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 (36)
150
26 Aug @ 6:34am
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
1,756 Comments
DocHolliday 1 Sep @ 5:42pm 
awesome mod either way though.
DocHolliday 1 Sep @ 5:42pm 
I really wish there was a way to limit how many citadels each faction CAN have... It's so freaking annoying trying to get a map generated where I want the shattered empire specifically to have a citadel only to get three f*cking tribal faction citadels instead..........................
alleymist 29 Aug @ 5:24pm 
I had a weird UI bug that after the "defend city" mission, not sure if the enemy drops books or the cities come with it, once you create a storage zone, in the trading UI with local pawns, hover your mouse onto the books will make the entire game UI despair. Holding the ALT key will make the UI back, but I can't play the game with alt pressed all the time. it's like that with multiple tests, not sure if that's a mod conflict or a bug.
jagdpenguin 25 Aug @ 10:34am 
is there a way i can make it so that instead of making new cities, It only changes old settlements into cities, I like the map how it is but I just want some of the settlements to be cities.
DocHolliday 24 Aug @ 8:01pm 
@lord of the Hold I have never encountered a compatibility error using ANY vehicle mods with this, however, vehicles, especially larger ones, can get stuck if they end up wedged between buildings. It's an easy fix though as all you have to do it deconstruct the blocks that are trapping them. you can even use god mode and just destroy those blocks to simulate the vehicle just going through it providing you in a tank or something.
Lord of the Hold 24 Aug @ 4:42pm 
Was discussing mods for Rimworld in a Discord and when I mentioned this mod I got a bunch of aggressive pushback telling me not to use it because it conflicts with Vehicles? Is that actually an issue or if it was an issue was it patched? Very interested in this mod, and using vehicles within the city just sounds awesome, so hoping they do work together.
Dent 23 Aug @ 4:07am 
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?