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
Apr 2 @ 12:04pm
133 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 (29)
130
Sep 5 @ 5:44pm
Bug Reports
i2ID
1
Jul 31 @ 8:27am
Can't reform Caravan [Resolved]
BatterienInhalator
7
Jan 15 @ 3:06pm
How do you defend city? It seems impossible?
Daeminos
1,600 Comments
坦克人占占占 Sep 3 @ 5:14pm 
This mod is interestingBut have two problem.
1. My pawns can't unload from vehicle by Vanilla Vehicles Expanded.
2. My ally invite me to attack one city. Although we failed in end, the city still change ownership to my ally.
batatafritada Aug 23 @ 5:28pm 
I love the mod, but the cities trading inventory is lacking a lot compared to normal settlements, I have yet to see a city sell an archite capsule for example. Also, cities not buying flake is kinda of a kick in the balls.
Swaggy Aug 19 @ 6:33am 
I'd love to play with this mod, but apparently it has a rather big performance impact, because it has an "always active slow patch" according to performance mods blacklists eating a constant 0.5 ms. Is there any way you can tone down the cost of this patch (eg. move Update to LongUpdate), or even better make it inactive until the cities are visited?
Samurai Doge Aug 17 @ 2:34am 
compatible with visit settlements?
The Beast Aug 6 @ 6:38am 
Hey, started with this mod, but then I got sick of finding the last 3 people that don't break after killing every single other pawn.I want to remove it but the game started, is it safe to remove it ?
pgames-food Aug 4 @ 5:33pm 
hi if you dont have a workshop folder called 1775170117 you might need to do a right-click in steam library for rimworld and do a Verify game files - it might force re-check all the mods and update (but you might need to unsubscribe first, and restart steam, and then re-add it and do the verify)
Homeskillet Aug 3 @ 8:31am 
For some reason I'm subscribed to this mod, but it's not downloaded lol.
titanic0603 Jul 29 @ 11:50am 
so i can just do war crimes now?
cool
Dr Jimothy Jul 28 @ 12:13am 
What's the difference between abandoned and ghost cities in the scenario selector?
Dr Jimothy Jul 28 @ 12:11am 
@Pen4a
Check out ThisRimofMine.
ThisRimofMine cities are divided into squares and very neat, but are pretty lacking in loot to scavenge, seemingly picked clean, and faction settlements and cities never spawn on them in my experience.
RimCities cities are a little more chaotic, but actually have loot and defenders.
I like to use both, under a "ThisRimofMine = cities that were pre-planned as residential areas by a powerful and advanced society, perhaps even automatically by mechanoids, hence lack of inhabitants or decorations" and "RimCities = cities that were built progressively and organically to meet needs as they arose by their inhabitants."