RimWorld

RimWorld

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RimCities
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
8.691 MB
Jun 19, 2019 @ 4:13pm
Feb 5 @ 4:11pm
134 Change Notes ( view )

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RimCities

Description
Overview
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.

Citadels are very long, very narrow, heavily fortified city maps. Conquering a citadel requires an elite, battle-hardened team of colonists, and the rewards are far greater than those of traditional cities.

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.


Scenarios
RimCities includes default "Crashlanded" scenarios for various city types, as well as a combat-focused "Task Force" mission taking place on a narrow Citadel map.

If you'd like to create a custom city scenario, 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 (34)
138
May 16 @ 8:36pm
Bug Reports
i2ID
3
Mar 23 @ 4:13pm
Book Loot Broken
Cheese Ant
7
Jan 15, 2024 @ 3:06pm
How do you defend city? It seems impossible?
Daeminos
1,672 Comments
napimo May 23 @ 12:28am 
Why does it crash just because one wall is destroyed?
Big Cheese May 22 @ 5:02pm 
You should make more city/site mods

(medieval/early industrial town, Wild West town, Mining town,)

Maybe even add special buildings like town halls, police stations, barracks, banks, apartments, speech stands/ritual sites, stables/garages etc....


This would be so cool
vaguestrategy May 21 @ 11:35am 
Why can't we spawn in cities larger than 200x200 tiles?
Primarch sarge May 19 @ 12:18pm 
Or is it a bug?
Primarch sarge May 19 @ 12:18pm 
Does using the scenarios of this mod prevent the exostrider and monolith from spawning?
pgames-food May 17 @ 4:38pm 
hi is your hostility level increasing when you do something bad? (when i last attacked someone or destroyed a door or something like that with this mod, it wasnt until my relations value changed by a certain amount, that they started to be hostile. (it was some time ago to be fair, but maybe that is still the case?)
stups May 17 @ 12:18pm 
Is it normal that when I attack a city the inhabitants don't start to attack me like they do in a vanilla base?
Gemigen FRX May 16 @ 8:31pm 
Just wanted to report that this mod doesn't really compatible with Vanilla Base Generation Expanded, some items (like power conduit and battery) will not placed correctly or will not placed at all
rolfey1328 May 15 @ 10:45am 
anyone else not able to trade with the cities?
Sindobaddo May 2 @ 1:13am 
@楓葉紅火 yes it is