I restarted once or twice since my initial post, but now the colony of Pine View is well on its way to getting off this blasted rock. Or die trying. Maybe the latter.
It’s entirely possible that I am ruining RimWorld for myself in the process, however. I ended up choosing a lower difficulty, and have the ability to reload my Save files. My thought process is that enough of the game systems are obtuse and opaque to a ridiculous degree, so I wanted the ability to take them for a test drive. Trying something and failing though, is often the heart and soul of the repeatability of rougelikes (of which RimWorld is one… sorta). Making it all the way to researching a space ship and reloading my first encounter with death bots – who behave very strangely compared to all the other enemies – will make it significantly easier to plan around in future games.
Having said that, the game is seriously addicting in a Civ-esque “one more turn” kind of way. Usually, I leave the game speed on maximum, as what I want to accomplish takes place over several days. Crops take time to grow and harvest, research is usually slow, and wounds take time to heal.
One thing that I have quickly become inured to is the game’s meme aspect. In other words, I no longer have any idea how interesting a given story can even be anymore.
For example, a common occurrence is having your base attacked by raiders. After the battle, you will very quickly have a dead body problem. If you leave a dead body out, your colonists will get a morale penalty each time they look at it. So, one solution is dig a grave and dump the body inside.
Another solution is to butcher the body into piles of meat and human leather. Aside from cannibals, no one likes human meat, but you can create Kibble for your creatures out of it – much better to use that instead of animal meat, since the latter can be used to create better regular meals. Meanwhile, human leather can be fashioned into clothing and cowboy hats, and is apparently very fashionable.
There are downsides, of course. The entire colony gets a morale debuff that lasts several days when a human body is butchered, and the actual butcher gets another debuff on top of that. In these situations, it’s helpful to have a Psychopath butcher, as they tend to be immune to these sort of penalties. Alternatively, you can simply increase the leisure hours of your colonists, and likely mitigate that sort of thing. Recreational drug use helps too.
Oh, and when you capture raiders alive, you can convert them into joining your colony. Or you can harvest their organs for later use and/or cash. And then turn their bodies into hats.
At some point though, the ridiculousness becomes rote. Sure, part of this is likely because of the difficulty level I chose, and the possibility of save scumming. But even in a complex emergent system, how many truly compelling narratives occur? It’s amusing the first time a colonist dies while trying to tame an Alpaca, but thereafter does angering a turkey hold the same amount of charm? It’s hard to tell anymore. And there can only be so many human hat stories.
In any case, I’m going to start over soon on a higher difficulty and see what happens. I will also try and investigate a few mods too, because there are some elements of the base game that are unfathomably dumb. The Research tab having zero useful information, for example, or the fact that I cannot mass-select my animals and designate them to a different Allowed Zone. There are workarounds the latter issue, as for many others, but it still feels kinda dumb.