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You said it, I LARP Rimworld so heavily myself that whenever I play it I sit in a chair at a table, and get really upset when I don't. Sometimes I do recreational drugs or eat chocolate to compensate for my mood.
@Nemesis
Seriously though, what kind of question is that? People enjoy what they enjoy. I don't like metroidvanias, I can't imagine anyone liking them; yet they're clearly one of the most popular genres in the world because the damned things will never go away.
Surely you got better questions to ask than "How do you enjoy thing?" Do you have an issue with a particular mechanic? Do you find workstations being inefficient an issue? The allow-tool is not working as you'd prefer? We can help with things like that, but people just like what they like. No forcing, no toleration, no nothing; pure and simple enjoyment. Watching the colony advance from a few people laying in a field to a sprawling luxury factory that has annual cheese eating competitions is inherently satisfying.
Try to come back to it in some future time, and see if it may be more enjoyable at that time. I say that because i've occasionallly returned to some older game that I remember leaving behind and played it with new interest.
Probably the most practical advice. I feel like I'm missing out... it's not that I'm against management sim games either... I'm the type who's fascinated by systems fitting together and especially by the idea of "emergent story". I just don't know what it is about Rimworld. Did I play it at a bad time? Is it the interface or controls? What am I missing? Who knows.
Rimworld does the exact same thing, but also different at the same time. And more importantly, everything that is clunky and over complicated in DF, is easier here. In DF certain objects have actual physical properties, melting temperatures, combustion temperatures, actual hardness like in real physical calculations. And the menus.
Where in DF you can use the clunky mouse to click tiny, really TINY little pixel-sized squares on the map to designate a single block, you have a nice large spot to click on, or rather, you dont even notice them. Everything about DF is old school text-character small scale thingies, and in RW it all is larger objects, without the need for any modpacks that add graphics or change the looks of the game entirely.
To me they both have their right to exist. A challenge that I like to try is a "DF" game.
No high developed tribes and civilisations with heavy firearms, shield belts and what not, and only using things like windmills for power generation, no electrical devices unless necessary, no electrical defenses, only bows and medieval weaponry. There is just so much to try!
Ah, so you don't see the appeal? That is not a bad question to ask. You might want to pop that into the OP for clarity.
Can only speak for myself, but I see Rimworld as a series of logic puzzles that when you solve them once they start solving themselves. Apply enough logic gates of the right type in a sequence and your cook becomes x10 as effective at outputting food because the limitations you set on them means little to no wasted time. Your reward for thinking, reflecting, and analysing is a higher output of the materials you need to accomplish your goals. Sometimes the goal is to build a really nice church, sometimes it's to build a bionic cyber warrior so you can further automatize combat to be simply watching Brian Bionicbutt kill 10 men in single combat, sometimes it's acquiring and using weapons of mass destruction.
Unlike something like Banished, or Factorio, your reward is not an intangible 'production goes up'; you actually get more of resources that give you freedom to do things outside the system. More food means longer caravans which means more raiding ancient complexes and hostile encampments. Better guns means safer colonies which means more artistic expression in your building because they no longer need to be 100% utilitarian to survive. Some of my favourite management games like Tropico 2 have interesting productions like how in that game you need to farm tobacco, roll it into cigars, and then deploy those cigars for added revenue from your pirates. But in Rimworld it goes one step further and gives you direct tangible benefits to their mood which lets you put them into more hazardous situations for longer.
And all during this crazy things are happening like meteor showers, toxic fallout, fires, mad tortoises; and so you end up having to wrangle this incredibly chaotic and unpredictable system. But that makes having iron control over it just the more satisfying. The rim is a dangerous and inhospitable place and death is quick and frequent, but with practise, skill, and knowledge; it can be a playground. It's like having a bonsai tree, but the bonsai tree has a gun and is deeply mentally unstable.
It helps that Rimworld is a sandbox so I'm not railroaded by story progression (unlike Frostpunk for example, where things are railroaded by plot and replayability in the long term is an issue; love that game otherwise for its gritty frosty setting). The multitude of mods available increases replayability and smooths out many annoyances of vanilla gameplay.
Sometimes the mood you're in affects your first impression also. I've played games that probably would've been fun, but I just wasn't feeling it at the time. You might return to it in a better mood at a later date and realise what you were overlooking.
A couple of things that may be the case:
1) Work - The Work priority system doesn't really stabilize into a very precise... gameplay mechanic until around mid-game. Up to that point, you are often forced to revisit it very frequently and to adjust priorities as needed because the player is going to be very low on their primary resource - Colonists. As a result, the new player may end up feeling their game is ruled by the Work tab and, rather than it being an effective tool, it's just there to be constantly fiddled with until one dies in real life...
2) Colonists are people too... - The surest way to get engaged in gameplay is to become "attached" to colonists and to see them as little electronic psychotic, disturbed, morons... Or, entirely personable people. It's your choice, really. But, to do that, you should frequently check their thoughts/Mood and Needs tabs. Read the entries, there. These will change, moment to moment, and will give you a good impression of a dynamic, organic... person-like thing.
3) The gameplay experience is very heavily influenced by the Starting conditions selected as the general game-difficulty settings.
Here, Rimworld is "outrageous" in how it presents an experience to the game's player. No other game that I know of can have such a very wide degree of gameplay-experience results based upon the player's choices before the game even begins. And, that's a big problem for new players. It's not that they make the "wrong" choices, it's that they have no way of knowing, truly, what their choices will mean for the gameplay they haven't yet experienced. Most games do not present players with this problem.
4) Even if everything is ideal and you end up being able to play this game like a Rimworld Tournament of Champions professional... You might not ever get hooked on it or may even not really like it very much. That's fine. No harm, no foul. (Though, obviously, it's a popular game, so you may want to explore it a bit more in order to see if there is truly something here for you.)
5) Rimworld is not designed to present the player with "stable" gameplay. IOW - It is purposefully designed to require player input and monitoring/adjustment. There are, however, QoL features that greatly help to reduce tedium, here, but those take time to either research or acquire. Because of this, Rimworld will seem kind of "overly fiddly" to a new player. But, that evens out over time and new fiddly bits then make themselves known. This can not be an "idle game" like many "builder" or "management" games can seem to progress to being.
Note: Do not use any of the DLC in your first playthrough. They're targeted towards providing specific sorts of play opportunities for experienced players. They're probably not marketed like that, though, but... that's what they are.
I suggest:
Important: Never start one's first playthrough by continuing with the Tutorial, provided you can even do so... Don't. Always start a new game.
Use a mod like "Prepare Carefully" so that you can quickly get started with a group of Colonists that don't have difficult to manage Traits. Why? Because... I don't want you to waste three hours trying to fine-tune your colonist selection and neither do you. :)
You should start on a "Builder" difficulty level. Any Narrator is appropriate as long as you are still on "Builder." But, Cassandra Classic would likely give you the better, steady, gameplay up through mid/late game.
Your first starting location should be in a Temperate, wooded, hex with Medium hills. You can, if you wish, include water in that, like a stream/river or shoreline. Select the hexes and look at their environmental conditions, grow stats (period when food can be grown easily),
Try to select a desired hex that has both friendly/neutral and maybe a few enemy camps nearby as well. (For easier to obtain advanced content-exploring opportunities for you.)
You can filter out hexes and decide to regen a world map using a mod like "Prepared Landing." (All that mod does is provide a way to filter unwanted hexes, it doesn't generate them.)
Follow a basic tutorial that moves you through your first landing to setting up initial food production and cooking. There are several, here, that are still basically relevant:
https://rimworldwiki.com/wiki/Guides
Spend a little time clicking and reading over some of the guides, even if you may not think you'll need anything beyond the most basic ones.
Failing - You will fail. Everyone has failed. Most players failed in their first playthrough and continue to fail in many subsequent ones... Rimworld isn't a game that has a carrot-on-a-stick end-game victory condition as its main driving goal. It's a game that presents reward opportunities constantly by giving the player opportunities for gameplay by presenting novel situations.
Lastly: This Rimworld community is extremely helpful. It has been active, live, and thriving since EA and many very knowledgeable users will flock to a question thread or a request for advice - If you ever need any help or just want to learn about some mechanics, come here and post. You will get a good, relevant, and often polite answer. :)
PS: And, if you just don't find the game very fun, that's fine too. I think Pokemon is... terrible, but it's got fifty-eleven rabid fans that are, right now, conceiving ways to feed me to their beloved Pokemans after reading that statement... Rimworlders, on the other hand, acknowledge new players may just not "get" the experience. Your's isn't the first thread we've encountered where someone questions why this game is so very popular and highly rated. :) If we can help you find gaming value in it for yourself, we will.
But i cannot get into Rimworld.
It is really fascinating to have all those things simulated... but somehow they doesn't make sense to me. Compared to other games, RW game mechanics are not so complicated. It just feels it consumes a lot of time for little progress.
Game controls feels so complicated.
And other things are not explained and not intuitive. I had to search the internet a couple of times just to find how some basic things are done.
"The Work priority system doesn't really stabilize into a very precise... gameplay mechanic until around mid-game. Up to that point, you are often forced to revisit it very frequently and to adjust priorities as needed..."
I cannot agree more.
too bad. i would really love to see my settlement flourish and get into this little simulated world but right now, after half a day of playing RW, it doesn't feel rewarding.
btw... isn't the tech tree missing a smooth progress?
Beside of I have no clue what 'neolithic tech level' means and even a quick search in internet could not tell me if and how to increase this level.
But put simple the progress is like:
learn to grow mushrooms > smelting > electricity
And while I just invented longbows a pirate raided my base with a gun. :/