I love the helpful signage for the raiders
Discandied
It's to do with melee blocking. If raiders go through more than one door they don't go into collision mode, which means they all pour through in a clump and force colonists defending the doorway back into the base, which can be fatal. That means it is not safe to use the entrances in the walls for melee blocking in this base, as thry have multiple doors. In the towers, however, there's space for colonists to defend a single doorway safely, if they defend the outer door of the tower. There's still more doors behind them, however, meaning the base isn't protected by just one easily broken door.
Hope that makes sense - it's hard to explain about collision as it's quite unintuitive.
Edit: also I think it looks kind of cool.
I have not finished this colony, but am burned out after a previous long playthrough. I may start a similar colony in a few months when I have the itch to play again.
The colonists are a genotype with debuffs in all skills apart from melee and social, + have the slow study gene. They are great at melee, robust and have strong melee damage, as well as being 50% larger than an average pawn. The slaves do nearly all the actual work. Death by downed is at 50% so we take lots of prisoners and slaves are the main export and basis of our economy. I planned to give all prisoners the beautiful gene to make them more profitable, but had not quite got that far.
There were 29 colonists and 41 slaves. The slaves ate nutrient paste though, so did not consume as much.
Pretty much. We had a lot of powerful psycaster women, so berserk pulse featured heavily, with the men taking out the enemies at range while they fought each other. At this point in the game we did not use the cougars much for combat, but they had been important earlier on.
Non-sapper/breach raids had to walk around to the north to get within the first wall, then all around the perimeter between the walls before entering the base, by which time they were very spread out. Sometimes we'd ambush them when they were half-way round between the walls.
Many beers. Unlike my nunnery we did not give them what they asked for in this colony. Instead we made them into productive members of our community (slaves).
Ideoligion: https://drive.google.com/file/d/1WbnxV1Kk64JXPAYiuApku4TjKtUVYahh/view?usp=sharing
I gave the colonists individual houses and tried to make them match their personalities. The design of the colony would have benefitted from a storage mod or 1.4 shelves.
No, Jesausage Christ ensured they had plenty to eat in the form of raiders.
This was a 1.3 base, which is unfortunate because biotech would have been perfect for it, being transhumanist. I only recruited thick-set pawns for ideological reasons, but this would have worked better with gene-modding. The render was taken near the end of the 15 days of end-game raids, as you can probably tell. It saddened the colonists that some many raiders fell in battle and could not be saved by being consumed and thereby incorporated into the colony.
My big regret in terms of base design is not lining up the bioregeneration chamber with the rest of the base. I prioritised having it under the mountain, but it would have been better if it was in-line.
To explain more about the ideoligion, the colonists ate non-thick-set pawns, turning them into nutrient paste, to absorb them and allow them to "become part of something greater than themselves". The colonists are all thick-set because of how much nutrient paste they consume, and view this as them perfecting themselves, as well as helping those they eat, who surely have been miserable being so weak and scrawny. Similarly they are massively cyborged transhumunists. They believe in living in harmony with nature, and see their perfecting themselves in this way as working towards this. They view their beliefs as entirely altruistic and ethical, despite other people being horrified by all the cannibalism.
We had to plant and transplant a lot of trees to make the base look so bosky, being in the tundra.
The arctic wolves in the fridge were very much alive, by the way. I think I had zoned them there to keep them safe from the mechs, and they are currently sleeping.
The bunch of grapes in the top left is the hedonist style from vanilla expanded. That also explains the final ritual at the bottom.
This is very cool. I always like historically inspired rimworld bases. I will be interested to see your monastery too once that's complete.
If you want the white dots to disappear when you take a render I would recommend using the Simple Camera Settings mod instead of Camera +. It's apparently better for performance, too.
https://steamcommunity.com/sharedfiles/filedetails/?id=3232415388