- Joined
- Aug 5, 2022
The idea I think is for it to be a story-generating game where you're meant to get attached to your characters and then have everything fail in interesting ways, but yeah because the devs are talentless hack idiots (a conclusion drawn entirely from playing their work; I know nothing about them) it's all forced in retarded artificial ways. Which makes everything that happens completely unsatisfying for any player who isn't a complete midwit and can put two and two together.Oh god. You're right. Everything gets worse. I installed like a billion mods to make it less shit and it's still shit. It doesn't even feel like any part of it was properly play-tested. The economy is pointlessly brutal. The pawns are complete retards.
- Things sell for 1/10th of what they cost to buy.
- The material costs for making your own clothing are beyond asinine, such that a whole storeroom filled with spools of cotton from years of good, blight-free harvests will make complete sets of clothing for like six pawns. Stuff degrades so fast, you're stuck making new shit for them every year. Without a giant cotton field the size of Denmark, you're shit out of luck. The math just doesn't add up.
- Even when basically all of their needs are satisfied, pawns still get moody and experience breaks from nothing. I had moments where I was literally begging them to be more stoic like the characters from Kenshi and just suck it up and stop being so psycho, but nope. They'd get into fights, bust each other up, and both be stuck in a bed healing while a couple dozen enemies smash through the roof of the storeroom in pods. You have food, you have a bed, what the hell else do you want?
- Even with the work priorities set correctly, pawns still seemingly take weeks to do work that should have taken less than a day. Literally everything takes too long and is too grindy. God help you if you have to renovate your base for any reason. Pawns will be stuck making long round-trips to and from stockpiles just to build the place, and feed themselves, and sleep.
- Pawns have no self-preservation instincts regarding sudden shifts in the weather. They will happily sit out in the cold and get hypothermia until their toes fall off, and then come inside and be like "look guys, my extremities froze off and I'm all stumpy now!"
- The game is laced with weird fake difficulty, like attacking swarms of animals having a disease that makes their meat rot instantly, or enemies carrying biocoded weapons, or the tainted clothing mechanic, just to make sure you don't benefit too much from loot. Then, the game punishes you for taking the time to meticulously produce everything yourself.
- The regular storytellers ramp up the attacks so fast, most of your pawns are stuck in the hospital or too maimed to prepare for the next attack that shows up like three days later. I never, ever felt secure enough to form a caravan or try mining outside my base. Ever.
- The game is missing tons of basic QoL features.
Sounds like you might enjoy Songs of Syx, so I'll recommend that. The early game is a very similar survival rush to Rimworld except that your citizens aren't mongoloid idiots so success or failure feels earned. After that phase, because they're sane and actually listen to you--despite still being individually simulated and having needs-based moods--you can keep scaling up to a city of potentially tens of thousands of dudes and engage in whatever trade/diplomacy strategies you want (I really like the warfare btw).
Also it still has cannibalism and slavery and stuff for anyone into that but now they're legitimate economic/crime/immigration planning options rather than basically a gimmick. Like if you want to be a predatory cannibalistic dark elf city-state with an economy built on periodically raiding but not conquering neighbours for human cattle, using mercenary companies hired from the proceeds of slave trading, and dealing with the dissatisfaction of whatever race you're doing it to by keeping them as an under-class, that's a valid strategy.