Mercenary company start on strive to survive 300% scale 105 Colonists+4 outposts and ~9 vassals. 2 hostile factions destroyed so far. Medieval Overhaul + Progression mods (total 202 active mods)
After 17 in-game years , this colony evolved from a small survival start into a fully realized ultra-tech civilization. Spanning three separate bases and multiple generations of colonists, the settlement grew into a highly organized, heavily modded powerhouse with custom xenotypes, full augmentations, and legendary gear across ...
It's been a week since the last post, I was able to recover the file properly and played last week to finish off what was missing of the colony. I've spent around 240~ hours in this colony, so it feels nice to finally close it off :)
My first (and maybe last) medieval colony. It was fun and was quite interesting in comparison to my average high-tech runs. As seen though, I had to call quits as due to whatever issue the game was unplayable (even in old saves) and this was the last picture I could take of it functioning
Started the first colony in March 2022. After starting the second one in December 2022, I took long breaks in between, upgraded my pc for rimworld to play big colonies better. ...
This was an anomaly run on pretty low difficulty, all dlcs (at the time, it was my last big run pre odyssey) and a whole lot of mods. I don't know a lot of specifics anymore since it's been a year that I played this colony. Sadly I couldn't finish building the full cube base due to tps rot. I had a mod that made pawns with 100% ...
The result of three months of RL time and focused play on a singular colony, God's Cradle is a 15 year super colony born of a single goal: the quest to get the Archonexus ending. This is the third of three colonies - rather than abandon and do the "legitimate" ending of going to the Archonexus Core, I decided to use More ...
A deserter vault, located deep in the mountain. Started by one man and the impid and waster aligned with him- searching for a safe place for their families, now grown into a steadfast bastion against the empire and their cohorts,
Hexagon base is small, efficient, and brutal. There’s only room for four (or eight if couples) colonists at any given time with no plans to expand that. ...
40K Mechanicus inspired/Transhuman tundra base with a Valkyrie shaped assault troop carrier gravship. Third run. My favourite so far. Mostly just QoL mods with Layers: Capes and Armor for that 40K look. Rough RP rules were no xenogenes, full bionic replacement.
Vampire Castle with human settlement
My Vampire play trough. ...
Aethric Collegium - IY 5515 - Before Awakening the Monolith
My medieval anomaly/fantasy biotech psycaster base.
My medieval run Turkish
OC Kinship Capitol
Mercenary company start on strive to survive 300% scale 105 Colonists+4 outposts and ~9 vassals. 2 hostile factions destroyed so far. Medieval Overhaul + Progression mods (total 202 active mods)
Aethelgard – 56 colonists, 620 days (10 years), custom 300x300 map (Timelapse)
My biggest colony so far. ...
Devilkins hollow final base. 500%dif.
After 17 in-game years , this colony evolved from a small survival start into a fully realized ultra-tech civilization. Spanning three separate bases and multiple generations of colonists, the settlement grew into a highly organized, heavily modded powerhouse with custom xenotypes, full augmentations, and legendary gear across ...
Medieval Colony, 77 Colonists, 90 Animals, 21 In-game years, finished! :)
It's been a week since the last post, I was able to recover the file properly and played last week to finish off what was missing of the colony. I've spent around 240~ hours in this colony, so it feels nice to finally close it off :)
OC Guaranlen Springs
A creative build of an enclosed hotspring-heated Guaranlen grove turned Bed and Breakfast.
Medieval Colony, 15~Years, 70 Colonists, 104 Animals, Royalty based
My first (and maybe last) medieval colony. It was fun and was quite interesting in comparison to my average high-tech runs. As seen though, I had to call quits as due to whatever issue the game was unplayable (even in old saves) and this was the last picture I could take of it functioning
New Avaricum, Transhumanist Warrior-Merchants, Archonexus Part 2, 96 colonists, 5543, 36 Million Wealth, No Raid Cap, Cassandra Classic, with Combat Extended
Started the first colony in March 2022. After starting the second one in December 2022, I took long breaks in between, upgraded my pc for rimworld to play big colonies better. ...
We praise the cube! We strife to live in the cube! We replicate the cube! Praise the cube! Around 6 years in.
This was an anomaly run on pretty low difficulty, all dlcs (at the time, it was my last big run pre odyssey) and a whole lot of mods. I don't know a lot of specifics anymore since it's been a year that I played this colony. Sadly I couldn't finish building the full cube base due to tps rot. I had a mod that made pawns with 100% ...
Rimworld Anomaly Playthrough
My advanced colony | 30 colonists | 20 years | 50 hours French
God's Cradle - Home of the Steelhearts and the Machine God - 32 Colonists - Tundra & Transhuman - 10 Million Wealth - Planet: Dentist - All DLC + 450~ Mods
The result of three months of RL time and focused play on a singular colony, God's Cradle is a 15 year super colony born of a single goal: the quest to get the Archonexus ending. This is the third of three colonies - rather than abandon and do the "legitimate" ending of going to the Archonexus Core, I decided to use More ...
The Stronghold Compound / 4.4 Years / 47 Pawns
A deserter vault, located deep in the mountain. Started by one man and the impid and waster aligned with him- searching for a safe place for their families, now grown into a steadfast bastion against the empire and their cohorts,
Hexagon | Winter Contest | $110k wealth, adventure story, 4 colonists, Tundra, 3.5 years · Feb 2022 by CorrianderBubby
Hexagon base is small, efficient, and brutal. There’s only room for four (or eight if couples) colonists at any given time with no plans to expand that. ...
OC 40K Mechanicus Inspired Tundra Base
40K Mechanicus inspired/Transhuman tundra base with a Valkyrie shaped assault troop carrier gravship. Third run. My favourite so far. Mostly just QoL mods with Layers: Capes and Armor for that 40K look. Rough RP rules were no xenogenes, full bionic replacement.
Margaritaville: Late-game glowforest colony (feat. alpha thrumbo ranch, mechhive run, extremely-ancient-but-still-good dog)
Welcome to the idyllic settlement of...Wayfarer landing site. ...
Devilkins Hollow — 12 Years, 24 Colonists, 500% Difficulty
Twelve years. Twenty-four colonists. One tribe that refused to die. ...
Frostfang Tribe — Saga at Its Peak 400% difficulty • 50× aging • ~850+ mods. Game died colony still thrives
This is where my Frostfang Tribe run ended — not in defeat, but because the colony became too large to keep playing. ...
The Pit, a place of eternal darkness, where we pray to Hastur for salvation by /u/NerdyBurner March 18 2019
The deep League 9 years 300% difficulty first time doing the anomaly ending started as a dwarven hold but evolved into a futuristic space marine and beastigor colony that trained cybernetic dinos to survive. had aging at 30x
trying to build and max out everything, then have an automated defense system
Covenant Borealis My entry for Rimworld's Birthday Event OG Colony, growing and changing since I began playing Rimworld
OC [Timelapse] The journey of a lone mechanist and her two androids that survived the Empire's wrath, took over the world and 35 years later went to conquer the stars.. ( imgur.com )