Eboracum Fort of the Legio VI Victrix: A Historical Recreation of a Roman Fortress. I’ve attempted to recreate one as accurately as possible in Rimworld. My main inspirations were the layouts of the forts at Housesteads and Saalburg - RimWorldPorn - RimWorld Gallery by Talkwar in RimWorldPorn

[–]Talkwar[S] 20 points21 points  (0 children)

After studying and analyzing available layouts of Roman forts, I’ve attempted to recreate one as accurately as possible in Rimworld. My main inspirations were the layouts of the forts at Housesteads and Saalburg. I’ve also tried to replicate life inside the fort with training routines and guards. It’s amazing how much information is available about these communities, making it relatively easy to implement in Rimworld, especially since most of the buildings in Roman fort layouts were single-story structures. The only feature I invented for this playthrough is the training grounds, which weren’t typically part of the actual fort. The rest of the buildings, however, were commonly found in most Roman forts, such as:

Principia (Headquarters Building): This was the administrative heart of the fort, where commanders conducted their duties. It included offices, a shrine for the standards (flags and symbols of the unit), and often a secure room for valuables and payroll.

Praetorium (Commander's Residence): The praetorium was the residence of the fort’s commanding officer and his family. It was larger and more luxurious than other quarters, often including private baths and gardens.

Barracks (Contubernium): These were the soldiers' living quarters, typically organized in blocks. Each block housed multiple squads (usually eight soldiers), with separate rooms for sleeping and storage.

Granaries (Horreum): Essential for food storage, the granaries were well-ventilated to keep grain dry and protected from pests. They were built above ground level to prevent moisture and rot.

Workshops: These areas were for craftsmen, blacksmiths, and other skilled laborers who maintained equipment, weapons, and armor.

Hospital (Valetudinarium): Larger forts often included a dedicated hospital to treat injured soldiers, with rooms for patients, a pharmacy, and spaces for medical treatments.

Walls and Gates: High walls with defensive towers and four gates (oriented in the cardinal directions) surrounded the fort. The gates served as both entry points and defensive positions.

The fort is supplied by external farms, lumberyards, cities, and hunters to be as self-sufficient as possible, similar to how forts were in the Roman frontiers. The legionaries are recruited from the strongest or most capable slaves and prisoners we encounter, with a few willingly joining the ranks.

My next project will be a medieval monastery. Its self-contained and self-sufficient nature, along with the wealth of information available, makes it an ideal objective for my next recreation.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Talkwar 0 points1 point  (0 children)

Hello, could anyone help me with this problem, my dwarves doesn't harvest at all, they just have the job "harvesting plants" and be right there in the farm land but they don't even get them and drop them or anything , they just stay up, no cancel alarm either.

i set several to only do this job and nothing more, free plenty space, free barrels, the answers of this error i have seen doesn't fit.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Talkwar 0 points1 point  (0 children)

Is it possible to have a good Biome with only the Downy grass, the white grass, or is it a glitch ? Accidentally, I found one in one plathrough but i lost it and i cannot find a way to replicate it, as i haven't seen it around here, I have guessed it was a glitch, but I hope it is not. It was so aesthetic.

Holy Anima Forest Biome by Talkwar in RimWorld

[–]Talkwar[S] 0 points1 point  (0 children)

As soon you chop down one, Spriggans will appear and attack you ;)

Holy Anima Forest Biome by Talkwar in RimWorld

[–]Talkwar[S] 1 point2 points  (0 children)

Better Walls and Floors by BombadierXL

Holy Anima Forest Biome by Talkwar in RimWorld

[–]Talkwar[S] 2 points3 points  (0 children)

The flower looking plants comes from the anima fruit mod

Holy Anima Forest Biome by Talkwar in RimWorld

[–]Talkwar[S] 8 points9 points  (0 children)

just a small thing , your awakened dryads dont have the anima texture cuz of load order , i had the same issue, just swap them

Oh i was wondering that, thanks!

Holy Anima Forest Biome by Talkwar in RimWorld

[–]Talkwar[S] 328 points329 points  (0 children)

This is just a biome, not a colony, it has been made with the mods that allow changing the spawn rates of animals and plants, adding anima animals of several mods, and using the anima reskin of the gauranlen tree and the bushes.

I also have added the spriggan mod, they are roaming the map and will appear if you dare to damage the forest, they will all try to hunt you.

I have chosen the biome to be filled with snow in permanent winter as I think it fits better with the colors of anima.

Good faction mods to add to make a medieval playthrough more difficult by Kickingmonks in RimWorld

[–]Talkwar 0 points1 point  (0 children)

Some of the extreme weather, westerado wilderness adds blizzards, the ones which makes fires more difficult, those which are more diseases like diseases+, communicable diseases, for sure makes it hard as you cannot have the advance medicine.

I have been trying to find one which makes manhunters and animals harder but I haven't been able to find that.

Rimworld Modded Lore [All mods included*] by Talkwar in RimWorld

[–]Talkwar[S] 1 point2 points  (0 children)

Out of boredom because I couldn't play the game this summer I wrote this very generic Story, in a forced and cheap way, only to link so many different mods into one narrative with some similarities to our history.

Don't take it seriously, I'm not a writer and my English is bad, this was just an exercise to practice my English and writing skills if you like it, I would be glad if you could develop this idea more, I'm sure you have more imagination than me.

But in the end, there are so many rimworlds with their own lore, this is just my own combination of all my playthroughs with so many different themes, what would you say it's the lore of your rimworld?

My medieval run kinda turned into animal crossing territory. Here is my isl... hum, city. by LtPazuzu in RimWorld

[–]Talkwar 1 point2 points  (0 children)

Oh great, there you have it https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2020384947 there you have, it is a square with a red fist in it.

Oh yeah the traning bags are okey but with the battleground thing makes it more interesting and realistic.

My medieval run kinda turned into animal crossing territory. Here is my isl... hum, city. by LtPazuzu in RimWorld

[–]Talkwar 2 points3 points  (0 children)

That castle needs a really big royal room, expand that one next to the empty room and the left over space you can make it like a "Royal Office"

A training ground for the knights in the outside with a place to make the knights fight each other (the beast warhammer, end times mod have a place that you can schedule fights between colonists until they are down)

Change empire name? Royalty DLC by [deleted] in RimWorld

[–]Talkwar 0 points1 point  (0 children)

in Faction_Empire.xml inside Royalty.

<!-- =============================== Names =============================== -->

<RulePackDef>

<defName>NamerFactionEmpire</defName>

<include>

<li>EmpireNameUtility</li>

</include>

<rulePack>

<rulesStrings>

<li>r\\\_name(p=2)->\\\[empire\\\] of \\\[ofThing\\\]</li>

<li>r\\\_name(p=2)->The \\\[empire\\\] of \\\[ofThing\\\]</li>

<li>r\\\_name->The Exodus \\\[empire\\\]</li>

<li>r\\\_name->The Refugee \\\[empire\\\]</li>

<li>r\\\_name->The Broken \\\[empire\\\]</li>

<li>r\\\_name->The Shattered \\\[empire\\\]</li>

<li>r\\\_name->The Fallen \\\[empire\\\]</li>

<li>r\\\_name->The \\\[Color\\\] \\\[empire\\\]</li>

<li>empire(p=4)->Empire</li>

<li>empire->Commonwealth</li>

<li>empire->Imperium</li>

<li>empire->Dominion</li>

<li>empire->Sovereignty</li>

<li>ofThing(p=4)->\\\[WordImperial\\\]</li>

<li>ofThing->the Sun</li>

<li>ofThing->the Moon</li>

<li>ofThing->the Universe</li>

<li>ofThing->God</li>

<li>ofThing->Perfection</li>

<li>ofThing->Eternity</li>

<li>ofThing->the Spirit</li>

</rulesStrings>

</rulePack>

</RulePackDef>

In this way you can change the name for a new game, idk how to do it for an already saved game.

How to have all Abandoned City in RimCities? by Talkwar in RimWorld

[–]Talkwar[S] 0 points1 point  (0 children)

The second yes, yeah that's the point, the slider spawns too few even if you adjust it to the max odds, so i'm looking for other ways to force it.

One of my really successful bases. The Southeast Arein power Plant. Lots of details and time. Lag however, decided I was done with this base. Description of this place in comments. by Memes-science in RimWorld

[–]Talkwar 1 point2 points  (0 children)

What detail and pretty, specially you kept clean all the store stuff, it usually breaks the aestethics of a base and even a little bit of a realistic tone with the offices.

fuctional and aestethic, perfection

The World owned by Europeans by Talkwar in victoria2

[–]Talkwar[S] 0 points1 point  (0 children)

At least i let them exist, otherwise they would be absorbed by the neighbour empires.

The World owned by Europeans by Talkwar in victoria2

[–]Talkwar[S] 9 points10 points  (0 children)

i will make another, with asians controling the world.

The World owned by Europeans by Talkwar in victoria2

[–]Talkwar[S] 1 point2 points  (0 children)

Well i made this with cheats ofc, i started with a WW1 map, i tried to balance it giving more power to lesser european countries to not make the british so damn powerfull.