
You can turn in the quest at any time, even while fending off a raid or dealing with some other incident.
You only have to maintain "ally" status with the faction. Once you meet the requirements to trade in your colony, you can trade it in even if something happens to drive the value down.
If you send your chosen people/animals out on a caravan and select them, you will also get to keep everything that they have packed along (be sure to pack those relics so you can hang onto all of them).
Your chosen people and animals are taken to your new location with everything they have equipped and in their inventory. If they show up in your colonist bar, you can bring them. You are able to choose people/animals to take to your new colony regardless if they are in a caravan, biosculpter pod, cryptosleep casket, or on the other side of the world. If you decide to go back and attack that colony you will find it has transformed into a standard faction base. Traded colonies will still be on the map under the owning faction, but it will be renamed. If you have multiple colonies enabled, they all get traded when you accept the trade. All techprints you had will still be applied, just not researched All research will be reset to what it was when you first started. Any caravans you have out and about will also be traded in along with your colony. It is essentially a "new game+" with your starting scenario with all of the resources you get at the beginning with your chosen people and animals replacing those you would normally start with. If you have more than one relic then you will suffer a mood debuff for leaving the other(s) behind. What it doesn't say is that you also get to keep one relic that you have in your colony. The quest description says you get to keep 5 people and 5 animals. I figured I would let everyone know what I have found out: Gathering each piece of this guide uncovers another closure of a storyline including the ingenious machine Archonexus.After a ton of time I have finally reached the requirements for the first part of the Archonexus quests, so I took the opportunity to test some things out to see how it works. While it seems like another sort of tree would be an insignificant expansion given the other substance in this DLC, there is really entire another game framework behind these orange plants, allowing players to impact and control the Dryads for an assortment of useful employments.Īssuming players need to continue playing in the wake of building a fruitful province however don’t have any desire to abandon their settlers, the new endgame framework enables to auction everything for a piece of a secretive guide and begin once again with similar fueled up pilgrims, an arrangement of compounding movement suggestive of runs in a roguelike. RIMWORLD IDEOLOGY RELIC SERIES
Other huge increments to the game incorporate the Gauranlen trees, ceremonies, relic chases, more missions, new structures and styles, more attire, a servitude framework, and last however unquestionably not least, another series of endgame destinations called Archonexus. With 23 images and many statutes, it appears to be that no two runs will be the equivalent regardless of whether you pick a comparable playstyle. Every statute is a particular principle or rule which influences particular conduct or inclination.