RimWorld Ideology DLC
What do you believe? RimWorld - Ideology adds new belief systems to the game. Make your own story of pirate nudist cannibals, blind mole people, ranching cowboys, machine-obsessed transhumanists, or rustic tribes who link with curious tree creatures. Hold unforgettable parties, rituals, and contests. Hunt ancient relics and the legendary archonexus.
RimWorld Ideology DLC
What do you believe?
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.
Memes and precepts
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 specific 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-singeing 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
RimWorld Ratings & Reviews
- 89%Critics Recommend
- 86Top Critic Average
- MightyOpenCritic Rating
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by Joseph Pugh
It's entirely worthwhile to learn and navigate the games clunky interface to access the garden of Eden underneath. RimWorld is an experience that is rarely replicated in gaming and one worth every penny that it asks.
by Simon Brown
7.5 / 10
A satisfying colony-building sandbox with a lot of replayability that suffers from a lack of polish in the UI. A great aesthetic and quirky sci-fi take on the genre mean there is a lot to like here, it just takes a little digging to get there.
Reviews provided by OpenCritic
RimWorld Ideology DLC System Requirements
CPUCore 2 Duo E8400
CPUIntel Core i7 2600k
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