If any one topic is ‘the core’ of this System Hack, this would be it. Base building is the underlying gameplay loop of RimWorld and it is also a topic du jour in RPG circles, with the (admittedly poorly detailed) stronghold building from the D&D days of yore coming back into focus as more gamers want broader storyline opportunities. For our purposes, of course, if we’re making a colony sim we need to make a colony. But what exactly is the best way to do that?
Base building from my perspective is sandwiched between two examples which effectively bracket the space we have to work in. On the heavy end is RimWorld itself, a computer-assisted colony manager where everything is measured out in five foot squares and the player has complete power to place elements as they want them, as long as everything fits. On the light end is the new generation of stronghold building rules, most effectively typified by Free League’s games, notably Forbidden Lands and Twilight:2000. These games add a strong layer atop their roleplay frameworks, but the actual mechanical existence of a Forbidden Lands stronghold is merely a list of buildings with requirements and effects. We know the first item is too much, but we know the second is not enough. So what will base building in our System Hack actually look like?
Continue reading System Hack: Colony Sim Cortex Base Building