Info about RimWorld - Ideology:

Official game description:
  
With the _Ideology_ expansion, each person in the game gets a belief system.  
Belief systems define social roles for leaders, moral guides, and skill specialists. They invoke rituals from gentle festivals to brutal sacrifices. They guide preferences around food, comfort, love, technology, and violence. They venerate specific animals, desire different apparel and tattoos, and give access to different buildings and strategies.  
Everything is customizable. Make your own story of pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, or rustic peaceful tribes who link with curious tree creatures.  
You can build mind-bending temples with colorful drug motifs, terrifying sacrificial altars clad in skulls, winding mazes of underground tunnels full of technology, or beautiful orchards with drifting leaves.  
You’ll hold unforgettable rituals - sick dance parties with pounding music, bountiful feasts of human flesh, beautiful skylantern festivals, ceremonial blindings, Christmas festivities around the tree, vicious gladiator duels, and more.  
As you grow powerful, you’ll hunt for the venerated relics of your belief system in new multi-part quests. Penetrate ancient complexes full of diverse threats. Infiltrate wary tribal villages and hack downed spacedrones while holding off other treasure-hunters. Find the relic in its ancient temple and bring it back to your reliquary to attract wealthy pilgrims to your colony and help you convert even more people to your beliefs.  
And when you’re successful and secure, you can seek transcendence beyond reality in the new, epic archonexus endgame.  
Ideology makes your story into _your story_ more than ever before.  
Each belief system is built around a collection of 1-4 core memes, where each **meme** represents a core idea in the belief system. By combining memes and changing the details of how they are expressed, you can create a near-infinite variety of different belief systems.  
The memes are:  
*   **Animal personhood:** Animals have rights as humans do.  
*   **Rancher:** Raising animals is the right way; raising plants to eat is not.  
*   **Pain is virtue:** Virtue is shown through the suffering of self and others.  
*   **Darkness:** Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness.  
*   **Tunneler:** Humans ought to live underground, and enjoy the succulent fruit of the depths.  
*   **Tree connection:** Trees are the essence of life, and we must be near them.  
*   **Nudism:** Clothing binds, controls, and suffocates us. We should all hang free.  
*   **Blindsight:** Only the blind can perceive true reality.  
*   **Cannibal:** We must consume human flesh.  
*   **Transhumanist:** Human progress means merging with technology.  
*   **Flesh purity:** The human body should not be debased.  
*   **Raider:** The strong should take from the weak.  
*   **Proselytizer:** It is our duty to spread our beliefs.  
*   **High life:** Exotic states of mind are central to a good life.  
*   **Nature primacy:** Man is a stain on nature's perfection.  
*   **Human primacy:** Humans are the moral center of the universe.  
*   **Female supremacy:** Women are the superior gender and should rule.  
*   **Male supremacy:** Men are the superior gender and should rule.  
*   **Supremacist:** Our people should dominate all others.  
*   **Loyalist:** We stand for our own before others.  
*   **Guilty:** Our people carry guilt from ages past. Others are more worthy.  
*   **Individualist:** A community's role is to serve each individual.  
*   **Collectivist:** A person's role is to serve the community.
Each meme can give rise to a variety of different **precepts**. Each precept is a specific rule or guideline which affects a specific behavior or preference. The same meme won’t always imply the same precepts - if you want fine control, you can edit and randomize precepts exactly the way you like. Some precepts relate to issues like:  
*   **Eating nutrient paste:** This meal can be seen as disgusting or efficient.  
*   **Cannibalism:** Some believers find eating human flesh abhorrent, others are unbothered, and some hunger for it.  
*   **Insect meat:** The slimy flesh of insects can be gross or delectable.  
*   **Fungus eating:** Mushy fungus food, which can now be farmed underground on fungal gravel, is preferred by some and hated by others.  
*   **Organ use:** Opinions differ on the harvest, sale, purchase, and installation of organs.  
*   **Execution:** This act is potentially evil beyond measure, necessary, and even enjoyed.  
*   **Venerated animal:** A certain animal is believed to have a special moral role. Therefore, it must never be harmed, and people are happier with it around.  
*   **Animal connection:** Some belief systems have a strong connection to animals and consider them friends.  
*   **Slaughtering animals:** It may be necessary for food, but others strongly disapprove.  
*   **Apostasy:** Abandoning one’s belief system indicates character flaws or deep immorality.  
*   **Autonomous weapons:** Views vary on whether machines should be allowed to decide who to kill.  
*   **Blindness:** Some people believe that to be blinded is to be moral and unclouded by physical reality. Others disagree.  
*   **Blind psysense:** Blind individuals have special ways to connect to the psychic aether.  
*   **Body modification:** Some demand modified bodies, while others abhor them.  
*   **Bonding:** Some believe forming personal bonds with animals is good - others don’t.  
*   **Charity:** Charitable belief systems emphasize the importance of generosity and helping others.  
*   **Men/women’s spouses:** Rules exist regarding how many spouses a man or woman can have.  
*   **Physical love:** Restrictions on intimate life.  
*   **Comfort:** Some pay no attention to comfort.  
*   **Slab bed:** Some think the proper way to sleep is on a cold, uncomfortable slab.  
*   **Corpses:** Seeing the dead may be disturbing to colonists or it may not bother them at all.  
*   **Drug use:** Drugs may be prohibited, limited to medical and social use, or essential.  
*   **Diversity of thought:** Varies widely from deep appreciation to intense bigotry.  
*   **Killing innocent animals:** Such acts may be disapproved, hated, or unthinkable.  
*   **Lighting:** Those adjusted to the darkness have a preference for darklights.  
*   **Darkness combat:** Some believers fight better in the dark.  
*   **Meat-eating:** Colonies might be strict about following a carnivore diet, or reject it completely.  
*   **Mining:** Raiding the earth of its resources is an ugly act.  
*   **Male/female clothing:** Opinions differ on which parts of the body should be covered.  
*   **Pain:** To suffer and undergo violent, nerve-singing pain is to be moral.  
*   **Proselytizing:** Spreading your beliefs may be an occasional task or your ultimate duty.  
*   **Raiding:** The strong take from the weak. Failing to do so means that you are also weak.  
*   **Ranching:** The right way to live is to raise large animals for their meat. Crops have no place here.  
*   **Research:** Expanding one’s knowledge may be trivial or crucial to a colony.  
*   **Scarification:** Some belief systems value ritual scars on the body, while others deplore the idea.  
*   **Skullspike:** Not all enjoy collecting skulls and sticking them on pikes. But some do.  
*   **Slavery:** Belief systems have different views on the ownership and trade of slaves.  
*   **Small spaces:** Some people have no issue with claustrophobic spaces.  
*   **Sleep accelerator:** To sleep without an accelerator would be foolish and a waste of time.  
*   **Biosculpting:** Biosculpting is demanded by some believers, whereas others feel it violates the body.  
*   **Age reversal:** Why would you ever get old if you had the power to reverse it?  
*   **Neural supercharger:** Some think it’s degrading to live without having their brain constantly supercharged by technology.  
*   **Cutting trees:** Some may grow upset when trees are cut down, to varying degrees.  
*   **Trees:** Believers want to be surrounded by nature and grand forests.  
*   **Gauranlen connection:** Some belief systems have a much stronger connection to the Gauranlen trees and their dryads.  
*   **Weapons:** There are preferences for weapons. Some are noble and sought after, others are despised.  
*   **Work drive:** The leader’s work drive ability is tripled.
Belief systems each have an underlying **structure.** These don’t have gameplay effects, but they give variety to how different belief systems look and feel, and the narratives the game generates for them:  
*   **Ideological** beliefs are justified by historical narratives.  
*   **Theistic** beliefs may be monotheistic or polytheistic, seeing their gods as abstract or physically-embodied. Some may be distant descendants of historical belief systems.  
*   **Animist** beliefs see spirits in the world around us.  
*   **Archist** beliefs see the superintelligent machine archotechs as the true gods of reality.
People can convert each other to new beliefs. You can assign wardens to convert prisoners, or use the special abilities of your moral guide.  
People will also spontaneously try to convert those around them. Those with proselytizing beliefs will do this much more intensely - which can lead to conflict.  
Depending on traits, some people are much easier to convert than others.  
You can bring everyone in your colony to one belief system, or try to keep a diversity of beliefs to capture the benefits of all of them.  
Make use of your favourite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.  
*   The **leader** role gives inspirational speeches, buffs combat allies around them, encourages harder work, and plays a special role in some rituals. They can also accuse individuals of crimes and hold trials.  
*   The **moral** guide role supports the mental well-being and spiritual strength of your people, and leads many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure people in their beliefs, and convert non-believers to their own belief system.  
*   The **specialist** role gives better effectiveness at one primary skill and gains a special ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. You can assign many specialists.
Each belief system defines a collection of unique **rituals.** These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out. For example, a wild party in a massive dance hall with giant speakers may attract new recruits or lead to the discovery of an ancient complex full of loot. On the other hand, if you throw a party in a field with no music at all, you might not get the same benefits.  
Belief system-based rituals include:  
*   **Dance party:** Participants dance to music from giant speakers, illuminated by a colorful lightball.  
*   **Drum party:** Drummers make music as others dance the night away.  
*   **Social festivals:** The leader gives a speech and then people gather to drink and socialize.  
*   **Tree celebration:** A social festival around a decorated tree.  
*   **Burn circle:** A moral leader gives a condemnatory speech, and the people burn a hated symbol like an effigy or flag.  
*   **Smoke circle:** People burn a special giant bong or incense shrine and inhale the smoke together.  
*   **Skylantern festival:** People build and release beautiful wooden lanterns that float into the sky.  
*   **Gladiator duel:** Slaves or prisoners fight in a ring to entertain spectators. You can supply weapons and they will be used. If a fighter dies, the crowd will come away even more excited.  
*   **Sacrifice:** A moral leader kills an animal or prisoner before a crowd.  
*   **Cannibal feast:** Colonists gather to devour a scrumptious platter of human meat.  
*   **Scarification:** The moral guide inducts a new believer by aesthetically scarring them while others watch.  
*   **Blinding:** The moral guide inducts a new believer by blinding them while others watch.  
*   **Funeral:** People gather around a grave to remember someone they lost, while a moral guide gives a speech.
Some rituals aren’t specific to belief systems:  
*   **Leader speeches:** The colony’s leader gives a rousing speech intended to boost morale. If their social skills fail, it might have the opposite effect!  
*   **Trial:** The leader accuses someone of heinous crimes. The accuser and accused argue the case in front of witnesses. If convicted, the accused can be punished without social consequences.  
*   **Public execution:** A killing of a prisoner. This goes best after a trial where the prisoner is found guilty of something.  
*   **Tree connection:** A majestic ceremony where a colonist connects with a Gauranlen tree, giving them the ability to command the dryads inside.
A unique type of tree called the Gauranlen tree will occasionally sprout near your colony. These majestic orange trees have a symbiotic relationship with small creatures called dryads. The tree supports the dryads, and in return the dryads protect the tree. Each tree has a few dryads attached to it.  
A colonist can connect with a tree in a special ceremony. By pruning the tree over time, the colonist can strengthen the connection and gain the ability to influence its dryads.  
Under your influence, dryads can specialize into different castes:  
*   **Carrier:** These chunky helpers will haul things where they need to go.  
*   **Clawer:** Vulnerable but fearsome, the clawer specializes in damage dealing.  
*   **Barkskin:** Slow but tough, the barkskin soaks hits for your other fighters.  
*   **Woodmaker:** Generates wood over time.  
*   **Medicinemaker:** Generates herbal medicine over time.  
*   **Berrymaker:** Generates berries over time.  
*   **Gaumaker:** Produces Gauranlen sprouts to make new Gauranlen trees.
Beliefs matter. If your colonists venerate the trees, they can connect with Gauranlen trees more effectively and influence the dryads more efficiently. Only those who truly respect the trees can control their reproduction. With time, such a tree-connector colony can build an economy and an army from its Gauranlen orchard and the cute, useful, fearsome dryads.  
Every belief system holds some special objects as relics. It might be an ancient sword, a skull, a piece of armor, or anything else. Embark on multi-part quests to find and collect the relics that you believe in.  
Hunting a relic involves several kinds of quests to find the relic:  
*   **Ancient complex** quests take you to long-forgotten ruins containing treasure and info about the relic. A wide variety of challenges may await you - cryptosleeping soldiers, insects, sleeping mechanoids, unstable fuel stores, or pirates who followed you to the site. Use these threats against each other to survive while taking what you want.  
*   **Spacedrone** quests begin with a spacedrone landing beside your colony. It contains info on a relic, but you’ll have to hack it first! Build defenses on the spot to protect yourself against other treasure hunters while you extract the info.  
*   **Worshipped terminal** quests involve an ancient terminal venerated by a tribal village. They will allow you to visit, but attempting to hack the terminal will cause the locals to attack. Consider launching an attack from outside the village, or enter peacefully and try for a smash-and-grab. It’s your choice.
Once you’ve found the **ancient temple** that holds the relic, you can go there and grab it in a daring raid as you evade and defeat a variety of security systems. Take it home and install it in a reliquary. The relic will help you turn others to your beliefs, and also attract **pilgrims** who will bring gifts.  
_Ideology_ also adds some new quests not related to the relics.  
**Ancient complex loot** quests see you raiding loot-filled ancient complexes, either in a shuttle or by traveling in a caravan. These ancient complexes aren’t about finding a relic - just about getting rich. Complexes are procedurally-generated and contain a wide variety of threats. The threats are designed to interact with each other and even be useful - You can intentionally wake sleeping ancient soldiers to help fight pirates who followed you to the complex, or ignite an ancient fuel node to burn out giant insects nesting in the next room. It can get pretty crazy - this is RimWorld, after all.  
**New temporary encampments** will set up near your colony. These small communities are lightly-defended and often not associated with any larger faction, making them good targets if you want to become a raider yourself. Beliefs matter - If your beliefs are aggressive, your colonists may even demand this kind of attack be carried out regularly to satisfy their need for dominance. The encampments vary from farms to logging sites, mines, and hunting lodges, each with different kinds of defenders and loot.  
Groups of **beggars** will arrive and ask for aid. Help them, and they might reward you later. You can also choose to betray them and enslave them, recruit them, sell them, or anything else. Beliefs matter - if your beliefs are charitable, your colonists will be especially happy when you take care of the needy travelers.  
Belief systems unlock new buildings.  
Many of the buildings are used to support rituals. These include:  
*   **Altar:** Traditional platforms used in rituals. These are the center of your ritual hall.  
*   **Ideogram:** Arcane symbols on the floor that are used in rituals.  
*   **Lectern:** Give your rituals a formal look with this slanted stand. Having one nearby will extend the duration of certain rituals’ positive effects.  
*   **Pew:** Simple benches for listeners to sit on during a ritual.  
*   **Kneel pillow:** Cushions on which people kneel during rituals.  
*   **Kneel sheet:** Carpets where friends can kneel during rituals.  
*   **Drum:** Drummers can create music for rituals and parties.  
*   **Lightball:** It spins and changes color! This ball really amps up your dance parties.  
*   **Loudspeaker:** Turn it up! Dance parties get more intense the more of these you add.  
*   **Christmas tree:** Its pretty lights and ornaments are essential for some merry festivals.  
*   **Pyre:** Create a tower of flame by igniting this log structure.  
*   **Sacrificial flag:** Think of your enemies and what you’ll do to them in this symbolic burning.  
*   **Effigy:** Set human-shaped sculptures on fire and watch them burn.  
*   **Cannibal platter:** Feed many hungry mouths with a gruesome feast of human flesh.  
*   **Burnbong:** Ignite for a cloud of smokeleaf that fills the room.  
*   **Incense shrine:** Light these incense containers for pleasant smoke to be released.
Belief systems also unlock specific new buildables that have specific functions:  
*   **Autobongs:** Passively produce a cloud of smokeleaf for everyone around. Associated with drug worship.  
*   **Dark lamps and dark torches:** For those who shun the light, these provide gentle illumination.  
*   **Slab beds:** For those colonists whose beliefs eschew physical comfort, sleeping on these is noble.  
*   **Sleep accelerators:** Accelerate sleep at the cost of power and hunger. Transhumanists want these.  
*   **Biosculpter pods:** Reverse aging and heal scars. Essential for those who reject the weakness of flesh.  
*   **Neural superchargers:** Supercharge consciousness to speed up work. Transhumanists want these.  
*   **Gibbet cages:** Display the corpse of a defeated foe to strike fear into all who see. Aggressors desire these.  
*   **Bonsai plant pots:** Tree-worshippers can get their fix of trees even while indoors.
Each belief system is associated with different aesthetic styles. Styles affect how many things look - rituals, furniture, floors, apparel, and art. Your colonists will enjoy being around things that match the styles of their belief system, and some may reject styles of other beliefs.  
Styles include:  
*   **Rustic:** The homey country ranch look.  
*   **Totemic:** A tribal-inspired look.  
*   **Spikecore:** The spiky space pirate look.  
*   **Morbid:** Skull-and-death imagery for those dark cults.  
*   **Techist:** Technological motifs everywhere - circuits and hexes.  
*   **Animalist:** Animal motifs.  
*   **Hindu:** Descendant of ancient Hindu imagery.  
*   **Christian:** Descendant of ancient Christian imagery.  
*   **Islamic:** Descendant of ancient Islamic imagery.  
*   **Buddhist:** Descendant of ancient Buddhist imagery.
One belief system can mix-and-match several of these together. Make the morbid pirates or techno-Buddhists you dream of.  
Styles affect apparel in many ways. Animalist believers may shape their recon armor helmets as terrifying animal faces. Morbid death-worshippers will use skull helmets. Spikecore pirates will wear dusters with spiked shoulders. There are many, many visual variations, so every colony will dress differently.  
Styles also affect the artwork your colony produces. Statues will display the iconography of their creators’ belief systems.  
Some styles also come with specific floors including:  
*   **Morbid tiles** and **carpets** with horror skulls.  
*   **Spikecore tiles** and **plates**.  
*   **Totemic tile** and **boards**.  
*   **Hex carpets** and **tiles** for a techist look.  
*   **Mindbend carpets** for those seeking spirits in the smoke.
Styles are also expressed in new decorative floor coverings:  
*   **Spikecore floor stars** for your gladiator arena.  
*   **Rustic rugs** for that farmhouse look.  
*   **Morbid, totemic,** and **animalist slabs** for those central points in the colony.
Beyond styles, belief systems can make people want to wear specific items of apparel. Some of these can be specific to certain social roles as well - a priest or moral leader may need to wear a special hat or robe.  
_Ideology_ includes a variety of new apparel items believers might want:  
*   **Authority caps:** Enhance the ability to suppress slaves.  
*   **Tailcaps:** For the outdoorsy look.  
*   **Burkas:** Full body cover.  
*   **Flophats:** Relaxed headwear.  
*   **Slicecaps:** High-tech headwear.  
*   **Shadecones:** Look good in the sun.  
*   **Visage masks:** Cover the face entirely.  
*   **Torture crowns:** Add pain, for those who want to suffer.  
*   **Robes:** For the solemn look.  
*   **Headwraps and broadwraps:** Traditional head coverings.
Colonists also want new **tattoos** and **beards** and **hairstyles** related to their beliefs. They can visit a **styling station** to recolor garments using dyes harvested from the new tinctoria crop, change tattoos, or restyle their beard and hair.  
You can enslave prisoners or purchase slaves from traders. Slaves will work on most tasks like colonists, at the cost of reduced work speed.  
Every belief system has an attitude towards slavery - some find the practice abhorrent, while others accept and even demand slaves as part of their beliefs.  
You can arm your slaves and command them directly in combat. But watch out - slaves will rebel if they get the opportunity or they are not sufficiently suppressed. Your wardens can suppress slaves by periodically threatening them. You can use structures like terror statues and gibbet cages to passively suppress slaves. You can also make slaves wear special collars and body straps to keep them under control.  
As your colony grows wealthy, you’ll have the opportunity to sell the whole thing and start anew with your favorite colonists and animals. In return, you’ll receive a piece of a map that leads to the **archonexus** - a conduit through which an ancient machine superintelligence is said to affect the physical world.  
This quest acts like a partial game reset where you will start over with your selected colonists and animals. You can keep your favorite characters while moving to a new colony in a new place and progressing on an epic quest.  
Each new colony appears next to an ancient archotech structure of increasing psychic influence. Study each structure to unlock further pieces of the map. Unlock three pieces, and you can locate the archonexus itself, invoke its power, and transcend physical reality through the mind of the machine god.  
Enjoy the endgame credits to a new epic song by Alistair Lindsay.  
(All non-English translations are maintained by fans.)

Release date: Jul 20, 2021

Categories: Simulation, City Builder, Base Building, Management Simulation, Colony Simulation, Civilization Simulation, Character Customization, Customization, Role-Playing Game, Story-driven Gameplay, Narrative-driven Gameplay, Choice-driven Narrative, Character-driven Interactions and Dialogue, Character Development, Character Interaction, Character Collection, Character Management, Character Progression, Character Creation, Character Relationships & Romance, Character-based Combat, Character Action, Character Switching Mechanics, Character Switching, Character-Driven Interactions and Dialogue, Character-driven Narrative, Character-based Gameplay, Character-based Combat, Character Action, Character Switching Mechanics, Character Switching, Character-Driven Interactions and Dialogue, Character-driven Narrative, Character-based Gameplay, Character Customization, Customization, Role-Playing Game, Story-driven Gameplay, Narrative-driven Gameplay, Choice-driven Narrative, Character-driven Interactions and Dialogue, Character Development, Character Interaction, Character Collection, Character Management, Character Progression, Character Creation, Character Relationships & Romance, Character-based Combat, Character Action, Character Switching Mechanics, Character Switching, Character-Driven Interactions and Dialogue, Character-driven Narrative, Character-based Gameplay

Feature scans:
- MTX: score 20; verdict: Mixed Reception on DLC Value; summary: The analysis of user reviews reveals several key themes related to the DLC for the game. Users frequently discuss the value and pricing of the DLC, often comparing it to the base game and other expansions. There is a notable concern about the cost relative to the content provided, with some users suggesting that the DLC should be priced lower. Additionally, reviews highlight specific aspects of the DLC content that users find either lacking or unsatisfactory, pointing to a theme of content quality and its alignment with user expectations. Users also provide recommendations on when and how to purchase the DLC, often suggesting to wait for sales or bundle deals to maximize value. Overall, the feedback indicates a mixed reception with a focus on cost-effectiveness and content satisfaction.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $12.00
  - Reasoning: The evidence suggests that the community generally finds the DLC overpriced at its current price point of around $20. Many users mention that the DLC is worth purchasing only during a sale or at a lower price point, typically around $10 to $12. This indicates that the fair price range, as perceived by the community, is lower than the current base price.
- Playtime Metrics:
  - Game completion: 200.0h
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The evidence provides direct and indirect indications of playtime. The first quote mentions 'countless hours' spent in the game, suggesting a high level of engagement and replayability. The second quote explicitly states that trying different styles can add another 100 to 200 hours of gameplay. The third quote mentions 200 hours of content related to the DLC, indicating substantial additional playtime. The fourth quote provides a specific playtime of 90 hours, which, while not directly about the DLC, supports the idea of significant investment in the game.
- Time-to-fun:
  - Summary: The game is initially fun and engaging during the early and mid-game phases, but becomes tedious and lacks depth in the late game.
  - Stance: Fun then drops
  - Anchor: Late game
  - Time to anchor: 10h 0m
  - Friction: lack of balance in new playstyles; tedious and unrewarding challenges; repetitive rituals; lack of depth in late game
  - Unlock drivers: progression through early and mid-game; new goals and mechanics
  - Conditions: early game challenges; mid-game progression; establishing colonies
- Player Archetypes:
  - Story-First Explorer (sale)
    - Motivation: Roleplaying and storytelling
    - Playstyle: Creates detailed ideologies and enjoys long-term colony management.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: RimWorld fan; storyteller
    - Reference games: RimWorld
  - Roleplay Enthusiast (buy)
    - Motivation: Creating unique stories and societal rules
    - Playstyle: Focuses on roleplaying and storytelling, often creating complex societal structures.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: roleplayer; storyteller
    - Reference games: RimWorld
  - Value-Conscious Gamer (deep sale)
    - Motivation: Getting the best value for their money
    - Playstyle: Prefers to buy games and DLCs on sale, often uses mods to enhance gameplay.
    - Experience: mixed
    - Purchase stance: deep sale
    - Labels: budget gamer; sale hunter
    - 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:
- Enhances roleplaying aspects (weight 0.46): The game expansion significantly boosts roleplaying opportunities, allowing for unique scenarios and deeper immersion. It encourages societal rule development and themed gameplay, enhancing the overall storytelling experience.
- Diverse gameplay styles (weight 0.36): The expansion enables a wide range of playstyles, making previously gimmicky playstyles viable. It offers a broad spectrum of gameplay variety and unique gameplay paths.
- Unique colony creation (weight 0.31): Players can control their colony's culture and principles, making colonies more unique and personalized. This allows for diverse and themed colony creation with tailored mechanics.
- High replayability (weight 0.29): The expansion greatly enhances the game's replayability, offering endless replay value with unique runs. It expands the game's horizons and provides high replay value.
- Depth with ideologies (weight 0.29): The Ideology DLC adds significant depth to gameplay, enhancing storytelling and role-playing. It introduces new playstyles and is appreciated for the depth and immersion it adds.
- Extensive customization (weight 0.26): The expansion allows for extensive customization of the gameplay experience, adding tons of new options and content. It makes the game highly customizable and adds more fun content.
- Highly rated DLC (weight 0.21): The expansion is considered one of the best DLCs, highly enjoyable, and essential for the game. It is praised for being interesting and amazing.
- Depth to characters (weight 0.2): The expansion adds depth to characters' personalities and interesting dynamics to pawn relationships. It allows for pawn duels and adds depth and flavor to the colony.
- Must-have expansion (weight 0.19): The expansion is regarded as a must-have for the base game, adding a new dimension to it. It is highly recommended to all fans and enhances the overall richness of the game.
- New quests and events (weight 0.15): The expansion introduces additional quests and events, including new quests, dryads, and slavery content. It adds many new terms and events, enhancing the gameplay experience.
- Complete religion system (weight 0.15): The expansion adds a complete religion system, allowing players to form their own religion, philosophy, or cult. It includes challenges and facilitation based on religion choice.
- Custom ideologies (weight 0.14): The expansion allows for unique and specific ideologies through mods and custom scenarios. It provides a variety of customization options with different ideologies.
- Adds colony character (weight 0.14): The expansion adds character to the colony and fleshes out colony and style. It adds depth and variety to colony building, enhancing the overall gameplay experience.
- Great addition to the game (weight 0.14): The expansion is considered a great addition and excellent concept to the game. The added gameplay is cool and enhances the overall experience.

Common complaints:
- High cost and pricing issues (weight 0.77): The DLC is criticized for being expensive and not worth the price, especially considering the amount of content it provides. This makes it less suitable for casual or novice players.
- Lack of meaningful content (weight 0.42): Many players feel that the DLC does not provide enough significant new content, such as lore and new units, making it feel overpriced and lacking in value.
- Micromanagement problems (weight 0.41): Players find the DLC introduces excessive micromanagement, which can be tedious and frustrating, especially with ideologies and colonists' beliefs.
- Integration and tutorial issues (weight 0.14): The DLC lacks proper integration with other DLCs and mods, and there is a notable absence of tutorials and progression guidance.
- Tedious and time-consuming gameplay (weight 0.13): Players find the DLC introduces tedious and time-consuming processes, which can make the gameplay feel like a chore.
- Lack of cultural blending (weight 0.11): The DLC is criticized for its lack of cultural blending and diverse cultural elements, which can make the gameplay feel less rich and immersive.
- Ideology translation and reception (weight 0.1): Players criticized the translation of 'ideology' to 'culture' and the negative reception of custom ideologies by other characters and factions.
- Forced gameplay paths (weight 0.08): The DLC forces players into set paths for their colonies, limiting creativity and flexibility in gameplay.
- Unbalanced and monotonous gameplay (weight 0.07): The DLC is found to be unbalanced and monotonous, making the gameplay less enjoyable and restrictive.
- Ideology generation bug (weight 0.07): There is a bug that randomly generates new ideologies for existing saves, which can be disruptive and frustrating for players.
- Language-specific criticism (weight 0.06): Some players expressed their criticism in languages other than English, indicating dissatisfaction with certain aspects of the DLC.

Gameplay feedback:
- Customizable ideologies and beliefs (weight 0.55): The game introduces a customizable ideology system that allows players to create and manage their own belief systems, including dogmas, precepts, and rituals. This system enhances gameplay diversity and immersion.
- Impact of ideologies on colony management (weight 0.52): The ideology system affects various aspects of colony management, including mental breaks, character psychology, and overall gameplay mechanics. It introduces new challenges and enjoyment in managing colonies.
- Variety in gameplay and replayability (weight 0.42): The game offers a variety of gameplay mechanics, constraints, and customization options that enhance replayability. This includes different playstyles and difficulty adjustments.
- DLC content and integration (weight 0.2): The DLC introduces new mechanics, restrictions, events, and items that integrate with the overall game system. This adds new gameplay considerations and tasks.
- Colony identity and distinct colonies (weight 0.2): The game allows for the creation of distinct colonies with unique identities, including cyborg colonies. This enhances the storytelling and colony belief dynamics.
- Slavery mechanics (weight 0.18): A new slavery system is introduced, allowing players to manage and convert slaves. This mechanic adds a new layer of gameplay and strategy.
- Cannibal cult creation (weight 0.11): Players can create cults with specific beliefs and practices, including cannibal psychopaths. This adds a dark and unique element to the gameplay.

Performance notes:
- Game performance issues (weight 0.06): There are reports of performance issues affecting the gameplay experience. These issues might include frame rate drops, lag, or other technical problems.
- Map generation issues (weight 0.06): Players have reported problems with how maps are generated in the game. This could be related to procedural generation algorithms or other underlying systems.
- Low configuration requirements (weight 0.05): The game has relatively low system requirements, making it accessible to a wide range of players with different hardware configurations.

Recommendations:
- DLC recommended for roleplay (weight 0.22): The DLC is highly recommended for players interested in roleplaying aspects, added mechanics, and new playstyles. It is particularly praised for its modding potential and themed gameplay.
- Better with other DLCs (weight 0.15): The DLC is recommended and considered better when used in combination with other DLCs. It enhances the overall gameplay experience when paired with additional expansions.
- Buy on sale (weight 0.14): The DLC is recommended to be bought on sale. Some players suggest it is worth it at a discount of 0-100%.
- Worth buying for variety (weight 0.13): The DLC is considered worth the purchase if you enjoy the base game and want more options and variety. It is recommended to pick it up if you are adding expansions in order.
- Ideology DLC recommended first (weight 0.12): The Ideology DLC is recommended as the first DLC to get, especially if you are interested in the ideoligion system. It is also suggested to buy it after Royalty for added depth.
- Recommended for RimWorld fans (weight 0.12): The DLC is recommended to all RimWorld fans. It is considered a must-have for lore integration and unique gameplay experiences.
- Not for beginners (weight 0.11): The DLC is not recommended for newer players or beginners. It is suggested that experienced players will find more value in it.
- Royalty DLC essential (weight 0.09): The Royalty DLC is considered essential by many players. It is often recommended as a must-have for extended gameplay.
- Worth for added content (weight 0.08): The DLC is considered worth buying for the added content and depth it brings to the game. It is recommended for experienced players with spare money.
- Biotech DLC slightly better (weight 0.08): The Biotech DLC is considered slightly better than Royalty but not outstanding. It is recommended for those who understand the overall system.
- Enhanced with mods (weight 0.07): The DLC provides a better experience when modded. Some players recommend using it with mods to fully appreciate its value.
- Odyssey DLC experience last (weight 0.07): The Odyssey DLC should be experienced last to fully appreciate its value. It is recommended for changing gameplay style.
- Strong mechanisms but weak ending (weight 0.07): The DLC is recommended for its strong mechanisms but not for its ending. Despite some issues, it is still recommended.
- Get early in adventure (weight 0.07): Players recommend getting the DLC early in your RimWorld adventure. It is suggested to pick this or Biotech DLC.
- Easier recommend than Anomaly (weight 0.07): The DLC is easier to recommend than Anomaly. It is recommended for those who already own the other major expansions.
- Recommended for specific interests (weight 0.07): The DLC is recommended if what it adds is specifically your cup of tea. It is suggested for more relaxed gameplay.
- Start new save with DLC (weight 0.04): Players recommend starting a new save with the DLC to fully integrate its features and content.

Other player notes:
- Purchased for Miho mod (weight 0.05): Players bought the game specifically to use the Miho mod, indicating a strong interest in modding capabilities.

Emotions:
- Satisfaction (weight 0.21): Players appreciate the depth and customization options provided by the Ideology DLC, particularly the ability to create unique ideologies and the enhanced gameplay mechanics. The DLC's impact on colony management and the variety of new playstyles and storytelling elements are also highly valued.
- Frustration (weight 0.2): Players are frustrated with the excessive micromanagement and complexity introduced by the Ideology DLC. Issues such as conflicting ideologies, lack of customization, and the tediousness of managing colonists' beliefs and outfits contribute to this frustration.
- Disappointment (weight 0.18): Players feel disappointed due to the lack of significant content and the restrictive nature of the Ideology DLC. The DLC's high price, lack of balance, and the feeling of artificial bonuses also contribute to this disappointment.
- Excitement (weight 0.12): Players are excited about the new gameplay possibilities and the depth added by the Ideology DLC. The ability to create unique ideologies, diverse character types, and the variety of new quests and rituals contribute to this excitement.
- Enthusiasm (weight 0.05): Players are enthusiastic about the new playstyles and role-playing potential introduced by the Ideology DLC. The wide range of customization options and the impactful nature of custom ideologies contribute to this enthusiasm.
- Enjoyment (weight 0.04): Players enjoy the unique cult mechanics and the enhanced role-playing experiences provided by the Ideology DLC. The fun role-playing experiences and the new slavery system also contribute to this enjoyment.
- Positive (weight 0.03): Players appreciate the depth and role-playing potential added by the Ideology DLC. The variety and freedom in creating custom religions and the additional content brought by the ideoligion system contribute to this positive sentiment.
- Anger (weight 0.02): Players are angry about the frustrating aspects of the DLC and its impact on old save files. The high pricing and the perceived lack of content also contribute to this anger.
- Amusement (weight 0.02): Players find amusement in the unique and sometimes bizarre gameplay scenarios enabled by the Ideology DLC. The fun and creative scenarios with pawns and their interesting behaviors contribute to this amusement.
- Joy (weight 0.02): Players experience joy from the fun and enhanced role-playing experiences provided by the Ideology DLC. The positive gameplay experiences and the variety of activities and events contribute to this joy.
- Hope (weight 0.01): Players have hope for future improvements and more detailed religions in the Ideology DLC. The potential for more detailed and nuanced gameplay elements contributes to this hope.
- Praise (weight 0.01): Players praise the official addition of the ideology system and its potential for an ideological spectrum and faction spirit. The depth and variety added by the ideology system contribute to this praise.}