But, if they want to make a "Quest," that mod can be used in any version, even if it's using the newer quest system introduced by Royalty.CreamInstaller: Automatic DLC Unlocker Installer & Configuration Generator So, if a modder wants to make some kind of "Psychast" mod, that's obviously a "Royalty-required" mod. Similarly, Rimworld vanilla gets an update that brings in some new features, presumably due to the engine mechanics necessary for Ideology. So, for instance, Rimworld got an update when Royalty was released that changed its quest system to the one that Royalty introduces. So Stellaris can be played with 32 different expansion combinations, while Europa Universalis IV can be played with 16.375 different expansion combinations.Īs I understand it, and admittedly that understanding should be immediately suspect, the strategy that Ludeon adopted was to include all the "mechanics" used in the DLC in base-game updates/patches, so that isolating/fragmenting user bases due to DLC wasn't as big of a concern. I have no idea what "practile" means, but Stellaris has only 5 expansions (and 17 total DLCs) while Europa Universalis IV has 14 expansions (and 34 total DLCs). An obvious example that comes to mind is Europa Universalis IV. It's not ideal, but not as hard as you make it sound either, and they still support mods as well. Originally posted by jabbapaul:There are games out there with dozens of expansions and thus hundreds of possible combinations. And some of those mods require DLC to function but thats just the nature of the game. He said royalty was a expansion that added to the base game.Ī more practile example is stellaris. One of the previous updates specifically mentioned not fragmenting the player base and making modders develop for multiple versions of the game. The post I quoted said Royalty was in the base game. ![]() There are games out there with dozens of expansions and thus hundreds of possible combinations. Player base fragmenting is not an issue either, as this is a single player game, and almost all the hardcore fans will play with both expansions anyway. Only mods who should want to specifically alter the expansion features (and not touch anything else) will be restricted to those who have the relevant expansion(s), but that is obviously not a negative, as such mods would not make sense for anyone else anyway. Mod developers can support all 4 scenarios at the same time, either by modifying only the base game stuff (which is often all one will need), or by checking what's available and modifying accordingly. They may be better together, of course, but that doesn't mean they require one another.Īnd no, there's no need to make separate mods for each of the 4 possible combinations you cited. Neither will require the other, as is ALWAYS the case with optional DLC content. Who said Royalty is the base game? Royalty is an expansion. The fact that you can now remove factions (ie the shattered empire) also makes me think this might be the route they took. This would make me think that ideology contains royalty, limiting the number of player bases to three. My understanding is that Ludeon wanted to limit the number of player bases so that they and modders don’t have to update and develop for four different paths. If it were completely stand-alone (playable with or without Royalty) it would segment players and modders into four player bases: Considering that Psycasts make the game considerably easier, playing with or without royalty would be a very different experience. It seems like ideology would play quite differently without Royalty. ![]() I don’t know but the lack of clarity bugs me. Its like any game with expansions where it just adds more stuff you can do to the base game. Originally posted by NisseDood:Ofc you can.
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