Info about RimWorld - Royalty:

Official game description:
**The Empire has arrived**. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.  
Colonists can complete quests to earn honor with the Empire. Honor brings Imperial titles like acolyte, knight, and baron. Build grand throne rooms for your noble as they rise through the royal ranks. Dress them in finery fit for a monarch, or the prestige armor of a great warrior. They'll make speeches from the throne, inspiring your people, and play piano, harp, and harpsichord.  
Each title allows you to choose or upgrade an Imperial permit:  
*   **Imperial troopers, janissaries, and cataphracts** drop in to fight for you in times of need.  
*   **Orbital strikes and orbital salvoes** blast your foes from above.  
*   **Shuttles** take you where you want to go.  
*   **Labor teams** help when you are shorthanded.
There are multiple ways to develop psychic powers. Those who gain Imperial titles receive powers from the ceremonial Imperial bestower. Tribal colonists can commune with the mysterious anima tree to build their psychic link. Or, you can fight the Empire using stolen psychic technology acquired through quests.  
There are a wide variety of psychic powers. Some are made for combat:  
*   **Skip**, **chaos skip**, **mass chaos skip**, **chunk skip**, and **wallraise** move people and objects across distances to gain tactical advantage. Extract wounded allies, cross no man's land, pull enemies into melee brawls, shift cover where you want it.  
*   **Painblock** and **focus** modify the mind for combat.  
*   **Blinding pulse** and **vertigo pulse** blind your enemies or force them to vomit uncontrollably.  
*   **Neuroquake** overloads every conscious being on the map in a huge wave of psychic energy.  
*   **Berserk**, **berserk pulse**, and **manhunter pulse** drive people and animals momentarily insane.  
*   **Invisibility** prevents your colonist from being seen during stealth approaches or escapes.  
*   **Burden** and **stun** slow and halt your foes.  
*   **Smokepop** blocks line of sight.  
*   **Farskip** moves a group of your people across the world.  
*   **Skipshield** creates a small temporary safe zone for attack or retreat.  
*   **Flashstorm** calls down a storm of lightning.  
*   **Waterskip** showers fires with extinguishing water.  
*   **Beckon** mind-controls foes into approaching you.  
*   **Neural heat dump** moves neural heat to an ally so you can keep casting.
Other powers are useful for community management:  
*   **Solar pinhole** creates a long-lasting source of light and heat.  
*   **Word of trust** helps recruitment.  
*   **Word of joy** makes people happy.  
*   **Word of love** induces romantic attraction.  
*   **Word of serenity** ends mental breaks.  
*   **Word of inspiration** confers creative energy.
Psychic powers require psychic meditation. Each colonist meditates differently, depending on their title, backstory, and traits:  
*   **Titled** colonists meditate on their thrones according to Imperial tradition.  
*   **Tribal** colonists meditate directly in nature, to the anima tree itself or to constructed shrines or ancient stones.  
*   **Morbid** colonists with psychopath, cannibal, or bloodlust traits meditate to graves. It's more effective when the grave has a related person in it.  
*   **Ascetic** colonists meditate to blank walls.  
*   **Pyromaniac** colonists meditate to flame shrines made of braziers, torches, and campfires.  
*   **Everyone** can also meditate to sculptures.
This expansion adds a large variety of quest content. 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. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.  
Quests will reward you with Imperial titles, new allies, unique implants, archotechnological artifacts, gear, faction goodwill, and more.  
*   **Imperial hospitality** quests ask you to host a group of Imperials. 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.  
*   **Refugee hospitality** quests present a group of impoverished travelers asking for help. There are many outcomes. They may reward you later for your help, or betray you in the middle of the night. A third party may make you an offer to betray them. If you treat them well, they may spontaneously offer to join you. Since they have no faction, you can treat them with kindness or brutality.  
*   **Animal hospitality** quests see you caring for a group of animals struck with sickness or hunted by enemies.  
*   **Prisoner hospitality** quests ask you to keep prisoners under guard.  
*   **Shuttle crash** quests begin with a shuttle crashlanded near your colony, under attack by enemies. Quickly assemble a defense around the shuttle and help its defenders drive off the attackers while keeping the civilians safe, until the rescue shuttle extracts them.  
*   **Monument** quests ask you to build a grand monument, and sometimes, to protect it from attacks.  
*   **Aerial assault** quests have you supply troops for an ally's airborne assault against a rival faction. A shuttle takes your troops into combat and extracts them.  
*   **Colonist lending** quests ask you to send some of your colonists to help an ally, leaving you to run the colony shorthanded.  
*   **Mechanoid cluster** quests threaten you with a mechanoid cluster at your colony, or at a site nearby, in exchange for a reward.  
*   **Other** quests present special combinations of raids, animal attacks, insect infestations, atmospheric effects, weather, and more, in exchange for rewards.
A new endgame 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 Imperial 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. Mech cluster elements include:  
*   **World condition makers** that poison the air, darken the sky, or create some other world condition.  
*   **Shields** to block bullets or mortar fire.  
*   **Factories** to assemble new mechanoids over time.  
*   **Beacons** to call reinforcements.  
*   **Turrets, mortars, and surrounding walls**.  
*   **Unstable power cells** which you can attack to create explosions, or steal.  
*   **Alarm systems** of various types.  
*   **Mechanoid defenders** including the new Pikeman sniper mech.  
*   **Mech nodes** provide an extra reward if you eliminate the cluster with precision.
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.  
This expansion adds a ton of new gear. Some of them are unlocked through new _techprints_, which are special technology items acquired by quests, trade, or theft.  
**New combat equipment**:  
*   **Jump packs** allow a user to fly across a battlefield.  
*   **Plasma swords** ignite targets.  
*   **Zeushammers** blast the target with an EMP pulse.  
*   **Monoswords** cut through almost any armor.  
*   **Cataphract armor** provides ultra-heavy protection.  
*   **Locust armor** is recon armor with an integrated jump pack.  
*   **Grenadier armor** is marine armor with a shoulder-mounted grenade launcher.  
*   **Phoenix armor** is heat-hardened heavy armor with an integrated flame launcher, for indoor flame combat.  
*   **Low-shield packs** deploy a local shield for tactical defense.  
*   **Prestige armor** comes in recon, marine, and cataphract forms. It displays status and enhances psycasting.
**Persona weapons** are unique melee weapons with built-in personalities. Bonding to one is a lifelong commitment. Each one has individual personality traits that give it special powers and quirks:  
*   **Kill thirst** weapons demand blood.  
*   **Kind or mad thoughts** affect a user's mood.  
*   **Jealous** weapons don't like it when you use any weapon except themselves.  
*   **Psychic sensitizers or foggers** affect a user's psychic sensitivity.  
*   **Kill-focused** weapons give instant psychic focus when they kill.  
*   **Kill-happy or kill-sorrow** weapons give happy or sad thoughts when they kill.  
*   **Painless** weapons block the user's pain entirely.  
*   **Fast mover** weapons increase movement speed.  
*   **Hungry** weapons increase the user's hunger.  
*   **Neural cooling** and **Psy-meditative** weapons allow faster psycast use.  
*   **Freewielder** weapons don't bond and can be used by anyone.
**New body implants** enhance a variety of aspects of anyone's physiology.  
*   **Internal blades** and **poison teeth** mean you always have a deadly melee attack.  
*   **Drill arms** and **field hands** improve mining and farming ability.  
*   **Neurocalculators** and **learning assistants** help with mental tasks.  
*   **Gastro-analyzers** make better cooks.  
*   **Immunoenhancers**, **coagulators**, and **healing enhancers** protect health.  
*   **Skin hardening glands** resist damage, but they're quite ugly.  
*   **Detoxifier stomachs**, **reprocessor stomachs**, and **nuclear stomachs** enhance digestion or remove the need for it.  
*   **Circadian assistants** and **circadian half-cyclers** reduce the need to sleep.  
*   **Aesthetic enhancements** make your colonists more popular.  
*   **Love enhancers** improve mood.
This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.  
There are 13 new tracks totaling 1:04:14 in length.  
(All non-English translations are maintained by fans.)

Release date: Feb 24, 2020

Categories: Base Building, Colony Simulation, Character Management, Survival, Resource Management, Strategy, RPG, Mod Support

Feature scans:
- MTX: score 10; verdict: Mixed, leaning towards negative due to price concerns; summary: The DLC for the game receives mixed reviews. While some users appreciate the balanced and unique content it adds, many feel that it is overpriced for what it offers. Several reviews suggest waiting for a sale before purchasing. The overall sentiment indicates that the DLC has some positive aspects but may not be worth the current price for many players.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $20.00 - $30.00
  - Reasoning: The evidence shows that many users find the game worth the price, especially when compared to the content and pricing of other games. Several reviews mention that the game is worth the money if you enjoy it and have spent significant time playing it. The general sentiment is that the base game is considered a good value for its price.
- Playtime Metrics:
  - Game completion: 100.0h
  - Story completion: N/A
  - Session length: 10.0h
  - Endgame: N/A
  - Reasoning: The evidence provided includes direct mentions of playtime and the depth of content added by the DLC. The first quote mentions 'another hundred hours,' indicating significant additional playtime. The second quote specifies 'more than 30 hours' of playtime. The third and fourth quotes highlight the extensive playtime and addictive nature of the DLC, suggesting long sessions and significant engagement.
- Time-to-fun:
  - Summary: The game initially presents friction with its empire mechanics and quests, but it becomes fun and engaging once players gain titles and access unique features like Psy-casts and special endings.
  - Stance: Fun after initial friction
  - Anchor: Gaining titles and accessing unique empire features
  - Time to anchor: 2h 0m
  - Friction: inconsistent lore integration; tedious initial quests; misleading rebel pathway
  - Unlock drivers: gaining noble titles; accessing Psy-casts; unique endings and mechanics
  - Conditions: engaging with empire quests; utilizing new DLC mechanics; gaining access to unique empire features
- Player Archetypes:
  - Mod-Integrated Veteran (buy)
    - Motivation: Enhanced and balanced gameplay mechanics.
    - Playstyle: Uses mods to enhance and balance gameplay, enjoys complex combat and quest scenarios.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: RimWorld fan; mod user
    - Reference games: RimWorld; Factorio
  - Cautious Newcomer (sale)
    - Motivation: Ease of understanding and playing the game.
    - Playstyle: Prefers simpler gameplay, avoids complex mechanics.
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: new player; casual gamer
    - Reference games: RimWorld
  - Supportive Fan (buy)
    - Motivation: Supporting the game developers and future development.
    - Playstyle: Enjoys the game for its content and supports developers.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: fan; supporter
    - Reference games: RimWorld


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Introduces Psycast system (weight 0.77): The Psycast system is a major addition, offering new combat options and tactical depth. Players enjoy the fun and strategic use of these psychic abilities, which add variety and enhance gameplay.
- Expands base game content (weight 0.66): The DLC adds a significant amount of content that players consider essential, enhancing the depth and enjoyment of the base game. It introduces more activities, interesting features, and variety.
- Improved quest variety (weight 0.47): The DLC improves quests compared to the vanilla version, adding more variety and structure. This enhancement is well-received by players.
- New late-game content (weight 0.45): The DLC introduces new mid/endgame apparel, weapons, tech, and mech clusters, providing additional challenges and content for the late game.
- High-quality DLC (weight 0.4): Players generally appreciate the DLC, describing it as good, high-quality, and enjoyable. It is seen as a valuable addition to the game.
- New items and research (weight 0.31): The DLC adds a variety of new items, including clothes, furniture, weapons, and research options, enhancing the overall gameplay experience.
- Adds new factions (weight 0.29): The DLC introduces new factions, such as the Empire, which enhance role-playing and add new dynamics to the game.
- New implants and optimizations (weight 0.22): New research and implants offer interesting possibilities for optimizing colonists, adding variety and new scenarios for players to explore.
- Noble titles and role-playing depth (weight 0.22): The introduction of noble titles and social hierarchies adds depth to role-playing, creating new drama and storytelling challenges.
- Engaging and addictive gameplay (weight 0.18): The DLC offers engaging and addictive gameplay, increasing player engagement and providing more challenging and enjoyable experiences.

Common complaints:
- Overpriced for content offered (weight 0.97): Many players feel that the DLC is not worth the price due to the limited amount of content it provides. The general consensus is that the content quantity does not justify the cost, making it feel overpriced.
- Lack of sufficient content (weight 0.4): Players have noted that the DLC lacks enough added content to make it worthwhile. There are complaints about the limited content and lack of variety in the content provided.
- Weak compared to other DLCs (weight 0.4): Players feel that this DLC is weaker compared to others like Biotech and Ideology. It is often considered the least favorite and the weakest in terms of quantity and quality of content.
- Psychic powers and psycasts issues (weight 0.35): The psychic powers and psycasts introduced in the DLC are often seen as unbalanced, weak, and not enjoyable. Many players find them boring and sometimes useless.
- Nobility system frustrations (weight 0.35): The nobility system is a common pain point for players. Nobles are seen as demanding, frustrating, and tedious to manage, often refusing to do basic tasks and requiring excessive pampering.
- Quest and balance issues (weight 0.23): Some quests are seen as a waste of time, challenging, and tedious. There are also mentions of initial balance issues and buggy, annoying quests.
- Empire-related criticisms (weight 0.17): The Empire's presence and tone are criticized for being weak and clashing with RimWorld’s gritty survival focus. Some players find the Empire's lore inconsistent with the game's setting.
- Mechanoid clusters overkill (weight 0.14): The presence of too many mechanoid clusters is seen as overkill and can be annoying and difficult for players, detracting from the overall enjoyment of the game.
- Storage limitations (weight 0.13): Players have criticized the limited storage capacity, specifically mentioning that only six items can be stored, which is seen as insufficient and poorly designed.
- Content is boring (weight 0.09): The new content introduced in the DLC is often described as boring, frustrating, and not interesting or fun, leading to a lack of enjoyment for players.

Gameplay feedback:
- Royalty and psychic powers added (weight 0.93): The DLC introduces a royalty faction with psychic powers, known as psycasts, and new research items. Players can achieve these powers through quests or by dedicating time to specific tasks.
- New quests and events (weight 0.51): The DLC enhances the quest system with new missions, events, and quests. These are heavily influenced by the DLC and add variety to the gameplay.
- Mechanoid clusters and threats (weight 0.41): Mechanoid clusters are added as new defensive structures and threats. These require strategic planning and add new challenges to the game.
- Nobility and title mechanics (weight 0.31): A nobility system with titles and psychic powers tied to noble ranks is introduced. This includes building thrones and designing throne rooms.
- Introduction of the Empire faction (weight 0.29): A new imperial faction, known as the Empire, is introduced with a feudal faction system. This adds new dynamics and interactions within the game.
- Mod compatibility and support (weight 0.21): The DLC offers new modding tools and supports mod compatibility. This enhances the modding community and provides new toys for modders.
- Challenges for new players (weight 0.13): The DLC can be challenging for new players due to the increased difficulty and complexity of the new features. Players need to manage colony wealth and handle stronger threats.
- Storytelling and lore (weight 0.11): The DLC adds new elements for storytelling and lore. This enhances the narrative aspects of the game and provides new content for players to explore.

Performance notes:
- Bugs fixed in update (weight 0.07): The game developers released an update that addressed and fixed various bugs present in the game.

Recommendations:
- Highly recommended purchase (weight 0.28): Many reviews highly recommend purchasing the DLC, citing it as a valuable addition to the game.
- Wait for a sale (weight 0.24): Many players suggest purchasing the game or DLC only when it is on sale, typically around a 40-50% discount.
- Conditional DLC recommendation (weight 0.19): The DLC is recommended only under specific conditions, such as if you are a big fan, if other DLCs are purchased, or if specific workshop mods require it.
- Purchase order suggestions (weight 0.18): Recommendations on the order of purchasing DLCs, such as getting this one second to last or first if specific content is desired.
- Recommended for fans (weight 0.16): The DLC is recommended for all RimWorld fans and those who enjoy the game, suggesting it is a worthy addition to their collection.
- Support the developer (weight 0.14): Recommendations to support the developer, Tynan, and the original DLC.
- For experienced players (weight 0.11): The DLC is recommended for experienced players looking for new challenges and interesting tactical combat situations.
- Add DLCs incrementally (weight 0.1): Recommendations to add DLCs one at a time and survive in each type before adding complexity.
- Enhances modding and content (weight 0.07): The DLC is recommended for those interested in modding and adding more content to the game.
- Scientifically explained magic (weight 0.06): The DLC is worth it if you enjoy scientifically explained magic and wizards.
- Specific RP scenarios (weight 0.06): The DLC is recommended for specific role-playing scenarios, such as Warhammer and medieval-spacer royalty.
- Consider other DLCs (weight 0.06): Some reviews suggest checking out other DLCs like BioTech or Odyssey instead.
- Not for first-timers (weight 0.06): The DLC is not recommended for first-time players of RimWorld.
- Cross-content requests (weight 0.06): Requests for cross-content between different DLCs, such as Odyssey and Royalty.

Other player notes:
- Mods mentioned in reviews (weight 0.06): Some reviews mention mods, specifically the VFE deserters mod.

Emotions:
- Satisfaction (weight 0.19): Players are generally satisfied with the new mechanics, content, and features introduced by the DLCs, particularly the Royalty and Odyssey expansions. They appreciate the added value, new items, weapons, and the overall improvements to gameplay, including new quests and strategic combat scenarios.
- Frustration (weight 0.18): Players express frustration with various aspects of the game, including balance issues, high difficulty, and unbalanced mechanics. Specific complaints include the demanding nobility system, frequent patches, and the high price of the DLC compared to the content offered.
- Disappointment (weight 0.17): Players feel disappointed due to the DLC not meeting their expectations in terms of content and value. Many believe the DLC is overpriced and lacks significant new content, with some quests feeling lackluster and the royalty mechanics feeling half-done.
- Excitement (weight 0.14): Players are excited about the new mechanics and content added by the DLC, particularly the psychic powers, noble titles, and new quests. The new narrative and high-risk, high-reward gameplay elements have also generated enthusiasm.
- Enjoyment (weight 0.05): Players enjoy the new content and mechanics introduced by the DLC, such as psycast powers, quests, and unique colony management enhancements. The fun additions and new weapons, armor, and royalty status are also highlighted.
- Amusement (weight 0.03): Players find amusement in the detailed narrative and unique story elements, as well as humorous situations involving nobles and their demands. The government simulation realism and specific scenarios, like colonists sitting on thrones, add to the amusement.
- Happiness (weight 0.02): Players are happy with the new faction, quests, and mechanics that add depth and variety to the game. The royal furniture and abilities that enhance gameplay diversity also contribute to their happiness.
- Enthusiasm (weight 0.02): Players express enthusiasm for the new mechanics and content, particularly the psycasts and the overall enhancements brought by the DLC. The excitement is often conveyed through positive descriptions and recommendations.
- Approval (weight 0.02): Players approve of the DLC's balance and compatibility with mods, as well as the new content and mechanics. The positive assessment of psy powers and new quests also contributes to their approval.
- Disappointed (weight 0.02): Players feel disappointed as the DLC does not align with their preferred gameplay style or address key issues with the base game. Some also feel that the psychic abilities may not fit the game's theme.
- Satisfied (weight 0.02): Players are satisfied with the additional life and depth added to the game by the DLC. They appreciate the overall experience and the continued development and new content.
- Excited (weight 0.02): Players are excited about the new quests, rewards system, royal titles, and psychic powers introduced by the DLC. These new elements add fresh dynamics to the gameplay.
- Love (weight 0.01): Players love the game and its DLC content, despite some confusion about pricing. The overall experience and new additions have garnered a strong positive emotional response.
- Appreciation (weight 0.01): Players appreciate the unique ending and access to Psy-casts provided by the DLC. They also value the non-invasive nature of the DLC and the flexibility it offers.
- Nostalgia (weight 0.01): Players feel a sense of nostalgia recalling the game's development history and their overall experience with mech clusters. This emotional connection adds to their enjoyment of the game.
- Frustrated (weight 0.01): Players feel frustrated with the added difficulty and the management of nobles introduced by the DLC. These aspects can make the gameplay experience more challenging and less enjoyable.
- Attachment (weight 0.01): Players feel a strong attachment to the DLC, considering it a necessary addition to the game. This emotional bond enhances their overall gaming experience.
- Confusion (weight 0.01): Players are confused about the pricing strategy for the game and its DLCs. This lack of clarity can lead to uncertainty and hesitation regarding purchases.}