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==Overview== In the distant future, a space accident causes colonists to be stranded upon a rimworld, an inhabited but backward [[Feral_World|feral world]] at the rim of known space. The world is procedurally generated and differs each time you start a game. Tynan describes the game as an "interactive story generator", [[Boatmurdered|probably inspired by the many internet stories of Dwarf Fortress campaigns]], allowing you to post your own colony's epic story of struggle, sacrifice and atrocity to your favourite board. As such, it's not "intended" to be played like a simple management game, though you can play it any way you like. The main mechanic is an "AI Storyteller", who semi-randomly spawns events. These provide most of the challenge of the game, although if you are feeling particularly [[powergamer|confident]] you can always intentionally pick a difficult starting area such as extreme desert, [[Nurgle|disease-ridden swamp]], bleak ice or tundra, and so on. In Tynan's fluff, humanity is fuck-old: seriously, so much so that you literally dig up steel and electronic components like they're sedimentary rock. The objective is primarily to survive; if you manage that, then you can think about getting richer or even getting off the world. By default, you start with 3 colonists out of 8 potential choices, and tweak your chosen rimworld and landing site to your liking. Along with a pet and just enough resources to build some rudimentary shelter, your main objective is to build a spaceship and return to the stars, or you can just rough it in the wilderness and try to flourish. Later updates added some additional starting scenarios: *A quintet of tribals who barely survive an attack from murderous machines (a couple of extra hands sure, but you'll be stuck with a research speed penalty for the rest of the run), *A single colonist who leaves the comfort of high technology to strike it rich in the rim (only one guy, but at least you can build gun turrets right off the bat and start with a blaster rifle), or *One unfortunate schmuck who's left for dead in his birthday suit and nothing else (unless you count the scraps of your drop pod "nothing else"). The colonists themselves can have useful, harmful, or utterly self-destructive traits and like real people usually mix the good with the bad. There are a set of skills that improve as they are used, though not all colonists start with them and some can never learn them because of backstory events. You can have a tough space marine who's a great shot but won't build anything, manic depressives and pyromaniacs, [[neckbeard|ugly or heavy breathers immediately disliked by everyone]], misandrists and misogynists who keep starting fights, pawns [[derp|unwilling to use weapons even when threatened with death]], pawns that refuse to do dumb labour...it goes on and on. Some pawns can be worse than useless and can be actively harmful to the colony, so be careful who you pick and who you add to your colony along the way. Dead weight isn't so easy to get rid of, and neglecting, exiling, executing or just outright murdering your own pawns comes with a cost. In addition you have a scenario editor that lets you tailor-make a scenario. One particular option is the presence of a [[Exterminatus|Planet Killer]], which blows up your planet after enough days have passed, making time of the essence. Or you could [[Gay|disable threats entirely]], or make them [[Dwarf_Fortress|much worse]]. After that you choose between 3 [[GM|AI Storyteller]]s and their level of <s>sadism</s> difficulty, ranging from [[This Guy|showering your colony with gifts and significantly reducing the likelihood of colony assaults]] to [[That Guy|kicking you till you're down, kicking you while you're down, and kicking you ''all'' the way down]]. Your choices are; #'''Cassandra Classic''': the vanilla storyteller. A gradual ramp-up of threat level based on the difficulty, and your wealth (or just time, depending on settings). Great for beginners, but after a while of play the repeating pattern of raid-recover-raid-recover will soon become predictable and tiresome. #'''Phoebe Chillax''': the tsundere storyteller. Peaceful periods for colony-building broken up by threats, she can hit just as hard as Cass given the right difficulty so make sure you've [[Rogal Dorn|fortified your positions]]. While this might sound great for campers, it also can lull you into a false sense of security and rob you of the weapons raiders tend to drop regularly when playing with another storyteller - meaning that when that big raid does come you're caught with few defences and simple pistols and rifles because you spent all your time and effort building a nice new rec room. #'''Randy Random''': [[Derp|the random storyteller]]. Sneers at concepts such as "logical progression" and "fair play" and sets off whatever event he fucking wants. One moment, you receive a surprise cargo drop of bearskin trousers, the next moment he sics [[Boatmurdered|a herd of manhunting elephants]] onto your colony. All this at ''any'' point in your playthrough, be it [[Rape|potentially at the start of the game]] or [[Wat|when you're well stocked on textiles and food]]. Will most likely be your primary storyteller once you've gotten the hang of the game. The real fun in Rimworld comes when multiple events kick off at once making you really struggle to keep your colony together, which is why when the training wheels come off most people prefer Randy. He isn't <i>totally random</i> and still spaces out the worst events and still scales them (a little) to your progress, but he's still a close as [[Dwarf_Fortress|*FUN]] as you can get. But be warned, the other two will scale up their attacks the better you are doing at the game, i.e., the bigger and richer your colony, making you hanker for good old Randy again. (Luckily storyteller can be changed mid-game.) The storyteller decides when events will be triggered, what they are, and how big. A sudden epidemic of flu, a heatwave, a raid; for the most part events can't be avoided and you can reduce the chance of some events to zero, but doing so just increases the chance of other events happening. Basically when storyteller decides it's time to fuck you up, [[Rip_and_Tear|you get fucked up]]. Depending on setting, either passage of time or colony wealth increases the size and difficulty of raids; in the latter case, the savvy player will make sure the colony is [[Imperial_Fists|well defended]] before putting down fancy carpets and making gold sculptures.
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