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'''A sci-fi colony sim driven by an intelligent AI storyteller.'''
 
'''A sci-fi colony sim driven by an intelligent AI storyteller.'''
 
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'''RimWorld''' follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of ''[[Wikipedia:Firefly (TV series)|Firefly]]'', the deep simulation of ''[[Wikipedia:Dwarf Fortress|Dwarf Fortress]]'', and the epic scale of ''[[Wikipedia:Dune (novel)|Dune]]'' and ''[[Wikipedia:Warhammer 40,000|Warhammer 40,000]]''.
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'''RimWorld''' follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of ''Firefly'', the deep simulation of ''Dwarf Fortress'', and the epic scale of ''Dune'' and ''Warhammer 40,000''.
  
Manage colonists' moods, needs, individual wounds, and illnesses. Engage in small-team tactical gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals, giant tunneling insects and ancient killing machines. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop relationships with family members, lovers, and spouses. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
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Manage colonists' moods, needs, individual wounds, and illnesses. Engage in small-team tactical gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop relationships with family members, lovers, and spouses. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
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Rimworld is available for ''Windows'', ''Mac'' and ''Linux'' and can be [https://rimworldgame.com purchased directly from the developer]. The game is distributed by DRM-free download. RimWorld is developed by [[Tynan Sylvester]] and [[Ludeon Studios]], and they've been improving it since its first public release on November 4, 2013.
  
RimWorld is available for ''Windows'', ''Mac'' and ''Linux'' and can be [https://rimworldgame.com purchased directly from the developer]. The game is distributed by DRM-free download. RimWorld is developed by [https://tynansylvester.com/ Tynan Sylvester] and [https://ludeon.com/blog/ Ludeon Studios], and they've been improving it since its first public release on November 4, 2013.
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== The AI Storyteller ==
  
== The AI storyteller ==
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RimWorld is not designed as a competitive strategy game, but as a ''story generator''. It's not about winning and losing - it's about the drama, tragedy, and comedy that goes on in your colony. The game creates events like pirate raids, trader arrivals, and other [[events]]. But these events aren't random. RimWorld uses an ''AI Storyteller'' (modeled after the AI Director from Left 4 Dead) who analyzes your situation and decides which event she thinks will make the best story.
RimWorld is not designed as a competitive strategy game, but as a "story generator". It's not about winning and losing: it's about the drama, tragedy, and comedy that goes on in your colony. The game creates events like pirate raids, trader arrivals, and other [[events]]. But these events aren't random. RimWorld uses an "AI storyteller" (modeled after the AI Director from ''Left 4 Dead'') who analyzes your situation and decides which event she thinks will make the best story.
 
  
 
There are three storytellers to choose from: The carefully-paced [[Cassandra Classic]], the slower-paced, building-oriented [[Phoebe Chillax]], and the totally unpredictable [[Randy Random]].
 
There are three storytellers to choose from: The carefully-paced [[Cassandra Classic]], the slower-paced, building-oriented [[Phoebe Chillax]], and the totally unpredictable [[Randy Random]].
  
 
== A motley crew ==
 
== A motley crew ==
In RimWorld, your colonists are not professional settlers: they’re survivors from a crashed passenger liner. They'll be accountants, homemakers, journalists, cooks, nobles, urchins, and soldiers.
 
  
A nobleman will be great at social skills (for recruiting prisoners or negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically-engineered assassin can do nothing but kill but he does that very well.
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In RimWorld, your colonists are not professional settlers – they’re survivors from a crashed passenger liner. They'll be accountants, homemakers, journalists, cooks, nobles, urchins, and soldiers.
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A nobleman will be great at social skills (for recruiting prisoners or negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically-engineered assassin can do nothing but kill but he does that very well.
  
 
Each character has personality [[traits]]. Neurotic colonists work faster, but are more stressed and prone to mental breaks. Abrasive characters will interact poorly and harm the mood of those around them. A nudist loves to be naked, while a cannibal gets a rush from consuming human flesh.
 
Each character has personality [[traits]]. Neurotic colonists work faster, but are more stressed and prone to mental breaks. Abrasive characters will interact poorly and harm the mood of those around them. A nudist loves to be naked, while a cannibal gets a rush from consuming human flesh.
  
Colonists develop and destroy relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married until one of them falls for the dashing surgeon who saved her from a gunshot wound.
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Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
  
 
You’ll acquire more colonists by taking in refugees, capturing people in combat and turning them to your side, buying them from slave traders, rescuing them, or taking in migrants.
 
You’ll acquire more colonists by taking in refugees, capturing people in combat and turning them to your side, buying them from slave traders, rescuing them, or taking in migrants.
  
 
== Health modeling ==
 
== Health modeling ==
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts take off a deer's leg, and it can still run on the other three!
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Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still run on the other three!
  
 
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
 
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
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== Seasons and temperature ==
 
== Seasons and temperature ==
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Temperatures are modeled both outdoors and indoors. As the seasons turn, the outdoor temperatures will rise and fall. Plants only grow in some temperatures. When it gets cold, it will snow. People can get hypothermia or heatstroke.
 
Temperatures are modeled both outdoors and indoors. As the seasons turn, the outdoor temperatures will rise and fall. Plants only grow in some temperatures. When it gets cold, it will snow. People can get hypothermia or heatstroke.
  
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== World generation and biomes ==
 
== World generation and biomes ==
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The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle.
 
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle.
  
 
Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. The challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a short growing season.
 
Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. The challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a short growing season.
  
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals: cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and more, as well as exotic alien-like lifeforms.
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You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and more, as well as exotic alien-like lifeforms.
  
 
== The tactics engine ==
 
== The tactics engine ==
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RimWorld uses an engine that was originally developed to power a tactical combat sim similar to ''Jagged Alliance 2''. This means it has a lot of features designed to make small-team firefights interesting. For example:
 
RimWorld uses an engine that was originally developed to power a tactical combat sim similar to ''Jagged Alliance 2''. This means it has a lot of features designed to make small-team firefights interesting. For example:
  
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== The teaching system ==
 
== The teaching system ==
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This kind of game can be really hard to learn. So Ludeon Studios have created an adaptive teaching system that watches your actions to figure out which parts of the game you understand, and teaches the parts you're missing. If you don't understand a control, the game will notice and help you out unobtrusively. If you already know something, the game won't interrupt you.
 
This kind of game can be really hard to learn. So Ludeon Studios have created an adaptive teaching system that watches your actions to figure out which parts of the game you understand, and teaches the parts you're missing. If you don't understand a control, the game will notice and help you out unobtrusively. If you already know something, the game won't interrupt you.
  
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== Psychology ==
 
== Psychology ==
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People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If a colonist is too stressed, they might lash out or break down.
 
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If a colonist is too stressed, they might lash out or break down.
  
 
When a colonist becomes too stressed, they may suffer a [[mental break]]. Some will give up and wander the colony for a time. Some will leave. And some will, in dwarfish fashion, become psychotic and throw a violent tantrum.
 
When a colonist becomes too stressed, they may suffer a [[mental break]]. Some will give up and wander the colony for a time. Some will leave. And some will, in dwarfish fashion, become psychotic and throw a violent tantrum.
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== Mods ==
 
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== The universe ==
 
== The universe ==
{{Main|Lore}}
 
 
The RimWorld universe consists of a variety of planets including:
 
The RimWorld universe consists of a variety of planets including:
* Glitterworlds: these are high-tech planets with advanced society and culture. They are the most idyllic and sought-after locations for space travelers to settle, and have low rates of crime, poverty and unemployment. Glitterworlds export many products, of which several are notable in the game. These include [[Armor#Power Armor|power armor]], [[Spacer Weapons|spacer weapons]], [[joywire]] technology and, of course, [[glitterworld medicine]].
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* Glitterworlds - these are high-tech planets with advanced society and culture. They are the most idyllic and sought-after locations for space travelers to settle, and have low rates of crime, poverty and unemployment. Glitterworlds export many products, of which several are notable in the game. These include [[Armor#Power Armor|power armor]], [[Advanced Weapons|advanced weapons]], [[Joywire|joywire technology]] and, of course, [[glitterworld medicine]].
* Midworlds: planets that would be the most familiar to a modern reader. These places are much like present-day Earth.
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* Rimworlds: planets that lie at the outer edge of known space, far from the civilized core worlds.
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* Midworlds - planets that would be the most familiar to a modern reader. These places are much like present-day Earth.
  
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* Rimworlds - planets that lie at the outer edge of known space, far from the civilized core worlds.
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RimWorld is the story of survivors on one of these rimworlds. The flavor of RimWorld is a mix between hard sci-fi and the Old West. The planet is vast and mostly empty, and there are no strong civilizing authorities anywhere nearby. You're on your own.
 
RimWorld is the story of survivors on one of these rimworlds. The flavor of RimWorld is a mix between hard sci-fi and the Old West. The planet is vast and mostly empty, and there are no strong civilizing authorities anywhere nearby. You're on your own.
  

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