In Rimworld, your task is survival. You start with 3 pawns who crash land on a planet on the Rim of civilization. With only the bare minimum to start with, you begin building, exploring, and researching to be able to finally build a ship and fly home. (Note in the new DLC, Royalty, there is a new endgame scenario. As I don’t have it, I won’t mention it further.)
My current colony, in all its splendor!
As you can see at the top, my original three pawns are now up to seven. One of the originals, Josh, was lost in a mad hare attack. Yes, you read that correctly. Two others also perished in that incident.
A closer look at the colony and some of its features:
By the numbers, #1 is a smoke leaf growing patch. Smoke leaf is a mild recreational narcotic. Using it gives a temporary mood buff, but there are some downsides – if a random caravan comes through and you send your best negotiator to trade with them whilst stoned, you will pay much higher prices.
#2 & #4 are cotton and devilstrand. Picking them creates a bolt of cloth which can be used to make clothing, etc.
#3 is a hops growing zone. You can make beer!
#5 & #6 are potatoes and corn, respectively.
#7 is my hospital
#8 was a communication room, but I threw a nutrient paste dispenser in there as well because it didn’t fit anywhere else.
#9 is a dining room/recreation hall. There is a video game, a TV, a chessboard, and a few pieces of art (ugly environment is a mood debuff) as well as a dinner table and chairs. “Ate without table” is another mood debuff. You can see a picnic table between room 11 and field 2. If a pawn gets hungry out at work and the dining table is too far away, they will eat where they are at and you will get the debuff.
#10 is a kitchen
#11 is a work room – from upper left to right is a distiller, a drug lab, and a fabrication bench. The drug lab can create medical or recreational drugs. The fabrication bench is a mid game production station that creates some of the better weaponry.
#12 is another production room – this one has a machining table, a smelter, and a biofuel refinery. The machining table builds weapons such as assault rifles, machine guns, etc. The smelter will allow you to smelt slag from spaceship parts into usable steel.
#13 is another production room – this one has a tailor bench and a stone cutting table. All the walls are granite, the blocks to build those walls came from this bench.
#14 has a research table and an artisan bench. The works of art around the base are sculpted here, and technology advances are researched here as well.
#15 are solar panels. Not the most efficient form of power, but they are a nice addition.
The lower part of the base:
#1 are all bedrooms. It is important for each pawn’s mental health to have a bedroom with a few creature comforts (ie a lamp for light, a dresser, and a piece of art). They are all carpeted, which explains the floor colors. Notice some are double beds – I had two married couples for awhile, alas poor Gerald’s wife perished in the infamous Mad Hare incident. For a while, Cottery had a lover who shared her room, but that poor unfortunate soul was kidnapped by raiders.
#2 is another research station – this is a high tech one for the later game technologies.
#3 is the prison. Captured pawns (from raids on my colony) will go here and receive medical treatment if needed. If they are useful, I will try to recruit them to my colony. If we have poor relations with their home colony, I may release them to increase our standing. Some Rimworld players like to commit war crimes with their captives. Organ harvesting is popular, as is amputation, use for medical training, and selling as slaves.
#4 is a storage room. Items will deteriorate if left outside, so they must be put in proper storage.
#5 is a freezer. Food, freshly killed animals certain drugs are kept in here to stay fresh. There is a butcher table in there as well so animals can be butchered for their meat.
#6 is the power center. There are chemfuel generators and batteries in there. The batteries are in case the chemfuel gens run out of fuel – they will keep things going long enough for pawns to have a chance to refuel the generators.
#7 is a barn. I tame a bunch of animals – boomalopes can be milked for chemfuel, alpacas give wool for clothing. I also have donkeys, horses, bears, rhinos, and a few other odds and ends. These animals have good value on the trade block, and I use them to acquire needed materials. The bears and rhinos have been trained to attack and will help with predators (both 2- and 4- legged!)
This shows the planning stage of the wall I’m building around my compound. I have to jog around the pond, as it won’t support he granite wall. The white piece of equipment on the right is the geothermal generator. It is placed over a steam vent and produces quite a nice bit of electricity. The planned structure above it is a killbox. Enemies trying to raid my compound will run in through the maze (in single file and get slowed down) and into an open area with absolutely no cover. My pawns will be behind constructed barricades, and along with gun turrets, will make short work of the raiders. I’m adding this in because I will soon start building the spaceship to take them home, and I am expecting raids while it powers up.
These are a couple of remote mining stations. I have deep drills placed on deposits I found with a ground scanner. I have batteries in the shacks powering them. The one on the left produces steel, the one on the right produces plasteel and is almost depleted. Depleted batteries will be uninstalled and reinstalled in the generator shed to recharge.
Finally, you see my graveyard. Leaving dead bodies lying around gives pawns a serious mood debuff and is plain unsightly. So they must be buried. Pawns will occasionally visit the graves as a joy activity as well, so they should be placed nearby. My downed colonists are buried there, as well as a number of less than successful raiders.