Colony sim
A management game about building the conditions for a group, crew, settlement, fortress, or outpost to survive.
The genre is defined by indirect control, base planning, resource pressure, and systems that create unscripted stories.
Plain-English definitions for colony sim, RimWorld-like, fortress builder, survival settlement, and base-building terms.
This glossary explains the language that appears across colony sims: autonomous workers, survival economies, base layouts, logistics, world pressure, and failure states. Each term links to relevant games or articles when the catalog has a useful next step.
A management game about building the conditions for a group, crew, settlement, fortress, or outpost to survive.
The genre is defined by indirect control, base planning, resource pressure, and systems that create unscripted stories.
A pawn-driven colony sim built around indirect control, emergent events, survival, and replayable stories.
Use this when a game emphasizes small-group management, work priorities, mood, threats, and recovery from disaster.
A colony or settlement game focused on carving, constructing, defending, and maintaining a fortress-like home.
Fortress builders usually care about rooms, workshops, vertical space, storage, and long-term settlement safety.
A city or settlement builder where food, heat, water, shelter, disease, population, or disasters can collapse the town.
These games often overlap with colony sims when every worker, stockpile, and season matters.
A game that is not a pure colony sim but shares settlement survival, base planning, logistics, or community-management DNA.
This label keeps discovery broad without pretending every city builder or shelter sim plays like RimWorld.
A character controlled indirectly through work priorities, schedules, allowed zones, skills, traits, and needs.
Pawns are the reason many colony sims feel personal: one tired worker can change the whole colony's day.
The colonist type in Oxygen Not Included, with needs such as oxygen, food, toilets, morale, stress, and temperature safety.
Duplicants make the engineering layer readable because every bad pipe, gas pocket, and heat problem eventually affects a worker.
A fortress inhabitant in Dwarf Fortress, shaped by jobs, moods, skills, relationships, preferences, and the generated world.
Dwarves make fortress stories feel historical rather than purely mechanical.
The personal requirements that keep characters productive, such as food, sleep, warmth, air, comfort, recreation, hygiene, or safety.
Needs turn base design into a human problem: a beautiful plan still fails if people cannot live inside it.
A measure of a character's emotional state, usually affected by comfort, hunger, injuries, relationships, work, rooms, and events.
Low mood can turn a manageable shortage into a labor crisis or mental break.
A failure state where a colonist stops following orders because stress, mood, or pressure became too severe.
Mental breaks are colony-sim drama in miniature: one neglected need can interrupt food, medicine, defense, or repairs.
A timetable that decides when characters sleep, work, recreate, eat, or perform other routines.
Schedules help stabilize colonies by reducing exhaustion, idle time, and poorly timed work.
A character's ability at jobs such as cooking, building, medicine, farming, mining, research, or combat.
Good job assignment is one of the quickest ways to make an early colony stop wasting time.
A character modifier that changes behavior, strengths, weaknesses, mood, social friction, or work suitability.
Traits make two workers with the same skill level feel different in long colony runs.
A ranked job system that decides who cooks, builds, hauls, researches, hunts, cleans, mines, or repairs first.
Manual work priorities are often the difference between a colony that functions and one that slowly ignores critical jobs.
A zone that limits where a character or animal may move, work, eat, fight, or flee.
Allowed areas are useful for safety, logistics, animal control, and keeping workers out of unfinished or dangerous spaces.
A marked part of the map used for storage, work, farming, construction rules, allowed movement, or automation.
Zones translate player intent into rules the colony can follow without constant micromanagement.
A pacing system that introduces threats, opportunities, and calm periods to create colony drama.
Storytellers shape the rhythm of a run without fully scripting what happens.
A progression map that unlocks buildings, tools, machines, weapons, rooms, policies, or survival systems.
Research creates the long-term arc from barely surviving to building a specialized settlement.
A measure of settlement value, often based on buildings, items, resources, animals, and people.
In some games, wealth can make threats scale faster than the colony's defenses or food economy.
The act of designing rooms, walls, paths, storage, workshops, defenses, utilities, and living space.
Base layout decides how quickly people work, how safely they move, and how well the settlement survives pressure.
A measure of how comfortable, impressive, clean, warm, or useful a room is for its inhabitants.
Room quality can affect mood, productivity, health, and whether a colony feels like a home rather than a shelter.
A vertical layer used for multi-floor building, underground depth, roofs, tunnels, or stacked fortress spaces.
Z-levels make base design more architectural and can change storage, defense, temperature, and pathing.
A designated storage area that controls where food, tools, blocks, weapons, raw materials, or finished goods go.
Good stockpiles shorten walking routes and prevent the colony from wasting labor on avoidable hauling.
The job of moving resources, items, corpses, food, tools, and materials from one place to another.
Many early colonies fail quietly because everyone is walking too far instead of doing skilled work.
A sequence of jobs and buildings that turns raw material into useful goods.
Production chains reveal whether the settlement is actually stable or only surviving on starting supplies.
The food, shelter, heat, water, oxygen, tools, morale, medicine, and power systems that keep a colony alive.
This is the practical core of the genre: a colony is only as strong as its weakest essential loop.
The planning and allocation of materials, food, fuel, labor, power, water, space, and time.
Resource management turns a base from a collection of rooms into an economy with tradeoffs.
Systems that make machines, sensors, drones, or rules handle work without direct player attention.
Automation helps late colonies scale, but bad automation can also hide failure until it is expensive.
The movement of workers, resources, products, power, water, oxygen, information, or trade through the colony.
Logistics decides whether a theoretically good plan works at real map scale.
A defensive layout that funnels enemies into prepared cover, traps, turrets, walls, or firing lines.
Kill-zones are controversial but common because they turn unpredictable attacks into planned base-defense problems.
An enemy attack against the colony, often scaled by time, wealth, story pacing, or difficulty.
Raids test whether food, medicine, labor, weapons, layout, and morale can survive sudden disruption.
A collapse where one problem causes another, such as food shortage causing mood breaks that delay cooking and defense.
The best colony sim failures are understandable chains, not isolated game-over screens.
A mode or design style where deaths, losses, or disasters are permanent rather than easily reversed.
Permadeath makes colony stories sharper because recovery matters more than perfect optimization.
A health threat that can spread, reduce labor, increase medical demand, or expose weak food and housing systems.
Disease punishes colonies that ignore hygiene, medicine, crowding, food quality, or recovery time.
A map environment with its own temperature, animals, crops, terrain, seasons, hazards, and resources.
Biome choice changes what the first week demands and what long-term self-sufficiency looks like.
A recurring period that changes temperature, food growth, water, weather, travel, or survival pressure.
Seasonal colonies reward preparation: winter, drought, storms, and harvest timing can matter more than combat.
A dry period that reduces water access, farming reliability, food production, or map safety.
Drought turns water storage and terrain planning into survival systems.
The systems that keep enclosed colonies alive, such as oxygen, pressure, temperature, water, power, and waste handling.
In space and sealed-base games, the building itself becomes a survival machine.
The control of temperature through insulation, cooling, heating, airflow, room placement, machines, or fuel.
Temperature can quietly ruin food, workers, crops, pipes, batteries, and whole habitats.
The storage, movement, purification, use, or conservation of water in a settlement.
Water is often both a resource and a map-shaping constraint.
The process of changing terrain, climate, water flow, atmosphere, or planet conditions to support settlement growth.
Terraforming shifts colony management from surviving the map to reshaping it.