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CYS Colony Simulator!

22 days ago
Time for another creative project that is also mostly Sherbet playing a video game! My semi-annual Rimworld phase is in full swing right now, but I got fed up with my weak list of about sixty or so mods, so I installed an additional hundred of them... and then I figured, if I'm going to have to start over, why not do something that's been a long time coming AND stir some forum activity, and make a CYS-themed colony? This has probably been done before, but this is going to be the best rendition, because at the end of each update, the CYStian community will have the opportunity to vote on the next major step forward for the colony- it'll be like choosing a path in a storygame! We like those here, right? Totally thematic!

Just about every colonist that is recruited/joins will, of course, be reworked by yours truly to be based off of CYStians. A simple request or really any participation in this thread will land you a spot as one of the colonists, we'll start with three and work our way up, more spots becoming available as more colonists join us in-game. Due to the nature of the game, some of you (or all of us!) will probably die, and that is okay. This is probably a good time to remind you that I have never played with most of these mods, so if I'm unable to pilot us to success, then WHATEVER, SUE ME. Things should be kept very fresh though, I have a variety of added bits of content that will give us lots to raid, pillage, build, and farm. It will be a delightful story, I am certain!

Anyway, before we can get to revealing WHO our three unlucky beginning colonists will be, first we have to decide on where they're going to crash-land! I've combed through the map and identified what I think are the five best spots (I refuse to play on an ice sheet don't suggest we land on an ice sheet), presented here to be voted upon by the CYStian people. For reference, we are sharing this planet with wood elves, EVIL wood elves, dark elves, EVIL dark elves, high elves, EVIL high elves, rat people, some NORMIES, a heavily genetically modified clan, pig people, animal people, some tribes of varying levels of violence, imps, three different pirate groups, two different clans of dragon-tamers, and a monstrous hivemind. So the neighbors will certainly be interesting no matter what!

OPTION 1: The Maabetoller Taiga

A boreal forest bordering on the tundra, this location will be dense with wood and animals. It's one of the less populated sections of the map, so we'll have some breathing room from enemies, but the red icons do indicate that our neighbors are none other than the evil wood elves I mentioned earlier, and there's some pirate presence as well. On the plus side, this is near one of the only two rat-people settlements on the map, and they're friendly and cool as far as I can tell.

OPTION 2: The Purple Alligator Shrubland

Largely here so I wouldn't feel bad about having five forest-y options, this is about the best patch of desert land I could find in the world. It is extremely craggy and mountainous, plant life will probably be lacking, and we'd be wedged in between two different disgusting hive-monster settlements... yes, this IS the best desert option we have, the other one is completely walled in by mountains! You ever try to send a caravan past a mountain in Rimworld? It takes YEARS of your life!

OPTION 3: The Legua Mountains

Another boreal forest option next to the northern tundra, but this one has some important differences compared to Option 1- that being the neighbors, largely. While we ARE next to what could be a valuable ally in the dragon-taming Velonir people, we are also right in between two very powerful and very hostile elven cities... not to mention, all those brownish tiles (like the ones surrounding the Craggyant Sea) indicate heavy pollution.

OPTION 4: The Steamy Omeia

Look, I don't know what an omeia is or why this one is particularly steamy. What I do know is that this is a pretty good piece of land- a basic, temperate forest and swamp area in the middle of the continent, surrounded by neutral settlements and just a few hostile ones. What really makes this spot interesting, though, would be all those factories sitting around, ripe for the looting. The pink ones are owned by pirate clans, and some are wealthy enough that we could come away with some pretty fat stacks of loot.. angering them in the process, I'm sure.

OPTION 5: The Edna Islands

This chain of islands to the far west caught my eye. While it's not very populated and we would be largely cut off from most of the other factions and the mainland until we get ourselves some vehicles, it does seem pretty nice and cozy, and gives us an excuse to invest in boat travel. We could start on the peninsula (though it does host an evil elven city and a monster hive) and sail to the other islands, particularly to build rapport with the dragon-tamers on that one little island there.

Where do we land, CYStians? Cast your votes!

CYS Colony Simulator!

22 days ago

I gotta go with option 4. The fact of the matter is that they have the loot, and I want the loot, and if the only people who have the loot I want are pirates, then it's already fair game!

CYS Colony Simulator!

22 days ago
If we're building boats on the islands we can BE the pirates.

CYS Colony Simulator!

22 days ago

And people would be entitled to steal from us? Pssh, no way.

CYS Colony Simulator!

22 days ago
Yahoo! Thankfully no matter where we land there should be SOME opportunity to clash with the pirates for their wealth, but option 4 is definitely the richest in that regard.

CYS Colony Simulator!

22 days ago
Sherbet, what are you doing? Rimworld is dangerous.

Ugh, well I guess better you getting sucked into that black hole than me. The islands seem cozy. And please don't bring me into the game until you're capable of building me a comfortable apartment, with air conditioning and a fridge.

I'd like to be a doctor if possible. (Irregardless of whether I've ever been to medical school.)

CYS Colony Simulator!

22 days ago
Noted, we will liberate you from one of the evil elven colonies just as soon as we figure out coolers! :wholesome:

CYS Colony Simulator!

22 days ago

This is insane. You used how many mods? You're insane.

My vote is for the archipelago. Less land = less resources = more fighting and I want to see war! Yahoo!

CYS Colony Simulator!

22 days ago
The final number seems to be 164, but I can stop anytime I want! Some people have WAY more than that! I'm not crazy!

CYS Colony Simulator!

22 days ago
Are you using Anomaly, Biotech, Ideology or the other DLC?

My vote is Location 5, as that is usually what I go for when I'm playing. If you are just using mod vanilla, I may do something similar with an eye on exploring Anomaly stuff more.

CYS Colony Simulator!

22 days ago
I've got Ideology and Biotech in addition to the mods, so we'll have a CYS religion and of course the ability to modify our genes and whatnot. Anomaly would certainly be cool, but unfortunately these DLCs be pricey :pensive:

CYS Colony Simulator!

22 days ago
Anomaly is pretty good. It introduces a whole secondary research tree, being able to perform dark rituals, and a whole bunch of anomaly specific monsters.

CYS Colony Simulator!

21 days ago
It seems perfect for a playthrough with horror aspects!

CYS Colony Simulator!

22 days ago
I also vote 4 because loot, but also because it's centrally located so there'll be more options if when we start to expand our empire.

CYS Colony Simulator!

22 days ago
Indeed, while I think I like the actual location/setting of the islands the best, the opportunity for riches and expansion in option 4 is very high.

CYS Colony Simulator!

22 days ago

I would go with four! As SentinelPenguin and CavusRex said, loot! ^-^

CYS Colony Simulator!

21 days ago
I vote for Option 1, I like the idea of having a lot of space to form our empire before we start crushing our enemies.

CYS Colony Simulator!

21 days ago
Option 1 has 1 vote

Option 4 has 3 votes

Option 5 also has 3 votes

Tiebreaker, anyone? :)

CYS Colony Simulator!

21 days ago

Here, have a 4.

CYS Colony Simulator Part 1

21 days ago
The winning option of the last vote was Option 4, and so we will be landing near a patch of over a dozen factories and other settlements. Riches aplenty, if we manage to loot them and live to tell the tale. Before we explore our landing site, let's get to know our initial three colonists on this Rimworld...

Sentinel Penguin

Sentinel Penguin grew up tending frozen fields and herding muffalo, only to find his true calling later in life as a butcher of all that has flesh. His hand-to-hand physical ability, strength mighty enough to cut a cow in half with one motion of his hand and cook it with the other, makes him our strongest combatant by a significant margin. His talents improve further when he's drunk which is often, though his intellect has unfortunately suffered a bit of a drop due to years of being driven to drink. In a pinch, his Pengoid genes allow him to summon a fellow penguin every once in a while.

Suranna "Shrimp" Miku

Once an up and coming music and art prodigy, Suranna unfortunately tripped and fell into a cryosleep casket one fateful evening after an intergalactic space concert, where she remained trapped and dormant for a grand total of one-hundred-and-twenty-five years. While most of her skills are low and some are unusable, she very much excels at crafting, art, and socializing, meaning she will likely be in charge of sculpting, trade negotiations, and knitting! Oh, and making all our guns, that's a big one.

Sherbet Ington

With acidic blood flowing through his veins, Sherbet is in charge of much of the colony's grunt work for the time being, a hard worker with a knack for construction after spending much of his life desperately trying to keep the wooden pillars in his cave house stable so that the ceiling would not collapse and crush his blueberry collection. It's said that nobody has ever seen his face, and the removal of his mask will kill every plant in a 25-cell radius (just look at that plant skill!)

Anyway, with our colonists crash landing upon the soil, it's time to see the ruins of what whoever last lived here left for us... unfortunately, they did not leave much, or get very far. Surely these are not previews of what's to come for us :)

With numerous dinosaurs, scary insectoid-mandible-having-wolves, and a purple dragon lurking around the borders of the map, the first thing we're going to need is shelter. We have a small supply of food that should last us through the construction, and hopefully since we just arrived, we won't be noticed by any pirates just yet. It's time to get to work, and luckily, our colony is in high spirits! Sent and Suranna cut trees, while Sherbet hauls the wood away to the house's blueprint for construction. For now, despite the circumstances, everyone is getting along and acquainted...

How wholesome! And progress on the house is coming along so nicely already, too- despite Sentinel Penguin's alcoholism, and Shrimpmiku's alcoholism (judging from her dreams), and the fact that Sherbet keeps prioritizing cutting down trees over constructing the house when cutting a tree down takes almost an entire in-game day due to his poor plants skill, it seems we just might make it after all... except... what's this?!

Our first combat- unfortunately, we only landed with two weapons, a single gun and a single knife. Two colonists against the rabid gazelle- fortunately, even without a drop of alcohol in his blood, Sentinel Penguin reduces the raging animal to a corpse with just two stabs, while Sherbet misses every single shot (now we know where all the alcohol went at least).

Yahoo! Sadly we don't yet have generators or a freezer to generate power for, so that gazelle is just going to have to rot on our front doorstep for a couple of months. Speaking of front doorstep, note that it's finished- and with the threat slain, the rest of the house can be, too! Note from this progression that Sherbet's room, the westernmost one, is the last to be complete- this is because Sherbet, the constructor of the building, is very selfless and wonderful. Four days of work, and our trio of colonists has a (admittedly filthy and dark) house to call their own.

With shelter established, the next thing to think about is food- and that's where our next vote will come in (we'll have two of them, actually!)

Vote 1: Food

It's entirely possible that no two people will choose the same option thanks to the amount of choices, but we need to make use of the surrounding rich soil and plant some food... let's put together our very own CYS colony menu- pick your favorite! Our options for growing at the moment are; bell pepper, brussel sprouts, cabbage, carrots, cassava, chickpeas, corn, eggplants, celery, garlic, green beans, lettuce, nutrifungus (ew), oats, okra, onions, peas, peanuts, peppers, pineapple, potato, pumpkin, radish, rice, sweet potato, tomato, and ginger.

Vote 2: Production

While we wait to amass manpower in preparation for the raids we will carry out against the nearby pirate factories, Cystia is going to need something to produce and sell to other factions for monetary gain in the meantime. What should our primary production focus be this season?

A: We should grow as much food as we possibly can, and sell our surplus.

B: We should produce alcohol (and hope Sent doesn't drain the supply!)

C: We should grow tobacco and smokeleaf, easy to sell!

D: We should focus on creating weapons and armor.

What's the path forward, Cystians? Cast your votes!

CYS Colony Simulator Part 1

20 days ago
Drug colony - Voting C.

You should butcher that gazelle and make simple meals instead of just letting it go to waste.

CYS Colony Simulator Part 1

20 days ago
I'll see if I can manage that, unfortunately we don't yet have power, a fridge, a stove, or a butchering table (I could just make a spot), but rabid gazelle meat will be on the menu if I can manage to freeze it or cook it before it spoils.

CYS Colony Simulator Part 1

20 days ago
The gods sent us that gazelle to bless our colony, we must feast!

CYS Colony Simulator Part 1

20 days ago
Commended by Sherbet on 6/28/2025 2:22:24 AM

This coloring page bears an artwork of Sentinel 'Sent' Penguin grasping a rabid gazelle with ill intent. Sherbet carefully aims his gun at the gazelle, but he is off his mark. The work is executed in an amateurish style and appears to symbolize violence. This illustration refers to the slaying of the rabies-infested gazelle on the XXth of Septobuary, 55XX

CYS Colony Simulator Part 1

20 days ago
That's so much foam! It had *triple rabies!*

CYS Colony Simulator Part 1

20 days ago

Drugs are profitable, but I'd think protecting ourselves is more important. A and D are the priorities... But maybe a few drugs on the side.

CYS Colony Simulator Part 1

20 days ago

You seem interested in Option A-- Might I convince you to join the coalition for a garlic-filled future?

CYS Colony Simulator Part 1

20 days ago

Ignore Sent, Liminal! Rice is the way to go and we both know it! Viva la rice-revolution!

CYS Colony Simulator Part 1

20 days ago

Do you plan on growing the rice? That's literally back-breaking work! I would rather be kneedropped by Hulk Hogan than waste a perfectly good growing season bent over a pond of wretched swampwater until my torso's ready to slide off my pelvis! Not even the most fried-to-perfection mexican restaurant rice is worth the trouble of growing it by hand!

CYS Colony Simulator Part 1

20 days ago

Darn these pengoids and there doggone affinity for garnishes! You just want to season the antelope! Well have you considered some of us are VEGAN?? This colony isn't going to survive off your misshapen desires!  RICE! RICE! RICE!

CYS Colony Simulator Part 1

20 days ago
Your argument makes no fucking sense. Garlic is labor intensive too, it needs to be dug up and then peeled one clove at a time. Cabbages meanwhile are the prefect vegetable.

If we could only have all three, I admit, that could be the beginning of some mean stir fries. But I doubt you're good enough to grow all that.

CYS Colony Simulator Part 1

20 days ago

Rice is more profitable... But Garlic is more yummy... Ah, I'm so conflicted!

CYS Colony Simulator Part 1

20 days ago
Just make two smaller growing zones and do both.

CYS Colony Simulator Part 1

20 days ago
The pawns are much more Cystian themed than I dared hope, and the base is shaping up nicely. It REALLY has been a long time since I played, I fear this will make me okay again. I already hear the call...

Oh, and cabbages of course. But since Sent will have his hands full keeping us from starving and he's the only one remotely okayish at plants, I'm going to vote we put Suranna's skills to work creating weapons. (Here's hoping pretend Suramna is less lazy than the real one.)

CYS Colony Simulator Part 1

20 days ago

I vote for rice and A! We didn't have a whole thread learning how to cook it for nothin'!

CYS Colony Simulator Part 1

20 days ago

Garlic. I suspect I am the only one among this group who could eat a porridge of mashed garlic-- All garlic and only garlic-- By the bowlfull. Just clove after clove of garlic. I'll eat it out of the bowl, I'll eat it with the skin still on, I'll eat it right out of the field. And I suspect I'll always have seconds, because Sherbet and Suranna aren't garlic-powered entities. I would also be fine eating carrots, onions, radish, or ginger, but if we grow pineapple I WILL kill myself.

Here is my further reasoning for garlic: That shit is fucking expensive. If we grow enough garlic to eat as a staple crop, the logic follows that we will become unfathomably wealthy without even needing to get into the drug business!

As far as vote 2, I also vote for A or D, but a fridge seems like the real first step. (everything in it might smell like garlic though)

CYS Colony Simulator Part 1

20 days ago

I vote for garlic and feel very strongly about it! Please grow garlic it'd be real cool if you did

CYS Colony Simulator Part 1

20 days ago
I vote cabbage because cabbage, and since I'm not there the lack of alcohol doesn't bother me, therefore we should meet out other basic need and focus on food.

CYS Colony Simulator Part 1

19 days ago
Cabbage and A. Food production is an honorable profession.

CYS Colony Simulator Part 2

18 days ago
Commended by Mystic_Warrior on 7/1/2025 3:09:55 AM
Welcome to another episode of the CYS colony!

Taking a look at the results of last episode's polls (with the first one being more of a menu-building exercise than a vote), it seems our menu this first year will consist of three items; a majority of cabbage, plenty of garlic, and some rice. I like to imagine our signature dish is like, five fistfuls of fork tender confit garlic with just a half cup of rice fried with it, all scooped into fresh cabbage leaves. Feel free to think of less goblinous ways to combine these three ingredients, though!

And as per our other poll, we'll be attempting to grow an abundance of food this season (though we'll still put SOME focus into building up our armory). A great choice, because meals are really dwindling between our three hungry colonists- and speaking of food, we've got another sidequest to focus on this episode.

SAVE THE GAZELLE(S BODY)!

It's already been sitting dead there in the dirt for like, half a day I believe, but the game tells me we have two more days before it becomes rotten and inedible. Can Sherbet construct a generator room and a freezer in time? Probably not, because I couldn't help but also throw down the blueprints for a kitchen and dining area attached to the freezer. But hey, it'll all work out, we can't let our foamy gazelle friend go to waste, right?

Also, Suranna's really starting out this episode strong.

No more delays, it's time for Sherbet to start building the new rooms, but he needs Sent and Suranna to gather a bit of wood for him first since he cannot cut a tree to save his life. They can only afford to assist briefly, though, because they're also the only ones who can plant our abundance of crops right now with their non-zero plant skills. Ah, look at us, all working equally hard. Sherbet, building a generator. Sent, ripping tree stumps out of the ground with his hands so he can plant rice and garlic and cabbage (though rumor has it he plans to only eat the garlic himself, let's hope the heartburn doesn't KILL Sentinel Penguin).

As if the back-breaking labor isn't difficult enough for our poor colonists, something dangerous appears on the horizon... a gang of violent pirates known as the Tox Pack have noticed our presence and officially sent someone to take us out before our colony can grow any further. And the person they sent is none other than... Cavus Rex! Let's take a look at him, shall we?

A very unique character indeed- wielding a rifle, this member of the Tox Pack intends to shoot us all dead. His combat skills and crafting are quite good, and construction is usable- but what's really eye-catching is his level 19 intellect, that's the highest leveled skill I have ever seen spawn naturally in Rimworld. A combination of intense study and his genie genes, Cavus Rex is a researching powerhouse who would be absolutely fantastic if we could get him on our side and get him to a research table. The only real downside is that his genie genes also make him a tad more vulnerable to damage, hence the, ahem, unflattering traits there.

But before we can even think about recruiting Cavus, we'll have to disarm and imprison him, I don't make the rules. The team of Sent and Sherbet set out to take this pirate down, wielding their usual weapons- it's not an ideal setup, the distance makes it so that the knife-wielding Sentinel risks being shot at least once before he can reasonably reach the enemy. Fortunately, unlike in the battle of the rabid gazelle, Sherbet manages to land an early shot with his own gun- creating a window for Sentinel to down the enemy!

Of course, we want him on our side, so naturally we haul him back to the house, temporarily convert Sherbet's bedroom into a prison area, patch Cavus up, and plop him down in there so he can sit around while we beg him to join the colony. Suranna's social skills are the best among us by far, so this is a job for her. Unfortunately, she's been a bit lazy, so we had the bright idea to kill two birds with one stone and temporarily install a frigid cooler into her wall to bring her bedroom to below-zero temperatures. We then threw the gazelle carcass in there because the actual freezer was taking a bit too long to make and it would've rotted. We officially saved the gazelle meat, yahoo!

Oh, and the other benefit is that the absolute state of her bedroom should motivate Suranna to get off her mattress and get to work on convincing Cavus to join up with us. Early attempts are not successful, but before long, he begins to warm to the idea of joining the Cystian Kingdom. Friendship among the blue-hair people, you love to see it!

And it's a good thing Cavus is coming along too, because Sherbet really needs his room back, he's already starting to go crazy. He literally sat at the dining table all night not sleeping or doing anything, just occasionally talking to himself and our pet quagga that we spawned in with that you may or may not have already noticed hanging around in some of these pictures. Any ideas for names for her would be appreciated.

Note the filth of the home in that last picture, it's really getting disgusting but we don't really have any time to clean up. Suranna refuses to clean because her past as a singer makes her TOO GOOD TO CLEAN, apparently, and Sherbet... well, he could have used that last night to sweep up, but I was kind of waiting for him to go to sleep so he could be well-rested for constructing the food areas in the morning. That gamble did not pay off. As for Sent, let's take a look at his workload- here you'll see that we have three growing zones, the cabbage zone being the largest, followed by garlic, followed by rice. Due to 'amassing food' winning the last poll, we have about 1600 squares dedicated to food. It's a lot for poor Sentinel to do mostly on his own, but he has yet to be broken by the work.

Unfortunately, we've only gotten about ten percent of our plants established so far... truly, all this work, all the building, the prisoner negotiations, the farming, it's a lot to ask of only a trio of colonists. Hopefully we can make some recruitments soon...

Crops take time to grow, and ours aren't near completion just yet. We're officially out of meals at this point, so we're going to have to eat berries and foraged fruits, and whatever else we can get from around the map. Thankfully, it seems a kind beast must've wandered through the area, and left a partially-eaten ibex behind! This will be our second dead gross animal we store in Suranna's bedroom.

The animals are quickly butchered and cooked up into meals for the colonists, but they won't last long. Meanwhile, Cavus grows more talkative in MY BEDROOM the temporary prison, becoming more comfortable and more open to possibly becoming the latest Cystian in the colony. Note that Sherbet does share this room with the quagga, that's why it's there and has every right to be.

Oh, and because our food is kind of all stored in Suranna's ice-cold room right now, colonists kind of default to eating at her personal table. Suranna is going through it this episode because Sent really goes out of his way to choose the loudest food available (a BOX of apples) and talks to himself loudly while she's trying to sleep in these miserable temperatures. She has warm clothes though, this all isn't as bad as it sounds, I swear.

Progress on the food zone crawls along. I wasn't really paying attention to it much for a bit and assumed Sherbet was just working on it all the time, but uh...

Needless to say, I assigned him a more demanding work schedule, because the sooner we figure out this whole food situation and get a proper freezer for our foraged berries, the better. Sent is our hardest worker but he's also getting pretty mad with hunger, he literally walked up to a bear as it was inspecting some berries, snatched them, TURNED HIS BACK TO THE BEAR, and proceeded to eat the fruits himself. I was horrified, I genuinely thought we were about to see our first Cystian mauling.

Back at the base, Suranna is finally able to get through to Cavus, and he officially abandons the Tox Pack pirate faction to become a true Cystian! He'll be a valuable addition to the colony, for certain. The picture is so funny to me because in my head, half the reason Cavus caved is so he could move out of the dirty smelly quagga room, only for his very next sight as a colonist to be the dirty smelly quagga-occupied temp-kitchen.

With the extra pair of hands, the food area is quickly complete! It's unfurnished and full of rocks for now, but hey, the freezer works- with these recent developments, Sherbet gets his room back, and Suranna no longer has to live in a frozen dungeon. Yahoo!

With a fourth colonist among us, we're going to need more housing. I considered expanding the main house, but the shape makes it a bit hard. I don't like when colonists have to go through someone else's bedroom just to get to theirs, and expanding upward means we'd have to build over some of our crops, while expanding down would be ugly and clash with the newly established food building. Therefore, I think an apartment complex is probably somewhere on the priority list, right here in this circled spot (once we clear the rocks, of course).

As this episode winds down, it's time for another vote on our next step as a colony. This time, a choice between danger and growth, or safety and abandonment.

We've been contacted- a prisoner being held by the Tox Pack, Cavus's former faction, managed to steal a radio and send out a distress call to us. The camp is about a day's travel from our base, and if we are able to save this prisoner, they will join the colony. However, the camp is guarded by at least two enemies- going would mean a dangerous battle.

Cast your votes, Cystians- what do we do?

Option A: We need to send a caravan out there and help this prisoner- plus, we're overworked and need another pair of hands to help with the farming.

Option B: With only three guns between us, this is a bit too dangerous and we should stick to working at our base for now.

CYS Colony Simulator Part 2

18 days ago
This is why I don't like Rimworld, it's way too good at being creepily close to recreating reality between the backstory, stats and traits. Anyway I feel like Option B is the more reasonable one considering we're still not that secure in terms of basic resources and reducing the amount of hands for a chance to get another pair is just bad math.

CYS Colony Simulator Part 2

18 days ago

Option B for sure. Everyone is already overworked, so establishing a better base would be the most beneficial.

CYS Colony Simulator Part 2

18 days ago
Tox Pack is the faction in my Rimworld game currently raiding me most frequently too. It's always so interesting seeing the common themes (rampant filth, struggling to keep some food prepared to go on the table, trying to keep pawns on task, etc.) that crop up all the time and the variety in events. Have you already setup the ideology?

The only real vote is Option B, not because of the guns but because the colony doesn't have enough food to travel.

CYS Colony Simulator Part 2

18 days ago
Those blasted pirates!

I have the ideology system disabled for the time being. I'll turn it on in the future (if we survive that long) but building an ideology has always felt like more of a midgame thing to me, especially since conversion in the early game can be pretty annoying (makes prisoners take twice as long!)

Once we're fairly established, I think having a google form quiz to collect all the thoughts on the many different religious options and beliefs would be pretty cool, if not a little complicated to pull off.

CYS Colony Simulator Part 2

17 days ago
Name the quagga Simple. (surname Meal). I see him becoming a valuable contributor to our colonization effort, sometime very soon.

I really wish we could rescue this guy, we need another farmhand to help Sent, not a delicate wimp going on about FACTS and LOGIC. Kudos to Suranna for her excellent work at conversion though, I guess knocking on all those doors finally paid off.

CYS Colony Simulator Part 2

17 days ago

I propose we name the Quagga "Bundleton" and each of us kisses his forehead and pets his mane as a morning ritual. Not only in an expression of our undying adoration for Bundleton, but also as karmic recompense for when the Australians or whoever boiled them all in cauldrons in 1895, prompting a 3000-year-long extinction.

Aside from that I'm voting B. One of us has to go out there, and there ain't no way you're sending ME out there if you want FOOD.

On an unrelated note, it is very unfortunate that Cavus said the lack of alcohol wouldn't bother him because he's not here, only for him to show up here immediately after we elected to plant unfermentable vegetables here instead.

CYS Colony Simulator Part 2

17 days ago
Um, sake??? You can't tell me that one of Sherb's 5000 mods didn't expand brewing.

CYS Colony Simulator Part 2

17 days ago

we need to build a DISTILLERY to make choke-tasting weeb oil out of suranna's swampy turdwheat? I'd rather die!

CYS Colony Simulator Part 2

17 days ago
There is an expanded brewing mod out there, I am including it on my next game. Not sure what options it adds however.

CYS Colony Simulator Part 2

17 days ago
Yeah that's the one I'm running- has whiskey, vodka, ambrosia brandy, gin and a couple of others. Doesn't add sake, but there's another mod building off of it that does, which this save has. Highly recommend, making the aged whiskey is based.

CYS Colony Simulator Part 2

17 days ago
Shit I didn't even think of that, thankfully the game decided (not that inaccurately) I'm incapable of artistic and social stuff anyway so the lack of creativity juice shouldn't hurt my usefulness that much.
Also I second the naming suggestion.

CYS Colony Simulator Part 2

17 days ago

This is such an entertaining thread, I struggled to hold in my laughter in public. As for the next step, as nice as it would be to rescue the prisoners, taking on two enemy camps when there are only four colonists sounds dangerous. I've never played Rimworld before and don't know how the game works, but maybe you could consider sending Cavus back as a spy pretending to be part of his old faction to rescue the prisoner (assuming he isn't likely to just rejoin them again).

CYS Colony Simulator Part 2

17 days ago
Hi Mystic, glad you're enjoying the thread!

It'd just be one enemy camp, fortunately, but with two or three people guarding the prisoner. So while it's dangerous, we would still hopefully outnumber them by a little bit if we were to send three combatants.

I think you're right about Cavus, and he'll definitely need to be part of the group if we do decide to travel over there- he's pretty good with a gun, so we could make him blow his old friends away if all else fails!

CYS Colony Simulator Part 2

15 days ago
Heartless creatures. I vote A: Save the poor soul. I also agree with Sent’s naming suggestion.

CYS Colony Simulator Part 3

15 days ago
The votes are in, we are ABANDONING that prisoner, they can find their OWN way out. Greedy greedy over there thinks they can get a taste of OUR gourmet garlic and cabbage only stir fry with a rice garnish!

In all seriousness, I think the vote to remain still and continue working on our base was a good call, because I was notified within seconds of loading into the save that every single colonist was starving, I guess couple-of-days-ago-Sherbet thought it'd be nice to leave that for me to deal with. Anyway, none of the food scraps we can manage to forage right now would last very long in transit, so best to save the rescue missions for later.

Oh, and before I forget, I'll mention that Anthraxus started his own CYS colony that can be found here, his has less mods, but also content from the largely horror-themed Anomaly DLC, so it should be very fresh, spooky, and interesting. But keep up with my thread too!

Alright, now, as per the last vote, we need to focus on making improvements to our own base. Obviously we have Sent and Suranna on farm duty, and that leaves Sherbet and Cavus to build something. Seems as good a time as any to make that apartment complex I mentioned last time, Cavus needs a bedroom anyway, and only once we have nice air conditioned apartments to go around will we become a viable colony for a certain elf. I also have a mod that allows us to make buildings with multiple floors, so this complex could become our main housing sector for a long while.

On top of it being a big build, we'll need to wipe that mountain out because it's ugly and I want it gone. It'll be no easy task, especially with hunger gnawing at us, but we're all able-bodied colonists, dangit! Nothing can stop us from-

Rapidfire, the colony is suffering from food poisoning in the blink of an eye. Somebody named SURANNA cooked up some simple meals that seem to have rendered us sickly, and honestly, I would be willing to give her the benefit of the doubt because that freezer HAS already been host to gazelle rabies, but interestingly she was also the only one to not eat one of the meals! Well, we're down to one fully functioning colonist for the day, everyone else is moving at half speed at best...

The construction crew does their best to power through it, and it quickly becomes too much for Cavus, and he collapses, unable to continue his work for the day.

Within ONE SECOND of one of our gun-wielders being incapacitated by the food poisoning, a stranger appears on the outskirts of our land- a raider has appeared, at the absolute worst of times. It's none other than Anthraxus!

Let's have a look at him, shall we?

Um, just don't stare at his eye, that would be rude. Listen, his bio says he's a totally normal human, so we have no reason to believe that it isn't true, okay? Anyway, Anthraxus is a member of Anya's Outlaws, a group of pirates that largely consists of genetically modified people and gets by through theft and violence. No doubt, Anthraxus The Anomalous (I'm sure it's a perfectly normal human last name don't be judgmental) is here to destroy all we have built, and with the colony suffering from food poisoning, he might just succeed.

Suranna is quite literally our only colonist functioning at 100% right now, so she's sent out first to kite Anthraxus toward the base while shooting at him. Many of the shots miss, and Anthraxus is very quick to backstep as Suranna attempts to draw him over to the sickly duo of Sherbet and Sentinel for a three-on-one.

When Anthraxus finally does approach our trio, it's not pretty. With most of us at half of our usual movement speed, he manages to get a nasty hit in against each of us with his axe. It takes four shots and a stab from Sentinel to put him down. Notice how in this deeply bloody picture, Sentinel Penguin is projectile vomiting sideways onto me. Just thought you all should know.

Suranna is just barely able to get Anthraxus to a bed for imprisonment and patch him up before he bleeds out, the timer got down to *six seconds* at one point. I panned over to the in-progress apartment complex and almost died choking on water when I realized the collapsed Cavus had just been crawling toward his bed throughout that entire battle.

Now, here's the situation- we have three barely conscious colonists, one bedridden, an injured former singer, literally not a bite of food between us, and a prisoner with an INFECTION that Suranna seems to have slapped a single piece of 2-ply toilet paper on and said 'good luck!'

To get a bite to eat, our colonists have to travel to the outskirts of the map at this point to harvest berries, and this is not a quick journey by any means while we're all sick and recovering from our axe wounds. Spirits are low, the rain is perpetual and pounding- everyone is on the brink of a mental breakdown. This may be it, CYStians- we don't go out with a bang, but with the growling of stomachs.

Except... what's this?

Suranna begins harvesting rice!

Some of our crops have fully grown! That's far from the only harvest made- Sent barfs his way to the fields to see for himself, and within seconds, we've amassed enough rice for nearly a dozen meals!

At long last, we're saved! The first harvest is swiftly collected and brought back to the kitchen freezer, and Sent wastes no time cooking it up. Tearfully, of course, because there is not yet any garlic to incorporate into the dish. We have enough food to get us through the next few days now, but our other crops are similar in growth time to our rice- soon, cabbages and GARLIC are on the menu as well! And Cavus finds a dead not-yet-rotten bear carcass on the outskirts of the map! Not at all concerning to a bunch of colonists that are just now getting over food poisoning. We're eating good tonight, Cystians!

We are OFFICIALLY no longer in danger of starving anytime soon.

With full stomachs and newfound energy, the colonists get to work, Sherbet and Cavus take a break from the apartment complex project and make a major upgrade on the house- lights! It kind of makes the dirt and filth and blood splatters more obvious, but it's a step forward. Ignore that Suranna is force feeding Anthraxus (who was able to beat his infection while we were in our harvesting frenzy thanks to a tend from Sherbet, who is not at all fuming at his room being converted into a prison for the second time!) a box of RAW RICE, even though we literally have a bunch of meals prepared now.

Meanwhile, Sent recounts the most Sentlike dream I have ever heard of to himself.

Progress on the apartments begins to speed along- that mountain is a bit of a problem. However, after just a few conversations with Suranna, Anthraxus, haver of a good mining skill, is ready to join up with our colony! That mountain isn't going to stand a chance now...

Except that within *ten seconds* of joining us, Anthraxus has a mental breakdown and begins eating all of our prepared food, he then runs off into the wilderness and inhales the fermenting drugs that he dropped when we shot and stabbed him a bunch earlier, before running back over to play horseshoes. Honestly, I can't be mad. He needed this.

When he calms down, the time comes for him to chisel that mountain away block by block. He is quick to claim a bedroom in the new apartment complex and begins his rock-mining journey by purging the huge slabs of limestone from his new apartment, fair enough. This is a lot faster than having the other colonists do it, and gives Sherbet and Cavus more time in the day to build.

Oh, and update on our quagga friend- I decided to combine the two name suggestions that were proposed, so meet the one and only Bundleton Meal. I am grateful that our gnawing hunger did not cause her to live up to her last name, she is extremely spoiled now and eats as much cabbage as she wants.

At the edge of the map, a passerby from the Nerath Kingdom came by, only to be mauled by a bear. I think it's utter nonsense that they seem to blame us a little bit for this, it happened within seconds of the guy appearing! He was dead long before anyone could've reached him to help! The Nerath Kingdom is composed of extremely powerful Velonir colonists capable of taming dragons with ease, so being on their bad side is, uh, not good. Maybe we ought to send over some gifts later (EVEN THOUGH THIS IS SO NOT OUR FAULT)

But who cares about that- our apartment complex is finished, our whole compound has power and lights, and we've got a huge stockpile of food that'll only grow as more and more of our plants reach maturity. We've gone from our absolute lowest point to our highest now, and have some room to relax and plan out a few things. There will be two votes this episode.

Research Vote

Now that the building projects are complete for now, we should put Cavus's intellect skill to work and do some research! Research allows us to unlock new objects, crafting methods, tools, and other goodies- but we can only research one thing at a time. What should our focus be?

A: We should focus on researching vehicles, which will be extremely useful for transportation. Traversing the map more easily and swiftly would open up a lot of possibilities.

B: Now that we actually have food, we should look into more ways that we can prepare and preserve it- canned cabbage, anyone? Deep-fried garlic nuggets?

C: We don't have a very good medical system set up yet, so we should research ways we can construct a proper infirmary to help us recover from battles more efficiently and prevent infections.

Stegosaurus Vote

Of all the animals I've spotted so far roaming around the map, this trio of stegosauruses really caught my eye more than anything. They're pack animals, which means they're great for helping to carry items (they each carry about 5x as much as a regular colonist) over long distances in caravans (this also means they're good for PILLAGING). They're also fence animals, which means if we build them a pen of adequate size (I imagine it'd need to be quite big), they're perfectly content to stay there and munch grass all day, not dipping into our personal food supply. Sent's animal handling skill is juuust high enough to attempt to tame them- what say you, Cystians? Is there room in the colony for some dinos?

A: We should direct our focus toward things other than recruiting dinosaurs.

B: Maybe just a dinosaur or two as a treat.

C: I want them and we must try to get them all.

CYS Colony Simulator Part 3

15 days ago

Transportation is super tempting, but so is preserving food. I’m crossing my fingers that we manage to avoid another crisis, though, and voting A for the first vote.

As for the dinosaurs, I definitely think they’re too cool and potentially useful to ignore. However, we still don’t have a real surplus of manpower, and no one particularly adept at animal handling, so I vote B.

CYS Colony Simulator Part 3

15 days ago
What a rollercoaster that was. I feel like we don't currently have enough resources spend time on all 3 dinos, but ignoring them completely would be a wasted opportunity so B. And in terms of research all options make sense, but I think A opens up more ways to deal with all kinds of problems were they do arise while the other options are less versatile.

CYS Colony Simulator Part 3

15 days ago

Gonna go with the crowd for this one - Transportation on the first vote, or A, and just maybe one or two dinosaurs as a special treat you know for the fun of it so B.

CYS Colony Simulator Part 3

15 days ago

I see what you were alluding too. That is very funny. I seem to carry anomaly with me everywhere I go. The eye is just decoration guys, seriously. Don't worry about it and let me get to diggin'. Thanks for the crosspost link as well. I thought about using the multilevel mod, but decided not too. I'll be interested to see how that works in yours.

Research Vote: B - we need better food storage if we hope to actually do any quests Stego Vote: B - focusing on getting one male and one female for dino breeding over time. Dino ranching could be good money.

Also what is in this screenshot with Sent? Is it eating the garlic?

CYS Colony Simulator Part 3

15 days ago
Yeah, I was wondering that too. Can we tame those?

CYS Colony Simulator Part 3

15 days ago
That there is an Aurora Sylph, a plasma-based creature with a fairly short lifespan (this one is 3, they live to 6). It wasn't eating the garlic, it seems that they can get by by just absorbing light. It's unfortunately not as powerful as it looks, being quite fragile and dainty, but it is immune to extreme temperatures and, most notably, can occasionally manipulate magnetic fields to generate auroras.

We COULD attempt to snag it alongside some dinosaurs, Sent's animal skill is just barely high enough for it...

CYS Colony Simulator Part 3

15 days ago
Well I guess I'm voting against the crowd. We've got all this good coming in, we've got to preserve it to avoid another crisis like this that could shut down our efforts in every other area. Especially now that we've got Anthraxus, with two mouths to feed. Kimchi and saurkraut is the breakfast of champions!

I'm also disappointed in you all for your lack of enthusiasm in other areas, we clearly need a personal marauding dino for every citizen and to let such an opportunity pass would be deeply shameful.

Anyway, that was a great update. Got a little harrowing there for a bit and I'm so glad we managed to pull through, can't have you all dying before I arrive. Apartments are looking good too, and next time I trust myself to install this, if ever, I'm going to look up that mod. The lack of z-levels was always a big weakness this game had compared to Dwarf Fortress.

CYS Colony Simulator Part 3

15 days ago
MultiFloors is the name!

CYS Colony Simulator Part 3

15 days ago
I am voting A for the first and B for the second : )

CYS Colony Simulator Part 3

14 days ago

What an amusing turn of events. I'm sure they all fell into place without any preparation or machinations on my part whatsoever. I mean, who poisons their colony members as a ploy to play hero and gain favor? Absurd!

As for the vote, I choose C and B. Now that we have a good food supply, we should focus on upgrading our settlement to protect from any possible raids (or raids we might do in the future). A couple of dinos won't hurt, either.

CYS Colony Simulator Part 3

14 days ago
:Sus:

You raise a good point, especially given the frequency of raids in the latest episode, protecting ourselves from even more of them as they ramp up is definitely gonna be necessary. The base needs some defenses, maybe we could look into turrets...

CYS Colony Simulator!

15 days ago
I think I am with option 4, more resources mean more things you can create or improve.

CYS Colony Simulator!

15 days ago
Option 4? The choices are A, B, C on two different topics.

CYS Colony Simulator!

15 days ago
I replied to the first message by sherbet

CYS Colony Simulator!

15 days ago
That vote is already closed. We are currently on Part 3

CYS Colony Simulator!

15 days ago
Ah thanks

CYS Colony Simulator Part 4

14 days ago
Commended by Mizal on 7/6/2025 12:19:41 PM
Buckle in, colonists, this episode is a bloody one.

A decision was reached that we really should at least try to tame one or two of the stegosauruses, although I don't know what exactly the chances are with each attempt and Sent's animals skill is barely enough to even interact with them. But they're too valuable to pass up, and so, it's time to build a pen and cross our fingers!

That should be big enough for just a couple of animals, regardless of size. Some of you took an interest in the aurora sylph wandering around the base, so I kindly instructed Sent to go for that critter too. Despite his best efforts, it seems the sylph only has an 11% chance to become tamed with each attempt, about one opportunity per day. I'll keep the taming command toggled, but this thing may wander off before Sent succeeds with his interesting techniques.

Speaking of wandering off, it would've been real embarrassing for me if the stegosaurus vote had been won by the 'tame all three' option, because one of them just booked it off of the map as soon as Sent began approaching. Now I don't want to say it was the garlic breath, but... come on. On the bright side, we've still got a male and a female, and as it turns out, taming them isn't so hard at all. Sent gets both of them on the first try, then goes to bed!

As for the other vote from the last episode, it seems we decided to research vehicles. Having them at our disposal means faster travel, more carry weight when traveling too! Good for trips outside of the colony, but as it turns out, there are quite a few prerequisites to researching vehicles themselves. We'll need to research machining, fuel production, even one of the longer research topics in microelectronics! Well, time to put that unbelievable research level to good use, Cavus. Though I soon realized this was a job for two, and adjusted accordingly.

Overall, things are pleasant. Obviously, we still have a ton of work to do and a lot of uncertainties up in the air, but all of the colonists just seem so grateful to not be starving anymore, it's so wholesome. This may be the first day in the colony's history that I didn't spot a single complaint about anything (we're big complainers).

Actually, I took that last picture because it was wholesome in appearance, but then as I was writing this all out I remembered that Anthraxus is actually suffering from heat stroke in this image, because he's been hanging out in the generator room for some reason, where it gets to be well over 60 Celcius. I'm honestly thinking it's time to get rid of those things, they're evil and not super efficient and they require a lot of wood to keep running- wood being a pretty valuable resource, considering only Sent and Suranna can chop trees efficiently, and most of their time is spent tending to the farmland.

And in other news...

For Mizal's sake, it's a good thing she's not here yet.

Naturally, this is an all-hands-on-deck situation, because I don't know WHAT the gameplan would even be if that thing gives birth anywhere near our base- the plan is, as per usual, melee in the front and ranged in the back. Fortunately, despite the promise of an unknown number of feralisk babies it brings with it, the clutch mother isn't quite fast or strong enough to withstand two guns and two bows for very long. And before anyone asks, this thing was not tameable, it requires a minimum animals skill of twenty! That's as many as two tens, and that's terrible.

Remember when I said this episode was bloody? This is just the beginning. Thankfully, it's not human blood... yet.

God, look at our food zone, this is actually dreadful. I literally had Sherbet make a doormat just to avoid this and yet you can see the pathway of filth created by colonists tracking grime in here tens, dozens, hundreds of times in succession. What we really need is a colonist dedicated to literally only cleaning, everyone else's current duties are just too important to de-prioritize... but wow, ew, maybe that food poisoning last episode really WASN'T Suranna's fault. Not to mention the giant dead spider we now have frozen, or the three separate bear carcasses (we've literally never killed a bear, I don't understand how this keeps happening).

Anyway, if you thought we were getting any break whatsoever after that traumatic battle, think again! Blasted elves!

I'd say 'let's take a look at them' but... come on, we all know who the person of interest is here. Gildithas is also unwaveringly loyal to the Sun Dragon Riders, so we can't recruit her anyway.

This is the first time we've ever been raided by more than one enemy, and they actually have real armor this time too. A spike in difficulty from our previous battles, our colonists are able to down the lesser foe, but it's not without cost. These elves know how to fire an arrow, and Sent and Cavus are rendered critically wounded before we've even come close to Mizal

The five colonists move in swiftly, Sent taking the lead so as to give the ranged attackers as many opportunities as possible. He's still in fighting shape, for now, and manages to reach the enemy with his signature knife. A few more wounds on both sides, and the battle comes to an end- our colonists claim another victory, and are just a bit too casual on the trip back, considering almost all of us are hours away from bleeding out.

We're able to successfully capture Mizal and Gildithas, temporarily converting the apartment complex into both a prison and a hospital. Everyone gets nice and comfortable in there as Doctor Sherbet (level 3 medical skill btw) manages to get everyone patched up with no casualties- thankfully there were only two people at serious immediate risk, everyone else had a good twelve hours or so to go.

As a reward for the good deed of saving everyone from death, Sherbet begins being chased by a feral cat that wants to maul and eat him. Luckily, Anthraxus was leaving the main building just as the cat passed by, and put it down. Yahoo! That's a total of three battles this episode, for those of you keeping count.

Three battles so far, anyway!

Anyway, it wouldn't be a CYS Colony at all without Mizal, so we need to recruit her at all costs. As for her ally, there's really not a whole lot we can do with her other than let her go, since it'll benefit our relationship with the Sun Dragon Riders. It's not much, but it's a start.

Now that we haven't been under attack FOR FIVE SECONDS, the time has come to do away with those pesky generators and give rise to the technology of the future, wind turbines! It is a possibility that I made a small series of blunders and ended up wiping out the colony's power grid for a day as these were installed, but we're in the winter season anyway, so our food all remained nice and cold and fresh.

Let's check in on Sent.

Wow, anyway, we've finally finished researching basic vehicles! Basic vehicles are, as the name implies, pretty basic. They're not the best and they tend to not have a ton of seating, but they should be perfectly serviceable for our beginning colony. After looking at the options, there's only one choice that will actually seat all of us, a vehicle called the Bang Bus. I don't like the name.

The only issue is that it turns out we need a whole separate (and huge) crafting table to produce car parts, not to mention we need a biofuel refinery. The main room of the original house is getting pretty crowded- I wonder if it might be time to build us some kind of labor warehouse or office building soon.

You will notice the colony is powerless again- to that I say, I'm having Sherbet build a third wind turbine, that is going to fix all of our problems, I know it. Once the power DOES manage to return, it's Suranna who gets to work on constructing the various bus parts, becoming our mechanic by default since her crafting level is unmatched within our colony. And once she's had enough of that, she's also on recruiting-Mizal duty, busy as a bee.

Mizal's resistance to joining the colony is extremely low now, but then, disaster- it turns out, three wind turbines ISN'T enough to power all our buildings. The lights go out again, and Mizal is thoroughly unimpressed with us :sadpepe:

You know what'll solve this problem? A FOURTH wind turbine, that's what!

And it actually does work, the fourth turbine, once constructed, gives us enough power to finally start amassing a surplus in our batteries, which have replaced the bothersome generators from before. The colony can be powered day and night- lights, AC, and heaters for in the winter, half a month of pestering, it's finally enough to convince our prisoner to leave behind the Sun Dragon Riders!

Immediately, Mizal cleans up much of the filth, and our home is, for the time being, back to being not covered in garbage and blood. Since her primary role is doctoring, that makes her a pretty good person for base maintenance in her downtime, not to mention we FINALLY have someone else with a good plants skill, I think the current farming workload has taken about thirty years off of Sentinel Penguin's lifespan.

And speaking of taking thirty years off of Sentinel Penguin's lifespan, we're getting raided again. The attackers are from Anya's Outlaws, that band of violent pirate gene-modders that our very own Anthraxus used to be a part of.

This raid is as big as the last three combined- bigger, even. Five enemies, split up into two groups, meaning we'll have to split up ourselves to take on all of them. Their attack is immediate, and Sherbet is all the way in the literal opposite corner of the map, making this a five against five battle.

The team of Cavus, Anthraxus, and Suranna head south to do battle with some interesting characters. They down the woman with explosive goo on her head quite easily, but the remaining enemies (including a FURRY) manage to get a pretty advantageous positioning behind some rocks. Not a single one of our trio makes it out of this unscathed, as Suranna is shot FIVE times by the furry and actually emerges from the fight as one of the least injured colonists. We finally make said furry retreat by managing to snipe her drunkie friend to death. Cavus and Anthraxus both go down in the process, though, so it seems like we're converting the apartments into a temporary hospital for the second time this episode!

But there's still half the battle to go, as Sent and Mizal engage in a two-on-two battle beside the base. Sent locks horns with a fatty who's unironically named Giggles, while the remaining enemy attempts to have aloof anime villain energy. It doesn't really work, though, because Mizal already shot Giggles' leg into a red mist with a single arrow. MY SHOOTING SKILLS AREN'T THAT GOOD, SHE SAYS!

The battle comes to a close soon after, Anya's Outlaws have lost far too much ground. Sent is able to put away the limbless landwhale without too much further trouble, and Mizal simply keeps backstepping to avoid her axe-slinging opponent while lighting her up with arrow after arrow.

I did want to take any survivors prisoner, but they were all unwaveringly loyal to their faction, and Anya's Outlaws is permanently hostile so trying to gain relationship points with them is, well, pointless. That's fine though, because our colony can't really spare any attention to prisoners right now, everyone not named Mizal or Sherbet is in dire need of medical attention... with her high doctoring skill, it's up to our newest recruit to save the colony- it's extremely lucky we got Mizal when we did. If her recruitment had been delayed at all, it's entirely possible we would've had multiple colonists bleed out after this battle, at the mercy of Sherbet's level three medical ability. Thankfully, she's able to swiftly dish out 100% tends to all of the injured colonists, and with that, we go another episode without a colonist death!

Now, with four more battles under our belts, we do end off our fourth episode with the fruits of all our research- Suranna finishes all the car parts, and at long last, it's time to construct our very own... bang bus :unamused:

Now that looks like a road trip ready crew if I've ever seen one!

Now, it seems that we can rename the Bang Bus to whatever we'd like, so please do throw out suggestions because it MUST be changed. We can also alter the color and the pattern, so it'll be nicely customized come next episode. While we're at it, if anyone has naming ideas for those stegosauruses, they could use some of those!

And now, regarding our vote- this episode used up a LOT of resources. Between new workbenches, wind turbines, batteries, vehicle parts, and heaters to keep us toasty throughout the winter, we're very low on steel and components, two necessary resources for constructing mechanical and electrical objects. We can mine for it around our colony, but once the mines are depleted, that's it- we need to come together and figure out a new source of steel and components, and quickly.

Option A: We should just go steal some once we've recovered, there's plenty of factories, camps, and other settlements around.

Option B: We should research new ways to get these resources ourselves, such as deep drilling and long-range mineral scanners.

Option C: We should construct a guest house and focus on befriending other factions so we can more easily trade for steel and components and be guided toward pristine ruins by our allies.

CYS Colony Simulator Part 4

14 days ago
Only noticed after posting this, but I guess we have a pair of donkeys now too? I have no idea when they wandered in but they must've been self-tamed, and they're just chilling in the pen with the stegosauruses. Not a bad animal, I suppose!

CYS Colony Simulator Part 4

14 days ago
We don't get a second to catch our breath I see and also welcome mizal.
Personally I believe we should quickly stock up on resources in case another shitstorm hits so I'd vote for option A now that we've got a geared up squad.
Not sure about naming the dinos yet, but I think naming our bus Bespoke Automobile for Navigating the Ground or BANG bus in short since the full name is a mouthful sounds like the most reasonable course of action.

CYS Colony Simulator Part 4

14 days ago

Exciting things all over. What mod gave you the penguin head for Sent and which name file are you adding people too for the autonaming?

Bang Bus rename option - Bussy McBusface? The Stego? Cystian Block?

Stego Names - Bus, Blade, Bumpy, Larimar, Apex, Kimmeridgian

Vote: Option A - We already have the bus, might as well use it.

CYS Colony Simulator Part 4

14 days ago
I actually couldn't find a mod that gives avian heads or beaks for the life of me, they were all either not updated or just broken with no sign of being fixed. I had to get creative, and Sent's 'beak' is actually a goatee (it's a beak in the lore!)

As for the naming, it's not automatic; I modify appropriately statted characters into Cystians once they appear using Character Editor.

CYS Colony Simulator Part 4

11 days ago
That is a clever way around the beak issue

CYS Colony Simulator Part 4

14 days ago

For the bus - 100% agree with CavusRex's naming idea. Perfect and succinct. 

As for the vote, definitely option A. We don't have the resources to keep choosing the peaceful options.

CYS Colony Simulator Part 4

14 days ago

I vote the same as Liminal :)

CYS Colony Simulator Part 4

12 days ago
Beat update ever!

Successfully gardens AND writes? What an ideal fantasy version of myself. And high medical skill is icing.

The colony can be powered day and night- lights, AC, and heaters for in the winter,

I mean these WERE my stipulations for joining before we even started, not surprising I agreed once you guys finally held up your end and got your shit together.

Anyway, voting option C, we're really just getting our footing now so not sure we need to be taking unnecessary risks just yet, and trade and a few allies is always good.

CYS Colony Simulator Part 4

12 days ago

Allies are all good and well until they stab you in the back for some resources or something when you need them the most (so I would say having allies is good but you need to be ready in case they betray you).

CYS Colony Simulator Part 4

12 days ago
Oh, and obviously that has to be the Vengabus. EVERYONE will know when we roll into town, bringing fear and madness.

CYS Colony Simulator Part 5

11 days ago
Welcome back to the CYS Colony- your votes have been heard, and the time has come for our very first raid!

After reviewing the suggested names for the Bang Bus, I was originally going to go with Cavus's suggestion since it did have the most 'votes' behind it, but as it turns out it's well above the character limit for vehicle names. The result is that we'll be naming our ride the Vengabus, but perhaps it'll always be the B.A.N.G Bus in spirit. In animal news, our stegosauruses are now officially Apex (male) and Bumpy (female).

This is the route that we'll be taking to attack a Tox Pack military base- unfortunately, we have no way of really knowing how many people are going to be there, so it may be best to send as much manpower as possible... fortunately, the Vengabus holds all six of us! But Sherbet will scrape together what steel and components we have left to upgrade the vehicle's engine, tires, and storage capacity, so we spend as little time away from home as possible AND we get to loot more!

The colony takes some time to get their bearings as Sherbet and Suranna work on the bus and give it a fresh coat of paint, so we can pull up on the Tox Pack in style. Shenanigans aplenty in the food area, as Anthraxus complains about the cold while STANDING IN THE FREEZER and Sent, out of the literal thousands of options for food in the aforementioned freezer, selects forty nuggets of rat meat to cook with. At least Cavus and Sherbet get a perfectly wholesome bonding moment of solidarity together to round out all the tomfoolery!

It takes every component that Anthraxus has managed to pry from the earth up to this point- upgrading the bus also proves to be not quite as steel intensive as building it was, so we manage to hold onto a good heap of our reserves we've built up, also from the mining efforts of Anthraxus. In any case, Sherbet is able to get the bus in top condition within the day, which leaves nothing left to do but load everybody up, grab some meals for the road, and set out to blow these pirates' military complex right off the globe! For some reason, having the stegosauruses in the caravan doesn't slow down how long the trip is going to take. I guess they're as fast as the bus, which is wild, but I'm certainly not going to be the one to complain. Each one can haul hundreds of pounds of loot back with them, after all!

The stegos get rounded up, and we figure out our seating arrangement. Sent is the driver because he's the most likely one to have gone Grand Theft Auto goblin mode at some point in his life, and Mizal gets shotgun because she saved the entire colony last episode, it only seems fair. Everyone piles into the bus, and we set off- Sentinel Penguin hits about thirty trees and rocks on the way out, but it doesn't seem to damage the bus, so good to know we aren't going to have to build a highway or anything to use these vehicles.

The trip isn't eventful, only about half a day in length if we're being generous, but it's the destination that matters in this instance. The so-called military base is about what I'd expect from a group as trashy as the Tox Pack- resources randomly piled up on the ground (those are boxes of raw tomatoes by the way), turrets that don't work, a windmill and a wiring system that gave up on trying to supply these devices with electricity long ago... let's hope that the loot inside of the buildings is better than THIS shameful display!

We pull up in the bus, expecting a showdown with these pirates that have been raiding our settlement... but we either came at a bad time, or the Tox Pack didn't have a lot of manpower to spare this place, because there's only a singular person here to defend it and no other defenses to speak of.

It's Liminal! Let's go ahead and take a look...

A most mystifying character we've crossed paths with here today, Liminal is a talented shooter that the Tox Pack has foolishly handed a hatchet to, abandoned here, and said 'good luck.' With good artistic, crafting, and cooking, Liminal is a valuable colonist, but it's no wonder that maintenance of this military base has been impossible with only a single person around! Poor Liminal. Take note of the fact that Liminal is equipped with uranium plate armor- compounding with Liminal's ferrous skin, we have quite a defensive powerhouse. I find it interesting how this Rimworld Liminal is responsible for throwing nukes at people, much like @Liminal actually does in real life, what a coincidence!

Liminal's weakness is bad hearing, and this immediately comes into play as the Vengabus pulls up right beside the base, and our colony spills out ready for a fight... to no reaction, at first. Once the bullet rain begins, of course, we're spotted.

It takes WAY longer to down Liminal than expected- tanking about three times more damage than an ordinary enemy would be able to against our quintet of gun and bowfire. Ultimately, though, Liminal is defeated before reaching us to attack with the hatchet, and Mizal is quick to administer medical aid so we can take Liminal PRISONER. I promise there are other ways to recruit people in this game.

A big amoeba wanders by as Miz saves Liminal's life, it's kind of cute so Sent attempts to tame it. Ultimately unsuccessful, which is a shame, but it's also not what we're here for.

Yes, because what we're REALLY here for is the LOOT! Everyone charges into a different building to start the thievery, and luckily, there's a whole lot to take!

It's a little hard to tell due to the eclipse and all the red Xs, so I'll break it down- there's an abundance of cloth, a huge heap of components, textiles, an elephant's tusk, some apparel, a pair of books, over a thousand pumpkins, piles of herbal medicine, wood, stone bricks, a slightly disappointing amount of steel, a few bags of human blood, and of course the tomatoes sitting on the ground outside. Naturally, we take just about everything worth taking. Exploring a few other beaten-down sheds around the map yields a more favorable amount of steel, and of course we can dismantle the Tox Pack's stoves and generators and whatnot for even more steel and components.

At this point in the raid I have become nervous, because the bus only has six seats, and we're going to be transporting seven people back. Could it be that we're going to have to leave our prisoner behind? Thankfully, no- it allows us to load Liminal and all of our colonists up, though Liminal doesn't get a seat on the bus... I'm not sure whether one of the stegosauruses carried Liminal back, or if this was like a tied-to-the-roof-of-the-bus situation.

All in all, I'd call that an extremely successful raid! But we shouldn't get used to them being so easy, the factories especially are said to be very well-guarded... but admittedly the description of the military base did also claim that there could be up to two dozen people defending it, so who knows? What matters is that we blew a Tox Pack base right off the map, and we'll hopefully do the same to many more in the future.

The trip home is smooth, aside from poor Liminal getting two separate infections, so the top of that bus must not be very sanitary. Ultimately no death comes of the infections, but this is what the medical tab looks like, so really not a good first day for our new potential recruit;

Nothing that Doctor Mizal can't fix, though. Aside from the hearing loss which isn't our fault.

Now that we're back home, the colonists fall back into their routines. Games are played, work is tended to, and friendships are strengthened. After all the battles we've been through recently, even the once crippling farmwork seems so relaxed, as Sent harvests his favorite crop with enthusiasm.

With this window of peace and calm we've been blessed with after the neverending cycle of injury that was Part 4, it's time to improve, to expand- specifically, we need a space dedicated to our vehicles and fuel production, as well as a space dedicated to the work of our research squad. And so, we'll be constructing a garage and an office just down the road, it's the first step to decluttering the house of the original trio! The second and final step would be to figure out a better storage system...

The next morning after the project begins, something rather peculiar happens. An anonymous benefactor seems to have sent a drop pod to our base containing... thirteen bowls of nice soup? It's impossible to actually identify what's in these, but the colonists don't seem to mind the level of suspiciousness at all, and actually greatly appreciate having a bit of variation in their diets, having been consuming largely simple meals all year. Perhaps we should look into soup-making ourselves?

Efforts to recruit Liminal by Suranna are, unsurprisingly, very smooth! There was of course the denial at first that any prisoner displays, but Liminal actually had the lowest resistance to recruitment of any prisoner so far, probably well aware of the fact that we're way better than those no-good abandoners in the smelly Tox Pack (no offense to all our wonderful former Tox Pack colonists, of course :))

Later that day, however, Liminal makes the decision to become a part of the Cystian Kingdom! That shooting skill is going to come in handy, not to mention the tankiness. We also get this wholesome moment right after, really cementing that this was the correct choice.

Our construction projects make substantial progress with each passing day. The winter cold brings a halt to pretty much all of our remaining crops, but there aren't many of them left by this point, that pile of garlic was our final haul for the year anyway. We've stocked up so much nutrition at this point that I can't really see anything making our colony food-insecure anytime soon, outside of maybe five consecutive day-long solar flares wiping out our power grid? But I don't know if that's possible, probably not. Hard to believe we were hours away from going mad with hunger just a few episodes ago, but now here we are- not only surviving, but thriving.

Hmm, Sherbet doesn't want people to have rights, confirmed?

Fortunately for him, something more problematic appears on the horizon- something disgusting. A dark, fleshy heap from a monstrous insectoid faction called the Black Hive has tunneled its way to the edge of our base to release a pair of ghoulish bugs to maul our colonists. These insects are genetically engineered to lay waste to mechanoid bastions, so despite the fact that it's visually just two little bugoids, this threat isn't one to ignore.

Everyone gathers outside the base to combat the approaching insects- the larger one falls victim to our wall of projectiles, but it's the small bug that proves to be the true threat between the duo. Despite lodging nearly a dozen shots into it, it still manages to worm its way forward enough to BITE Sentinel Penguin in the foot! Fortunately, he's able to knife it in retaliation, putting an end to the Black Hive's attempt at destroying us... but I fear the day that they try again with a more impressive group of creatures.

Oh, and see that little X-shaped blueprint below Sent? That's a turret that Sherbet hasn't gotten around to building. That sure would've been nice to have for this fight. There's actually about three of those set up around the base now that will be built with our haul of steel and components from the raid, they'll be an excellent aid when we're getting attacked by other factions... next time, anyway.

Sent returns to bed so his mauled foot can recover, and with that, it seems we've managed to survive another chapter of our colony's story! Actually, this is quite a big moment for the colony, as the winter season has now officially come to an end... meaning we've passed our one year anniversary. Yahoo! Our garage and research office are complete just on time for the occasion. The researchers of the colony even get their own rec room complete with a poker table, isn't that nice? Although... what are they betting, cabbages?

Some giant pandas wandered in at the last second, perhaps as a colony birthday present. They wouldn't really do anything if we tamed them, but they are an endangered species, which means if we breed them and release them so they can repopulate in the wild, other factions will notice and like us more as a result. Also, they're so cute and I love them. :)

With that, it's time for the voting- there will be two votes this time.

Vote 1: Year 2 Farming

We're officially in year two, and with winter behind us, it's a good time to start growing something new. Like I said earlier, we're very food secure even as we continue to acquire new mouths to feed, so we also have an opportunity to grow more non-food crops this year. We'll go ahead and grow whatever the top two voted upon options are, in addition to our food.

Option A: Coffee beans- we may get addicted to caffeine, but our productivity will probably go up. Coffee is also a luxury item that is not difficult to sell.

Option B: Devilstrand, a difficult to plant, yet rewarding mushroom that will provide us with deeply red fabric, both valuable and excellent to make clothes out of.

Option C: Hop plants. Because I want beer.

Option D: Tea grass, because tea is more classy than beer.

Option E: Smokeleaf, because I want to get high.

Vote 2: Construction

There are some buildings that'd be nice to have, but we're ultimately still a small colony- if we throw too many big construction projects at them at once, none of them will be finished for months. The top two results are what we'll prioritize in the next episode.

Option A: A dedicated storage area, death to clutter!

Option B: A hotel would allow us to host guests from other colonies and improve relationships.

Option C: We've only got one more bed to spare and could use more housing, another layer to the apartment complex couldn't hurt.

Option D: A tailor; our colonists' clothes are beginning to fall apart, making them unhappy. It's time for some new garments!

Option E: A forge to melt down the metal slag around the map, and produce new weaponry and armor.

CYS Colony Simulator Part 5

11 days ago

I vote A for the first since we can get more money to buy stuff ( weapons, clothes etc ) and keep ourselves awake at night ( but that's the intellectual part of my brain talking, a little booze couldn't hurt :D ).

Its hard to chose between A or E but I would say A again cause we need a safe and secure place to put the resources, weapons. food we collected or created. 

CYS Colony Simulator Part 5

11 days ago
Truly my genius is being limited by the technology of our time, but at least the decision to go on a raid turned out to be most beneficial.

Voting wise I am culturally and also personally obligated to say C for the first vote and far as the second goes all options sound viable, but personally I think ignoring the obvious matter of ever increasing need for lodging a tailor sounds like something fun to do for a change and my votes have been overly pragmatic up to this point so I'll say D just for that reason.

CYS Colony Simulator Part 5

11 days ago

Ogre would be so proud!

CYS Colony Simulator Part 5

11 days ago

Voting for Devilstrand. It takes a quadrum or even longer to grow so it you are going to mess with it outside you have to plant it early. It is a very useful product for making clothes for trade or wear.

As far as construction I vote Option C as we are still in heavy recruitment mode. Option E would be a close second to replace the bows with guns.

CYS Colony Simulator Part 5

11 days ago
Liminal: Incapable of caring.

Wouldn't it have been funny though if we hit the Tox base while they were all away, only to get home and find they'd hit our base while we were all away?

And when Sent gives gifts it's just more garlic. We're obviously gambling with individual garlic cloves too.

Anyway, voting for A) coffee production. Can we REALLY call ourselves a civilization if we're not addicted to caffeine? Although this won't help poor Dr. Mizal's insomnia.

And we need B) a hotel to serve our coffee in.

CYS Colony Simulator Part 5

11 days ago

Gambling with garlic cloves is deranged, this is the future Sent was after all along.

As for the Tox Pack, they do still have some pretty beefy factories near us, so it is fortunate that we didn't get raided while we were out, swift as we were.

CYS Colony Simulator Part 5

11 days ago

HOW DID IT KNOW I HAVE HEARING LOSS AND A GLITTERY BACKGROUND?! (And 0 social skill.) IS THE GAME STALKING ME?! (I'm also decent with a gun - me and my dad used to shoot at the range a few minutes from my house.)

Anyway- as for the vote, for farming I'm torn between B and C. Devilstrand would be profitable and may give more options with clothing (Cult robes! We sacrifice Warrior Cats!) but beer... Fine. C. Hop plants.

If we go with devilstrand, I vote D for construction so we can get a clothing variety in there. Otherwise, B or E, probably B. Death to clutter is definitely not necessary right now, we can shove it in a corner and deal with it later!

CYS Colony Simulator Part 5

10 days ago

I decided that it would be a much better use of my time to catch up on this thread and I'm glad I made that decision. Cavus crawling towards his bed for the whole battle in part 3 and Anthraxus complaining about the cold while standing in the freezer made me laugh too much.

For vote 1, either caffeine (because productivity leads to greater results) or C (because iirc Sent gets better abilities when he is drunk, and that could help the group out with combat after the close calls in part 4). Maybe I'll give a 0.5 vote to each.

I'll also cast my second vote for D (new clothes before they fall apart) since it sounds like a more urgent situation, but other good options would be E (weapons) or B (a hotel). In fact, a hotel could also double as a place to store new colonists when they first arrive, reducing the need for C.

CYS Colony Simulator Part 5

10 days ago
I vote B for the first and D for the second. Thematic!

CYS Colony Simulator Part 5

10 days ago

Our little colony has grown so much! Hooray for raiding! I vote option A for 1, and option A for 2. No more dead animals stinking up our living spaces. :)

CYS Colony Simulator Part 5

10 days ago
I'll close the vote here as I start to collect pictures for Part 6, thanks for the participation and look forward to the next installment :)

CYS Colony Simulator Part 6

6 days ago
It's that time again!

As per the results of the poll, this episode will focus heavily on the construction of a dedicated shop for tailoring new clothes, as well as a hotel so that we can host and bond with the neighbors that AREN'T trying to kill us. Additionally, we're going to have to learn how to brew, because we're growing hops and coffee beans this season! We'll be drunk and caffeinated.

Growing more stuff in addition to our food means we've got to clear some land, uprooting trees and bushes and cutting grass to make room for our plants. Thankfully, this is not a burden that Sent and Suranna will have to shoulder alone this year, as we've recruited a number of very capable colonists since those cold, rainy, starvation-filled nights that plagued us in the past.

With the planting group focused on that, it's largely Anthraxus, Cavus Rex, and Sherbet who tend to the blueprints of our two upcoming buildings. The stony piece of land just north of the apartment building seems perfect for a tailor, but there's just the problem of that giant heap of rock in the way. No worries, Anthraxus begins to work on digging through that rock right away, completely free of complaints.

But as he wraps his mining up, a realization is made- the colony is very low on steel, once again. You may think it's a bit soon for that to be a problem once again, and you'd be right- but steel goes into practically everything that makes our lives comfortable enough to be worth living! Every heater, every AC unit, every wind turbine, every vent, every piece of wiring and every light, they're all just the result of Sherbet jamming about thirty or so hunks of steel together and crossing his fingers. And all of those things really add up, especially when we're about to begin constructing two new buildings. That's why, fortunately, there is a solution right under our noses...

Those, right there, just across the river- that's two mining camps, hosted by small factions that consist of only a few people. We can pillage them without much consequence as far as I understand it, it won't have any bearing on our relationship with the larger groups... and, there's a good five hundred or so steel in it for us, between the two camps.

It's a bit hard to begin building without the steel, and we're pretty low on wood as well. For this reason, it's the construction crew of Sherbet, Anthraxus, and Cavus that load up in the Vengabus to steal the steel from these independents. That should give the planting crew a pretty good chunk of time to uproot more trees for us, so we can officially begin construction.

Don't ask me how the bus crossed the river, because I would not be able to tell you. Either way, it takes about half a day for us to reach the first mining camp- it's hosted on a cavernous tropical rainforest tile, so there's all kinds of rock formations, fruit trees (yippee!) and monkeys wandering around. It is a shame Sent didn't come along, or we could've had a chance to tame some of those gorillas you see if you zoom in around the bottom left and reeeally try to ignore how few pixels there are.

At the sound of our bus approaching their little wooden huts, the two people hosting this mining site come out with their tribal-level weapons, ready to defend it.

If you recall, Sherbet, Rex, and Anthraxus all have guns at this point. The thing about melee combatants in Rimworld is that you'll usually need some seriously good armor to make up for the fact that you can't deal any damage without closing the distance between yourself and an opponent- and even then, one solid hit can severely hinder your movement. And when you're a melee fighter AND outnumbered by gunners, especially with how naked these people are... yeah, ok, all this is a very lengthy to say we won the ensuing fight.

The loot was exactly what we expected it to be- a little over two-hundred pieces of steel. However, there was also a cruddy wooden computer sitting around one of the caverns. It's pretty beat up and, y'know, made of wood, but it'll be some good recreation for our colonists when we take it home and fix it up a little!

Speaking of the colony, a look back at our home base reveals that things are going very well in the planting process. All the trees and large bits of shrubbery have been successfully cleared, and they're finally starting to plant the coffee beans, all four of them. I bet Sentinel Penguin is crying tears of joy, no longer having to break his spine in two by jamming 700+ crops into the ground. Now he just has to do, like... 250 of them, or so.

Not everything is sunshine and rainbows back home, though. While the construction crew sets out for the second mining camp, an unfortunate alert appears regarding the home base- a boomalope has gone mad with rabies just next to the research office! If you're unaware, a boomalope is an herbivorous animal covered in yellow sacs. They were designed to produce fuel and chemicals, and unfortunately, they explode on death. Fortunately, we do have a turret active in its exact location. Unfortunately, it's right next to the office when the turret kills it.

The four on-site colonists rush over to put out the flames, but they're far to the north in the planting sector. By the time they arrive, the flames have spread significantly, spilling into the office space and eating at anything wooden they can find. Mizal and Liminal bravely rush in to try and save the research tables, but the temperature in the building has already skyrocketed to dangerous levels, putting both at risk of heat stroke. Sent is able to save them from this fate by ripping a chunk of the wall out to regulate the temperature inside.

Between the four of them, the fire was put out before it had a chance to spread too far- thank goodness, considering the entire building and almost everything in it was made out of wood. The aftermath isn't pretty, but we ought to consider ourselves lucky that it only got ONE of our research tables. We can just replace it with a brand new one, I'm sure Rex and Anthraxus won't even notice!

Speaking of Rex and Anthraxus, it's time to revisit the adventure of the construction crew- the second mining camp on our list seems to be a bit more advanced than the last, constructed out of brick, and there does seem to be at least an ATTEMPT at an electrical system. Our enemies this time are also more threatening, a pair of elves wielding bows. They don't seem to notice us at first, so we begin shooting down doors to look for the precious steel we're after.

When one of them does come over, Anthraxus is quick to put him in the dirt with just a few shots. This prompts the second one to flee the premises, but said second one was clearly a much better shooter than his friend, because he downs Anthraxus as revenge AND puts two arrows in Sherbet on his way out, causing green acidic blood to spew everywhere.

Just a small little bump in the road though! Rex makes it out of the encounter unscathed, and while he's no Doctor Mizal, he's able to close up the others' wounds and continue exploring, locating the nearly 300 pieces of steel that the elves had stashed away. A pair of (mostly) successful raids! The group limps back into the Vengabus and returns home, where a good amount of wood has been amassed and the fields are being filled with more and more young crops every day. The crew is in no shape to construct right away, though- it's nighttime anyway, so the colony gets their much-needed rest before the long day of work in the morning. Mostly.

The morning is gloomy and rainy, but the injured colonists feel well enough to walk around and engage in conversation, a fairly good sign going into the beginning of two construction projects.

By the time the work day begins, the blueprints for the two new buildings are laid out. The smaller building being the tailor, replacing that ugly heap of rock that Anthraxus cleared away before going on the road trip... it's close to the rest of the colony buildings, and will host several wardrobes, dressers, as well as just a huge stockpiling zone so our tailors can just throw what they make on the ground for the colonists to sort through. The much larger building is the hotel- I'm unsure of how big the groups visiting us can get, but I figure it better safe than sorry. Twenty-eight total beds, I suspect they'll rarely and maybe never all be in use, but we can tape off sections of it to use as hospital or temporary colonist bedrooms at our leisure anyway. It'll be nice enough that our neighbors will visit and totally want to be our friends, and leave us only the best of presents, I'm absolutely certain of it. Make sure you stick around until the end to see if I was right! (I wasn't)

I made the mistake of thinking that the first day of these new projects was going to go smoothly though, so the Rimworld gods decided to throw this wrench at us. No cabbages this year, I suppose- but fear not, we still have thousands of them stockpiled, and we're also planting rice and garlic this year as well, so we're not going to starve. I won't go back.

Sadly, getting rid of all those blighted plants eats up the rest of our colonists' work hours. They head back to enjoy some games before bed. If I had to guess, Liminal is probably winning, you can't teach that kind of poker face.

Night comes and goes, and another day begins. Progress on the tailor shop is going smoothly, for now it seems to be the construction workers' main priority over the hotel. There is the issue of it being packed with old rocks from the mining escapades of Anthraxus, but those can be cleared out later, it's fine.

After Liminal wins the trauma contest against Suranna, it's back to work. The day is productive- nearly all the season's crops have been planted, meaning the planting group is about to have a bit more time on their hands. And, what timing- one of our more friendly neighbors, the Reavers, have informed us of pristine ruins near our base!

Pristine ruins are, at this point of the game, by far the best loot we're going to be able to get our hands on. While there isn't anyone technically defending the ruins from us, looting them is quite competitive- many of the surrounding factions will be sending in teams to pillage whatever remains of this site. Tox Pack and Anya's Outlaws will certainly be there, among other friends and foes. It's a dangerous trip, but the wealth we acquire from it could be huge... our bus also diminishes some of the danger.

This time, it's Sent, Suranna, Mizal, and Liminal's turn to load up in the Vengabus and go on a road trip while the rest of our colony stays behind to work. It's only fair.

The moment the bus arrives at the ruins after a short trip out, the carnage has already begun. The other factions are tearing each other apart for the opportunity to claim the ruins' prizes, and groups are already fleeing after losing too many people. The number of corpses is unlike anything our colonists have witnessed up to this point. They feel incredibly grateful that they aren't on foot, and can drive around in the Vengabus as the other crews destroy one another.

Wait a second... who is that right there, underneath that blood-gushing elven corpse??

As an undergrounder and master of household appliances, we have on our hands a turtle man with considerable construction and crafting skills. A member of Anya's Outlaws, he is our enemy, but this may be the first time we didn't actually beat the life out of a potential recruit ourselves, someone else did it for us before we arrived! So really, it's more like we'd be rescuing him than anything. He has some unique abilities, too, such as acid spit and the power to summon an elephant turtle, whatever that is.

While our colonists WERE outnumbered by just about every one of the ten or so groups that came to take whatever these ruins had to offer, there really isn't anyone who can stand up to us by the time the Vengabus finally stops moving. Most have already fled, are dead, or are too wounded to continue fighting. Mizal tends to Ace's many wounds, before the quartet picks off whoever is left in their path- then, it's looting time! Like I said, pristine ruins are REALLY good, so brace yourself for what you're about to see.

Suranna is the first to make a discovery. The meat sitting on the dirty ground, yes, but what's more profitable here is the forty-five Luciferium. A very powerful and interesting drug, but also one I usually avoid ever touching- the healing properties of it are amazing, but once it's in your system, you have to continue taking one of these red pills every week or so, and running out of them is a death sentence. Still, even if WE don't use them, it should be obvious why taking these pills with us could be wildly profitable... and if we keep a few for ourselves, we could punish our unsavory prisoners by forcing them to take Luciferium, waiting four days or so, and then releasing them into the wild.

That'd be funny.

Soon after, more discoveries are made. Sent discovers a room packed full of textiles, fuel, medicine, leathers, and even some giant heaps of raw jade. Liminal finds a concrete structure that contains over a hundred more Luciferium, more leather and textiles, and an abundance of stone bricks. Components, too!

Between all that leather and fabric, we'll have plenty of material for new clothing at the new tailor shop.

After quickly loading up the Vengabus as much as we can, it's time to make a hasty exit. It's best not to linger in places like this- we may have been the last group standing at the ruins, but that wouldn't have lasted very long, as massive raider groups were likely already on the way.

But to be honest, that was by FAR the best Cystian looting that the colony has had up to this point, we should be extremely proud of ourselves. If only we had some beer and coffee to celebrate with... soon, soon.

Ah, would you look at that- the tailor shop is all done by the time the group returns, it seems the construction colonists have been hard at work. It's a bit small, but it should fit plenty of clothing, more than we need for the time being. That's actually not the only good news, either, because the morning after her return, Suranna goes right to the fields and begins harvesting hops plants. The beer is just on the horizon, Cystians...

She also crosses paths with a jade dragon, briefly, during her harvests. It thankfully doesn't seem hostile- befriending such a beast would be extremely valuable to us, but alas, only the Velonir race is really capable of bonding with these majestic creatures.

As for Ace, well... Suranna has a pretty long day of harvesting ahead of her, so instead of her usual recruitment process, she just sort of sticks Ace in a room with eighty bulbs of smelly garlic and leaves him to contemplate. To her credit, he comes around pretty quickly to get out of that room (which now becomes his bedroom, the world is cruel).

Now that he's recruited, he finally puts some clothes on, too.

Now, with the tailor finished, the hotel becomes the colony's sole construction project. It's looking... not too bad. It's a very large building that contains a lot of wiring and furniture, so it's expected to take longer, of course. At least, this WOULD be fine if the project didn't drive Sherbet to SMOKE. Yeah, he found the stash of 19 smokeleaf joints that we took from the ruins (with the intent to sell them) and has officially ensured that I will never beat the crack-doing allegations, thanks Rimworld Sherbet.

Even though the hotel is far from finished, it doesn't stop our first guests from arriving. It's a father and son duo, and they seem quite happy with their room, even though there's not even a crumb of light or temperature control. Sent makes the ridiculous decision to play poker with the one who is LITERALLY named Lucky, he probably lost like ten whole bulbs of garlic on this little stunt.

But what's really important is that our guests have a good time- and they do! At least, they claim that they did. As a token of their appreciation for the free room and the poker game and whatnot, they leave... three uranium crystals on the bed? That's a bit of a hazard for the next guest, but I suppose it's not the worst thing they could have left.

But ultimately, this proves that the hotel is going to be a big hit. If guests can enjoy themselves in an unfinished, pitch dark hotel, they'll certainly enjoy themselves in one with working lights even more. And with just a few more days of work, that's exactly what we achieve (after building an extra windmill, these lights don't power themselves you know!)

Ignore Suranna recovering in the leftmost room, she got bitten by a bear or something, she'll walk it off.

With that, we have the hotel finished, the tailor finished, a few thousand hops harvested, and coffee beans on the way. We can comfortably start on clothes making and brewing, I'm certain our colonists are excited to change out of their hole-riddled apparel.

As for the vote...

Trade Vote

Our colony hasn't been visited by too many trade caravans, and the ones that have come by, well, they aren't willing to buy most of our goods. We could always wait for more, but if we really want to make money, we'll have to take action... or, we could just upgrade our systems and hope that brings in more traders. As our vault of valuables grows and grows, and with a stockpile of clothes, beer, coffee, and other goods on the way, we ought to start turning more of it into silver.

Option A: We should travel to neighboring settlements and cities to sell our stuff- we can view what they'll buy ahead of time and stock our caravans accordingly, and we won't have to rely on traders coming to us in order to turn a profit on our goods.

Option B: We should set up an orbital trade beacon and communications console so we can contact orbital traders, whenever they may come by the planet. We'll still have to wait for them to come to us, but these traders tend to have deep pockets.

CYS Colony Simulator Part 6

6 days ago
Hooray for beer! Glad to see things are looking like we're about to enter our first golden age, also I genuinely laughed when Rimwold Sherb mimicked real Sherb and started smoking out stash.

For trading I think getting out there would be a better idea since we could build better relations with other groups which will pay off better in the long run than sitting on a pile of treasures and hoping others will come to us. I vote A.

CYS Colony Simulator Part 6

6 days ago

Option A for now - traveling to neighboring settlements seems less risky and could get us a bit of the silver we need at the moment.

CYS Colony Simulator Part 6

5 days ago
Hah, that's what those losers get for trying to be independent!

The bettle royale was a fun time, but too bad you can't use the true advantage of a bus, and run people over with it.

But anyway, we're rich now, good job. Visiting the neighbors for reasons other than killing them seems pretty novel though, let's assemble a caravan and try it.

@MrAce321 welcome aboard. I'm sure you won't even miss that intellect.

CYS Colony Simulator Part 6

5 days ago

Let's go with option A, since the latter seems to require a higher time investment for what isn't a guaranteed outcome. Traveling is also fun. Maybe the colonists could offer free samples of Luciferium and get other settlements addicted to it, only to offer more at a higher price (or enslavement, like in Mole). 

CYS Colony Simulator Part 6

4 days ago

Glad Rimworld Anthraxus survived the raid, although if he was a more IRL representative he probably would have beat you to the smokeleaf stash.

My vote is also for A. Being able to decide when we initiate a caravan will let us control pacing and help improve relations with nearby groups, which orbital trading won't do.

CYS Colony Simulator Part 7

3 days ago
Rimworld dropped a new DLC recently, titled Odyssey- it has a big emphasis on customizable interiors in spaceships and planetary exploration, which sounds amazing... even though I don't have the DLC, it does give me an idea for our next vehicle.

Onto the episode, though- today, we need to put a big focus on making three things- coffee, beer, and clothes. Our vote was also won by the option to form a caravan and travel out to the neighboring settlements for trade, so we'll be doing that as well. But seriously, we need to get that beer going, people are starting to freak out.

However, there is one final step before we can finally begin creating our beer- we're going to need fermenting barrels. It's no big deal, we'll just add a fermenting room onto the food area like so.

Such an add-on is a bit more inconvenient than I would have liked, since it's going to be very wood-intensive and our best tree-cutting colonists have their attention on other things at the moment, such as harvesting the coffee beans, and in Sent's case, cooking up simple meals.

And in Suranna's case, the thing that she's busy with at the moment would be, finally, making clothes! Putting her high-level Crafting to work, it's time to make all of our miserable rag-wearing Cystians happy once again. What you see on the roadmap is only about half of what's queued, in Rimworld my rule of thumb when doing a clothes overhaul is to make more than you think is necessary- yet I always seem to end up with not enough...

Production on clothes and the fermenting room begins, and things are looking promising. Sadly everyone is quite busy with their primary jobs and the cleaning gets neglected- research, farming, building, plant cutting... and one colonist in particular is acting so very strangely...

She quickly gets Liminal and Anthraxus to tag along with her in the Vengabus, and speeds away from the colony and in the direction of some random hunting camp allegedly filled with pemmican. As Mizal pulls up to the place, the enemies make themselves known.

But Mizal does not simply get out of the Vengabus and start shooting- no, this is about something more. She pulls the vehicle around the side of the building and gives chase- and then, as if spurred on by a hazy wish from a distant universe...

Poor guy, what a choice for your final words. In any case, that's those enemies taken care of. This is a very based tactic, but unfortunately it does cause some damage to the bus itself. Anthraxus stays behind to repair it for the trip back home, while Mizal and Liminal spread out across the tile to steal all the loot (there isn't much, this was really more about hitting people with the bus than anything)

There IS a room full of rhino corpses, but the bus can only haul one of them back home, sad.

Back home, not much has changed, really- the new room is being built, new clothes are being made, Cavus is researching mushrooms... but a few hours of usual colonist activities later, some interesting critters appear at the edge of the map, already pre-tamed and ready to join us. I've never seen these before, but they're allegedly a source of steel, so... no complaints! But we're beginning to look a little weird, name one civilization in history that ranched donkeys, stegosauruses, and ironhusk beetles. They all seem to get along fine at least, so we don't have to worry about making separate pens.

Honestly, it's not a bad selection of creatures at all. Donkeys reproduce pretty quickly and are a good source of meat, and they make good pack animals for caravans. The stegosauruses can basically carry as much as our bus, and their offspring will be very valuable if we can find a good buyer- the beetles of course have yet to prove themselves, it'll depend on how much steel they actually produce I suppose.

Anyway, look, our beer room is done! With Liminal taking over cooking duties for the time being, all that's left is for Sent to make a whole bunch of wort out of our many thousands of hops and fill those fermenting barrels, and we'll have ourselves a whole bunch of beer within the week!

Wonderful! Nothing could possibly ruin this.

Ah, uh oh. This is another one of those pincer-styled attacks, with our raiders approaching from both the east and the southwest. Our only saving grace is that the eastern assault is WAY less stacked than the southwestern one- only a single enemy, though she does carry a sniper rifle. Liminal and Ace are initially sent to handle her, but as it turns out, the visitors we're hosting at the moment in our new hotel are more than happy to throw down in defense of us.

Unfortunately, we aren't so lucky with the other group- the Tox Pack has gotten stronger since the last time we saw them, and all of them are armed with either sniper rifles or 'bone breakers.' The bone breakers, as I understand them, are sniper-like weapons that take a very long time to shoot, but they're capable of putting an opponent down from a very long range with a single shot. So that's not good.

The initial idea for our colony was to bait these enemies over to the food area, where we could hide around the corner and allow the turret located there to do some of the work- unfortunately, the range and power of their weapons quickly makes it clear that they would pick us all off if we dare to turn our backs and run- the only option is to stand our ground. We spray them with bullets, taking one life, but those weapons they're using are no joke- one shot puts Sherbet down, and another threatens to do the same to Suranna, their wounds threatening to bleed them dead within the half-day.

Sent is heavily disadvantaged in this battle, literally bringing a knife to a gun fight. He could probably use some real armor and a better weapon- he does swoop in and put Tos down before he has a chance to snipe any of our remaining colonists, but after that he's put on getting-Sherbet-and-Suranna-to-the-hospital duty.

Our reinforcements arrive, and the remaining three enemies go down to our superior numbers- but not before getting a shot in on Ace, Mizal, Liminal, AND Rex, leaving Anthraxus and Sent as our only two healthy colonists following this clash.

A room of the hotel is quickly converted into a temp-hospital, and Mizal, despite being injured herself, gets everyone patched up before seeking treatment of her own. With all our injuries and bleeding... yep, it's gonna be a rough couple of days... hopefully our guest next door doesn't mind the sound of us all gushing blood all over the floor and crying.

Once it's confirmed that nobody is going to die, though, Sent notices that all of our enemies from the battle are not dead, simply unable to stand up. Seeing what the Tox Pack has done to his fellow colonists, he decides that he'll go back and make one more contribution to the combat... let's just say, by the time he's done, all of those fancy snipers and whatnot belong to us.

But as you may recall, there WAS one other raider involved with that attack, the one we ourselves didn't end up needing to bother with. I scroll over to check on her, and wouldn't you know it, she still has a whole eight hours before she bleeds out! On top of that, a level 16 shooting skill... now, I know what you're thinking- "Sherbet, she's not even based on a real Cystian, that'd be a lame recruitment!" But trust me on this, I have an idea.

Anyway, it was quite the distraction, but ultimately that raid doesn't force our beer production to grind to a halt. With Sent being one of the few uninjured, he can get right back to work in the morning, and with that, the only thing standing between us and a pile of cold beers to beat the summer heat with, is time. Just a few days, and we'll truly enter our golden age!

Small little aside, but with more emphasis on production and less emphasis on cleaning, it quickly became evident how gross it was that our colonists kept tracking filth and trash into the kitchen every single day, every single time they wanted to get some food from the freezer- Ace got food poisoning, and with that, it was clear something had to change. The construction colonists install a quick fix, putting the kitchen BEHIND the freezer so no non-cooking colonists ever have a reason to enter, and busting down the wall and turning the original kitchen into a dining room expansion, coffee machine and all!

With about a hundred meals stockpiled, Liminal can comfortably shift from cooking duty over to coffee-making duty, and it's much faster than I thought it would be. Mizal and Suranna haul over thousands of coffee beans from the farmland to the north, and within the day we have well over two hundred coffees at our disposal.

Once our new recruit finally comes around on joining the colony, it is time to set in motion the Sherbet Plan- this involves finally traveling to the neighboring friendly settlements and trading some of our goods for money, as per the results of the previous vote. Step one of the plan is to form our caravan out of our top negotiator, Suranna, and our new recruit, Luxemburg. The latter will act as a bodyguard for this trip, and then, you'll see what we REALLY recruited her for.

Our first stop is the city called Brim Defence, a huge settlement of the Nerath Kingdom. The city is so huge and populated that Suranna and her bodyguard wander around in amazement for a few minutes, before collapsing and sleeping in the streets, EMBARRASSING us as a colony.

But hey, we didn't come here to take naps, we came here to take money! A trade is initiated, and it seems that they're interested in buying the 3000 cabbages that we stuffed into the Vengabus for this trip (don't worry we have more)! With each one going for nearly a dollar, that's 2500 silver in our pockets from the first stop alone! Our early vote for growing a massive surplus of food is paying off now.

The deal is struck, our relationship with the Nerath Kingdom improves, and we drive away 2500 silver richer. The second stop is at Nagglfar, property of the dark-elven colony known as the Reavers. Between our coffee and just about a quarter of our Luciferium, we stand to make about 4000 silver- but those of you who speak Rimworld trade table may note that Nagglfar is a bit less wealthy than the city of Brim Defence. To balance it out, we buy some high-quality items from them as well and lower the amount we sell to them. We do still sell them some Luciferium, because I enjoyed Mystic's grim suggestion of letting them get addicted to it, which forces them to buy more in the future, so we'll see if the selling price goes up in the future.

I must say, 3500 silver is a VERY good amount for our first trip, we're doing a very good job of amassing wealth. With heavy pockets, our caravan makes the trip home.

But as you'll notice, Suranna came back alone- what gives? Well, this is step two of the Sherbet Plan- of course I was never going to allow a non-Cystian to become a permanent fixture of the colony, but we CAN still put that amazing shooting skill to work. Luxemburg will be managing our very first outpost, a hunting outpost to be exact- this outpost will send our main base meat and leather every quadrum without us having to do anything. Outposts are an amazing way to expand the colony's reach without having to actually micromanage multiple bases, and it is of course a good usage of any recruits that we don't actually want to have around us.

There are all kinds of outposts we can set up- hunting camps, mining camps, prisons, restaurants, farms, embassies, schools, banks, trade outposts, factories, towns... very exciting! But for now, we really only have the means for the hunting one, thanks to Luxemburg's massive shooting skill.

Upon Suranna's return, it seems our first batch of beer is ready- note the twenty five bottles sitting in the freezer next to the heaps of raw meat. All of the colonists gather in the dining room, ready for the first drink- I don't know why Suranna is wearing that, but it's copyright infringement and she is only getting away with it because she made us very rich this episode.

Everyone grabs a beer, and...

It's good! Hopefully the introduction of this new social lubricant will serve to improve our colonists' moods in the long run. Coffee in the morning, beer at night- and of course, we'll rack up a pretty penny by producing both, too.

Our colonists did NOT suddenly want to perform surgery on each other or immediately start doing drunk shooting practice after that last picture was taken.

Anyway, our first episode without any major recruitments- but don't worry, I have a feeling our next colonist is going to be a good one.

Onto our vote for the episode!

Second Vehicle Vote

With our colony now focusing strongly on travel- carrying out raids, making trading trips, and hopefully adventuring even further out in the near future, it wouldn't be a bad idea to get ourselves another vehicle, especially since we can no longer all fit into the Vengabus. That being said, which vehicle do we want?

Option A: The RV. It comes with a 21x13 pocket-dimension-like interior space- basically an apartment on wheels, making it a REALLY cool option, especially for long-term trips and adventures. Fantastic cargo and customization capacity.

Option B: The Tango, an armored unit with six seats and a tough layer of armor, as well as a built-in turret. It's not as fast nor does it hold as much as the RV, but its offensive and defensive capabilities are far greater.

CYS Colony Simulator Part 7

3 days ago

I like running people over. Option B.

CYS Colony Simulator Part 7

3 days ago

We can run people over and shoot them also! I vote Option B

CYS Colony Simulator Part 7

3 days ago
Hooray for alcoholism! (And our first outpost I suppose) Also I don't know why but that beaked hood of mine is such a funny look to me.

Vehicle wise I like both options so I suppose it's mostly a matter of whether we want to focus on traveling with peace or war in mind, but considering we already have the BANG Vengabus something tougher would complement our garage better so I'll vote B.

CYS Colony Simulator Part 7

3 days ago
Well, I for one think a traveling apartment would be freaking awesome. Voting option A

CYS Colony Simulator Part 7

3 days ago
I agree with Fresh, and vote A. More cargo space will make our trade caravans far more efficient in clearing out our storage.

CYS Colony Simulator Part 7

yesterday
Also, love the fursuit you’ve now got in this game! Glad you’re finally coming into the open with your furry ways. :)

CYS Colony Simulator Part 7

6 hours ago
Don't judge, we had to take SOMETHING from Nagglfar to balance out the trade, they're the real furries!

CYS Colony Simulator Part 8

4 hours ago
Welcome back to the CYS Colony- as per the results of the vote, we're getting a tank!

Let's see what the colonists are up to-

And with that, Ace is forbidden from speaking to the hotel guests. They do end up leaving us a few hundred silver to thank us for our hospitality, so maybe it wasn't as bad as it sounds. In *actual* CYS Colony news though, we're going to have to do a bit of research in order to unlock the Tango- it's actually one of the last ones in the research tree, so we're also going to have to research aerial vehicles beforehand... now that's an idea, maybe we can get ourselves our own plane at some point.

Rex and Anthraxus get to work, knowing that they have a lot of sleepless nights ahead of them as they stare down this project.

There are a few productive, yet uneventful days as the duo researches tirelessly. Beans are turned into coffee, new beers are extracted from the fermenting barrels, and some of the last of our crops for the season are harvested. It's only once the research finally comes to an end that we catch wind of something from one of our guests- a prisoner is being held hostage by Wukpow-Pog, a faction of pigskins with a base that's about a day's travel away. This prisoner is a very important person, but Wukpow-Pog seems to know that, and has FIFTEEN guards stationed there. One thing's for certain- if we want to save this prisoner, we're going to need that tank.

Everyone gets to work- this is not going to be a raid like the others we've been through before. We're not just attacking a cruddy little camp with two people in it, nor can we expect to have our enemies gunned down by other factions. No, this is just going to be us against fifteen opponents, and it's not going to be easy.

Preparations are made- Suranna gets to work with constructing the mechanisms for our new vehicle, while Sent goes to his happy place. Sherbet begins to work on a second floor to the apartment building, so that the prisoner will have a room... if we're successful in this trip, of course. My game froze up for about two minutes after he constructed the stairs, which made me extremely nervous, but it all worked out.

Sherbet heads up to begin working on the new housing, and- oh, oh GOD, is that what our rooftops look like??

Well, it'll look better when we're done. Blueprints are laid out for a similar wooden complex to the ground level, four new rooms that should serve our next handful of recruits well.

Ah, but did you really think we would make it through an episode without being raided? You're very silly, if you thought that. Surprisingly though, it isn't the Tox Pack or even Anya's Outlaws that are coming for us this time... it's the Kingdom of Javelin, populated by Velonir people. I've brought them up a few times, but Velonirs have the busted ability to bond with and tame dragons, so being raided by these people is NOT good... thankfully, they haven't brought a dragon with them this time around.

I spy a person of interest- and she seems to be the ringleader among this quartet of Velonir raiders, too.

As I mentioned before, Mystic is apart of the Velonir race, and therefore has the dragon-bond ability. That's not her only superpower though, evidently- level TWENTY animal handling? I'm pretty sure that's enough to tame literally any animal in the game, even the giant spider clutch mothers that appear at the edge of the map sometimes (though that seems unwise). Mystic here is effectively a Disney Princess, but one with level 12 melee and a greatsword who wants to cut our heads off right now, unfortunately.

Our shooters advance, quickly downing one of the enemies and killing another. The battle is already won by this point- there's not much that a pair of melee fighters can do against our squad of gunners, except... hey! Mystic's fleeing! She's getting away! GET HER!

But unfortunately, they do not get her, and Mystic escapes. Well, I'm sure we'll see the dastardly Mystic again in the future, that'd make her our first ever recurring villain!

But for the time being, we can imprison and slowly recruit the other two downed Velonirs, and send them off to work an outpost for us later. They both have good but not Mystic-level animal skills, so they'd be excellent to send off to start a ranch somewhere. Liminal seems to have other priorities at the moment, such as the two entire bottles of vodka that fell out of one of the enemy's pockets.

In brighter news, I guess we have ducks now? I don't know why we're constantly getting new animals wandering into our base pre-tamed. I'm not complaining or anything, but it is funny that we have four different species in our pen yet have only successfully tamed one, that being the stegosauruses. That leaves us with the stegos, donkeys, iron beetles, AND ducks.

More uneventful days go by after that- nobody wants to say it, but uncertainty lingers in the air as Suranna continues to produce more vehicle parts, one by one, until it comes time for Sherbet to assemble the tank. If things go poorly, for some of us- if not ALL of us- this could be the very last adventure. Suranna stays behind, as her presence is necessary to keep wearing down the prisoners. She could potentially be the only survivor, depending on how this goes.

Our colony bids a hopefully temporary goodbye to Little Bingbo and one of our six donkeys, and our home, before setting out.

Oh, and we had to take some goods for the road. Sent is better at things when he's drunk, this is a fact, so it's not irresponsible to let him crush a 6-pack on the way over there! And poor Suranna, to cope with our leaving, drowns her sorrows in iced coffee. :(

Yes, the freezer IS full of giant insectoid corpses, why do you ask? The vehicles pull up to the prison site, where an uphill battle awaits us even with our duo of giant metal rectangles at our disposal. The uneven dirt path beckons us forward- something truly nightmarish is waiting just up ahead.

The Tango sets off for the main base, in hopes of taking out some of the enemies early- that leaves the Vengabus to be noticed by about half of the pigskins. Efforts to kite the opponents around go swimmingly, for about ten seconds- and then, one of our foes foolishly runs in front of the moving bus, and gets flattened as a result. That part is good- what isn't good is that the fuel tank is damaged in the process, and the Vengabus is effectively out of gas in seconds and must be abandoned if the trio of Sherbet, Ace, and Anthraxus wish to survive the onslaught of bullets and grenades.

That looks like a lot of enemies, right? That's AFTER one of them got splattered by the bus, and it's not including the ones in a shootout with the Tango offscreen.

The situation looks dire, and... well, it is, but we have a few key advantages. The grenades are quite easy to avoid, and our weapons are a bit better than theirs in general. The main concern is getting hit with the fiery explosives they're throwing around, as those seem to burst the moment they hit the ground.

The trio is doing well, but even one hit is enough to put a colonist down in Rimworld if you're unlucky- we cannot afford to be getting shot at by this many foes at once. Ace is quick to provide us with a meat shield, summoning a mighty elephant turtle to battle alongside us! It just looks like a ball with legs from that angle, but I promise it's an elephant turtle.

Just up to the north, the Tango crew has been steadily picking off the pigskins by their camp, a few kills so far, but ammunition for the turret is beginning to run low- it'll be time to go at it on foot soon, as unfortunate as having to dismount the armored tank during a shootout may be.

The sea of fire below begins to overpower even the rain, as the pigs leave nothing but destruction in their path. The elephant turtle, bless his soul, is put down, leaving us without a shield from the many bullets and grenades that are now focused on us. Everyone gets shot at least twice, and Anthraxus is even caught in the point-blank explosion of a fiery grenade- and yet, we continue to fight. Note that this idiot named Thick ate like, 20 bullets in total before going down, he was an absolute menace. Fatty.

Man, this is brutal. I wonder what Suranna is doing right now. Hard at work? Thinking about us, maybe?

Leaving the tank behind, Miz, Liminal, and Rex head down to pick off the remaining enemies. As soon as they round the corner and finish off the injured Piggins, the notification appears that the enemies are now fleeing- we have, officially, won. Now it's time for medical attention so we do not bleed out, hooray!

The aftermath is certainly a sight to behold.

I was looking around at all of the pigs to see if any would make good outpost fodder for our colony, but they all had pretty abysmal skills or were going to die before we could patch their wounds anyway. However, if you look very closely, there IS one person wedged underneath the broken-down Vengabus who has an okay animals skill- she wasn't there before, so I have to assume the elephant turtle stuffed her underneath it at some point, lol.

Now, of course, we didn't come here just for the sake of fighting, did we? No, we came here because we caught wind of a VIP (very important prisoner), and now that the pigs are gone, it's time to meet our newest recruit.

With a lot of good to great stats, the ability to summon nightlings, the petrifying gaze ability, and his villain status, End Master will be a very valuable addition to our colony, I'm sure the fact that he's literally classified as 'mad surgeon' has no bad implications for our medical health. I would say that this was definitely worth the trip!

Our colonists sadly have to stay at the prison for a day or so, since the Vengabus has to be repaired before it can make the trip back. That's fine though, some of our colonists need to rest and recover from the battle anyway and OH MY GOD MIZAL IS FEEDING BEDRIDDEN ACE AN ENTIRE BADGER

Finally, we're able to head back once the bus is in functioning condition. Everyone is actually quite eager to fall back into their routines, and End wanders off to claim himself a bedroom... the second floor isn't finished yet though, oops. Temporary housing in the hotel is by no means bad, but hopefully the new rooms are done soon. Get to work, Rimworld Sherbet!

If you recall those two Velonir prisoners we took, well, they have turned out to be pretty resistant to Suranna's recruitment efforts in our absence. Adding in that pigskin that we took from the prison, and for a moment it looked like we were definitely going to have a prison break on our hands. But then, a miracle- they were all ready to join us that next day! I wonder what made them change their tune?

The colonists all celebrate their victory with beers and food, which I'm sure will be a tradition in this colony going forward. As we wrap up another success story (barring the escape of the DASTARDLY MYSTIC), it's time to head into our votes for the episode. Oh, and also, if anyone has ideas for what we could name the Tango, by all means.

Ranch Vote

As we prepare to send this trio off to create us a ranch outpost, we have to decide which of our animals they're going to take with them! Can't have a ranch without animals, right? I've decided to omit the stegosauruses from this vote, leaving three options- I believe the way this works is they'll send us goods associated with the chosen animal every quadrum. In theory, ducks will give us eggs, beetles will give us steel, and donkeys will give us... I don't know, donkey leather?

Option A: Send them off with the ducks

Option B: Send them off with the iron beetles

Option C: Send them off with the donkeys

Progression Vote

Already, winter is approaching once again, and we're going to need to choose what to focus on going into the cropless season. The obvious choices would be to either hunker down and rework our defenses since raids are getting gradually stronger, or to continue carrying out raids of our own to stockpile more resources and wealth for the winter.

However, there is a third option... it would be a three-day trip, but something amazing could be waiting for us there.

Option A: We've been going on a lot of raids, and taking a lot of risks- it's time to keep to ourselves for a little while and make some much-needed upgrades to our base and our colonists.

Option B: The tank wasn't cheap to make, and we're going to need to replenish our resources going into the winter season, we have to do more raids.

Option C: We have to journey to the ancient construction site, the promise of materials and energy research are too grand to pass up!

CYS Colony Simulator Part 8

3 hours ago
We welcome you back into your kingdom, Master of the End.

Might just be the best episode yet. Shame about Mystic running away, but I'm sure she'll show up again somewhere. It is however kind of ironic how we rescued a villain while the one who run away after fighting us has a build more befitting a standard hero.

For voted I'd say sending out the beetles makes most sense since a steady supply of steel will always have value while we're not particularly in need of food at the moment so I'd say B for that one, and A when it comes to progression. We've already got unfinished projects going on with the second floor and those will only pile up if we keep leaving them for later.

CYS Colony Simulator Part 8

3 hours ago

Having a giant beetle ranch sounds very cool. But also, seeing as we seem to just be attracting animals of all kinds, who's to say it'll actually remain a beetle ranch just because that's what we started with? I think maybe we should give them the donkeys just because they're versatile pack animals, and see how the ranch evolves from there, but what do I know? I vote for both, with a slight beetle preference.

Just going by what usually kills me in Rimworld, which is laying all the plans out for big upgrades and construction projects that improve quality of life but then falling into a destructive spiral where nobody is working on anything that keeps us alive because all the good laborers are spending all day either researching, raiding, working on a really expensive weapon or work of art, or some other Sentoid fixation project, I'll cast my vote for A. The early warning signs of neglect are all around us even as we build out the second floor of the building! End doesn't have a room, and we're out here feeding whole badgers to sick people with the bones still in and the skin still on. The very least we could do is squeeze some garlic juice on them to make some goddamn CIVILIZED MEALS.