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I've not played on the Peaceful difficulty level, but from what I understand, that indeed turns off all hostile events like raids.
From the sound of it, the second difficulty level (Builder something) is what you're looking for. That's the one for which some of the harsher events like toxic fallout are disabled, but there are still raids etc. The strength of the raid will be lower than on higher difficulty levels though.
I'd sum it up like this: Unless you get very unlucky early in the game, or you really have no clue what you're doing and make several key errors in a row, it's almost impossible to lose your entire colony on Builder level, but you can certainly have setbacks, lose some colonists along the way etc. And once you're more experienced and know quite well what you're doing, Builder is pretty much smooth sailing start to finish.
Also keep in mind that you can switch storyteller and difficulty level at any point during a game.
That's really helpful!!! I had no idea you could change difficulty levels during a game. I'll set my current colony to Builder to get a sense of it, and then maybe start out there and raise it by a level or so once I get situated in my next one.
Thank you!!
I am 100+ hours now in my Crashlanded Scenario with Community Builder Difficulty and Cassandra as Narrator.
It feels like a building simulator and the raids / events i had so far were all manageable with a few clicks here and there
If you try to equip your Soldiers with best possible gear / armor early on and maybe buy some of the weapons you can't already craft from traders, you should be totally fine handling eventually upcoming dangers :)
When starting my game i somehow overread the fact that toxic fallout isn't happening on community builder :) So thanks for mentioning, I definetly wanna go a lvl higer sooner or later
it's also very normal to lose, say, 5 colonies in a row lol
but it's all growing pains. just have to learn by trial and error
i recommend finding some mods to help expand on the game. i really only use mods that "fit" with the rimworld aesthetic.
some great mods that just improve quality of life, and expand on basic rimworld are:
these three mods are essential for nearly all other mod functionality
https://steamcommunity.com/sharedfiles/filedetails/?id=818773962
https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077
https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013
this one expands on plants
https://steamcommunity.com/sharedfiles/filedetails/?id=2134308522
this one helps with better AI construction pathing etc
https://steamcommunity.com/sharedfiles/filedetails/?id=2202185773
expands on armour
https://steamcommunity.com/sharedfiles/filedetails/?id=1814988282
expands on clothes
https://steamcommunity.com/sharedfiles/filedetails/?id=1814987817
expands on weapons
https://steamcommunity.com/sharedfiles/filedetails/?id=1814383360
gives a chance for colonist family members to join
https://steamcommunity.com/sharedfiles/filedetails/?id=1985186461
expands on security items
https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007
makes the HUD easier to read and more descriptive
https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027
makes the combat system WAY better in my opinion
https://steamcommunity.com/sharedfiles/filedetails/?id=1631756268
adds a tab at the bottom specifically for medical
https://steamcommunity.com/sharedfiles/filedetails/?id=715565817
expands on events (it does give negative events too, but they can be turned off, and all events have sliders for the occurrence frequency)
https://steamcommunity.com/sharedfiles/filedetails/?id=1938420742
makes it a bit more realistic, since now your colonists want to shower and poop (does add some extra difficulty, so it's all optional of course, i just enjoy the extra realism)
https://steamcommunity.com/sharedfiles/filedetails/?id=836308268
makes the colonist hauling WAY better, more efficient
https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
this just lets you build lights on the wall, instead of a lamp occupying a floor space
https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208
this removes the mood debuff on your colonists if a prisoner dies
https://steamcommunity.com/sharedfiles/filedetails/?id=2167490674
i sub to more mods, but its just things like expanded animals, more storytellers, etc.
Storyteller can contribute to game difficulty too though. If you use Pheobe you're going to just have an easier time building, but you may find stretches of nothing else going on. With Cassandra you will eventually die from something if you aren't working to prepare in advance. With Randy you may be pounded into the dirt as soon as you start, receive glorious riches from the heavens, or maybe nothing at all happens most of the time. Randy Random tends to live up to the name. There are some mod storytellers too but i havent used them much.
by all means play on low difficulty while you learn if thats where you are comfortable, but even medium difficulties are fairly easy so lower difficulty gets boring pretty fast.
not critisizing choice, just saying be prepared to restart when u get bored or reset difficulty after a couple years.