Final thoughts! And statistics! Weee!
Pawns:
This is from the Numbers mod, sorted by kills. They're insane, or at least would have been insane the last time I played (a bit over two years ago). This is mainly due to the Biotech expansion.
Tasha is - by far - top on the murder ranking. Not a surprise given she was one of the initial three, has been on almost every raid, and shoots twice as fast due to her shooting specialist role. I wasn't expecting Chakotay at #2 since he's pure melee, but his damage is insane and he's also been on most raids.
This only counts direct kills though, not things like psycasts that make enemies kill each other. If that was counted, Wyll would easily be in the multiple thousands, and the other psykers would also shoot up the list.
Wyll's movement speed is absurd. The baseline is 4.6c/s and she's at 15.47. They're all faster than normal thanks to genes and bionics, but she gets extra speed from sanguophagy and doesn't have armour to slow her down. Her 525% psychic sensitivity is also bonkers.
Pawn value is mostly due to bionics and overall health. The baseline is $1750, Pansy is on top at $28,230.
Diary stats:
Number of updates: 27 chapters, plus 5 other updates. There are two chapter nines because of a mislabeled folder.
Playtime: ~170 hours, though a lot of that is time with the game in the background or leaving it running while AFK. Maybe 100 hours of actual playing.
Each update took 1-2 hours for sorting and cropping screenshots, editing video, making gifs, uploading and writing them.
Manual screenshots taken: 2097
Jpg and gif files for use in the diary: 1034 (some didn't make it into the actual posts).
Automatic timelapse frames taken: 22,717 (only a few thousand stitched together into video and used).
Total folder size: 22,6GB.
This doesn't include most of the video recorded, as I was deleting them along the way.
A few thoughts on writing a game diary:
It's the first time I've ever done something big like this for a game and it was very much by the seat of my pants. I enjoyed it all the way through, but there are definitely some things I would do differently with hindsight. More of a plan, both for the game and what to include, and most importantly edit myself the heck down. It turned out to be a much longer playthrough than expected.
I'm very happy some people stuck with it and read all my self-indulgent ramblings. Again, thanks!
A few thoughts on Rimworld, the DLCs, and the playthrough:
First of all, I love this game. There aren't many that can offer anything like it, and it's much more pleasant to play than Dwarf Fortress.
This was a very "vanilla" playthrough, but there are lots of different ways you can play it. My last colony before this was a custom game I called "We Came and Ate Them"; a bunch of tribal cannibals with the backstory that their tribe had been wiped out by high tech raiders. My survivors were obsessed with acquiring the means to take revenge and my end game goal was to completely wipe out every pirate base. I had caravans of 10+ pawns that didn't return to base for years. They'd go through every biome - deserts, jungles, tundra, ice sheets - destroying every hostile base they came across. They were of course still cannibals, so at least food was never an issue...
With Biotech it might be fun to make a super low-tech game (like tribals with bows and arrows, or at most "cowboy tech") and letting everyone have as many kids as they like, just to see what would happen. I also didn't dig into the mech stuff, so the opposite - a super high tech colony with just 4-5 pawns and a mechanoid army doing most of the combat - could also be interesting.
Biotech does have the potential to make pawns ridiculously overpowered (which definitely happened towards the end of this game). With all the genetics stuff and how you can customise the children it's easy to eliminate or compensate for any weakness. That's cool, but it also takes away one of the interesting challenges of the game. I'll definitely look into ways of increasing difficulty or putting limits on tech/upgrades if I play it again in the future.
The Anomaly DLC was fun and offered the most intense moments of the game, but it's also the one I'd consider least essential. Unless you're playing a very specific colony (like an evil cult or something) the new mechanics don't fit as seamlessly with the rest of the game. The main events are fairly linear, and things that were weird and surprising wouldn't be as exciting a second time around.
I should mention the modding scene for this game: It's insane, both in scope and the dedication to keep mods alive and up to date. I didn't use anything super impactful this game, but there are huge mods that completely change the game (like
Save Our Ship for example). In every case where I looked up a mod I'd used years ago they were either still maintained by the original author, or someone else had taken over and made a new version.
I'm definitely going to play something less demanding next. And I guess I get to go back and read all this from the start now. I barely remember the first chapters.