RimWorld

RimWorld

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RimCities
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.117 MB
19 Jun, 2019 @ 4:13pm
17 Aug @ 4:46pm
138 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 (35)
149
15 Aug @ 5:31am
Bug Reports
i2ID
3
23 Mar @ 4:13pm
Book Loot Broken
Cheese Ant
7
15 Jan, 2024 @ 3:06pm
How do you defend city? It seems impossible?
Daeminos
1,750 Comments
Dent 4 hours ago 
Hey, great mod. Are the turrets supposed to be powered in cities?
danya0122003 21 Aug @ 1:13pm 
so uh, does rimcities have a loot blacklist? because i just started in one (ghost) and found a "Cerebrex node"
CeilingYoda  [author] 17 Aug @ 4:48pm 
Hello all, I released a patch which should fix the ghost city scenario. Cheers!
dreamur1 16 Aug @ 2:35am 
What's the intended difference between the "Abandonded City" start vs the "Ghost City" start? I selected the Ghost City start thinking that the map wouldn't have raiders in it, but found out the hard way that I was wrong & didn't have the starting equipment to deal w/ 60+ humanoids.

Would the "Abandonded City" have been a more casual start, or are any of the added scenarios meant for a slower start?
WeeNick 13 Aug @ 8:08am 
is there a way to restrict faction cities to their tech level? or at least make it so only industrial factions have cities?
alfred2020 12 Aug @ 11:10am 
Not sure if this is a bug or if I am doing it wrong. I did a ghost city start and it was still full of enemies. Is there any way to start in an empty abandoned city and not have to fight to survive?

I tried abandoned as well and there were still enemies.
Sushin 9 Aug @ 5:12pm 
If you try to fly a shuttle to an enemy city, it just disappears along with the colonists. I guess you can say they have anti-air defenses but it seems like more of a bug.
Lambda65 4 Aug @ 10:00am 
For some reason cites do not sell any anomaly/biotech items... No genes or serums
Hazzikaze 1 Aug @ 1:44pm 
I am so glad the mod author is active with this mod. This is genuinely one of the best and greatly made mods on the entire website and has brought hundreds of hours to my saves. We appreciate what you're doing! some of my best memories come from this mod.
Bad Connection * 29 Jul @ 11:09am 
hey, this might be a very niche question, but im trying to make a cyberpunk/urbworld modlist. would it be possible to add cities as a landmark on ALL tiles? imagine an "urban slider" upon world creation, which dictates how rare they should be?