RimWorld

RimWorld

IronyIsGod Mar 30, 2023 @ 2:50am
Multiple colonies
Does anyone have any fun stories about running multiple colonies. I've often run two (especially if my starting location, chosen at random 99% of the time, is too isolated to make trade remote) and gone as far as three a couple of times. Sometimes I've had colonists on trading/mission runs get beat up pretty bad and resettle to save people's lives. Of course it splits your focus having to divide your time between multiple sites but that's a decent sort of challenge in and of itself for me.

Once you have transport pods of your own set up it can make establishing the second/third communities much easier.
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Showing 1-15 of 17 comments
White Rider Mar 30, 2023 @ 5:17am 
Not exactly a proper second colony... but in the current game I'm doing I sent a couple of pawns a couple tiles away from my main base, cleared out the ancient terror and turned it into a makeshift shed with a sleeping bag and some essentials, and then left one of the pawns there so he could mine the entire map.
I just wanted to supplement my metal so I could afford to build more hydroponics and other things. Obviously the guy was on his own so I've sent a few caravans back and forward occasionally to deliver him food, and return with as much metal as I could carry.

Well... I'm currently doing a VOID run, and a manhunting pack of "bones" (horrible, tanky, dangerous monsters) wandered in. He was trapped in his shed for a couple days.
My main base was also running on a skeleton crew as I had also sent my best guys off on some quests in the nearby mountains, and they weren't getting back any time soon.

The caretaker of the main base had to jump on the comms console and hire some junker mercenaries to drop in and help.

6 guys in warcaskets drop in with heavy weapons and I promptly send them off to deal with the monsters.

They get there, get into a skirmish, one of them loses a ♥♥♥♥♥♥♥ arm. Eventually the threat is dealt with. Then another raid pops up but it's just some settlers. Nothing too big to worry about.

At the same time, my guys I sent away on quests were clearing out an ancient bunker and they got attacked.

AND as they were heading home, about a day before they arrived another group of manhunting void monsters arrived at my main base. 13 "tendrils".

... It was a busy few days.
martindirt Mar 30, 2023 @ 5:21am 
Only if my primary colony is already full self sufficient. It's hard to split my focus on two colonies.
Still can have hard time when 2 raid events occur at the same time on both colonies.

Also. Performance issues happens when running 2 colonies. Due to this, I'm usually just use Set up a camp mod, and my "secondary" colony is just a campsite.
martindirt Mar 30, 2023 @ 5:25am 
Originally posted by White Rider:
Not exactly a proper second colony... but in the current game I'm doing I sent a couple of pawns a couple tiles away from my main base, cleared out the ancient terror and turned it into a makeshift shed with a sleeping bag and some essentials, and then left one of the pawns there so he could mine the entire map.
I just wanted to supplement my metal so I could afford to build more hydroponics and other things. Obviously the guy was on his own so I've sent a few caravans back and forward occasionally to deliver him food, and return with as much metal as I could carry.

Well... I'm currently doing a VOID run, and a manhunting pack of "bones" (horrible, tanky, dangerous monsters) wandered in. He was trapped in his shed for a couple days.
My main base was also running on a skeleton crew as I had also sent my best guys off on some quests in the nearby mountains, and they weren't getting back any time soon.

The caretaker of the main base had to jump on the comms console and hire some junker mercenaries to drop in and help.

6 guys in warcaskets drop in with heavy weapons and I promptly send them off to deal with the monsters.

They get there, get into a skirmish, one of them loses a ♥♥♥♥♥♥♥ arm. Eventually the threat is dealt with. Then another raid pops up but it's just some settlers. Nothing too big to worry about.

At the same time, my guys I sent away on quests were clearing out an ancient bunker and they got attacked.

AND as they were heading home, about a day before they arrived another group of manhunting void monsters arrived at my main base. 13 "tendrils".

... It was a busy few days.
What mod u use for this Void run?
All I know is ChickenPlulcker's Void faction, but that don't has monsters (afaik), and outdated since 1.2
White Rider Mar 30, 2023 @ 5:31am 
Originally posted by martindirt:
Originally posted by White Rider:
Not exactly a proper second colony... but in the current game I'm doing I sent a couple of pawns a couple tiles away from my main base, cleared out the ancient terror and turned it into a makeshift shed with a sleeping bag and some essentials, and then left one of the pawns there so he could mine the entire map.
I just wanted to supplement my metal so I could afford to build more hydroponics and other things. Obviously the guy was on his own so I've sent a few caravans back and forward occasionally to deliver him food, and return with as much metal as I could carry.

Well... I'm currently doing a VOID run, and a manhunting pack of "bones" (horrible, tanky, dangerous monsters) wandered in. He was trapped in his shed for a couple days.
My main base was also running on a skeleton crew as I had also sent my best guys off on some quests in the nearby mountains, and they weren't getting back any time soon.

The caretaker of the main base had to jump on the comms console and hire some junker mercenaries to drop in and help.

6 guys in warcaskets drop in with heavy weapons and I promptly send them off to deal with the monsters.

They get there, get into a skirmish, one of them loses a ♥♥♥♥♥♥♥ arm. Eventually the threat is dealt with. Then another raid pops up but it's just some settlers. Nothing too big to worry about.

At the same time, my guys I sent away on quests were clearing out an ancient bunker and they got attacked.

AND as they were heading home, about a day before they arrived another group of manhunting void monsters arrived at my main base. 13 "tendrils".

... It was a busy few days.
What mod u use for this Void run?
All I know is ChickenPlulcker's Void faction, but that don't has monsters (afaik), and outdated since 1.2

There's an updated one. let me find it for you
White Rider Mar 30, 2023 @ 5:34am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2883208829

There we are.

The storyteller isn't included in it though, so you need to get that separately if you want to have that too.
corisai Mar 30, 2023 @ 5:52am 
Yes, my usual TPEM: Tribal Population Extinction Mission :) Sometimes pure nazi style with toxic gases & guns, sometimes they rely on delivering nukes or artillery strikes...
White Rider Mar 30, 2023 @ 6:14am 
Originally posted by corisai:
Yes, my usual TPEM: Tribal Population Extinction Mission :) Sometimes pure nazi style with toxic gases & guns, sometimes they rely on delivering nukes or artillery strikes...
Tribals... Nukes... Artillery strikes...

nice xD
corisai Mar 30, 2023 @ 6:17am 
Originally posted by White Rider:
Tribals... Nukes... Artillery strikes...
You don't get it :) WE are helping to tribals became extinct population ;)
White Rider Mar 30, 2023 @ 6:20am 
Originally posted by corisai:
Originally posted by White Rider:
Tribals... Nukes... Artillery strikes...
You don't get it :) WE are helping to tribals became extinct population ;)
OH, I read it wrong. Damn. That's pretty cool lol.
Psycasts expanded would be cool to add to your mods if you don't have it already. Makes tribals more of a threat as many of them are psycasters.
IronyIsGod Mar 30, 2023 @ 6:21am 
Originally posted by White Rider:
Not exactly a proper second colony... but in the current game I'm doing I sent a couple of pawns a couple tiles away from my main base, cleared out the ancient terror and turned it into a makeshift shed with a sleeping bag and some essentials, and then left one of the pawns there so he could mine the entire map.
I just wanted to supplement my metal so I could afford to build more hydroponics and other things. Obviously the guy was on his own so I've sent a few caravans back and forward occasionally to deliver him food, and return with as much metal as I could carry.

... It was a busy few days.

This is exactly the sort of thing I was hoping to hear about. Thanks for sharing.


Originally posted by martindirt:
Only if my primary colony is already full self sufficient. It's hard to split my focus on two colonies.
Still can have hard time when 2 raid events occur at the same time on both colonies.

Also. Performance issues happens when running 2 colonies. Due to this, I'm usually just use Set up a camp mod, and my "secondary" colony is just a campsite.

Yeah in my current main run I've only moved onto Colony 2 when the first was set up fully - in classic Rimworld style the main colony has started to creak a bit ever since and the population has dipped worryingly there since then.

I've never experienced any significant performance issues either - would you say your game setup is mod heavy?
corisai Mar 30, 2023 @ 6:26am 
Originally posted by IronyIsGod:
I've never experienced any significant performance issues either - would you say your game setup is mod heavy?
That's REALLY depend on your colony:
a) are you using default map size? bad for performance if you're using big maps and especially bad if dev-locked ones.
b) how many pawns you have? game begin to suffer once you have 20+ pawns.
That's main source of TPS loss in lategame (aside from purely broken mods but they're very few).

Of course - with better CPU and careful usage of mods you could push game engine for a bit more. But never expect Rimworld to be played as Dwarf Fortress - with several hundreds of citizens & animals.
White Rider Mar 30, 2023 @ 6:32am 
Originally posted by IronyIsGod:
Originally posted by White Rider:
Not exactly a proper second colony...

This is exactly the sort of thing I was hoping to hear about. Thanks for sharing.

More or less just got back so currently trying to reorganise everything. Been fun.

Got any stories yourself?
martindirt Mar 30, 2023 @ 7:42am 
Originally posted by White Rider:
https://steamcommunity.com/sharedfiles/filedetails/?id=2883208829

There we are.

The storyteller isn't included in it though, so you need to get that separately if you want to have that too.
Thank you!
I'm tried to search without the dots, just Void (outdated finds), not V.O.I.D. (updated one).
IronyIsGod Mar 30, 2023 @ 11:36am 
Originally posted by corisai:
Originally posted by IronyIsGod:
I've never experienced any significant performance issues either - would you say your game setup is mod heavy?
That's REALLY depend on your colony:
a) are you using default map size? bad for performance if you're using big maps and especially bad if dev-locked ones.
b) how many pawns you have? game begin to suffer once you have 20+ pawns.
That's main source of TPS loss in lategame (aside from purely broken mods but they're very few).

I presume I'm using default maps, it's never something that I've messed around with anyway.

I tend to start looking at a second colony if I reach 15ish colonists too so perhaps that's why I've been lucky enough in that regard.





Originally posted by White Rider:

Got any stories yourself?

Nothing overly dramatic.

One of the first times I split a colony it was because one of my starting pawns was laid low due to a lack of food on their way back from a trading mission (literally as I type this I realise that I've been playing this game for years now and have never gotten into the habit of making pemmican for these missions, a crazy oversight really). I sent another couple of pawns out towards her, weighted down with food, medicine (and, presumably, good intentions).

They arrived, patched her up and she and her husband headed off home leaving one new person to inhabit the new colony after a last minute decision was made to keep it in operation despite it being a frankly inhospitable desert biome. A brave new era awaited and 'Handsome' Chris was the man to head up this fresh outpost of civilisation.

'Handsome' Chris was a reformed raider, so named because he'd lost an eye in the aborted attack which brought him to the tribe. He'd redeemed himself though and become a distinguished and respected man around the campfire. He bedded in and waited for the promised reinforcements to arrive.

Another couple of colonists were duly dispatched and it appeared that all was proceeding as planned. However, as they say on the Rim, "Randy laughs at the plans of mere mortals". A raider appeared and approached 'Handsome' Chris with unpleasant intentions. Chris was a fighter of some repute but, in hindsight, it might have been a good idea to leave him a gun of some description.

The pair closed on each other and the attacker promptly kicked sand into his eyes (well, in the interest of complete accuracy, into his EYE, singular). From here things took a turn for the worse and, alas, the last I saw of 'Handsome' Chris he was bruised and defeated, thrown over the shoulder of his assailant and being dragged away into captivity. A few hours later his relief team arrived but, too late, he was gone.

Out of all the colonies I've played over the years 'Handsome' Chris made more of an impact on me than any other pawn. I still think of him occasionally and wonder what became of him. I'd like to believe he found happiness and a place where he was valued and loved. I'd like to believe it all worked out. But this is a Rimworld and what I'd like to believe is, sadly, unlikely. It seems more likely that there's an unmarked grave where a one-eyed man was crudely abandoned... sad times.
Last edited by IronyIsGod; Mar 30, 2023 @ 11:39am
Defektiv Mar 30, 2023 @ 11:52am 
Transport pods definitely open the world map up for you in vanilla. I couldn't manage more than a couple colonies unfortunately but got pretty good at using pods to get around. Once you're resource stable in the end game you can just send a squad to a tile with everything they need to return the same way.

I have recently started playing with the SRTS mod in my current save and will say if you like the vanilla pod game play you might want to give it a try. I think its good to experience everything you can out of vanilla, but SRTS is a pretty wonderful upgrade to that progression path. The ships are massive research and resource costs but feel like a logical progression beyond transport pods and even mortars. You can already teleport entire groups with stockpiles to the other side of the planet with abilities from Royalty so its not even cheaty. Plus they're not exactly invulnerable when they land on a hostile tile. I even had a rogue insect go destroy a shuttle one time and strand my raiding party. Huge resource loss too. And I get the feeling using them they would be a game changer for multiple colonies. Caravans are just too slow for the current end game, especially with multiple colonies, and transport pods even start to feel that way as you gain power and legendary gear.

At the moment though I'm content with vanilla raiding and end game quests. Some of them are long enough that they feel like managing multiple colonies.
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Date Posted: Mar 30, 2023 @ 2:50am
Posts: 17