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Inspired by a similar system in The Sims, your colonists will now have aspirations, lifelong goals that they will try to achieve! If you manage to give them a 100% fulfillment, they will undergo a growth moment, allowing you to increase their passions and give them new traits. There are dozens of aspirations that the game will pick from at random. There is also support for some other Vanilla Expanded mods. Check it out!

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Steam Workshop::Vanilla Aspirations Expanded

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Comments

John Anderson

This is really aspiring me to add it to my deserters playthough! Looks great!

Thaddeus McClatchey

Some aspirations seem much much harder to fulfil than others. Are the aspirations weighted? Or is it possible to add an integer weight to some (eg. become a consul is worth 3 aspirations whereas eat human meat is worth 1 aspiration)?

Casey Alce

are you guys open to adding more aspiration in the future and is the a place were we can give ideas?

Brutus Albion

The game reward for completing all aspirations is really good but I can't help but feel the system would be a bit better if the rewards were progressively doled out per aspiration achieved rather than all at the end with achieving all 4 aspirations. Just achieving 1 aspiration should be a monumental moment for a pawn. e.g: Your pawn becomes a parent! Great aspiration fulfilled and now they gain a new passion (player chooses shooting / melee as a passion). after they realized they need to defend their child from raiders. That would allow for dynamic player story generation and direct feedback in the game for events taking place. Needing you to fulfill all 4 aspirations before you gain a benefit is very 'got to beat the game objectives' to get the goodies kinda feeling. I'm playing for the story, i don't want to have to complete all 4 aspirations necessarely to obtain a completionist award. To expound on this further. A pawn should be able to choose a skill that they otherwise couldn't use. Lets say they have violence disabled due to backstory. Then ideally if they complete one of their aspirations, and they happen to role the chance to passion up shooting or melee, then choosing the combat skills would enable them to do violence. This would be a great story telling mechanic on how pawns overcome their limitations. As in the previous example, they became a parent and despite their past of non-violence, they now realize they need to do everything to protect their child, even if that means cracking in a few skulls

Joel Fitzgibbon

During my imperial playthrough one of my lads has "join the deserters" the little traitor