![rimworld colonist bar gone rimworld colonist bar gone](https://staticdelivery.nexusmods.com/mods/424/images/thumbnails/311/311-1572939747-1079885618.jpeg)
(While Dwarf Fortress' developer has always been somewhat uncomfortable with the emergent atrocities committed by the playerbase, like capturing and farming mermaids to butcher because the value of their bodyparts was very high, Rimworld's dev seems to take a different view.
#Rimworld colonist bar gone skin
Or make hats out of their skin to send as gifts to their tribe. If you capture an adversary whose skillset you don't want, you just release them. In Rimworld, you don't have this problem, because you recruit mostly by taking prisoners in combat and then convincing them they your settlement is actually a nice place to live. I have distinct recollections of getting waves of migrants that were like 60% fishermen or cheesemakers. They arrive with random skills and often they aren't what you need. In Dwarf Fortress, migrant waves arrive seasonally, and the number of migrants you get depends on your fortress' wealth. You also have a lot more control over when and how you get new guys. So this means that you need fewer people to cover your needs competently and redundantly. Rimworld also makes this lower population viable by compressing the total number of available skills - in Dwarf Fortress, brewing beer is a separate skill from cooking is a separate skill from butchering animals in Rimworld those are all just the Cooking skill. Rimworld compresses that population range, starting you with 3-5 people and capping out closer to the 30-50 range, right in that sweet spot. But I've always felt the sweet spot in Dwarf Fortress was closer to 30 with 30 dwarves, you can keep track of everyone's quirks, you have enough people to cover most of the necessary job functions and skills, and it isn't an insane amount to manage. In Dwarf Fortress, you start with 7 dwarves and your fortress can grow up to a couple hundred. They're both sort of top-down city management games, where you have a set of characters who have their own likes, dislikes, skills, happiness, and quirks, who you can sort of manage but not really control. And then they went and did a very competent, moddable implementation job of it.
#Rimworld colonist bar gone how to
My impression is that someone spent a lot of time playing Dwarf Fortress, thinking about all the things wrong with Dwarf Fortress, and how to fix them. I picked up Rimworld recently and it's almost very good.
![rimworld colonist bar gone rimworld colonist bar gone](https://image.ibb.co/j8kY5a/temps.png)
It gets vaguely D&D / philosophy-of-games related below the bolded line. This is not really a D&D-related post, except inasmuch as a lot of my OSR gaming has been Dwarf Fortress inspired.