---
key: mechanic/settlement-management--t098
type: mechanic
id: settlement-management--t098
lang: en
title: Colonies and colonist management
summary: >-
  A colony connects individual colonist needs and skills to shared work queues
  and limited supplies.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/settlement-management--t098/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/settlement-management--t098.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/settlement-management--t098.md
aliases: []
tags:
  - Organization and settlement management
  - Mechanics and variants
sourceIds:
  - source-96be186d8ada50a0
  - source-f672c9b9d82b6e7d
sources:
  - id: source-96be186d8ada50a0
    title: 'Factorio: Content'
    url: 'https://www.factorio.com/game/content'
    verifiedAt: null
  - id: source-f672c9b9d82b6e7d
    title: RimWorld
    url: 'https://store.steampowered.com/app/294100/'
    verifiedAt: null
relations: []
placements:
  - catalogId: settlement-management
    id: t098
    title: Organization and settlement management
    url: 'https://gamemechanics.pro/en/mechanics/settlement-management/#t098'
    categoryIds:
      - mechanics
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Colonies and colonist management
    description: >-
      A colony connects individual colonist needs and skills to shared work
      queues and limited supplies.
    image:
      src: images/mechanics/strategy-rimworld-05.webp
      width: 1440
      height: 810
      game: RimWorld
      sourceUrl: 'https://store.steampowered.com/app/294100/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/294100/1e3a2734b23daaa4eb60ea33dd87806aa65e0c8f/ss_1e3a2734b23daaa4eb60ea33dd87806aa65e0c8f.1920x1080.jpg?t=1782756789
      credit: Ludeon Studios / Ludeon Studios
      rights: © Ludeon Studios / Ludeon Studios. All rights reserved.
      caption: Colonists defend a settlement among fields and buildings
      alt: Colonists defend a settlement among fields and buildings
      markers:
        - x: 29
          'y': 76
          label: Growing areas require shared work
        - x: 79
          'y': 42
          label: Separate rooms form the colony’s living area
    tips:
      - Connect work priorities to individual colonists’ skills and needs.
    examples:
      - title: RimWorld
        url: 'https://store.steampowered.com/app/294100/'
endsAt: null
provenance: >-
  Original bilingual editorial overviews authored for gamemechanics.pro on
  2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design
  examples; prototype checks describe work to perform, not completed playtests.
  Primary sources support the stated techniques and implementation context, not
  every proposed variant.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/settlement-management
---
# Colonies and colonist management

id: settlement-management--t098
type: mechanic
key: mechanic/settlement-management--t098
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/settlement-management--t098/

A colony connects individual colonist needs and skills to shared work queues and limited supplies.

## At a glance

![Colonists defend a settlement among fields and buildings](https://gamemechanics.pro/images/mechanics/strategy-rimworld-05.webp)

[RimWorld](https://store.steampowered.com/app/294100/) · © Ludeon Studios / Ludeon Studios. All rights reserved.

1. Growing areas require shared work
2. Separate rooms form the colony’s living area

- Connect work priorities to individual colonists’ skills and needs.

- [RimWorld](https://store.steampowered.com/app/294100/)

## How it works

A colony connects individual colonist needs and skills to shared work queues and limited supplies.

## Variants

### Mechanic variants

<a id="t098-variants"></a>

- Priorities distribute workers between tasks. <a id="t098-v1"></a>
- Skills change work speed and output quality. <a id="t098-v2"></a>
- Personal conditions interrupt shared production plans. <a id="t098-v3"></a>
- Access zones restrict dangerous assignments. <a id="t098-v4"></a>

## Design example

The best builder falls ill and expansion is postponed to insulate the infirmary.

Prototype check: Test that job assignment explains missing skills, inaccessible materials and competing priorities.

## Context and limits

Organization management allocates space, time, staff and services among competing needs. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.

## Connected materials


## Sources and provenance

Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.

- [Factorio: Content](https://www.factorio.com/game/content) (id: source-96be186d8ada50a0)
- [RimWorld](https://store.steampowered.com/app/294100/) (id: source-f672c9b9d82b6e7d)

CC-BY-4.0 · gamemechanics.pro contributors
