

An incident with an escaped prisoner gives me an idea for preventing problems. Typically, in the later game when I build a dedicated prison, I build it far away from the storage areas and close to where the colonists tend to congregate, so that it takes less time to work with the prisoners and there are a lot of colonists on hand if the prisoners try to break out. It is a good idea to carefully choose the location of the prison. Fortunately, it was late game and I had the fabrication bench, so replacing the lost leg with a superior bionic leg was an easy solution. Sometimes, they lose fingers or toes in a fight, but an entire leg is unusual. Another funny thing that happened recently is that a colonist tore off another colonist's leg during a social fight. Much later, they fell in love again and started the process a second time. I also had two people form a relationship, marry, and break up. Once, I had two people form a relationship, only to break up later that day. I've never had an entire base explode because a prisoner escaped, but the small things can be funny too.

If a small scale city builder/strategy/survival game that simulates each colony member with great complexity sounds like your kind of thing, you might give it a try. I like this game, but I can see that it is not for everyone. The new systems should make the interactions among the characters more complex and interesting. With this new expansion, I think I'll be playing it a lot more in the near future. Trying to make the best out of flawed people is part of the fun too for example, if a colony has a few pyromaniacs, decisions about building materials could be affected. It's fun to watch them and see what happens over time things are always somewhat unpredictable. You merely prioritize their work and leave them to their own devices. You don't usually control the characters directly (except when drafting them to instruct them in a combat situation). Colonists in this game feel like real characters with some depth, which is quite impressive considering how much of this comes from random number generators. It might be relatively benign, such as a sad wander, or something really bad can happen - a colonist might destroy a vital stack of supplies or suddenly try to murder someone. Also, colonists' moods are tracked, and if a colonist's mood gets low, there are many mental breaks that can occur. Sometimes, one colonist will insult another and they will fight, sending both of them to the hospital beds to be patched up. In my most recent game, there were multiple relationships that progressed to marriage and finally to breakup. The colonists interact with each other, and over time, relationships, friendships, and rivalries develop. This is all randomized - you can't customize each individual at the start, and new people with random traits join the colony regularly. Each colonist truly is unique each one has different skills, a few traits which may be positive or negative, and possibly health conditions. The nature of the colonists makes this game unique relative to other small scale village or colony builders I have played. The colony size is quite small my largest colony so far had about 20 people. The survival element can be challenging, especially in the early game, if a difficult environment is chosen for the colony. In peaceful mode or a low violence setting, it feels more like a small scale city builder with significant survival elements, while in a setting that has frequent raids, it takes on the character of a small scale war game. It has many difficulty levels and can be heavily customized. To me, it seems like a blend of city builder simulation, strategy, and survival. RimWorld is rather unique, but fans of certain genres might find it to be familiar in some ways. It depends on what types of games you like. I'm also an old school gamer I have been playing video games since the late 1970s. I have put a lot of time into RimWorld in the last few months.
