Rimworld The 25 part 2 : Mental breaks, Blackout Drinking and Double Donkey : Max Difficulty
Starting with a pawn going through Wake up withdraw who also happens to be your builder is a bad idea. Picard keeps botching constructions due to the reduced consciousness. This reduces expansion to a crawl while we wait for Picard to catch up. Janeway has scarring and a chemical interest trait so she drinks herself into unconsciousness. But she is keeping up with meals and crops mostly. Sisko has been hunting and cutting stone like a champ. They also completed our first successful trade bringing back a sniper rifle and an auto pistol. But the future is starting to look up, most of the bedrooms are no longer terrible and with better food our pawns moods are starting to stabilise. We should be able to move faster from here.
"The25" rules
Whatever difficulty you are comfortable with or maybe a little more.
Commitement mode, map seed "The25"
No mods that change game balance.
Cant re-roll starting pawns but you can choose any of the available 8.
Pick any location to settle you like, you cannot ever run from this tile.
Recruit pawns until you have hit a total of 25, dead pawns count towards the total, you cannot recruit more than 25.
Once you hit 25 not before, start the mission to get off the planet, reactor, escape ship, royal mission.
You get one points for every pawn you get off the planet alive and one point for every season under 25 it takes you to get off the planet.
You get -1 point for every season over 25 it takes you to get off the planet, the first season is season 0. It only becomes a new season when the date of the 6th hits, so you can be 10 seasons and 14 days in and that still counts as 10 seasons.
https://www.patreon.com/FrancisJohn
Credits song - Dan Lebowitz - Surrender
Mods:
Numbers
Defensive Positions
Color Coded Mood bar
Rim HUD
Replace Stuff
Complex Jobs
Dubs Mint Minimap
Harmony
Heat Map
Allow Tool
Show Draftees Weapon
Camera+
Achtung!
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