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RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

rimworldgame.com

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Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#81
post #7

Earlier quoted context omitted.

Not really ... it's more of an event scheduler that gives you challenges and positive events and some padding in between so you can recover after negative events.

They also have different scales for what types of events come when. For example, Casandra Classic aims for you to have 5 colonists. If you have less, you’ll get more opportunities to recruit. If you have more, raids get more violent and your colonists die easier. The story teller is a very advanced and configurable difficulty scaling system that enables different styles of play. Mods even add in new story tellers to…

That's literally just scaling easy mode. But I recognize that not calling it that may have some good value in terms of player appreciation.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#82
post #41

Earlier quoted context omitted.

My partner and I have our own copies of base game and both expansions. Worth every penny. We've both sunk uncountable hours (actually we started way back in alpha 15 with a pirated copy so steam hours doesn't mean much) and done many campaigns with many mod loadouts. Yet to actually "beat" the game (it's not really the kind you "beat" though, it's very sandboxy). So entertainment/$ is astronomical.

My big problem is starting a base, playing it for 10-20 hours, and then feeling guilty for trying to push my luck any further. It's very easy to end up in situations that seem too cruel to continue.

For me it's more like playing it for a few hours, then thinking why I am waisting my time improving a virtual base instead of improving my life or my skills

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#83

RimWorld is excellent! The only problem I have with this kind of game though is that time flies by really quickly for me with it. I think it's been 10 minutes while it's actually been an hour; next time I look at the clock it's 3am. I only have this with games like RimWorld or SimCity (city builders, simulators) and it's actually the main reason why I play them so little. They're too "just one more thing". So yeah, r…

I think Simutrans may be to your liking.

Altough, a disclaimer is in order: Simutrans is one of those games that make time fly.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#84
post #55

If you like RimWorld, I recommend checking out Stardeus. The feel is very similar to Rimworld, but the setting is that you're a spaceship's AI system, and you have a bunch of humans in stasis. The goal is to find a habitable planet for them to colonize. Was released last month and is still in Early Access, but it's definitely in a playable state. The asteroid fields are brutal, build your ship like an onion with thic…

Now with more post-singularity cosmic enlightenment?

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#85

Earlier quoted context omitted.

Tech layoffs be feeling it

I laid myself off recently so that I can play Satisfactory full time.

On the one hand, if you’re gonna spend your energy managing infrastructure and repeatedly fixing technical debt you might as well get paid for it. On the other, at least this way you don’t have to deal with personality clashes and stupid ‘culture’ bs.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#86
post #67

I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…

For me, I just installed a bunch of mods containing all kinds of arguably overpowered turrets so my colonists are almost always safe. I guess that removes pretty much half of the difficulties from the game, but I still find the game really enjoyable to play, even more so than balanced vanilla.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#87
post #67

I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…

> this game's idea of "fun" is perpetually moody colonists

"Ate without a table." -5 mood for a week.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#88
post #67

I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…

> I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met.

Not exactly. They don't go crazy immediately. I think the 'eating without table' debuff is too harsh, but other than that... You can get away with ignoring basic pawn needs for quite a while. I want to see _you_ survive in an environment with tattered clothes, saying a friend (or pet) dying, and yes, eating raw meat without a table.

It's similar to Dwarf Fortress where tantrum spirals are a feature. Except in Dwarf Fortress things are way more deadly.

You can control the storyteller. Go with Chillax if you want more time (although that one could _still_ spawn mechanoids). Don't open ancient vaults, or go digging inside mountains if you don't want bugs.

Finishing the game is a bonus. Also now you can pack up and leave the map if it's too bad, we didn't have that option for a while.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#89
post #76

Earlier quoted context omitted.

Depends on the storyteller. There's one that generates favorable events, another one that generates problems, another one that's random, another one that increases difficulty over time.

Usually I do Pheobe Chillax, but sometimes I will switch it up with the default storyteller if Phoebe isn't throwing anything interesting my way. But, with her, when it rains it pours, and the story arc of "coming back from the brink of annihilation" gets tiresome.

I usually go Randy Random.

Mechanoids on day 0!? Sure. 5 solar eclipses in a row? Why not. Solar is overrated anyway. Can also rain gold, so...

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#90

Rimworld is fantastic, but I never manage to play it for more than a few hours without getting a strong urge to stop and play Dwarf Fortress instead.

Same. Then I end up spending hours just generating a new DF world.

Rimworld is complex, but it always leaves me wanting more. Especially z-levels.

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