Editing Extreme Desert Guide
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{Tocright}} |
− | This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert. | + | This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you got more people to feed and less technology to help you. |
− | == | + | == Introduction == |
− | |||
− | + | {{see also|Biomes#Extreme Desert}} | |
− | + | Extreme deserts are the most arid option of hot maps. They have the least amount of animal and plants, in fact you should not expect to find anything more than three iguanas and a single cactus in your start. You should also not expect to see more than one new iguana per week and not a single plant ever growing in the wild. | |
− | |||
− | |||
− | |||
− | + | In addition to that, they do not have any soil available, if you wanna grow something you will be doing it in stony patches around hills and mountains. | |
− | + | They are not necessary hot though, their average varies from {{Temperature|30}} to {{Temperature|10}} and growing periods varies from all year to 30/60 days due to the temperature. You should expect to only have problems with heatstroke during summer and during [[events#heat wave|heat wave]]s. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | == Landing site == | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [[File:extremedesertsite.png|300px|thumb|right|Example good landing site.]] | |
− | + | In all maps you should to choose carefully your landing site to increases your chances of survival. You want to build a colony in an area with some of the following characteristics: | |
− | |||
− | + | * Next to a friendly faction base (faster trading) | |
+ | * Without many mountains around (faster moving around) | ||
+ | * With a road (faster moving around) | ||
+ | * With a river (enable watermills) | ||
+ | * With coast (to turn into large growing areas later) | ||
+ | * With [[caves]] (early food source) | ||
+ | While you should not be surrounded by mountains, the landing site itself can be mountainous. | ||
− | + | Of course you do not need to land in an area in all those characteristics, but try to get as many of them as you can. | |
− | |||
− | |||
− | |||
− | + | == Base area == | |
− | + | Once you choose your landing site you should also choose your base area. It is important to notice that this area does not need to be final, it is just the area where you are more likely to survive the early game. | |
+ | You want to find an area with two characteristics: '''more growing areas''' and '''more easily defendable'''. | ||
− | + | More growing areas means more stony patches and more easily defendable area is an area with few entrances where you gonna lay down your traps. | |
+ | Since you do not have trees you can not build a proper base yet. You can then either take a ruin or make a cave. Ruins might look like good starting locations but are often on undesirable areas. It is easier to make a cave in a good location, since choke points are always surrounded by hills and mountains. But if you happen to get a ruin in the right place, then go for it. | ||
− | + | [[File:extremedesertarea.png|400px|thumb|center|Area between the two hills make a good choke point.]] | |
− | + | == First Agenda == | |
− | + | * Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]]. | |
+ | * Make your starter base. Give people a place to sleep, eat and play. | ||
+ | * Hunt those [[iguana]]s before they leave the map. | ||
+ | * Kill your starting animals. | ||
+ | * Only use [[wood]] to cook and make [[passive cooler]]s once you need it. Make sure your [[wood]] is forbidden so they do not refuel the [[campfire]]. | ||
+ | * Plant [[rice]]. There is hardly any food on the map and you can not survive long enough to grow anything else yet. | ||
+ | * Make your [[research bench]] and start researching stone cutting so you can start using stone instead of [[steel]]. | ||
+ | * Plant [[strawberry plant|strawberries]], if you do not have much growing area then plant [[potatoes]]. | ||
− | + | === First harvest === | |
− | [[ | + | Surviving until your first [[rice]] harvest is the hardest part. Your [[pemmican]] plus your hunting plus your starting animals is not enough. If you have [[caves]] in your map, you can go insect hunting and that might be enough, but if you do not... You gotta go visit your nearby friendly base and trade whatever you can for food. For that, you gotta get something you can trade: |
− | + | * You can mine expensive things like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]]. | |
− | [[ | + | * You can open the [[ancient shrine]] and sell whatever you find there. |
− | |||
− | + | One smart way to reduce your food consumption is to put some colonists inside the ancient [[cryptosleep casket]]s until your first harvest. | |
− | + | [[File:meatshield.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]] | |
− | == | + | === Desperate measures === |
− | |||
+ | If that fails you can also go to the closest base outside the extreme desert and attack them. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. | ||
− | + | Another more undesirable option is to sell some colonists. They are usually worth a lot and it results on a lower food consumption which makes things much easier, but do not expect to see them again. | |
− | + | Likewise, another even worse option is to kill some colonists, but they are not worth many meals. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | If you do survive though... Now life will be much easier. | ||
+ | |||
+ | [[File:firstrice.png|400px|thumb|center|First [[rice]] harvest is a glorious moment.]] | ||
+ | |||
+ | == Second agenda == | ||
+ | |||
+ | * Plant [[cotton plant|cotton]]. Later you will use it to make [[duster]]s and [[cowboy hat]]s. | ||
+ | * Plant [[healroot]]. | ||
+ | * Make stone [[deadfall trap]]s. | ||
+ | * Plant [[saguaro cactus|cactus]]. Your future wood source. | ||
+ | * Plant [[smokeleaf plant|smokeleaf]]. This will help your guys relax later. | ||
+ | * Research complex furniture. Once you done, make steel or stone [[bed]]s. | ||
+ | * Research complex clothing. Once you done, make [[duster]]s and [[cowboy hat]]s with your [[cloth]]. | ||
+ | |||
+ | === Second harvest === | ||
+ | |||
+ | Hopefully, now you grow [[strawberry plant|strawberries]], so you will not need to worry about [[wood]]. If you decided to stick with [[potatoes]], you gonna have to make some extra visits to your nearby friendly base and buy [[wood]] because your [[saguaro cactus|cactus]] plantation gonna take a while to kick in. | ||
+ | |||
+ | Summer is coming, focus on getting [[cloth]] to give your colonists [[duster]]s and [[cowboy hat]]s. After that you can replace their [[tribalwear]]s for [[button-down shirt]]s and [[pants]]. | ||
+ | |||
+ | You can also make some [[smokeleaf joint]]s to help with the moods. | ||
+ | |||
+ | Always keep a stock of [[wood]] with you because if a [[events#heat_wave|heat wave]] happens you will need those [[passive cooler]]s. | ||
+ | |||
+ | If you want, now you can accept more people in your colony. | ||
+ | |||
+ | === Defenses === | ||
+ | |||
+ | Now the usual threats start, time to make some [[deadfall trap]]s to defend your base. Since you do not have [[wood]] and probably not enough [[steel]], you will have to go for stone [[deadfall trap]]s. | ||
+ | |||
+ | [[File:firsttrap.png|400px|thumb|center|First defenses with stone.]] | ||
+ | |||
+ | == Third agenda == | ||
+ | |||
+ | * Research eletricity. | ||
+ | * Research [[battery]]. | ||
+ | * Research air conditioning. | ||
+ | |||
+ | === Third harvest === | ||
+ | |||
+ | Your colony is looking better, you have food, [[wood]], clothing, drugs and defenses. You should focus on making a freezer for all that food you got. | ||
+ | |||
+ | === Base relocation === | ||
+ | |||
+ | Since the worse is gone, you can now move to a proper area, more central location where you can build your huge colony you always dreamed of. | ||
+ | |||
+ | [[File:dreambig.png|550px|thumb|center|Moving out of caves.]] | ||
+ | |||
+ | === Moisture pumps === | ||
+ | |||
+ | If your map has coast you should focus on [[moisture pump]]s, with them you can create huge crops fields so you do not need to stick to stony patches around mountains. | ||
+ | |||
+ | [[File:crops.png|300px|thumb|center|Before a beach (left) and later a crop field (right).]] | ||
{{nav/guides}} | {{nav/guides}} | ||
− | [[Category: | + | [[Category:Gameplay]] |