Ancient Asphalt Road Rimworld



As an example a tenth of the asphalt road: 360 Stone, 60 Steel, 30 Chemfuel is enough material for a tenth of the work (180 work.) Upgrade When building a road over an existing one that is slower, 30% of the cost of the existing road will be deducted from the cost of the new road, as long as both roads use that same resource ( e.g. The story of asphalt begins thousands of years before the founding of the United States. Asphalt occurs naturally in both asphalt lakes and in rock asphalt (a mixture of sand, limestone and asphalt). The ancient Mesopotamians used it to waterproof temple baths and water tanks. The Phoenicians caulked the seams of their merchant ships with asphalt.


This is an expansion pack for RimWorld. You'll need RimWorld in order to play.

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 recive 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.
  • Bullet shield 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.

Others 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 the player 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 the player 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 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 units which you can attack to create explosions, or steal.
  • Alarm systems of various types
  • Mechanoid defenders including the new Pikeman sniper mech.
  • Gloomlight units 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.

Soldier

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:

Rimworld Rivers

  • 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.
  • Broadshield 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.

Ancient Asphalt Road Rimworld Mods

There are 13 new tracks totaling 1:04:14 in length.

This expansion pack can be immediately registered on your Steam account through the automated Steam registration system. This works if you bought the base game here, or on Steam.

Royalty Expansion Pack ($20)

Instant access to the Royalty expansion pack.


Please get your parents to buy the game for you if you're under 16.

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Ancient Asphalt Road Rimworld

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Rimworld Ancient Soldier

Hot mix asphalt (HMA) pavements have existed in their present form, as a mixture of angular aggregates and asphalt binder, since the beginning of the 20th century. However, HMA pavement can trace its roots back to ancient Roman roads and beyond.

The first recorded use of asphalt by humans was by the Sumerians around 3,000 B.C. Statues from that time period used asphalt as a binding substance for inlaying various shells, precious stones and pearls. Other common ancient asphalt uses were preservation (for mummies), waterproofing (pitch on ship hulls), and cementing (used to join together bricks in Babylonia). Around 1500 A.D., the Incas of Peru were using a composition similar to modern bituminous macadam to pave parts of their highway system. In fact, asphalt is mentioned several times in the Book of Genesis (Baird 2002).

In more modern times, asphalt paving uses first began with foot paths in the 1830s and then progressed to actual asphalt roadways in the 1850s. The first asphalt roadways in the U.S. appeared in the early 1870s (Abraham 1929).

Roman Roads

The oldest Roman road still in use today, Via Appia (Figure 1), dates back to 312 B.C. At its height, the Roman road network consisted of over 62,000 miles of roads. By law, all of the public was entitled to use Roman roads, but the maintenance of the roadway was the responsibility of the inhabitants of the district through which the road ran (the same basic system used in the U.S. today). Although Roman roads did not use asphalt as a binder, they did often use lime grout and other natural pozzolans as binders. Figure 2 shows a typical Roman road structure.

Figure 1: Roman Road Surface

Telford Pavements

Skipping forward several thousand years, Telford pavements begin to show likeness to today's modern HMA pavements. Thomas Telford (born 1757) served his apprenticeship as a building mason (Smiles 1904). Because of this, he extended his masonry knowledge to bridge building. During lean times, he carved grave-stones and other ornamental work (about 1780). Eventually, Telford became the “Surveyor of Public Works” for the county of Salop (Smiles 1904), thus turning his attention more to roads. Telford attempted, where possible, to build roads on relatively flat grades (no more than a 1 in 30 slope) in order to reduce the number of horses needed to haul cargo. Telford's pavement section was about 14 to 18 inches in depth as shown in Figure 3. Telford pavements did not use any binding medium to hold the stones together.

Figure 3: Typical Telford Road (after Collins and Hart 1936)

Macadam Pavements

Macadam pavements introduced the use of angular aggregates (Figure 4). John McAdam (born 1756 and sometimes spelled “Macadam”) observed that most of the “paved” U.K. roads in early the 1800s were composed of rounded gravel (Smiles 1904). He knew that angular aggregate over a well-compacted subgrade would perform substantially better. He used a sloped subgrade surface to improve drainage (unlike Telford who used a flat subgrade surface) onto which he placed angular aggregate (hand-broken, maximum size 3 inches) in two layers for a total depth of about 8 inches (Gillette 1906). On top of this, the wearing course was placed (about 2 inches thick with a maximum aggregate size of 1 inch) (Collins and Hart 1936). Macadam, who did not use any binding medium to hold the stones together, realized that the layers of broken stone would eventually become bound together by fines generated by traffic. The first macadam pavement in the U.S. was constructed in Maryland in 1823.

Figure 5: Typical Macadam Road (after Collins and Hart 1936)

Tar Macadam Pavements

A tar macadam road consists of a basic macadam road with a tar-bound surface. It appears that the first tar macadam pavement was placed outside of Nottingham (Lincoln Road) in 1848 (Hubbard 1910; Collins and Hart1936). At that time, such pavements were considered suitable only for light traffic (i.e., not for urban streets). Coal tar, the binder, had been available in the U.K. from about 1800 as a residue from coal-gas lighting. Possibly this was one of the earlier efforts to recycle waste materials into a pavement!

As a side note, the term “Tarmac” was a proprietary product in the U.K. in the early 1900s (Hubbard 1910). Actually it was a plant mixed material, but was applied to the road surface “cold.” Tarmac consisted of crushed blast furnace slag coated with tar, pitch, portland cement and a resin. Today the term “tarmac” is generic and generally refers to airport pavements (however, inappropriately).

Sheet Asphalt Pavements

Sheet asphalt placed on a concrete base (foundation) became popular during the mid-1800s with the first one of this type being built in Paris in 1858. The first such pavement placed in the U.S. was in Newark, New Jersey, in 1870. Generally, the concrete layer was 4 inches thick for “light” traffic and 6 inches thick for “heavy” traffic (Baker 1903). The final thickness was based on the weight of the traffic, the strength of the concrete and the soil support.

Ancient Asphalt Road Rimworld

Bitulithic Pavements

HMA pavement began to take on its modern form around the beginning of the 20th century when Frederick J. Warren was issued patents for a “hot mix” asphalt paving material and process, which he called “bitulithic”. A typical bitulithic mix contained about 6 percent “bituminous cement” and graded aggregate proportioned for low air voids. The concept was to produce a mix which could use a more “fluid” binder than was used for sheet asphalt. Warren received eight patents in 1903. A review of the associated claims reveals that Warren, in effect, patented HMA, the asphalt binder, the construction of HMA surfaced streets and roads, and the overlay of “old” streets.

In 1910 in Topeka, Kansas, a court ruling stated that HMA mixes containing 0.5 inch maximum size aggregate did not infringe on Warren's patent (Steele and Himmelman 1986). Thus, most U.S. hot mix asphalt (HMA) thereafter became oriented to the smaller maximum aggregate sizes. A typical “Topeka mix” consisted of 30 percent graded crushed rock or gravel (all passing the 0.5 inch sieve), about 58 to 62 percent sand (material passing the No. 10 sieve and retained on the No. 200 sieve), 8 to 12 percent filler (material passing the No. 200 sieve). This mixture required 7.5 to 9.5 percent asphalt cement. By 1920, Warren's original patents had expired in the U.S. (Oglesby and Hewes 1962) but the legacy of the Topeka mix lived on as reflected by the U.S. tendency towards finer mixes.