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If anybody subject is ‘the core’ of this System Hack, this might be it. Base constructing is the underlying gameplay loop of RimWorld and additionally it is a subject du jour in RPG circles, with the (admittedly poorly detailed) stronghold constructing from the D&D days of yore coming again into focus as extra players need broader storyline alternatives. For our functions, after all, if we’re making a colony sim we have to make a colony. But what precisely is the easiest way to do this?
Base constructing from my perspective is sandwiched between two examples which successfully bracket the house now we have to work in. On the heavy finish is RimWorld itself, a computer-assisted colony supervisor the place every part is measured out in 5 foot squares and the participant has full energy to position parts as they need them, so long as every part matches. On the sunshine finish is the brand new technology of stronghold constructing guidelines, most successfully typified by Free League’s video games, notably Forbidden Lands and Twilight:2000. These video games add a powerful layer atop their roleplay frameworks, however the precise mechanical existence of a Forbidden Lands stronghold is merely a listing of buildings with necessities and results. We know the primary merchandise is an excessive amount of, however we all know the second is just not sufficient. So what’s going to base constructing in our System Hack really appear to be?
Let’s outline the bounds we’ve set forth a bit extra clearly. At a minimal we should embody the options of the bottom and what they do. At the utmost we will define an precise bodily structure of the bottom. The center, the place I’m aiming for, nonetheless defines structure with out essentially charting it exactly. Even if we don’t need the system to contain graph paper, we nonetheless must outline the bottom by way of what bodily areas it incorporates, what these areas themselves include, and the relationships between these areas. Let’s as soon as once more outline a unit we will work with. We don’t need the unit to be precise house, per se, however it’ll characterize house. Let’s name it a room. The vital spatial info a couple of room are that it’s rectangular and due to this fact has 4 exits, and that it is available in a number of sizes. By defining rooms as ‘small’ or ‘large’ we can provide them parameters, like what number of stations they maintain.
So what’s a ‘station’, then? Yes, I simply picked this phrase, however it’s approximation of what a lot of the interactive furnishings in RimWorld represents, a spot the place a single pawn (in RimWorld parlance) can work on a job. While beds don’t precisely function like stations they’re about the identical measurement, so for the sake of our System Hack we will deal with a mattress as a single station as effectively. This additionally lets us, mainly as quickly as we launched it, transfer away from room ‘size’ as a parameter; whereas small, medium, and huge rooms could have 1, 2, and 4 stations respectively, there may also be halls which might scale upward to suit as many parts in a single ‘room’ as you need, with scaling development and vitality prices as you broaden additional.
Stations are used for manufacturing, and we will roughly comply with RimWorld on this, although specifics could also be depending on how we wish to write our tech tree. Overall although, the essential thought would be the similar, with uncooked supplies being become completed items. Each job can have its personal problem (as detailed within the earlier article), and we will even get into issues like Effect Die limits relying on the place the colony is within the tech tree. The thought there can be to not introduce complexity for the sake of complexity, however probably restrict the variety of stations which can be wanted. The query that may be answered now could be considered one of assets. RimWorld has a good quantity of granularity relating to assets: At a fundamental stage for constructing supplies there are wooden, stone, and metallic, however each stone and metallic are available a number of differing kinds, and metallic has way more vital properties than simply its structural makes use of. RimWorld has already chosen to simplify; digging ‘compacted steel’ out of the bottom sidesteps the truth that smelting is a vastly vital and vastly sophisticated aspect of transferring from digging one thing out of the bottom to getting helpful metallic out of it.
Resource extraction broadly goes to must be abstracted to a major stage; in RimWorld a lot of the problem inherent in gathering assets from the map is measured in distance. As your colony expands, you’ll expend the closest metallic assets and chop down all of the closest timber. If our recreation is just not going to have a map, or at the least not have a non-abstract map, it means the whole useful resource gathering cycle must be reimagined. There are methods to do that, to make sure, however it should take a totally completely different method from RimWorld as a substitute of abstracting or adopting the present map system.
There are, roughly talking, two important forms of assets in RimWorld, renewable and non-renewable. Wood, and most foodstuffs (be they cultivated or hunted) are renewable, they’ll regrow or reappear on the map after a sure period of time. Mineral deposits are non-renewable; when you mine all of the metal and ‘compacted machinery’ in your map, it’s gone. In RimWorld, this finally ends up creating distinct methods for getting vital assets like metal and elements within the early, center, and late recreation levels. In the early recreation, mine what you possibly can and purchase the remainder; within the center recreation, give attention to making renewable commerce items so you should purchase sufficient metal and elements, and possibly use caravans when you aren’t taking part in a nomadic settlement (the gravship in Odyssey does rather a lot to short-circuit this mid-game problem). In the late recreation, you may make elements and deep drill for metal. In considering by this System Hack, now we have, mockingly, the late recreation parts set out, as a result of fabrication benches and deep drills shall be ‘stations’ that can be utilized to do duties, like many different parts within the recreation. Resource gathering within the early recreation will take some extra thought. We’re as soon as once more going to be utilizing an abstracted map, however now that map is speaking about what’s occurring exterior the bottom. I’ll totally concede that I wish to work a hex map into this, however at the least for early recreation, most useful resource gathering shall be occurring within what can be a hex. In the spirit of supporting that later hexploration, we will outline six zones across the base: North, South, Northwest, Southwest, Northeast, and Southeast. Beyond instructions there shall be distance; I feel two or three radii inside a hex is smart, along with a ‘periphery’ zone that shall be instantly across the base. Of course, if we’re extra involved about distance, we ought to be extra involved about hauling as effectively. How lengthy does it take to stroll out to the opposite aspect of a hex? How a lot are you able to carry again? With these questions current within the design, it instantly introduces concerns about autos and pack animals, which have a a lot lighter contact in RimWorld.
While I shall be masking the overworld and different planetary inhabitants in one other article, it’s probably that your base’s connection to others shall be depending on geographic parts like roads. That may add an interesting dimension to commerce; having no highway connection could scale back the looks of hostile neighbors, however it additionally reduces the looks of pleasant ones, all however forcing you to enterprise away from the colony to commerce. This additionally means the aim of various entities on the overworld may differ; you would produce other settlements, but additionally buying and selling posts and possibly even cities and cities. RimWorld’s planetary economic system is comparatively simplistic, that’s one thing we may add some extra element to if it makes the underlying gameplay loop extra attention-grabbing. For now, although, concerns of the overworld impression base constructing as a result of transportation shall be a part of the bottom. A highway can be a big venture, which means that like many early civilizations, water journey may unlock accessibility one other means. And that is after all on the sooner aspect of the tech tree, earlier than air (and house?) journey turns into accessible as effectively.
Let’s summarize. The base buildings could have various sizes, outlined by ‘stations’ that may match inside. These could be standalone buildings or rooms inside a constructing, made out of differing structural supplies (wooden, stone, metallic). There will even be ‘outdoor’ stations as effectively; as we mentioned within the article on duties and work there ought to be house for agriculture along with different out of doors actions. These are going to be secondary, although modeled in an identical means and probably keyed into different actions that are extra associated to the out of doors atmosphere. That atmosphere will prolong past the precise house of the bottom, the place assets like wooden, stone, and metallic should be extracted. Resource strain is more likely to be extra of a gift problem than in RimWorld, the place even fundamental assets like wooden would require journeying additional and farther from the bottom and make concerns like autos and draft animals extra related. These environments will tie into the remainder of the overworld in a hex-based structure, however for the bottom itself entry to both roads or water shall be vital for early recreation transportation.
In trying into how it will all play out, assets could profit from slightly simplification, though some segments could get extra complexity. Wood and stone can probably simply be wooden and stone; the variations between, say, limestone, granite, and slate could also be greater than is critical for this recreation. Instead, it could be extra attention-grabbing to look into stone and masonry, separating out combination stone, flagstone, and extra synthetic objects like brick and concrete. Food will probably have much more distinction as effectively, although on the again finish could condense like in RimWorld, at the least to meat, vegetable, and grain if not simply meat and vegetable. What’s going to make the farming and looking selections extra attention-grabbing although would be the overworld
Similarly, really defining what the stations are goes to be closely depending on the tech tree. We probably don’t need as a lot differentiation as RimWorld; a number of completely different workshop varieties is probably going sufficient for many functions, with some specificity getting baked in on the larger tech ranges for issues like transportation, robotics, and genetic engineering. Even then, we wish to hold the checklist of stations from attending to sprawling or creating optionality that received’t itself result in attention-grabbing selections.
The hope is that base constructing shall be filled with attention-grabbing selections. Even if the foundations aren’t going to cowl sq. by sq. house allocations, we shall be making a constructing structure and forcing decisions about, say, separate buildings in a posh versus one massive facility. Co-location of stations and the folks working at them will invite social interactions, whereas contemplating the useful resource availability of the encircling space will induce attention-grabbing selections about time administration and commerce. As the extent of what’s contained within the base comes into focus, it’s clear at the least to me that there’s a sturdy chance to make this recreation about robust selections and strategic useful resource administration, even when we don’t goal for a similar stage of specification as its digital predecessors.
Now it’s time to begin placing extra stakes within the floor. We can discuss stations and manufacturing, however to debate what the stations are and what they do, we have to speak concerning the tech tree. Similarly, we will discuss foodstuffs, wooden, stone, and metallic, however we have to specify parts of the overworld to debate what crops and animals are frequent the place, or how a lot element we wish to go into past key metals like iron, copper, silver, and gold. The excellent news is that we will begin sketching out ‘the lists’ which cowl what you possibly can construct, develop, hunt, and commerce that may finally make up the spine of the sport itself.
Next time, we’ll look into overworld mechanics and begin desirous about how the bottom pertains to different settlements round it and what number of of those relationships we wish to mechanize within the recreation. After that, we’ll begin with the lists, starting with the tech tree and transferring on to base parts, assets, and expertise. Still numerous specification to do, however there’s a mild on the finish of the tunnel. When the lists are drafted, it’s time to hold all this again to our preliminary scaffold and possibly even start playtesting! Let’s carry this vitality by the top of the 12 months and see if we will get a completed System Hack someday in 2026.
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This web page was created programmatically, to learn the article in its unique location you possibly can go to the hyperlink bellow:
https://cannibalhalflinggaming.com/2025/11/20/system-hack-colony-sim-cortex-base-building/
and if you wish to take away this text from our web site please contact us
This web page was created programmatically, to learn the article in its authentic location you…
This web page was created programmatically, to learn the article in its unique location you…
This web page was created programmatically, to learn the article in its unique location you…
This web page was created programmatically, to learn the article in its authentic location you…
This web page was created programmatically, to learn the article in its unique location you…
This web page was created programmatically, to learn the article in its authentic location you'll…