You're in luck, citizen! I made a quick review of the game to celebrate hitting 1,000 hours. It's basically a colony simulator.
I just hit 1,000 hours and realized I haven't written a review, so I figure now's a good occasion to do so.
I wouldn't call RimWorld a city builder but it's certainly a colony builder. It's basically if you dropped a group of people onto a planet and they had to survive. Instead of you directly controlling a character and the others being controlling by your gamer friends, you're basically the invisible presence that gives them jobs and tells them what to do. Sort of like the colony manager.
The game does what it does pretty well, but the base game lacks certain things that should've been added before 1.0. For example, being able to build warehouse shelving in a game where you can build literal auto-turrets; assorted AI improvements; and just generally not having to micromanage so much.
Thankfully, mods fix most of the areas where this game is lacking. This is one of the most moddable and modded games I've ever played in my life. Right now I'm rockin' about 350 mods and they all work together. Most of them are small Quality-Of-Life mods, but still.
So far I've played this game as one man managing an entire colony alongside tamed animals, a tribe of bottom-tier tech tribesman that eventually became spacers (a tier of technology) over time with the research they did, a colony of androids, a tribe of bottom-tier tribesman that stay at the tribal tier of technology and salvage weapons and armor from those they beat in battle, and currently I'm recreating The Brotherhood of Steel in RimWorld. I'm getting established and I'll eventually move to a tile with a lot of mountains, build an impenetrable bunker (which you can do with the right mods), and focus on expeditions to other places in the world, which is usually hard because you have to worry about defending your settlement while your convoy is away.
I can't really tell you anything about the DLC because I basically never get DLC, but the value proposition of the base game is pretty good when you consider all the stuff you can experience with all the replayability and moddability.
I'd say more, but I'd rather just keep playing the game. I just didn't wanna invest another fraction of an hour before dropping a long-overdue positive review.
I actually made what was supposed to be a nigger world where I don't research anything beyond neolithic (tribal tier) and it's been going better than expected. I've shelved that in favor of my current Brotherhood of Steel run, though.
Yep. Each colonist has three randomly selected traits, and Nympho and Drug Addict are two of them. Of course they'll need to get the drugs from somewhere, so they'll need to actually do some work to either farm them or afford them.
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