Video summary
Is Rimworld Royalty DLC Worth It?
Main summary
Key takeaways
Story / Premise
- RimWorld: Royalty focuses on how your colony interacts with an empire that wants your cooperation.
- The empire’s involvement brings courtly nobles, titles, and demands, escalating into major threats—particularly an ongoing war between:
- Vampire-like factions (referred to as “vampire”)
- Mechanized enemies (mechanoids)
- Mechanoids can escalate into mechanoid clusters that drop in from orbit and establish camps/bases around your map.
- A mentioned new mech unit type is “Pikeman” (sniper-walker-like):
- Fragile
- Best handled with melee tactics
Gameplay Highlights (What the DLC Adds / Changes)
Courtly Nobles & High Demands
- The empire provides “courtly flair and futuristic gear” in exchange for service.
- Colonists can receive unique noble titles through imperial ceremonies tied to Honor.
Titles and Their Effects
Obtainable Titles (as mentioned)
- Freeholder
- Man in Ac(a)olyte
- Knight
- Creator
- Baron
- Count
- Higher “AI titles” are mentioned but described as unobtainable
- Final: Emperor
Demand Scaling
- Higher title → bigger and stricter needs, including:
- Better clothes
- Improved bedrooms
- Requirements like throne rooms
Trait-Based Problem Behavior
- If a pawn with certain traits—Conceited, greedy, jealous, or abrasive—becomes entitled, they may:
- Refuse many tasks (e.g., hauling, cleaning, farming, mining, etc.)
- Limit themselves to basic roles
- Key nuance: without those traits, even a high-title pawn will still follow orders.
Best Pairing: Ascetics
- Ascetics are ideal for entitled roles because their needs override the special entitled bedroom/food requirements.
- They can still tolerate awful bedrooms and simple meals.
Permits (Special Powers Tied to Titles)
- Permits are the gameplay payoff for Honor and rank—each title level unlocks stronger options.
- Mentioned permits include:
From Acolyte
- Laboratory
- Calls 8 laborers for 4 days (general labor only)
- Must be kept safe
- 60-day cooldown
- Costs Honor if used early
- Call Labor
- Calls 4 laborers for 4 days
- 60-day cooldown
- Can be controlled
- Basic tasks only
- Trooper squad
- Calls 4 light troopers for battle
- 40-day cooldown
- Includes a death-related implant effect (death acidifier)
From “Preeta” (rank mentioned)
- Transport shuttle
- Teleports the colony, items, and animals anywhere within 70 tiles
- 40-day cooldown
- Costs Honor
- Call Janissary squad
- Calls 4 janissaries for combat
- Uses empire tech/weapons
- Includes the death-implant effect
From Predator Knight
- Orbital strike
- Requires the Knight / Dame title
- One orbital strike
- Strong vs siege engines/motors
- 45-day cooldown
- Costs Honor
- Orbital salvo
- Requires the orbital strike permission
- Fires an extended barrage
- Described as devastating for clearing defenses/raids
From Count only
- Cataphract squad
- “Space marines” style support
- Calls 4 heavy cataphracts with top-tier armor and advanced weapons
- Includes death-implant + additional effects
- Strong late-game reinforcement
Strategy / Key Tips from the Video
- Maintain or leverage entitled pawns
- Be cautious if your most entitled pawns have problematic traits (e.g., Conceited/greedy/abrasive), since they may refuse work.
- Ascetics are highlighted as the safest way to grant high status with minimal hassle.
- Use permits as tactical “power spikes”
- Laborers for short-term logistics
- Troopers / Janissaries / Cataphracts for direct combat reinforcement
- Transport shuttle for rapid redeployment
- Orbital strikes for high-value targets (especially clustered threats or siege tools)
- Exploit fragile threats
- For pikeman/sniper-walker-like mech units: use melee pressure because the video suggests they are fragile and vulnerable.
- Use linked weapons & special weapon mechanics
- Some weapons are “linked” variants:
- The wielder can use upgraded power versions
- If the wielder dies, the linked weapon can become unusable by others
- Some linked items have special effects such as:
- Kill happy (mood boost per kill)
- Free wielder (anyone can wield)
- Example anti-mech weapon:
- Zeus hammers with an EMP capacitor (EMP on impact vs mechanoids)
- Some weapons are “linked” variants:
- Manage psychic amplification / psi-casting
- Titles and Honor lead to psychic amplifier rights, allowing psycasts, including effects like:
- Pacify
- Damage/disable
- Blind
- Pain blocking
- Teleport enemies/objects/people
- Make animals go insane
- Make allies invisible
- Risk management
- Psi-casting adds psychic entropy (negative pressure effect)
- Overcasting can cause permanent damage
- Amplifiers may be obtainable by stealing, but that makes you an enemy of the empire.
- Titles and Honor lead to psychic amplifier rights, allowing psycasts, including effects like:
Honor / Quests / Decrees (How the System Works)
Honor
- Honor is gained by completing what the empire requests.
- After you earn enough Honor, the empire awards a quest leading into a bestowing ceremony that grants:
- A new title
- More special power options (permits and psychic access as you rise)
Decrees (Always-Demanding Side Objectives)
- Completing decrees grants +6 mood
- Ignoring decrees causes a negative mood debuff that worsens over time
- Decrees can end early if:
- The issuing pawn dies
- The pawn gets kidnapped
- Or the title is renounced
Renouncing Titles
- Titles are assigned automatically when gained.
- If a noble pawn dies and is resurrected, the heir keeps the title, but you can renounce it to revert to the original noble.
Threats & Content Loop Mentioned
- Common empire demands include:
- Protecting hostile/annoying targets (example mentioned: “terr(i)ers” while mechanoids try to kill them)
- Hosting royals
- Constructing things (often takes a few days to ~2 weeks)
- Exploration (“sight quests”) for nearby points of interest to find new loot/weapons
- Main external pressure:
- Mechanoid clusters escalate through mechanisms like:
- Orbit drops
- Camps/bases
- Air poisoning
- Darkening skies
- Eventually, confrontation becomes unavoidable.
- Mechanoid clusters escalate through mechanisms like:
New Equipment / Weapons / Implants Highlighted
Weapons
- Plasma swords (including persona variants)
- Persona / linked weapons concept (linked weapon can be disabled if the wielder dies)
- Zeus hammers (EMP shock vs mechanoids)
- Monosaur blade (high armor penetration; limb-lopping style)
Implants
- Death acidifier
- If the implanted pawn dies, their equipment is destroyed
- Also blocks your ability (or an enemy’s ability) to retrieve that equipment
- Another mentioned implant:
- “Drill up”
- Increases mining speed by 160% (as described)
Gamers / Sources Featured at the End
- No specific gamer names or external sources were provided beyond general “remember to subscribe”-style mentions.
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