Sounds cool but you already start with allies, so I assume you mean an enemy faction. RimWorld randomizes faction goodwill but forces a few factions forced to have -100 goodwill, is this the colony you are aiming to ally?
As far as I know, you can only start with neutral factions. Im talking about allying a faction (getting 75+ Goodwill)
I would like to see an example run of this (with signs of at least attempting to optimize it), in order to judge whether it’s too trivial. Feedback from other people would be also useful. As I see it, the core strategy would be to just open an ancient danger and then gift everything you find inside to the least unfriendly faction. The method of gifting becomes the threshold question.
Hi @bysouaip. I think first heart transplant is only a slight variation on the human leather hat category (both involve killing a pawn, and both require specialist labor). In fact, it’s even less demanding because you don’t need to construct anything (marking a sleeping spot does not involve constructing). The main difficulty comes from operating the menus during which the game is paused. (It does add a factor of luck as operations can fail, but that’s why retries are used; you also need medicine, but most scenarios start with some medicine and some biomes have wild healroot.) As such, the category offers too little novelty to be included. If enough of the community supports your idea though, we will add it.
If you want to try a run that has been attempted by nobody else so far, try Devilstrand harvest on Ice Sheet.
I revamped the categories today. Changes:
- The Escape category has been split into three separate main categories: Escape-any%, Escape-build% and Escape-ascent%. Previously the Escape category had four subcategories: any%, build%, 100% and ascent%.
- The Escape-build% category now has a ~~subca