Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Rimworld is set 2500 years in the future with nano construction/deconstruction tools and the ability to transmogify ore into solid walls in a matter of seconds. It makes sense that everyone would have the ability to do various things and if you assign priorities using the skills they're good at, they'll rarely do other jobs anyway.
Historical city builders are never going to be like Rimworld.
I agree they need to add some sort of seasonal hiring so that you don't have to micromanage families so much. However I can already see that in late game, once you are producing tons of stuff, it won't be harmful to have at least 1 family left in every single building because they will often create market stalls and sell directly from the production building, meaning they aren't just standing around doing nothing.
It's *extremely* easy on the eyes compared to "Songs of Syx"
well yea of course the settings are different, but that's just surface level,
they play the same as in you have some workers, and they move resources around to build buildings.
I mean, that description basically applies to over half the city building genre, and first really grew out of the old Sierra historical city builders from the 90's, which already had all those things. This game strikes me as most similar to Ostriv and Foundation (city scale, historical European setting, detailed tracking of individual workers), but neither of those had a Total War-lite military aspect, which is I think the most unique thing Manor Lords is bringing to the table right now. Rimworld, after all, only features much smaller and more freeform firefights, you generally won't be controlling more than 50 troops at a maximum.
I do hope the devs borrow one more idea from Ostriv - it has seasonal schedules, so you could assign everyone in the village to go help with harvest automatically in the fall, then return to their other jobs in the off season.
Good graphics? LOL Songs of Syx looks like something that was made in 1998.
So many children on Steam that think Rim World was original in any way.
So it does exactly what it says on the tin then. What were you expecting? You know there's like 200 Medieval mods for Rimworld if you want to create a medieval colony that "plays like Rimworld"