I'll try to bring things up in an organic order, instead of info-dumping everything up front. It will teach you the basics of getting started, where everything is, and some ideas on what you can do. This guide is intended as a how-to for newcomers to the game. TL,DR: Come for the challenge, stay for the memories. Expect to see cowboys armed with revolvers one day, primitive tribesmen armed with clubs the next and occasionally have killer robots show up to exterminate all human life. The game's setting is based on series like Firefly, Dune and a dash of 40k. The world itself is a deadly planet on the outer rim of galactic civilization, filled with ancient trapped ruins, deadly wildlife, friendly and hostile tribes, pirates, lost technology and crashing spaceships. Sometimes you have a story of getting off the planet by the skin of your teeth, sometimes you have a tale of a bickering, infighting colony that didn't prepare properly for winter, got hit by a cold snap causing all their food plants to die off and slowly starved to death. In essence, while Rimworld can be played with a strict goal in mind, it's far more similar to games like Crusader Kings in that it's more about having an interesting experience, and having a story to tell your friends at the end of it, whether that end is good or bad. There are endings you can go for, but there are people with hundreds of hours in the game who never bothered going for them, instead enjoying the experience of building nice bases, watching their colonists live their lives and occasionally see them overrun by machine hordes. It's a game more about telling stories than it is about defeating an opponent or reaching a goal. And like Starcraft, you need to build defenses and fight to keep people and monsters from destroying (or stealing) your stuff. Like the sims, you manage a group of people, build their homes, give them nice furniture and keep them happy. Prison Architect is probably the closest comparison. If you're familiar with Dwarf Fortress, it's like that but actually playable by human beings with eyes. Soon enough, I get stuck in RimWorld again.To expand on what that means, you can think of Rimworld as a cross between the Sims and Starcraft, leaning more towards the first. I’ll remember that strategy I’ve been meaning to try, then start to fall in love with a new group of pawns. I didn’t play for six months after that.īut the insidious temptation grows as the memory of bitter defeat fades. I was sure the game before this was going to be my glorious triumph, but a raider with a Doomsday rocket launcher knew different. When it all goes wrong, I have to take a break. These days I don’t play regularly, because the painful nature of colony implosions is intense. Now imagine a space pirate kicking in the door and shooting them in the guts. Think of all the time you might sink into your favorite Sims character, building up their career, designing a great house, furnishing and decorating it, clothing and styling them. I’ve seldom felt such grief when a game character dies. The fact that death is permanent elevates RimWorld. They develop new skills and forget old skills they don’t use enough they pick up scars, both physical and mental they craft unique art and watch TV they get worse at negotiating when stoned they fall out and make up again they get married and divorced they have affairs they do your bidding some of the time they have psychotic breaks when things get too bleak they get inspired when they’re happy and they die … a lot. I get attached to my colonists, or pawns, as players often call them. But the heart of the game is your colony and the people that live there. You can trade and make allies, complete missions, give gifts to win favor, and call in help when you need it most. There’s also a wider world of guard posts and settlements, where stashes await amid competing tribes. It’s perversely comical to see pegleg Joe hobble back into town with the next raid. You can give your enemies wooden legs, then send them home for a relations boost. Captured raiders are an opportunity for much-needed surgery practice. Some morally questionable strategies are simply too rewarding to pass up.
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