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
19 Jun, 2019 @ 4:13pm
2 Apr @ 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 (27)
126
19 Jun @ 3:42pm
Bug Reports
i2ID
7
15 Jan @ 3:06pm
How do you defend city? It seems impossible?
Daeminos
9
25 Jun, 2022 @ 1:29am
Enemy Cities are completley broken.
Spyrot La Iguana
1,588 Comments
Golden Emperor 19 Jun @ 7:14pm 
Does the Ghost city start make your plants die of poison like a defoliator ship? because my plants keep dying of poison and I defogged the map to see why and there was nothing
Ionfrigate12345 16 Jun @ 12:42pm 
Hi author,

I found a logical bug in your Quest_Assault:

public override void ChooseParts() {
base.ChooseParts();
alliedFaction = Find.FactionManager.RandomAlliedFaction(minTechLevel: TechLevel.Industrial);
target = Find.WorldObjects.Settlements
.OfType<City>()
.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
.RandomByDistance(HomeMap?.Parent, 80);
}

This way your attack target may just be hostile to the player, but not the alliedFaction. You need to add a condition to pick the target faction that is also hostile to alliedFaction. Otherwise your ally and enemy may not fight each other once you enter the city

.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && s.Faction.HostileTo(alliedFaction ) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
Psyckosama 14 Jun @ 10:27pm 
https://steamproxy.net/sharedfiles/filedetails/?id=2998095518

if I may make a suggestion, you might want to look at the abandoned This Rim of Mine mod for ideas for city generation.
SS5DEJAN 13 Jun @ 9:39pm 
Im not loading buildings in cities and the maps are loading in a very weird resolution.
https://gist.github.com/HugsLibRecordKeeper/111f91958a6532e8c0cb51cf28f17be2
McLets 9 Jun @ 1:04pm 
unfortunately they're usually a bunch of borg cubes...
TheoRhetorical 6 Jun @ 2:52pm 
Any time I visit a city to loot stuff my wealth jumps up to crazy levels, as if I claimed the tile the city itself entirely. This really breaks the mod for me, though I don't think this is how the mod is intended to behave. Is there any fix for this? It's such a cool mod, I would really love to be able to use it, but as it is I just can't.
Dosboy 2 Jun @ 5:43pm 
The cities are so COOL, espc when you visit a trader. Is there any way to turn down the loot? I was given 20k silver, 400 glitterworld meds and like 400 components plus tons of other stuff. I was at 150k wealth right away on day 3 or 4. I just found a ruins (my first one) with maybe a hundred thousand dollars of stuff in it...
Oldman 2 Jun @ 1:42pm 
Crashed pretty hard on the citadel assault start. Lots of "unknown entity' flags.
joyce manor enjoyer 29 May @ 10:05pm 
Does this work for medieval playthroughs
Yrol Denjeah 28 May @ 7:19pm 
DAOWAce,
Thank you for your post :o)
I better stay far away from this mod then. ( no sarcasm or irony used )