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RimWorld 1.1 Modded | REBELLING AGAINST NOBILITY | Let's Play RimWorld Gameplay #5

RimWorld 1.1 Modded | REBELLING AGAINST NOBILITY | Let's Play RimWorld Gameplay #5 It is time to start a rebellion against the corrupted nobility that chased our high priest from his homeland. And we've been promised great powers if we help a deserter from their ranks as well..

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If you enjoyed this video check my other current let's plays:

Kenshi - Legend of the Dark King -

Starsector -

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About RimWorld Royalty DLC:

The Empire has arrived. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens. Now they settle the rimworld, and seek allies.

Colonists can gain royal titles bestowed by the Empire. A Knight or Count can call upon the Empire's elite troops in times of need, bond with unique bladelink weapons, and wield psychic abilities.

Titles give the right to an Imperial psychic amplifier. Those who hold one can use their mind to manipulate and defeat their foes. Psycasters can blind enemies or mind-control them, block sensations of pain or confer deadly focus on an ally.

For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well.

Earning royal titles means completing quests. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedurally generates unique quests with every new game.

Quests will reward you with new allies, unique implants, archotechnological artifacts, gear, royal titles, faction goodwill, and more.

The purpose of quests is to generate dramatic stories that couldn't happen otherwise. Quest challenges are grander and more exotic than day-to-day defense, but the only happen if you accept them.

Hosting quests ask the player to host a group of dangerous prisoners, haughty royals, derpy pets, hunted refugees, or other guests. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. They may be hunted by mercenaries, pirates, mechanoids, or more. You might need to get the guests to an escape shuttle under fire.

The final quest comes after you have climbed the ranks of Imperial nobility. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to leave the rimworld as an honored royal guest.

Mechanoids can now create mechanoid clusters - groups of new mechanoid buildings which work together to present a unique tactical challenge.

Mech clusters always appear in an initially dormant state. The player can take the time to decide and execute a plan of attack. This puts the player on the offensive, which contrasts with the defense-oriented fights in the base game.

Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Some of them will require a frontal assault. Others may be susceptible to mortar bombardment. You may be able to plant explosives inside the cluster before waking it up. A few can be defeated with a key sniper shot to a critical structure. There are many other tactics. Mech clusters can even be used to your advantage if you can lure foes or undesired allies into them.

Imperial technology mixes ancient weapons and ultratechnology. They wield plasma swords, electrical zeushammers, and hypersharp monoswords. Some of their weapons can speak directly to the wielder through a psychic link. These bladelink weapons are frighteningly effective, but bonding to one is a lifelong commitment.

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Outro Music: "Collide (Instrumental Version)" by Mikael Persson (Epidemic Sound)

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