RimWorld Lecture: Becoming a Space Wizard Through Starvation
Jul 7, 2024
RimWorld Lecture: Becoming a Space Wizard Through Starvation
Introduction
Speaker's enthusiasm: Loves the game for its unique and extreme scenarios
Focus: Guide on becoming a space wizard by starving old people
Participants: Big Dave (medieval doctor), Jimmy Neutron (prostitute idol), and Fumble Moore (chief engineer)
Gameplay mode: Vanilla mode with minor mods for UI improvement and adding “Vanilla Psycasts Expanded”
Starting the Colony
Crash-landed setup: Group in a temperate forest
First tasks: Building a rudimentary wooden hut and setting up a storage room
Mood management: Critical to avoid mental breakdowns (e.g., eating without a table is worse than a friend's death)
Initial setup: Hoop and Stick of Happiness, potato crops
The Exploit: Starving the Bestower
Royalty DLC: Key to the exploit for securing “psytrainers” (trainers for psychic abilities)
First quest: Defend a noble from a rabbit Chihuahua
Exploit steps:
Begin the ceremony with another pawn (not the one receiving the title).
Remove everyone else from attending the event.
Have the pawn leave the event to cancel it, trapping the bestower.
Outcome: Bestower is forced to starve, dropping their inventory, which can be claimed without causing hostility.
Colony Progression
Building and defense: Improvements made while waiting for the next quests
Handling raids: Use of psychic powers to defend against raiders effectively
Expanding colony: New members like Levi join to assist in specific tasks
Freezer creation: To store captured meats
Recruitment: Capturing wild individuals
Ceremony Loops
Infinite repeat: Empire continues to send bestowers for ceremonies despite failed quests
Psychic power levels: Upgrading colonists like Fumble Moore, Jimmy Neutron, and Big Dave into powerful psychics with abilities like lightning bolts, ice spikes, and fireballs
Detailed Colony Adventures
Wild woman interactions: Interaction with insects and raiders
Combat scenarios: Utilizing psychic powers in battles against various enemies (raiders, animals)
Crafting and building: New items and structures for the colony's progression
Final challenges: Successful defense against substantial raider attacks
Exploiting Ancient Danger
Preparation: Colonists break into ancient crypts and fight off mechanoids
Use of psychic powers: Tactical application of spells to manage dangerous situations
Conclusion
Achievements: Fully operational colony with powerful wizards, optimal defenses, and a constant influx of psychic powers
Calls to action: Encouraging viewers to like, subscribe, and engage with the content for more gaming exploits
Sign-off: Thanks to viewers and patrons, teasing future content