• Gallery_Curator@rimworld.galleryOP
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    21 days ago

    Hello, and please don’t mind the badly drawn river up north~ (I just didn’t want sappers to ruin the mountain front)

    Just wanted to share the colony before it’s retired. For all intents and purposes, it’s pretty much done aside from achieving the victory condition (the ship is ready to launch, but I don’t intend to do so). I’d say this was a relatively casual playthrough despite the slightly increased threat level (150%), and that’s mainly because one of my starting colonists is basically a Sanguophage with none of the drawbacks, and many of the other custom xenos I made are just as cracked. Not to mention overpowered stuff from mods like VPE, VFE Ancients, and Alpha Animals.

    This colony has really scratched my itch for city-building. The customizability of vanilla Rimworld is already pretty good, but mods really add a lot to the depth and atmosphere of building up your settlement into a “Magnificent City” (thanks Vanilla Ideology Expanded). Consequently, some of you might notice that much of the logic behind the buildings lean towards aesthetics rather than efficiency. Heck, you might see the prison and exclaim that it looks “too fancy” (don’t worry, it’s just a different type of torture). But that’s just the way it goes.

    Now that that’s done, maybe I’ll do a nomadic style on the next playthrough.

    Have a fun colony management simulation!

    Vanilla Brewing Expanded gives you more ways to convert raw food/plant materials into profitable, sellable produce, such as whisky and cigars. You would, however, need to dedicate some space for some plants aside from your food crops.

    Mods that give you ways to raise your trader’s selling price, whether it’s Vanilla Skills Expanded or whatever traits mod you like (I use Consolidated Traits). You can potentially get the sell price of an item to be higher than the buying price of other traders (exploit this if you want).

    Perhaps get mods so you can defend yourself better from raiders. Of course, if you don’t oppose to organ farming, raiders themselves become a source of income. You can even get mods to allow you to maximize this (harvest post-mortem and whatnot). For both defending and “maximizing organs”, I have Vanilla Psycasts Expanded.

    I believe a large chunk of this colony’s wealth comes from the Replimat mod. The price of Replimat buildings are way higher than the materials used to build them, so it causes some inflation.