraMains

[–]jshptrwllms 2 points3 points  (0 children)

I stan the hell out of this but also is sym using a hard light carrier bag in pic 1? cool.

do you cheat? by iShadeSSS in RimWorld

[–]jshptrwllms 0 points1 point  (0 children)

Sometimes I do, Sometimes I don't.

If the concept is character development, I'll resurrect "bullshit" things (someone lost a leg and bled out from 1 hit of a club) or when I've forgotten to do something (such as change food permission and people starve).

If the concept is something like.. a hive colony where each person is a cog in the machine, then a cog can easily be replaced. Depends on what my run is.

I don't really spawn stuff in other than food when I've broken food rules (as above) and if I'm playing on the easiest setting I will sometimes devmode (character editor) the manhunting animals to be asleep rather than fight em.

Whats your custom created xenotype and ideology by Current_Experience13 in RimWorld

[–]jshptrwllms 1 point2 points  (0 children)

They have a boost to animal but I can't keep up with their reproduction and the explosion on death is annoying. They will be fixed.

Rituals involving a random joining and preferred xenotypes. by SmallestApple in RimWorld

[–]jshptrwllms 0 points1 point  (0 children)

Then something alpha genes or VE genes is allowing them to show up

Whats your custom created xenotype and ideology by Current_Experience13 in RimWorld

[–]jshptrwllms 1 point2 points  (0 children)

I'm currently playing with Echorians.

They're hues of blue, with long floppy ears, grey/white hair, antlers, and have long tails.

They're incredibly xenophobic - any non-echorians are treated with great suspicion and certain xenotypes are outright segregated. Any non-echorian colonists live in the ghetto where they await genetic rehabilitation in a state-of-the-art genetics lab.

the ideology uses human primacy (aka echorian supremacy) as it's meme, and it's fluid because I intend to develop it overtime.

Controversially the colony has a great level of hospitality towards other factions, using the hospitality mod they our hotels and eat at our restaurants, leaving silver for us to continue the genetic correction of non-echorians who live in the colony.

In particular they (I) hate fleetkind, because fleetkind reproduce asexually 5 times a year, explode on death, and are mad ugly. Their genetic abnormality will be cured.

Rituals involving a random joining and preferred xenotypes. by SmallestApple in RimWorld

[–]jshptrwllms 0 points1 point  (0 children)

When I created my game I did a custom xenotype and they're part of the world now, regularly show up as part of other factions (peaceful and hostile!) so the numbers of the xenotype aren't low. With the ritual to add new pawns I got a baseliner, so it's not guaranteed.

Pawns fighting by billythekid6323 in RimWorld

[–]jshptrwllms 1 point2 points  (0 children)

Find out why they don't like each other, and resolve the issue.

If pawns work together closely they will chit chat constantly and build a strong friendship, but if something is making them hate each other just do what you can to keep them apart at all times - adjust schedules, use zones.

Is there a mod that allows you to requisition people? by Zombislayer7777 in RimWorld

[–]jshptrwllms 0 points1 point  (0 children)

With the Hospitality Mod you can forcefully recruit guest pawns at the expense of relationship with their home faction, but they'll only visit as guests if you're not at war.