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The game is deliberately not fair. If you play it for any length of time, you'll see that the game really likes to hit you with multiple bad events at once. Things will be sailing along fine, and then you'll get a cold snap, a toxic fallout cloud, and a mech raid. Any one of which would be OK, but it's a lot of pressure to handle them all at once.
It's not random. Piling it on is intentional. To the point where I really expect bad events to come in threes.
There are some games which add random events as garnish. In Rimworld, the random events ARE the game. The game isn't about how things go normally, it's about whether your colony can handle a series of stressful events. Half the game is about preparing for raids, the most common kind of bad event.
Rather than call it a "story generator" think of it as a "challenge generator."
One of the many concepts that Rimworld borrows from Dwarf Fortress is "losing is fun." The game really is set up for things to fail catastrophically on you. Whether you see the game as a skill test or a story generator, it's very important not to expect fairness from the game. It's a mental adjustment you have to make if you want to survive.
In a way it's like the original XCom (UFO Defense, not the later Enemy Unknown). That game gave you a lot of soldiers, and you expected them to DIE. You had to learn to accept casualties. Rimworld's the same way, sometimes a valuable colonist gets shot between the eyes and dies. You have to roll with it and keep playing.
In my current game, I've lost two colonies, both to infestations. Rather that quitting, I ran away with what I could salvage, and continued on with the survivors. It is, in many ways, more interesting to do this than to just quit and start from scratch.
I guess just enjoy it for whatever you can enjoy it for and do what you need to do to bring the rest of the game in line. It's your experience, you're not playing for anyone else but you.
There are things you can't really do anything against. Some time your lucky, and the AI and storyteller lovely, some times not, and it's not only up to you.
When your high skilled fighter get stabed in a mastercraft marine armour by a tribe people with a stone knife, that's rng, not skill or lake of skill.
Some love it, others don't.
Seen so, yes it's storytelling. Look here or on reddit how many players post stories from the community, and how it ended, there tons of.
I’m a bit of a perfectionist too, and I found that there was a period where I was good enough to win on merciless (with a few helpful mods!) but I was doing more micro instead of less because I knew I could get everything right IF i spent an hour per in game day or whatever. Things got tedious because the “fun” was in the perfection, and that’s unattainable.
I’m mostly over that thanks to doing some challenges that forced me out of my typical play style, like no-pause, random research, and small map.
Now I’ve got a much more balanced playstyle and really enjoy it.
The random part of the game is why they call it a story generator. Some event can't be overcome if it happens early in your colony, no matter if you are good or bad at the game. That's why it's not a skill test, you can do nothing about it sometimes.
Same for toxic fallout, if you got hit with that before it was set to a 40, now 60, day delay it could easily sap all of your food and starve out your colony. Crops would die and animal meat would rot. Cannibalism only lasts so long and toxic fallout can last for months.
Whether you were a good or bad player that would be the end of a colony.
Even little things help a lot here, like making sure you have enough medicine not just for your next surgery but to treat everyone injured in the next few raids. Or making sure to build walls and barricades to use as cover when attacking a mech cluster. Or even just growing enough food so that you can weather a long-term threat instead of just scraping by.