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But yeah, its similar in management. Setting priorities and schedules for everyone, where you only assign tasks and wait for your crew to carry them out. Has the same feature where you can draft people, to more directly control them for combat. Can also force people to do jobs, ignoring the priority list. But that can get tedious, so its better to just have a good schedule set up.
Has an RPG element. Where each person has different skills, and their competence in a skill determines how fast they can do it, or if they can even do it at all. Like certain components at a factory can only be made by someone very skilled, and cybernetics can't be installed by a novice medic.
Doesn't record people's history as well, like there won't be ingame AI generated stories or artwork about any of them. Just their relationships with each other, and their current mood/health status effects.
It doesn't have as many mods either, and you can only do them through Nexus.
'Rimworld inspired spaceship colony sim'
And:
'The Earth is dying, ravaged by decades of calamity. As humanity abandons its burning homeworld, you and your crew are among the privileged few with access to a temporary haven and a chance at survival. Build your ship and gather your crew to carry you between the stars. Choose whether you’ll be heroes or villains as you struggle to survive, or watch your ship become a tomb for other, more successful crews to loot. Whatever happens, it is up to you to chart your course.
Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony sim.
Space Haven combines the emergent story telling components of RimWorld with a tile-based gas-simulation system seen in Oxygen Not Included. Other inspirations are Spacebase DF-9 and Dwarf Fortress.'
Space Haven is less forgiving than Rimworld. Getting resources in RW is much easier, but also getting into fights happens more often. In SH resources are not that abundant and you need to constantly move to find new sources.
All in all - these are two very different games. SH scratches different itch than RW, though both are a sim-management games.
I would recommend that the devs update their homepage to avoid further confusion about this.
That is one minor difference between the games. Rimworld makes interpersonal relationships have more effect on people's mood.
The graphics are a bigger difference. Going from a top orthographic view to an isometric one.
But as a resource and manpower management game, they are practically identical. Rimworld can be just as unforgiving too if you choose any difficulty above easy.
On same difficulty RW is easier. The very thing that you have - usually - plenty of resources, you can easily find food, you dont need to produce oxygen, and - typically - it takes a lot of time until enemy attacks with mortars (but even this doesnt happen often) makes RW more relaxing game. And yes, you can increase difficulty, you can play naked brute ect, but you can also increase difficulty in SH. Also, I've got the feeling that random situations in RW are less affecting your colony than in SH - for example fire: usually it is not that much of a problem in RW, but in SH fire breaking over and over again in early game, where you literally struggle with resources, time and everything can kill you.
In SH the early, and early mid game are the harshest and hardest.
In RW the later game, when you have too much, and you get 80 folks/robots attacking your 15 colonists regularly. But a dedicated minefield solves all your problems:D
Why is the Rum Gone??~
Cuz all those 7 or more year old rums just taste too god.
Anejo especial:P