Rimworld definitely makes it harder when you’re doing well. You can control the parameters a bit though in the storyteller settings. It depends on your colony’s wealth, number of people, how long it’s been since something ‘bad’ happens (colonist dies or gets injured), etc.
This is advice I’ve given to new Rimworld players, and I hope it was helpful. The game (on most difficulties) is itching to give you the next “scenario.”
Building your wealth in valuable equipment is not very good at the start of the game, because your town’s silver value will go up much faster than its defensive/offensive capabilities. You end up putting a target on your back for raids.
Better to build a surrounding wall and set up trap corridors than to worry about getting everyone a gun.
The Dwarf Fortress model. Losing is fun!
You can’t say “Losing is fun!” without linking the comic!
(Source: Dwarf Fortress Wiki article on Fun)
Idk… RimWorld feels less genuine when they anthropomorphize the RNG, so it feels like it’s doing shit to you on purpose (because it kinda is).
Fuck you, Randy! I bet you thought that destroying my colony with 137 manhunting Boomalopes was pretty fuckin’ funny, you sick son of a bitch.
Rimworld definitely makes it harder when you’re doing well. You can control the parameters a bit though in the storyteller settings. It depends on your colony’s wealth, number of people, how long it’s been since something ‘bad’ happens (colonist dies or gets injured), etc.
This is advice I’ve given to new Rimworld players, and I hope it was helpful. The game (on most difficulties) is itching to give you the next “scenario.”
Building your wealth in valuable equipment is not very good at the start of the game, because your town’s silver value will go up much faster than its defensive/offensive capabilities. You end up putting a target on your back for raids.
Better to build a surrounding wall and set up trap corridors than to worry about getting everyone a gun.