Room Sizes are an important thing to consider inRimworld. While the player’s colonists are going around putting out fires, crafting materials, orhealing up from the last xenohuman raid, it’s important to know if the size of the room they are working in will be the final nail in the coffin on an unfortunate mental break.
Improving Impressiveness
InRimworld, each room has a series of stats that determine an overall “Impressiveness” for said room. These stats are the wealth, cleanliness, beauty, and spaciousness that each room is graded by, with their totals determining the final impressiveness.
This impressiveness value helps to determinethe mood bonus of any colonistcurrently within that room, with higher numbers being better than lower ones. This means there is not a set size that a room has to be, and the effectiveness of a room instead has to do with the balancing of these stats throughout the player’s colony.

Players can increase the impressiveness of any given room by increasing any one of these four stats, some of them with mood bonuses of their own, but space will always be a limiting factor to how impressive your room can be.
A small room that is made out of expensive materials will be slightly more impressive than a room of the same size made out of cheap materials, but it will not be high enough value to make it worth the cost without adequate space. For example, players will notice that a small room made entirely out of gold is still considered to be only slightly more impressive than a room that is cheaper and bigger.

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Consider The Room’s Purpose
The next thing players should consider when building rooms is the purpose of that room. Rooms where players expect their colonists to spend the most time should be made bigger and more impressive first, as it will have the biggest overall impact on the players' colony.
In general, it’s a good idea to expand any production areas, then common rooms/recreation areas, then bedrooms, then any other room the players need. This order tends to be the typical day of most pawns, so it will help to mitigate mood penalties throughout the game if pawns are comfortable in spacious rooms as they go about their routine. If a room is being used to store materials, food, or other items, players can afford to wait to expand such rooms until there is a need, such as being unable toplace more food in the colony fridge.

Furniture And Design
The furniture or crafting stations placed in a room will also have a negative effect on the space available in a room, with a corresponding decrease in impressiveness to match. Players should also remember to expand each room to compensate for some of the largerproduction structures when resources allow.
InRimworld, where a colony can fail catastrophically because a player’sneedy colonist goes berserk at the wrong timebecause they ate their meal without a table to sit at, it pays for players to make sure that the design and planning of their home base do not contribute to its still likely destruction.

RimWorldis available on PC, PlayStation 4, and Xbox One.
