I feel adventurous, let's go for option number 4!My version of the game is 1.4, and mechanoids can only be finally destroyed in latest version, 1.6. Which brings me to the question of game ending, since you may actually have a slight chance of survival, here are your options:
1: complete the research tree, build your own spaceship and gtfo, defend the ship from shitstorm for 15 days while the reactor finishes the startup sequence
2: kiss the ass of the empires' highest representative on the planet, eliminate the raids trying to end him, and get an invitation to his ship
3: a friendly Ai invites you to his ship, which you need to defend from a shitstorm while the reactor finishes the startup sequence
4: reach a colony wealth of 350 000, sell the colony but five people for a piece of map. repeat 3 times to find the location of a dormant AI that has achieved godhood, and then... well, no one knows. it kills you? you achieve apotheosis?
5: ending added by the expanded genetics mod, build a superbeast, an ultimate biological weapon that makes you the king of the planet
not yet. i got bored of hopping around in a gravship and just started a tribe that i plan going lovecraftian with.i approve, but am not the one in charge of the game's mods/version
you, uhh... run that n name your pawn mengele, by chance?
CMT is the new recruit. During his capture he got a nasty stab wound which is now a constantly painfull scar that often drives him berserk, resulting in attacking not only prisoners, but other colonists. During one such occasion he went after Demonic, who inflicted such an asswhooping on him, that it was comemorated not on one, but 3 of Pingas' artworks.
Whiskey. Whiskey works.The high heresiarch decided that since the colony currently doesn't have the tech to fix CMTs condition, it would be best to turn him into a sanguophage, which would give him regenerative abilities.
Second year summary
Now that the colony has electricity, Ediots have gained access to better production facilities: ammo bench, machining table and a drug lab. The genies have researched better weapons, enabling us to produce shotguns and bolt rifles. Minty and Zander have been given .303 Enfields, Quence and Pingas got a Mossberg each, with both buckshot and beanbags (for pacifying the prisoners and colonists that chimp out). Demonic still uses a gladius, while Tim got a mace. But the progress also led to the colony wealth ballooning from 20 to 40K, making ediots a juicier target for the local raiders. We may have to stop producing art for now, scale back operations and turn to agriculture and hunt. Especially agriculture now that we have a walk in fridge.
Former raider CMT is the new recruit. During his capture he got a nasty stab wound which is now a constantly painfull scar that often drives him berserk, resulting in attacking not only prisoners, but other colonists. During one such occasion he went after Demonic, who inflicted such an asswhooping on him, that it was comemorated not on one, but 3 of Pingas' artworks. The high heresiarch decided that since the colony currently doesn't have the tech to fix CMTs condition, it would be best to turn him into a sanguophage, which would give him regenerative abilities. The Colony now has two vamps.
View attachment 49060
I first intended to turn Pingas, but that is on a backburner right now (2 years until Demonic and Tim recover). Instead, Pingas has been chosen as the first in the colony to develop psychic abilities.
View attachment 49061
View attachment 49062
Demonic was originally supposed to link first, but he is getting his link by doing quests for these guys
View attachment 49064
First quest was comemorated on an art piece (see above posts)
View attachment 49065
and then the colonists helped an imperial black hawk down extraction
View attachment 49066
The only problem is that this will take longer than anima linking, and Demonic will need to have a luxury throne room built to receive higher imperial ranks and titles. But, he will receive not only psychic powers, but also imperial permits allowing him to request, among other things:
- a squad of janissaries
- a shuttle to transport the Ediots anywhere on the planet
- orbital bombardment targeting any retards that set foot on our map
Demonic is the best choice out of all the Ediots, because
View attachment 49067
Nobles get more spoiled and demanding with each rank, but ascetics won't demand a personal chef and gold plated bedroom, or refuse to do any work in the colony.
The pig situation
Instead of letting pigs bleed out after raids, they were captured, nursed back to health, and released. This has led to warming between the two factions. The pigskin-ediot relations currently sit on neutral -15 and can be raised or lowered, up to you guys, but if they reach +75, the pigs will occasionally send help when we are raided (or on demand). One enemy less, one trading partner more.
On the other hand, one of these days, an enemy that can't be bargained with, can't be reasoned with, doesn't feel pity or remorse or fear and absolutely will not stop until Ediots are dead may show up on their doorstep
View attachment 49068
We had another jailbreak, this time the prisoner got his hands on a shotgun and in passing casualy killed Pingas' remaining pet dog, a completely harmless creature. Zander and minty were dispatched on a manhunt and brought him back with a .303 round in his kidney. The irony is, 2-3 more days and he would have been converted to our ideoligion and then released to go on his merry way. Now he'll stay with the Ediots for quiiiite some time, helping them improve medical science.
View attachment 49069
the unmentionable merchant nation told me that the primitive nudist cave dweller tribe has superbeast technology.Don't know if I have voting rights while in a coma, but I also agree that 5 would be the best choice.
We need to get ahead of our rivals and lead the race for a superbeast. We cannot let others get a superbeast. Then once getting the superbeast, control all access to other superbeasts and have the other factions sign a non-superbeast proliferation treaty. I suspect a nation that we cannot talk about and wear tiny hats will not sign such an agreement and develop their own superbeast by stealing the technology from us.
those are just YNs.the unmentionable merchant nation told me that the primitive nudist cave dweller tribe has superbeast technology.
just might have to send the superbeast over there anyways, for good measure im sure.those are just YNs.
That's a tough one. Superbeast might get AIDS. I don't want to be cruel to the superbeast. We should also work on AIDS vaccines for the superbeast.just might have to send the superbeast over there anyways, for good measure im sure.
I think I'll go with 5, because I don't know if genetic ending is final. Yours (archotech) is the only one I tried so far, and it's the definitive ending, roll credits with the names of all the colonists that made it and those that gave their lives. in starship endings you can launch part of your colonists and continue playing with the ones that are left. If creating the superbeast allows to continue playing, I'll proceed to your archotech next.I feel adventurous, let's go for option number 4!
You joined, you wish to participate, you have a dog in the fight already, and therefore a vote.Don't know if I have voting rights while in a coma, but I also agree that 5 would be the best choice.
We need to get ahead of our rivals and lead the race for a superbeast. We cannot let others get a superbeast. Then once getting the superbeast, control all access to other superbeasts and have the other factions sign a non-superbeast proliferation treaty. I suspect a nation that we cannot talk about and wear tiny hats will not sign such an agreement and develop their own superbeast by stealing the technology from us.
You joined, you wish to participate, you have a dog in the fight already, and therefore a vote.
Can I name mine Sweetie?i'm so excited to make hell pit abominations for everyone
i hope i can name mine joey