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Most of the game is reactively dealing with problems and trying to plan ahead for problems you can foresee. Establish food production, get a steady, stable flow of raw resources, plan for housing for current and future colonists, plan defensive points for fights, setup a hospital to handle injuries and surgeries, etc. etc..
What you need and when you need it will depend on your map, world, and difficulty. A map that has a short growing season and few animals will need to plan out food production fast, while a map that has no cold season and that always has animals on it and wild berry bushes won't have to fret food scarcity nearly as much.
Good luck!
2. not like you set up something once and be done for the entrie game.
the colony changes overtime due to events or due to simply more people. you start with 1,3 or 5 people (depending on the provided scenarios) and first try to get control over the situation you find yourself in: stabilizing mood and getting food going to the degree that the pawns you have wont die.
once that point is reached you go and expand the colony and improve what you have with technology you research (eg switching over to greenhouses using sunlamps so food production isnt effected by enviromental events anymore).
every change you make to the colony increases its worth causing more and more greedy raiders to come and try taking their share of your stuff. this means you gotta buff up your defense as well again and again.
all of this is basically a loose loop that keeps on repeating itself until you achieve the goal the game provides or you set for yourself.
Ready. Set. Go!
Aww, heck, not all games are for every taste. I suspect you like a more structured experience at the moment. When you want a little more free form, RimWorld will still be in your library.
If you don't want anything to do with yogs (or adjacent), Aavak also has some really good RimWorld series on youtube, he tends to really embrace the heart of the game and the story teller element.