// Management · RimWorld Mod

Integrated Xenotypes

by Turnovus

1.61.51.4
Steam ↗

A small addon for Integrated Genes.

A small addon for Integrated Genes. It currently adds 4 new xenotypes using genes from IG, 1 new faction, and 2 new starting scenarios.

Note: This mod will not add any content unless you have Royalty, Ideology, or Anomaly installed. You do not need all of them, just one or another.

Xenotypes


Regalid (Royalty)


The creation of the regalid geneline was commissioned by an ancient noble family and serves a twofold purpose. Firstly, regalids are naturally adept at the skills required of nobility, from charisma and speechcraft to dueling and psychic manipulation. Secondly, their striking appearance is meant to serve as a hereditary symbol of power and honor, to separate royal bloodlines from the common rabble.

Regalids excel at charming anyone they can and slaughtering those they can't. They are, however, totally absent in those positions demanding any sort of strenuous labor.

They primarily appear in the shattered empire as nobles and champions.

Key genes: Beautiful, High Psychic Ability, Grandiose, Meditation Dependency

Gaurankind (Ideology)


The gaurankind are similar to dryads in more than appearance, as they boast a natural attunement with the psychic forces of gauranlen trees. Lost to history, the origins of the gaurankind are debated. Many say that they are descended from an ancient order of naturalist cultists, who modified their genetics to live in harmony with nature. Though the more superstitious belief is that they arose from a fusion between human souls and nature spirits.

Gaurankind are well-suited to rough living, but are emotionally dependent on the presence of gauranlen trees. Their differences from other xenotypes and adversity towards civilization tend to drive them towards distant, under-populated planets in the outer rim, where they may tend their forests in peace.

They mostly keep to themselves. They rarely appear as members of gentle tribes, but have their own optional faction.

Key genes: Gauranlen Tuned, Robust Digestion, Slowpoke, Gauranlen Dependency

Purslaves (Ideology)


When mankind first understood the science of total genetic recombination, the use of this technology to create perfect servile xenotypes was inevitable. Purslaves are the result of a millennium of iterative design, artificial selection, and brutal, gruesome experimentation. They are born in factories, where growth vats churn them out in the tens of millions to be shipped off to distant coreworlds. They are tireless and unquestioning servants, knowing nothing but captivity. But they are also designed to be disposable, intended to be used, thrown away, and replaced. The trade of purslaves has produced many unbelievably wealthy "manufactured laborer firms".

They fill a similar niche to highmates, where they aren't a major demographic in any faction. Slave traders usually carry a few.

Key Genes: Submissive, Never Sleep, Terrified, Major Cell Instability

Fleshmorphs (Anomaly)


Being of unknown origin, it is unclear whether the creation of the fleshmorphs was the result of a failed experiment or a cruel joke. Given their resemblance to fleshbeasts, though, they are generally associated with the void.

Beyond their monstrous form, fleshbeasts are afflicted by a sort of genetic chaos. Their anatomy is constantly shifting, and their genome is generally unstable. Most fleshmorphs are resentful of the wretched form they have been twisted into.

Key Genes: Mutating, Variable Phenotype, Flesh Burster, Unhappy

World Factions


Gauranlen Groves (Gaurankind, Ideology)


It is hard to say how long these strange, dryad-like people have been here. Their ancestors may have crashed here long ago, or they may have come here willingly to get away from the coreworlds. They seem more interested in tending their sacred groves than in engaging in conflict.

Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.

This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.

Starting Scenarios


Fallen Noble (Regalid, Royalty)


Being of royal blood, everything in your life was handed to you. It didn't take long for others to want what you had. Your contemporaries schemed against you, and you soon found yourself tricked, betrayed, and backstabbed all the way down to rock bottom. Your enemies took your every worldly possession, and you've narrowly escaped their attempt to take your life.

With a damaged shuttle and no place to go, you soon find yourself lost in the middle of nowhere. You carry nothing but your royal blood, and the clothes on your back. Will you climb your way back to the top? Or will you perish here, alone and forgotten?

Lost Caretakers (Gaurankind, Ideology)


The vile machine worshippers raided your sacred groves with their impenetrable armor and deadly thundersticks. They pillaged your home and laid waste to your forests.

The five of you managed to escape, carrying only a handful of sacred gauranlen seeds. You need nothing more. From these seeds, a new forest will grow. The nature spirits will provide the rest.


But Turnovus, why don't the gaurankind have pet dryads? The yttakin have animals!
I tested this out, and here's what I found:
Dryads in caravans: Dryad AI doesn't have the "wander around leader" behavior. As soon as they appear, they pick a random map edge and leave.
Dryads in raids: I tried adding clawer dryads to a raid. They are slow. So slow, in fact, that the fight will probably be over by the time they reach the battlefield, let alone melee range.
Also, the game throws an error if you try to set an immature dryad as a caravan merchant.

If you like my work, and have the means, consider leaving me a tip:
https://ko-fi.com/turnovus

Non-Steam version: https://github.com/Turnovus/Integrated-Xenotypes/releases/latest