RimWorld

RimWorld

853 ratings
RimCities - Quest Update
 
Rate  
Favorite
Favorited
Unfavorite
Mod, 1.0
File Size
Posted
Updated
0.892 MB
Jun 19 @ 4:13pm
Jul 4 @ 12:24pm
28 Change Notes ( view )

Subscribe to download
RimCities - Quest Update

Subscribed
Unsubscribe
Description
RimCities is an attempt to create an interesting and unique end-game challenge for RimWorld players. This mod adds randomly generated cities to the world map, which are similar to other settlements but are far more difficult to attack. Pirate-controlled cities provide even more of a challenge by occasionally bombarding you with mortar shells.

It is possible to visit and explore friendly cities with in-person trading and custom quest objectives. Rival factions will attack one another's cities from time to time, giving you opportunities to choose sides and establish military alliances.

You may also come across abandoned cities, which provide great scavenging opportunities for you and other nearby raiding parties.

RimCities is compatible with existing save files and works with Combat Extended, Real Ruins, Zombieland, Faction Control, RimQuest, Quest Tab, Medieval Times, and many other mods. If you're encountering issues, try disabling other mods and/or tweaking the load order.

Changelog

~~ Patch v0.3.12 (July 4, 2019) ~~
- Fixed a potential edge case with city quest home selection logic.
- Updated Japanese translation (@Proxyer).

~~ Patch v0.3.11 (July 3, 2019) ~~
- Beds can now be claimed in abandoned cities.
- Mod and scenario settings are now translatable.
- Turrets no longer generate in ghost cities.

~~ Patch v0.3.10 (July 2, 2019) ~~
- Added "Ghost" cities designed for zombie survival scenarios, which are essentially friendly/hostile cities without any citizens. This is accessible via the "Start in city" scenario option.

~~ Patch v0.3.9 (July 2, 2019) ~~
- Added a setting to enable/disable city events such as hostile reinforcement raids and food airdrops.
- Improved city quest starting logic.
- Improved compatibility with Wick Time (standalone John Wick event mod).

~~ Patch v0.3.8 (July 1, 2019) ~~
- Fixed a minor quest system persistence bug.

~~ Patch v0.3.7 (July 1, 2019) ~~
- Improved "Combined Assault" quest completion logic.

~~ Patch v0.3.6 (July 1, 2019) ~~
- Fixed save corruption due to secret incident removal.

~~ Patch v0.3.5 (June 30, 2019) ~~
- Removed secret incident (John Wick dog revenge). Available as a standalone mod per request.

~~ Patch v0.3.4 (June 30, 2019) ~~
- Updated Medieval Times compatibility.

~~ Patch v0.3.3 (June 30, 2019) ~~
- Significantly increased rarity of secret incident.
- Added Combat Enhanced compatibility to secret incident.

~~ Patch v0.3.2 (June 29, 2019) ~~
- Increased friendly raid strength in "Combined Assault" quest type.
- Rebalanced "Heavy Siege" quest type (citizens no longer join your faction).
- Fixed a persistence-related bug in "Assassination" quest type.

~~ Patch v0.3.1 (June 27, 2019) ~~
- Added compatibility for Quest Tab (collaboration with @Merthykins).
- Improved city quest expiration time logic.
- Updated Japanese translation (@Proxyer is awesome).

~~ Patch v0.3.0 (June 27, 2019) ~~
- New quest type: Sabotage (deactivate a city's defenses for an allied invasion force)
- New quest type: Combined Assault (attack a settlement with your ally)
- New quest type: Assassination (track down and creatively assassinate a specific target)
- New quest type: Heavy Siege (defend a city from waves of enemies)
- New quest type: Prison Break (help prisoners escape a city)
- New very rare secret incident type :)
- Abandoned city resources are no longer automatically claimed for more control over player wealth.
- Building materials have been rebalanced for all city types.
- When using Faction Control, city world generation works better on existing saves.
- When using Medieval Times, fewer rooms will contain production-related stations.
- The "Area revealed" message no longer shows up repeatedly when exploring city maps.
- A greater number of cities will generate per world (by default).
- Abandoned cities are no longer affected by the "Limit city map size" mod setting.
- Hostile cities no longer claim ownership of items (i.e. items can now be un-forbidden).
- Friendly cities now receive occasional food deliveries via drop pod.
- Map generation now works better with other terrain generation mods.

~~ Patch v0.2.10 (June 24, 2019) ~~
- Fixed Medieval Times compatibility.

~~ Patch v0.2.9 (June 23, 2019) ~~
- Updated Japanese translation (@Proxyer).

~~ Patch v0.2.8 (June 23, 2019) ~~
- Abandoned city buildings are now automatically claimed by the player.

~~ Patch v0.2.7 (June 23, 2019) ~~
- Added compatibility for Faction Control and Medieval Times.
- Rebalanced abandoned city wall materials.

~~ Patch v0.2.6 (June 23, 2019) ~~
- Added a "Crashlanded (Friendly City)" scenario.
- Added more wildlife to abandoned cities.
- Decreased detection range of hostile inhabitants.
- Using the "Standing" scenario arrival option in an abandoned city now works as expected.

~~ Patch v0.2.5 (June 23, 2019) ~~
- While under attack, hostile cities will occasionally call in reinforcements based on your storyteller settings.
- Significantly improved both friendly and hostile citizen AI (eating, sleeping, responding to attacks). A few more upgrades are coming soon.
- Spiced up city map generation with town center spaces and more room / building variants.
- City stockpile ownership works properly now (theft penalties no longer apply to natural resources and player-owned items).
- Increased the number of items scattered in abandoned cities.
- Fixed several bugs pointed out by the community.

~~ Patch v0.2.4 (June 22, 2019) ~~
- Added a "Crashlanded (Abandoned City)" scenario.
- Fixed several minor bugs.

~~ Patch v0.2.3 (June 21, 2019) ~~
- Fixed several mod incompatibility edge cases.
- Improved AI in friendly cities.
- Stealing from friendly cities affects faction relations.

~~ Patch v0.2.2 (June 21, 2019) ~~
- Improved compatibility with Combat Extended.

~~ Patch v0.2.1 (June 20, 2019) ~~
- Cities now generate in previous save files.
- You can start a new game in a friendly, hostile, or abandoned city using the "Start in a city" custom scenario setting.
- Both abandoned and conquered cities can now be claimed and converted into player colonies.
- Friendly cities can now be visited without invoking hostilities.
- More settings are available for city generation (check the mod options page).
- Added partial Japanese language support (@Proxyer).

Scenarios

If you'd like to start your colony in a city, click "Scenario Editor" and check the box next to "Edit mode". From there, click "Add part" and add the "Start in city (RimCities)" option. You can then customize the scenario to your liking.

Development

GitHub repository and downloads: https://github.com/rvanasa/rimworld-cities

Bug reports & compatibility requests: https://github.com/rvanasa/rimworld-cities/issues

Work in progress! Let me know if you have any ideas or suggestions for the mod.
Popular Discussions View All (4)
13
Sep 14 @ 11:10am
Bug Reports
i2ID
1
Sep 11 @ 4:41pm
Potential conflict with RuntimeGC
skycrossercat
3
Jul 3 @ 4:36pm
Non steam version
Darksentinel
< >
593 Comments
sergio.arauzo 1 hour ago 
Very nice mod, really makes rimworld very interesting. I only see a problem: All the stuff in the map is included in your wealth, even if you do not own or have claimed it, or even if you do not know that it exists (because you use fog of war for example). So suddenly, right att the beginning of the game, you have like 500000 wealth and get insanely gigantic raids that are impossible to beat. Am i doing something wrong? Can this be changed somehow so that all that stuff is not included in your wealth? I really love this mod but this issue makes it literally unplayable for me, so i suspect i am doing something wrong.Thank you!
pgames-food Sep 16 @ 9:05am 
hi ramrod, theres a faction control mod..maybe that can help you pick which factions appear in your game.
fighter is tired Sep 16 @ 8:11am 
@seto you don't have to start in a city. You mainly visit them.
Seto Sep 15 @ 2:01pm 
Is there a way to play this without starting in a city, it feels too clustered from the screenshots
Dirk Sep 14 @ 6:00pm 
Very ambitious mod and I like how much there is in terms of content, would love to hear about future projects and much more. Also curious on how you guys had come to make this mod, if it was a collaboration or an endeavor by a passionate programer!
gruntwork Sep 14 @ 10:39am 
I love this mod. It's one of my favorites. I did run into an issue though, one that I am not even sure if it's fixable. I got a quest to sabotage a city, went in and deconstructed every turret but the quest didn't complete. When I leave it tells me that the quest is cancelled.I tried following the power lines and saw a mysterious one in the middle of a mountain. Turns out there was a hidden turret in an alcove, completely inaccessible without mining into the mountain. Just something to be aware of.
✪Lustrous狼 Sep 14 @ 4:22am 
I helped a faction take over a city and we became allies. but as i was still in the city their goodwill kept going down. why is that? because my pawns where eating their food ? taking their stuff?
aquaricorn Sep 12 @ 11:25am 
I think it's this mod; correct me if wrong. I have two events in an ally city – a prison plot and an under siege event – and I sent some peons there to help with the under siege event. However when they arrive they don't have the option to do that; when they enter the city it triggers the prison plot.
i2ID Sep 10 @ 2:04pm 
fighter is tired
dev mode > map managment > transfer to take a pawn out of a city that "cannot caravan"
GBgamer31028 Sep 10 @ 1:22pm 
@Fighter is tired
Chances are there is an assassination or city sabotage request that takes place in that city, ive had this happen to me and i couldn't get my colonists out until the request expired. This is most likely a bug. So you might have to wait for whatever quest taking place there expires, or you complete it.