>>2120476
>>2120498
rimworld simulates pops and logistics far more detailed than memegame2 could ever hope to
and no, it's not even close.
in rimworld, your cook can’t make lavish meals because the hauler pawn got food poisoning and didn’t bring rice from the fields, construction stalls because the only builder lost a leg over your own booby trap, beer production booms after a good harvest and boosts colony mood and a single solar flare can wipe out your freezer stockpile, forcing an emergency butchering and cooking marathon before everything rots. every resource has to move through pops and workstations in the right order. cotton from the fields to the loom to make cloth, then to the tailor bench for jackets before winter and any break in that chain, whether from a blight, a tantrum, or a cougar eating your farmer, cascades through the entire economy.
meanwhile in memegame2... your 200k "pops" can only cultivate a single resource per an entire province, 200,000 coal miners in yorkshire can instantly supply a furniture factory in egypt without a single ship leaving the port, grain from siberia teleports into paris bakeries without passing through a single market, railways instantly boost every industry’s output without requiring an ounce of coal or steel to maintain them, because trains (if they exist at all) in memegame2 apparently run on black voodoo. your artillery factory in the sahara will run fine forever despite no local iron or coal because the magic world market fairy™ teleports in infinite inputs as long as you’ve got cash and unemployed irish laborers will happily sit in dublin starving instead of migrating to your bustling, empty farms just in the next province. the economy isn’t a living system, it’s a giant invisible vending machine in the sky where all goods appear and vanish without transport, storage, or decay, making your whole PhD in Economics shtick more of a spreadsheet LARP rather than a functioning simulation.