{"game":{"entityId":"8d188cfb-5376-47a3-a038-c3cb92a3b9eb","steamAppId":1149640,"appId":1149640,"name":"RimWorld - Royalty","type":"dlc","description":"The Empire has arrived . Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.      Colonists can complete quests to earn honor with the Empire. Honor brings Imperial titles like acolyte, knight, and baron. Build grand throne rooms for your noble as they rise through the royal ranks. Dress them in finery fit for a monarch, or the prestige armor of a great warrior. They'll make speeches from the throne, inspiring your people, and play piano, harp, and harpsichord.  Each title allows you to choose or upgrade an Imperial permit:     Imperial troopers, janissaries, and cataphracts  drop in to fight for you in times of need.     Orbital strikes and orbital salvoes  blast your foes from above.    Shuttles  take you where you want to go.    Labor teams  help when you are shorthanded.       There are multiple ways to develop psychic powers. Those who gain Imperial titles receive powers from the ceremonial Imperial bestower. Tribal colonists can commune with the mysterious anima tree to build their psychic link. Or, you can fight the Empire using stolen psychic technology acquired through quests.  There are a wide variety of psychic powers. Some are made for combat:     Skip ,  chaos skip ,  mass chaos skip ,  chunk skip , and  wallraise  move people and objects across distances to gain tactical advantage. Extract wounded allies, cross no man's land, pull enemies into melee brawls, shift cover where you want it.    Painblock  and  focus  modify the mind for combat.    Blinding pulse  and  vertigo pulse  blind your enemies or force them to vomit uncontrollably.    Neuroquake  overloads every conscious being on the map in a huge wave of psychic energy.    Berserk ,  berserk pulse , and  manhunter pulse  drive people and animals momentarily insane.    Invisibility  prevents your colonist from being seen during stealth approaches or escapes.    Burden  and  stun  slow and halt your foes.    Smokepop  blocks line of sight.    Farskip  moves a group of your people across the world.    Skipshield  creates a small temporary safe zone for attack or retreat.    Flashstorm  calls down a storm of lightning.    Waterskip  showers fires with extinguishing water.    Beckon  mind-controls foes into approaching you.    Neural heat dump  moves neural heat to an ally so you can keep casting.   Other powers are useful for community management:     Solar pinhole  creates a long-lasting source of light and heat.    Word of trust  helps recruitment.    Word of joy  makes people happy.    Word of love  induces romantic attraction.    Word of serenity  ends mental breaks.    Word of inspiration  confers creative energy.   Psychic powers require psychic meditation. Each colonist meditates differently, depending on their title, backstory, and traits:     Titled  colonists meditate on their thrones according to Imperial tradition.    Tribal  colonists meditate directly in nature, to the anima tree itself or to constructed shrines or ancient stones.    Morbid  colonists with psychopath, cannibal, or bloodlust traits meditate to graves. It's more effective when the grave has a related person in it.    Ascetic  colonists meditate to blank walls.    Pyromaniac  colonists meditate to flame shrines made of braziers, torches, and campfires.    Everyone  can also meditate to sculptures.       This expansion adds a large variety of quest content. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedurally generates unique quests with every new game. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.  Quests will reward you with Imperial titles, new allies, unique implants, archotechnological artifacts, gear, faction goodwill, and more.     Imperial hospitality  quests ask you to host a group of Imperials. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. They may be hunted by mercenaries, pirates, mechanoids, or more. You might need to get the guests to an escape shuttle under fire.    Refugee hospitality  quests present a group of impoverished travelers asking for help. There are many outcomes. They may reward you later for your help, or betray you in the middle of the night. A third party may make you an offer to betray them. If you treat them well, they may spontaneously offer to join you. Since they have no faction, you can treat them with kindness or brutality.    Animal hospitality  quests see you caring for a group of animals struck with sickness or hunted by enemies.    Prisoner hospitality  quests ask you to keep prisoners under guard.    Shuttle crash  quests begin with a shuttle crashlanded near your colony, under attack by enemies. Quickly assemble a defense around the shuttle and help its defenders drive off the attackers while keeping the civilians safe, until the rescue shuttle extracts them.    Monument  quests ask you to build a grand monument, and sometimes, to protect it from attacks.    Aerial assault  quests have you supply troops for an ally's airborne assault against a rival faction. A shuttle takes your troops into combat and extracts them.    Colonist lending  quests ask you to send some of your colonists to help an ally, leaving you to run the colony shorthanded.    Mechanoid cluster  quests threaten you with a mechanoid cluster at your colony, or at a site nearby, in exchange for a reward.    Other  quests present special combinations of raids, animal attacks, insect infestations, atmospheric effects, weather, and more, in exchange for rewards.   A new endgame quest comes after you have climbed the ranks of Imperial nobility. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to leave the rimworld as an honored Imperial guest.      Mechanoids can now create  mechanoid clusters  - groups of new mechanoid buildings which work together to present a unique tactical challenge.  Mech clusters always appear in an initially dormant state. The player can take the time to decide and execute a plan of attack. This puts the player on the offensive, which contrasts with the defense-oriented fights in the base game. Mech cluster elements include:     World condition makers  that poison the air, darken the sky, or create some other world condition.    Shields  to block bullets or mortar fire.    Factories  to assemble new mechanoids over time.    Beacons  to call reinforcements.    Turrets, mortars, and surrounding walls .    Unstable power cells  which you can attack to create explosions, or steal.    Alarm systems  of various types.    Mechanoid defenders  including the new Pikeman sniper mech.    Mech nodes  provide an extra reward if you eliminate the cluster with precision.   Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Some of them will require a frontal assault. Others may be susceptible to mortar bombardment. You may be able to plant explosives inside the cluster before waking it up. A few can be defeated with a key sniper shot to a critical structure. There are many other tactics. Mech clusters can even be used to your advantage if you can lure foes or undesired allies into them.      This expansion adds a ton of new gear. Some of them are unlocked through new  techprints , which are special technology items acquired by quests, trade, or theft.   New combat equipment :     Jump packs  allow a user to fly across a battlefield.    Plasma swords  ignite targets.    Zeushammers  blast the target with an EMP pulse.    Monoswords  cut through almost any armor.    Cataphract armor  provides ultra-heavy protection.    Locust armor  is recon armor with an integrated jump pack.    Grenadier armor  is marine armor with a shoulder-mounted grenade launcher.    Phoenix armor  is heat-hardened heavy armor with an integrated flame launcher, for indoor flame combat.    Low-shield packs  deploy a local shield for tactical defense.    Prestige armor  comes in recon, marine, and cataphract forms. It displays status and enhances psycasting.    Persona weapons  are unique melee weapons with built-in personalities. Bonding to one is a lifelong commitment. Each one has individual personality traits that give it special powers and quirks:     Kill thirst  weapons demand blood.    Kind or mad thoughts  affect a user's mood.    Jealous  weapons don't like it when you use any weapon except themselves.    Psychic sensitizers or foggers  affect a user's psychic sensitivity.    Kill-focused  weapons give instant psychic focus when they kill.    Kill-happy or kill-sorrow  weapons give happy or sad thoughts when they kill.    Painless  weapons block the user's pain entirely.    Fast mover  weapons increase movement speed.    Hungry  weapons increase the user's hunger.    Neural cooling  and  Psy-meditative  weapons allow faster psycast use.    Freewielder  weapons don't bond and can be used by anyone.    New body implants  enhance a variety of aspects of anyone's physiology.     Internal blades  and  poison teeth  mean you always have a deadly melee attack.    Drill arms  and  field hands  improve mining and farming ability.    Neurocalculators  and  learning assistants  help with mental tasks.    Gastro-analyzers  make better cooks.    Immunoenhancers ,  coagulators , and  healing enhancers  protect health.    Skin hardening glands  resist damage, but they're quite ugly.    Detoxifier stomachs ,  reprocessor stomachs , and  nuclear stomachs  enhance digestion or remove the need for it.    Circadian assistants  and  circadian half-cyclers  reduce the need to sleep.    Aesthetic enhancements  make your colonists more popular.    Love enhancers  improve mood.       This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.  There are 13 new tracks totaling 1:04:14 in length.  (All non-English translations are maintained by fans.)","shortDescription":"The Empire has arrived. Earn royal titles through quests to receive psychic powers, unique technologies, and the aid of royal troops. Or, fight their hegemony, link with the mysterious anima tree, and use stolen psychic tech. 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