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Hotfix released.


''[=RimWorld=]'' is still in development, but is fully playable as a standalone game even in its present state. The latest version is [=Alpha9c=].

to:

''[=RimWorld=]'' is still in development, but is fully playable as a standalone game even in its present state. The latest version is [=Alpha9c=].
[=Alpha9d=].
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None

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* AllianceMeter: NPC factions can have varying relationship values with your colony which can improve or worsen depending on actions taken like imprisoning their members or giving them gifts of silver. Those listed as "hostile" will attack you on sight, while those whom you have good enough relations with can be called on for help if you need it.

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* HumanPopsicle: In addition to their use in the aforementioned Sleeper Starships (see their entry below), cryosleep caskets can also be used to put people in a deep-freeze sleep for other purposes (such as until the colony can get medical supplies to cure a serious illness). Some maps may even start with a few already placed on the map, though their current inhabitants often get cranky if you wake them up ahead of schedule...[[spoiler:assuming the casket hadn't been infested with bugs.]]

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* HumanPopsicle: In addition to their use in the aforementioned Sleeper Starships (see their entry below), cryosleep cryptosleep caskets can also be used to put people in a deep-freeze sleep for other purposes (such as until the colony can get medical supplies to cure a serious illness). Some maps may even start with a few already placed on the map, though their current inhabitants often get cranky if you wake them up ahead of schedule...[[spoiler:assuming the casket hadn't been infested with bugs.]]


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* ReallySevenHundredYearsOld: Starting with [=Alpha9=], the game draws a distinction between a character's biological age (how much time they've actually spent as a growing, self-aware being) and chronological age (the amount of time that has passed between their birth and the present day). In some extreme cases, physically young characters may often be anywhere from several decades to a few millennia old due to extended stays in cryptosleep.
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...Buh


* TheAlcoholic: Some characters have traits like "Chemical interest" and "Chemical fascination,", making them more prone to binge-drinking.

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* TheAlcoholic: Some characters have traits like "Chemical interest" and "Chemical fascination,", fascination," making them more prone to binge-drinking.
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* TheAlcoholic: Some characters have traits like "Chemical interest" and "Chemical fascination" personality trait, making them more prone to binge-drinking.

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* TheAlcoholic: Some characters have traits like "Chemical interest" and "Chemical fascination" personality trait, fascination,", making them more prone to binge-drinking.

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New update!


''[=RimWorld=]'' is still in development, but is fully playable as a standalone game even in its present state. The latest version is [=Alpha8e=].

to:

''[=RimWorld=]'' is still in development, but is fully playable as a standalone game even in its present state. The latest version is [=Alpha8e=].
[=Alpha9c=].


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* TheAlcoholic: Some characters have traits like "Chemical interest" and "Chemical fascination" personality trait, making them more prone to binge-drinking.
* AlcoholInducedIdiocy: Characters who have gone on a drinking binge will ignore all other responsibilities they have, ignore your attempts to forbid them from drinking more beer, and vomit in inconvenient places (which ruins the room's attractiveness until it's cleaned up).


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* LiquidCourage: Beer, introduced with [=Alpha9=], is a downplayed example. A character who consumes a bottle gets a minor, temporary morale boost. Combined with new mechanics that allow you to tell a character to use a specific consumable immediately, you can use this to bolster a character's morale immediately before drafting them for a fight.
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* CareerEndingInjury: Characters can survive a headshot, but if they take damage to the brain, that usually spells the end of their time as a useful member of the colony, as brain damage both severely affects their ability to do anything and is impossible to heal.
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* MadeOfIron: Colonists can survive getting riddled with bullets, having limbs blown off, and even getting heart-shot.
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wrong term


* LackOfEmpathy: Colonists with the "sociopath" trait don't get morale bonuses for socializing with others, nor do they get penalties for bad things that happen to other colonists like being sold into slavery.

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* LackOfEmpathy: Colonists with the "sociopath" "psychopath" trait don't get morale bonuses for socializing with others, nor do they get penalties for bad things that happen to other colonists like being sold into slavery.
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* HumanPopsicle: In addition to their use in the aforementioned Sleeper Starships (see their entry below), cryosleep caskets can also be used to put people in a deep-freeze sleep for other purposes (such as until the colony can get medical supplies to cure a serious illness). Some maps may even start with a few already placed on the map, though their current inhabitants often get cranky if you wake them up ahead of schedule...

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* HumanPopsicle: In addition to their use in the aforementioned Sleeper Starships (see their entry below), cryosleep caskets can also be used to put people in a deep-freeze sleep for other purposes (such as until the colony can get medical supplies to cure a serious illness). Some maps may even start with a few already placed on the map, though their current inhabitants often get cranky if you wake them up ahead of schedule...[[spoiler:assuming the casket hadn't been infested with bugs.]]

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* DueToTheDead: Leaving human corpses unburied produces negative thoughts, especially if they're of former fellow survivors.

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* DueToTheDead: Leaving human corpses lying around (either unburied or not tossed into an incinerator) produces negative thoughts, especially if they're of former fellow survivors.survivors.
* ElaborateUndergroundBase: You can go for one of these if the map you choose has sufficient mountainous terrain. Slower to construct since digging takes time, but the mountain can help your colony withstand mortars.



* GondorCallsForAid: If you're under imminent attack but have good enough relations with either other settlements or native tribes, you can ask for help.



* LackOfEmpathy: Colonists with the "sociopath" trait don't get morale bonuses for socializing with others, nor do they get penalties for bad things that happen to other colonists like being sold into slavery.



* MundaneDogmatic: While it's a far-future setting, technology is restricted to the plausible (if obviously very advanced). FasterThanLightTravel and [[AbsentAliens true aliens]] are noticeably absent.



* MundaneDogmatic: While it's a far-future setting, technology is restricted to the plausible (if obviously very advanced). FasterThanLightTravel and [[AbsentAliens true aliens]] are noticeably absent.
* OrganTheft: If you're squeamish about ''literally'' cannibalizing your prisoners but still want to use them as a "renewable resource," you can have doctors surgically remove certain organs such as their lungs, kidneys, and heart (the latter of which obviously kills them instantly).


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* OrganTheft: If you're squeamish about ''literally'' cannibalizing your prisoners but still want to use them as a "renewable resource," you can have doctors surgically remove certain organs such as their lungs, kidneys, and heart (the latter of which obviously kills them instantly).
* ProceduralGeneration: Since [=Alpha7=] the surface of planets are created with this, each one given a name based on a four-character seed inputted by the player.


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* SettlingTheFrontier: The basic idea of the game, though it wasn't (necessarily) your colonists' intention since the starship they traveled on tore itself apart for some reason and they just barely got to the escape pods in time.
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* WizardNeedsFoodBadly: Colonists need food to function. Let them go hungry too long, and they'll starve to death (if they don't get killed by someone else after going berserk, as extreme hunger creates highly negative thoughts). The quality of the food they eat also affects their mood.
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* HumanPopsicle: In addition to their use in the aforementioned Sleeper Starships (see their entry below), cryosleep caskets can also be used to put people in a deep-freeze sleep for other purposes (such as until the colony can get medical supplies to cure a serious illness). Some maps may even start with a few already placed on the map, though their current inhabitants often get cranky if you wake them up ahead of schedule...


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* OrganTheft: If you're squeamish about ''literally'' cannibalizing your prisoners but still want to use them as a "renewable resource," you can have doctors surgically remove certain organs such as their lungs, kidneys, and heart (the latter of which obviously kills them instantly).


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* SleeperStarship: The chief means of space travel, as humanity is restricted to slower-than-light propulsion. [[spoiler:The end goal of the game is to jury-rig one for your castaways to escape in.]]

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* CrushKillDestroy: As the game unfolds, the Storyteller may decide to throw hostile mechanical creatures at your colony. They're a fair bit more dangerous than the groups of other humans that have come before.



* DeathWorld: The planet your colonists crash-land on is inevitably chock-full of hostile natives, aggressive {{Space Pirate}}s, and wildlife that has an occasional tendency to go berserk. In extreme climates, you may also have to contend with a lack of conveniently arable land and the local weather.



* TheNativesAreRestless: Low-tech tribes of Natives populate most planets, and many (though not all) of them start out hostile to your colony. They'll often send out raiding parties to cause what havoc they can.



* SpacePirate: One possible enemy. Pirate settlements will occasionally dispatch small groups of well-armed soldiers in an attempt to destroy the colony.




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* ZergRush: The favored tactic of the Natives, who typically compensate for their primitive weaponry by sending out large groups of warriors in a melee rush.

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* CyberneticsEatYourSoul: An in-universe belief for some characters, who are labeled as "Prostophobes." They get a mood penalty for having any of their body parts replaced with bionic ones.
* {{Cyborg}}: Your colonists can replace some of their limbs and organs with bionic equivalents that upgrade their performance with that body part significantly.




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* UnwillingRoboticisation: You can force Prostophobes to get bionic limbs, but they'll get significant mood penalty. Don't be surprised if they snap on you if you aren't paying attention.
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Minor grammar fix.


The vessel you and your fellow passengers were on, was in orbit around one of these undeveloped planets just before it was destroyed in an unspecified accident. As none of you were enterprising colonists before this moment, your little group is woefully unprepared to build any sort of lasting settlement on a primitive and potentially hostile world.

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The vessel you and your fellow passengers were on, on was in orbit around one of these undeveloped planets just before it was destroyed in an unspecified accident. As none of you were enterprising colonists before this moment, your little group is woefully unprepared to build any sort of lasting settlement on a primitive and potentially hostile world.
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Keep forgetting that \"RimWorld\" is naturally in camel case, so gotta mark it up as a non-WikiWord.


''RimWorld'' is still in development, but is fully playable as a standalone game even in its present state. The latest version is [=Alpha8e=].

to:

''RimWorld'' ''[=RimWorld=]'' is still in development, but is fully playable as a standalone game even in its present state. The latest version is [=Alpha8e=].
Is there an issue? Send a MessageReason:
Minor cleanup of last intro para.


''RimWorld'' is still in development, with the latest version being [=Alpha8e=], but it's still fully playable as a standalone game even in its present state.

to:

''RimWorld'' is still in development, with the latest version being [=Alpha8e=], but it's still is fully playable as a standalone game even in its present state.
state. The latest version is [=Alpha8e=].

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Splitting up the intro paras to break up Wall of Text.


About three and a half thousand years into the future, humanity has spread itself across the galaxy, colonizing thousands of worlds and developing new technologies often beyond the comprehension of our own "modern" society. However, one obstacle has proven utterly insurmountable--the light barrier. Thus, each colonized planet has largely been left to its own devices; worlds tend to develop at their own pace with only limited contact between one another. While small interstellar empires of a few systems may occasionally form in higher-density regions such as star clusters or the galactic core, these are the exception rather than the norm. This, and the fact that many of the more isolated colonies have frequently bombed themselves back into the Stone Age shortly after crossing certain technological thresholds, means there is often a wide technology gap between colonies: A select few have ascended to become super-advanced "transcendent worlds" that are utterly alien to society at large, while others have regressed to a pre-industrial (or even a pre-''agricultural'') state.

The vessel you and your fellow passengers were on was visiting one of the relatively undeveloped worlds in the galactic rim just before it was destroyed in an unspecified accident. As none of you were enterprising colonists before this moment, your little group is woefully unprepared to build any sort of lasting settlement on an underdeveloped and potentially hostile world, but luckily you aren't starting entirely from scratch; your {{Escape Pod}}s happen to be well-stocked with some basic tools, weapons, and supplies to give you the means to provide yourself with some form of food and shelter. Rescue is unlikely, as it'll probably be years before anyone even knows you're gone, but perhaps you can find or make some way to get yourself back home--provided you survive, of course...

[[http://rimworldgame.com/ RimWorld]] is a [[SpaceManagementGame colony-building simulator]] created by Ludeon Studios, with much inspiration taken from games like ''VideoGame/DwarfFortress'' and other science fiction settings like ''Literature/{{Dune}}'', ''Series/{{Firefly}}'', and ''TabletopGame/{{Warhammer 40000}}''. In addition to traditional difficulty settings, the game also makes use of an "AI Storyteller" feature to allow the player to determine what sort of experience they want with their game, whether a traditional progression of ever-more-difficult challenges to overcome, a more relaxed setting for those who enjoy building their base more than having to constantly defend it, or a totally random sequence of events where you could be simply overwhelmed by the whims of the AI without warning. The game is still in development, with the latest version being [=Alpha8e=], but it's still fully playable as a standalone game even in its present state.

to:

About three and a half thousand years into in the future, humanity has spread itself across the galaxy, colonizing thousands of worlds and developing new technologies often beyond the comprehension of our own "modern" society. However, society. However one obstacle has proven utterly to be insurmountable--the light barrier. Thus, each colonized planet has largely been left to its own devices; worlds tend to develop at their own pace with only limited contact between one another. them.

While small interstellar empires of a few systems may occasionally form in higher-density highly-dense stellar regions such as star clusters or nearer to the galactic core, these they are the exception rather than the norm. exceptions. This, and the fact that many of the more isolated colonies have frequently bombed themselves back into the Stone Age shortly after crossing certain technological thresholds, means there is often a wide technology technological gap between colonies: A select some few have ascended to become super-advanced "transcendent worlds" that are appear utterly alien to society at large, alien, while others have regressed to a pre-industrial (or even a pre-''agricultural'') state.

The vessel you and your fellow passengers were on on, was visiting in orbit around one of the relatively these undeveloped worlds in the galactic rim planets just before it was destroyed in an unspecified accident. As none of you were enterprising colonists before this moment, your little group is woefully unprepared to build any sort of lasting settlement on an underdeveloped a primitive and potentially hostile world, but luckily world.

Luckily
you aren't starting entirely from scratch; your {{Escape Pod}}s happen to be well-stocked with some basic tools, weapons, and supplies to supplies. They should give you the means to provide yourself with some form of food and shelter.for yourselves. Rescue is unlikely, as it'll probably be years before anyone even knows you're gone, but perhaps you can find or make some way to get yourself back home--provided you survive, of course...

[[http://rimworldgame.''[[http://rimworldgame.com/ RimWorld]] RimWorld]]'' is a [[SpaceManagementGame colony-building simulator]] created by Ludeon Studios, with much inspiration taken from inspired by games like ''VideoGame/DwarfFortress'' and other science fiction settings like ''Literature/{{Dune}}'', ''Series/{{Firefly}}'', and ''TabletopGame/{{Warhammer 40000}}''. In addition to traditional difficulty settings, 40000}}''.

Its unique spin on
the game also makes use genre comes in the form of an "AI Storyteller" feature Storyteller"--in addition to allow a standard set of difficulty levels--which allows the player to determine what sort of experience they want with from their game, game: whether a it be the more traditional progression of ever-more-difficult challenges to overcome, increasingly difficult challenges; a more relaxed setting for those who enjoy building their base more than base-building without the constant worry of having to constantly defend it, against attackers; or a totally random sequence of events where you could be simply overwhelmed dictated by the whims whim of the AI without warning. The game random chance.

''RimWorld''
is still in development, with the latest version being [=Alpha8e=], but it's still fully playable as a standalone game even in its present state.
Is there an issue? Send a MessageReason:
None


* DefeatEqualsFriendship: If your survivors take prisoners from an attack on the colony, they can potentially be recruited into the community.

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* DefeatEqualsFriendship: If your survivors take prisoners from an attack on the colony, they can potentially be recruited into the community. Starting with the [=Alpha8=] series of updates, you can also release prisoners for goodwill points with the factions they belong to, applying the trope on a larger scale.
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* CommandAndConquerEconomy: Characters will perform some basic jobs automatically (like harvesting fields), but most of the more elaborate ones (such as construction projects or crafting items) require an order from the player.

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* CommandAndConquerEconomy: Characters will perform some basic jobs automatically semi-automatically (like harvesting fields), but most of the more elaborate ones (such as construction projects or crafting items) require an order from the player.

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None


[[http://rimworldgame.com/ RimWorld]] is a [[SpaceManagementGame colony-building simulator]] created by Ludeon Studios, with much inspiration taken from games like ''VideoGame/DwarfFortress'' and other science fiction settings like ''Literature/{{Dune}}'', ''Series/{{Firefly}}'', and ''TabletopGame/{{Warhammer 40000}}''. In addition to traditional difficulty settings, the game also makes use of an "AI Storyteller" feature to allow the player to determine what sort of experience they want with their game, whether a traditional progression of ever-more-difficult challenges to overcome, a more relaxed setting for those who enjoy building their base more than having to constantly defend it, or a totally random sequence of events where you could be simply overwhelmed by the whims of the AI without warning. The game is still in development, with the latest version being [=Alpha7c=], but it's still fully playable as a standalone game even in its present state.

to:

[[http://rimworldgame.com/ RimWorld]] is a [[SpaceManagementGame colony-building simulator]] created by Ludeon Studios, with much inspiration taken from games like ''VideoGame/DwarfFortress'' and other science fiction settings like ''Literature/{{Dune}}'', ''Series/{{Firefly}}'', and ''TabletopGame/{{Warhammer 40000}}''. In addition to traditional difficulty settings, the game also makes use of an "AI Storyteller" feature to allow the player to determine what sort of experience they want with their game, whether a traditional progression of ever-more-difficult challenges to overcome, a more relaxed setting for those who enjoy building their base more than having to constantly defend it, or a totally random sequence of events where you could be simply overwhelmed by the whims of the AI without warning. The game is still in development, with the latest version being [=Alpha7c=], [=Alpha8e=], but it's still fully playable as a standalone game even in its present state.


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* GeoEffects: Terrain is an important gameplay element. The local climate determines what sort of crops you can grow and how well they'll flourish. As of [=Alpha8a=], temperature is modeled in the game as well; leave your colonists in extreme temperatures for too long, and they may succumb to heatstroke or hypothermia.


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* RandomEventsPlot: The "Randy Random" AI Storyteller option invokes this, throwing out random events with no real rhyme or reason to their sequence or intensity (unlike the other two AI Storyteller options, who at least follow some sort of logical progression).
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!! ''RimWorld'' contains examples of:

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!! ''RimWorld'' ''[=RimWorld=]'' contains examples of:

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!!This game provides examples of:

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!!This game provides !! ''RimWorld'' contains examples of:



* SubsystemDamage: Damage is recorded by individual body part and with varying levels of severity, though [[ChunkySalsaRule sufficiently traumatic injuries are often instantly lethal]].

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* SubsystemDamage: Damage is recorded by individual body part and with varying levels of severity, though [[ChunkySalsaRule sufficiently traumatic injuries are often instantly lethal]].lethal]].

----
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D\'oh


* KillerRabbit: One of the random events in the game can drive members of the local wildlife insane with homocidal bloodlust. Tales abound on the official forums of colonies being overwhelmed by such things as hordes of enraged squirrels.

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* KillerRabbit: One of the random events in the game can drive members of the local wildlife insane with homocidal homicidal bloodlust. Tales abound on the official forums of colonies being overwhelmed by such things as hordes of enraged squirrels.

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* ArtificialLimbs: Available to replace lost (or simply "inferior") limbs. Options range from simple peg legs to full-on cybernetic prostheses with enhanced functionality.


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* ImAHumanitarian: Some characters may have the "Cannibal" trait, meaning they're not bothered at all by eating human flesh.


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* KillerRabbit: One of the random events in the game can drive members of the local wildlife insane with homocidal bloodlust. Tales abound on the official forums of colonies being overwhelmed by such things as hordes of enraged squirrels.


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* NoPartyLikeADonnerParty: One of the options available for butchering and preparing meat from corpses? ''Human''. It's usually best reserved for an absolute last-ditch emergency to fend off starvation, as butchering and eating human meat impacts most characters' moods negatively (unless they're cannibals by nature themselves).
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I swear I keep spotting more typos each time.


About three and a half thousand years into the future, humanity has spread itself across the galaxy, colonizing thousands of worlds and developing new technologies often beyond the comprehension of our own "modern" society. However, one obstacle has proven utterly insurmountable--the light barrier. Thus, each colonized planet has largely been left to its own devices; worlds tend to develop at their own pace with only limited contact between one another. While small interstellar empires of a few systems may occasionally form in higher-density regions such as star clusters or the galactic core, these are the exception rather than the norm. This, and the fact that many of the more isolated colonies have frequently bombed themselves back into the Stone Age shortly after crossing certain technological threshold, means there is often a wide technology gap between colonies: A select few have ascended to become super-advanced "transcendent worlds" that are utterly alien to society at large, while others have regressed to a pre-industrial (or even a pre-''agricultural'') state.

to:

About three and a half thousand years into the future, humanity has spread itself across the galaxy, colonizing thousands of worlds and developing new technologies often beyond the comprehension of our own "modern" society. However, one obstacle has proven utterly insurmountable--the light barrier. Thus, each colonized planet has largely been left to its own devices; worlds tend to develop at their own pace with only limited contact between one another. While small interstellar empires of a few systems may occasionally form in higher-density regions such as star clusters or the galactic core, these are the exception rather than the norm. This, and the fact that many of the more isolated colonies have frequently bombed themselves back into the Stone Age shortly after crossing certain technological threshold, thresholds, means there is often a wide technology gap between colonies: A select few have ascended to become super-advanced "transcendent worlds" that are utterly alien to society at large, while others have regressed to a pre-industrial (or even a pre-''agricultural'') state.
Is there an issue? Send a MessageReason:
Typo fix.


* DueToTheDead: Leaving human corpses unburied produces negative thoughts, especially if they're of former fellow survivor.

to:

* DueToTheDead: Leaving human corpses unburied produces negative thoughts, especially if they're of former fellow survivor.survivors.

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Gah, alphabetizing. Missed that


* AnInteriorDesignerIsYou: General base layout is obviously an important consideration. Roomy and well-decorated living spaces make your survivors happier, while cramped and ugly rooms affect their mood negatively.
* CommandAndConquerEconomy: Characters will perform some basic jobs automatically (like harvesting fields), but most of the more elaborate ones (such as construction projects or crafting items) require an order from the player.

to:

* AnInteriorDesignerIsYou: General base layout is obviously an important consideration. Roomy and well-decorated living spaces make your survivors happier, while cramped and ugly rooms affect their mood negatively.
* CommandAndConquerEconomy: Characters will perform some basic jobs automatically (like harvesting fields), but most of the more elaborate ones (such as construction projects or crafting items) require an order from the player.


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* CommandAndConquerEconomy: Characters will perform some basic jobs automatically (like harvesting fields), but most of the more elaborate ones (such as construction projects or crafting items) require an order from the player.


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* AnInteriorDesignerIsYou: General base layout is obviously an important consideration. Roomy and well-decorated living spaces make your survivors happier, while cramped and ugly rooms affect their mood negatively.
Is there an issue? Send a MessageReason:
Well, it\'s a start.

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About three and a half thousand years into the future, humanity has spread itself across the galaxy, colonizing thousands of worlds and developing new technologies often beyond the comprehension of our own "modern" society. However, one obstacle has proven utterly insurmountable--the light barrier. Thus, each colonized planet has largely been left to its own devices; worlds tend to develop at their own pace with only limited contact between one another. While small interstellar empires of a few systems may occasionally form in higher-density regions such as star clusters or the galactic core, these are the exception rather than the norm. This, and the fact that many of the more isolated colonies have frequently bombed themselves back into the Stone Age shortly after crossing certain technological threshold, means there is often a wide technology gap between colonies: A select few have ascended to become super-advanced "transcendent worlds" that are utterly alien to society at large, while others have regressed to a pre-industrial (or even a pre-''agricultural'') state.

The vessel you and your fellow passengers were on was visiting one of the relatively undeveloped worlds in the galactic rim just before it was destroyed in an unspecified accident. As none of you were enterprising colonists before this moment, your little group is woefully unprepared to build any sort of lasting settlement on an underdeveloped and potentially hostile world, but luckily you aren't starting entirely from scratch; your {{Escape Pod}}s happen to be well-stocked with some basic tools, weapons, and supplies to give you the means to provide yourself with some form of food and shelter. Rescue is unlikely, as it'll probably be years before anyone even knows you're gone, but perhaps you can find or make some way to get yourself back home--provided you survive, of course...

[[http://rimworldgame.com/ RimWorld]] is a [[SpaceManagementGame colony-building simulator]] created by Ludeon Studios, with much inspiration taken from games like ''VideoGame/DwarfFortress'' and other science fiction settings like ''Literature/{{Dune}}'', ''Series/{{Firefly}}'', and ''TabletopGame/{{Warhammer 40000}}''. In addition to traditional difficulty settings, the game also makes use of an "AI Storyteller" feature to allow the player to determine what sort of experience they want with their game, whether a traditional progression of ever-more-difficult challenges to overcome, a more relaxed setting for those who enjoy building their base more than having to constantly defend it, or a totally random sequence of events where you could be simply overwhelmed by the whims of the AI without warning. The game is still in development, with the latest version being [=Alpha7c=], but it's still fully playable as a standalone game even in its present state.

----
!!This game provides examples of:

* AnInteriorDesignerIsYou: General base layout is obviously an important consideration. Roomy and well-decorated living spaces make your survivors happier, while cramped and ugly rooms affect their mood negatively.
* CommandAndConquerEconomy: Characters will perform some basic jobs automatically (like harvesting fields), but most of the more elaborate ones (such as construction projects or crafting items) require an order from the player.
* AxCrazy: Like in ''Dwarf Fortress'', unhappy characters can potentially go on a psychotic rampage, assaulting their fellow survivors, smashing things, and generally causing mayhem.
* ComicallyIneptHealing: Poorly-treated wounds may produce permanent scars, impairing a character's abilities and making the affected body part more vulnerable to future damage.
* DefeatEqualsFriendship: If your survivors take prisoners from an attack on the colony, they can potentially be recruited into the community.
* DueToTheDead: Leaving human corpses unburied produces negative thoughts, especially if they're of former fellow survivor.
* MoraleMechanic: Every character has a mood meter, which reflects their general satisfaction with the state of the colony and their personal quality of life. Too many negative thoughts can push a colonist into a mental breakdown.
* MundaneDogmatic: While it's a far-future setting, technology is restricted to the plausible (if obviously very advanced). FasterThanLightTravel and [[AbsentAliens true aliens]] are noticeably absent.
* RagtagBunchOfMisfits: Your first survivors will usually come from widely diverse backgrounds, with some of them possibly being [[TheLoad almost ridiculously incompetent]] at performing basic survival skills.
* RefiningResources: Characters harvest basic raw materials such as crops, wood, stone, and metal ore, which are used as construction materials or as ingredients to craft other goods.
* {{Robinsonade}}: Your first three characters are the survivors of some unspecified disaster that destroyed their visiting spacecraft, leaving them stranded on a planet with just the right supplies to allow them to get off to a good start.
* SubsystemDamage: Damage is recorded by individual body part and with varying levels of severity, though [[ChunkySalsaRule sufficiently traumatic injuries are often instantly lethal]].

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