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− | In the Naked Brutality scenario, you start with absolutely nothing, not even clothes. | + | In the Naked Brutality scenario, you start with absolutely nothing, not even clothes. |
Because of this, it is possibly the hardest scenario of all. | Because of this, it is possibly the hardest scenario of all. | ||
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{{TOCright}} | {{TOCright}} | ||
== Scenario Parameter== | == Scenario Parameter== | ||
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*'''Fast learner''': Improving your skills faster is very handy, as 1 colonist doing everything gives ample opportunity to train up skills. | *'''Fast learner''': Improving your skills faster is very handy, as 1 colonist doing everything gives ample opportunity to train up skills. | ||
*'''Super-immune''': So that an instance of [[plague]] doesn't mean immediate death. | *'''Super-immune''': So that an instance of [[plague]] doesn't mean immediate death. | ||
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− | + | = Starting Out = | |
===The Absolute Essentials=== | ===The Absolute Essentials=== | ||
− | There are | + | There are three things you must need in order to survive on a rimworld, in order of priority: |
− | *'''Food.''' Colonists can technically survive for 4.7 days | + | *'''Food.''' Colonists can technically survive for 4.7 days, but with a rapidly increasing mood and work penalty. |
− | *'''Shelter.''' A basic [[bed]] and furniture, inside a room. In more extreme biomes, a naked colonist will be vulnerable to [[heatstroke]] or [[hypothermia]] | + | *'''Shelter.''' A basic [[bed]] and furniture, inside a room. In more extreme biomes, a naked colonist will be vulnerable to [[heatstroke]] or [[hypothermia]]. |
*'''Security.''' [[Randy Random]] can send raids on day 1. The other storytellers at least give a few days before the first [[Events#Mad animal|mad animal]], but you'll need defenses soon enough. | *'''Security.''' [[Randy Random]] can send raids on day 1. The other storytellers at least give a few days before the first [[Events#Mad animal|mad animal]], but you'll need defenses soon enough. | ||
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− | Remember that your most valuable resource is your starting colonist's '''time'''. Use it wisely, including pausing the game as needed. | + | Remember that your most valuable resource is your starting colonist's '''time'''. Use it wisely, including pausing the game as needed. |
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− | + | == Food == | |
− | [[Rice plant]]s are the fastest growing food crop, | + | [[Rice plant]]s are the fastest growing food crop. Therefore, growing rice should be very high on your priority list. While it may not help you on day 1, the harvest can be a lifesaver by day 7 or 8. Prioritize growing crops in rich soil. Colonists will automatically cut down trees in a growing zone, allowing you to get wood and grow crops at the same time. |
− | As a rule of thumb, 20-30 tiles of rice | + | As a rule of thumb, 20-30 tiles of rice - less than a 6x6 plot - is enough to sustain a single colonist, with decent plants skill, until the next rice harvest. 30 tiles are more than enough, even when growing in regular soil. This figure gives some leeway, to allow for colonist inefficiency. It does ''not'' account for winter - for biomes with a cold season, you'll need more food. |
− | + | However, it is still day 1, and you'll need food immediately. You have 2 options in this regard: | |
*Harvest [[berry bush]]es, or in desert biomes, [[agave]]. | *Harvest [[berry bush]]es, or in desert biomes, [[agave]]. | ||
− | *Hunt animals with a [[short bow]], made in a [[crafting spot]] with some wood | + | *Hunt animals with a [[short bow]], made in a [[crafting spot]] with some wood |
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If there is a stand of wild berries near your shelter, you can put a [[growing zone]] on them and forbid sowing. This way your colonist will automatically harvest the berries when they're ripe, without you having to manually select the plants to harvest. | If there is a stand of wild berries near your shelter, you can put a [[growing zone]] on them and forbid sowing. This way your colonist will automatically harvest the berries when they're ripe, without you having to manually select the plants to harvest. | ||
Even with rice, the amount of work required to grow a colonist's worth of food isn't that much in practice. However, you may want to grow another, slower food crop - do this after you've planted enough rice to feed yourself. Later on, you may want to grow food to sustain more colonists, or survive the winter. | Even with rice, the amount of work required to grow a colonist's worth of food isn't that much in practice. However, you may want to grow another, slower food crop - do this after you've planted enough rice to feed yourself. Later on, you may want to grow food to sustain more colonists, or survive the winter. | ||
− | + | '''Hunting / Scavenging''' | |
− | [[File:Fight emu.jpg| | + | [[File:Fight emu.jpg|250px|thumb|left|Melee hunting risks your colonist's health.]] |
+ | |||
+ | One risky, but effective, hunting method is to draft your colonist and manually shoot all animals in a herd until they are bleeding - then let blood loss do its work. While the animal is bleeding, you can do other things. You can safely hunt any animal with 0% Manhunter chance with a [[shortbow]]. Useful in winter - frozen corpses don't spoil. However, wildlife during winter will start to become scarce, mostly consisting of either [[rat]]s and [[snowhare]]s, or tough predators. | ||
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+ | Dead animals aren't shown in the Wildlife tab. However, if you search the map often, and check the locations of predators in the Wildlife tab - particularly if the predators are injured - you will often find fresh animal corpses. These may be either prey that wasn't completely consumed, or predators who succumbed to their injuries after their prey fought back. You can unforbid and butcher these corpses for free food and leather. | ||
− | + | If your starting colonist has high melee skill and low shooting, it is also possible to manually draft them and hunt with a melee weapon. This may be effective for smaller game such as rats (but not boomrats!), or modestly-sized animals such as turkey or raccoons. Even 0% revenge chance animals will fight back if you melee attack them, although you will be only fighting that one alpaca rather than angering the entire herd. | |
− | + | ==Shelter== | |
− | + | The first consideration for a beginning base is rich soil. This makes the first batch of rice grow faster, but also helps with any future plant endeavors. The next are ruins - pre-placed walls throughout the map. Use them to your advantage - you can place wooden walls/doors to "complete" the ruin, roof it over, and live inside for an extended period of time. Ruins can also be deconstructed for its steel/stone blocks. You may also want to live near steel ore, to make the first few mining trips easier. | |
− | + | This is one of the few situations where it's an acceptable risk to build wooden walls. A wood structure is better than nothing. However, it is still vulnerable to fire. Hopefully you will be able to upgrade it to stone before lightning or raiders take the decision out of your hands. | |
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− | + | A dedicated storage/warehouse is not strictly necessary at this point. You will eventually need to build one - that is, once you take care of other things. For now, you can just place a catch-all storage zone indoors. If you don't have enough space inside, then place a stockpile zone outside. Even a small roof is helpful to preserve items. | |
− | In extreme | + | In any extreme temperature biome, it is worth the time to invest in double-thickness walls within the first quadrum. This lets your shelter retain heat or cold, whether from low-tech campfires and passive coolers, or electric heaters and coolers. Good temperature management will keep your colonist alive in extreme weather, and ideally avoid negative mood penalties in either direction. |
− | + | '''Steam geysers''' | |
− | If you are in a cold biome or starting in winter, building a shelter around a [[Temperature#Steam Geysers|steam geyser]] will help you save on wood. In | + | If you are in a cold biome or starting in winter, building a shelter around a [[Temperature#Steam Geysers|steam geyser]] will help you save on wood. In extreme cold biomes, it may be the only option to survive the first few days. If you need to let heat out, open a few tiles of roof or leave the door open. |
Once you are able to expand your structure, keeping the steam vent in a separate room lets you keep it as an optional source of heat. When you don't need heat, the roof can be removed. In cold weather, replacing the roof and adding a vent that leads to your living space can get you heat without using wood or electricity. | Once you are able to expand your structure, keeping the steam vent in a separate room lets you keep it as an optional source of heat. When you don't need heat, the roof can be removed. In cold weather, replacing the roof and adding a vent that leads to your living space can get you heat without using wood or electricity. | ||
− | Eventually, you can create a [[geothermal generator]] for a powerful source of electricity. | + | Eventually, you can create a [[geothermal generator]] for a powerful source of electricity. This is worth considering when planning out a future base. |
− | + | == Equipment == | |
− | At the beginning, you will need some form of weapon, for both hunting and defense. A [[short bow]] is the easiest and only | + | At the beginning, you will need some form of weapon, for both hunting and defense. A [[short bow]] is the easiest and only weapon you can create without further research. |
After you gather enough leather from hunting, you can make [[tribalwear]] to cover yourself up, using 60 of any textile at a [[crafting spot]]. Tribalwear covers both torso and legs, takes less work to make, and doesn't require a tailoring bench. Plus, it insulates better against the elements. | After you gather enough leather from hunting, you can make [[tribalwear]] to cover yourself up, using 60 of any textile at a [[crafting spot]]. Tribalwear covers both torso and legs, takes less work to make, and doesn't require a tailoring bench. Plus, it insulates better against the elements. | ||
− | Once you | + | Once you build a hand tailor bench, you'll be able to craft better quality clothing. Not all [[clothing]] can be made from leather, but there are good options for every biome even before you have planted and harvested cotton. A [[parka]] is the superior garment for dealing with cold and requires 80 of any material to make. A [[duster]] similarly requires 80 material to make and is the most heat resistant garment. All hats which can be made from leather provide a small amount of cold protection, while the [[cowboy hat]] is the best for dealing with heat. |
− | + | You may wish to build a leather [[bedroll]] if you are in a biome where wood is scarce, such as Desert or Tundra. You can also make a bed from steel or stone blocks if you have enough to spare after building walls and other equipment. | |
If you've changed the scenario to have your sole colonist be Tribal, a bedroll, tribalwear, and scavenged/purchased outerwear will be your only option. | If you've changed the scenario to have your sole colonist be Tribal, a bedroll, tribalwear, and scavenged/purchased outerwear will be your only option. | ||
− | + | == Medicine == | |
− | Go to your colonist's Health tab and '''turn on self-tend'''. If the "Self-tend" check box is not turned on, your colonist will not treat their own injuries. | + | Go to your colonist's Health tab and '''turn on self-tend'''. If the "Self-tend" check box is not turned on, your colonist will not treat their own injuries. |
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+ | Harvest a few [[healroot]] as early as possible if they are available in your [[biome]]. Once you've done this, click Assign and set your colonist to carry 3 herbal medicine. If your colonist has 8 skill in Plants, it's a good idea to make a small growing zone and plant some as quickly as possible. Healroot is the only crop other than trees which is not killed by cold temperatures, so it is always worthwhile to plant more if you can. | ||
− | + | Diseases and infections need to be treated IMMEDIATELY. | |
− | With even a few points of medical skill, herbal medicine should be enough to keep your colonist alive. The sooner you tend an injury and the cleaner your living space, the lower the chance of infection. If you're away from your shelter, self-tending where you stand is better than taking a long walk back. | + | With even a few points of medical skill, herbal medicine should be enough to keep your colonist alive. The sooner you tend an injury and the cleaner your living space, the lower the chance of infection. If you're away from your shelter and your biome has wild healroot, manually harvesting the nearest healroot plant and self-tending where you stand is better than taking a long walk back and letting the infection counter run up. Poorly applied herbal medicine is much, much better than bleeding to death from picking a fistfight with a squirrel. Quick tending with no medicine is still better than leaving a health condition un-tended. Also, allowing your colonist to get bed rest when they have an infection or illness will give them a small but valuable boost to immunity gain speed. |
− | + | = Next step = | |
=== Defense === | === Defense === | ||
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− | + | Lack of equipment and manpower makes it harder to fight against raiders. Traps will help you a lot in the early stage. Placing traps at chokepoints or on the corners of buildings, and luring raiders to trigger them, make it much easier to win. | |
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+ | [[File:Raid defense naked brutality.jpg|300px|thumb|left|Luring raiders across traps is efficient. If they don't die immediately, be sure to take their clothes.]] | ||
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Check your raiders' Health tabs often. If they're more injured than your colonist, running around in circles until they're downed can help you win without risking further injury. Terrain can also be used to your advantage if you have even a slight lead on them and your speed is at least equal to theirs. Running across a wet or debris-filled area and turning around to take a shot at them while they're slowed can help you chip away at the raider's health. | Check your raiders' Health tabs often. If they're more injured than your colonist, running around in circles until they're downed can help you win without risking further injury. Terrain can also be used to your advantage if you have even a slight lead on them and your speed is at least equal to theirs. Running across a wet or debris-filled area and turning around to take a shot at them while they're slowed can help you chip away at the raider's health. | ||
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+ | One small bright side to this scenario is that with only one colonist and very low wealth, your [[raider|raids]] will stay small (often just one raider) for quite some time. | ||
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=== New colonists === | === New colonists === | ||
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− | + | New colonists can join by chance, or you can encounter someone who can be saved and potentially join your colony. All AI storytellers, even Randy, consider 4 to be the "critical minimum" number of colonists. They will send you events which can potentially increase your number of colonists on a fairly regular basis until you reach this number. Those events will still happen afterwards, but less frequently. | |
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+ | Consider carefully if you will be able to obtain enough food or other resources to take on another colonist, or if the potential new arrival has traits that would make them more harmful than good. If the new arrival has terrible traits but is healthy enough to walk, you may need to banish them immediately. Murder instead of banishment is also an option, particularly if your colonist has traits that make this beneficial, such as Bloodlust or Cannibal. | ||
− | + | Here are the ways a new colonist can be gained. An attempt has been made to start with the worst and end with the best, though this is somewhat subjective. | |
− | + | *'''Prisoner rescue quest''': Leave your home map to rescue a prisoner somewhere on the world map. The prisoner is guarded by hostile pawns and possibly turrets. A Naked Brutality starting colonist with excellent combat skills and a decent weapon ''might'' be able to pull this off. But dry lightning, raiders, etc. may destroy your base while you're gone. | |
− | ''' | + | *'''Incapacitated refugee quest''': Leave your home map to rescue an incapacitated person somewhere on the world map. More or less the same risks as the Prisoner rescue quest. |
− | + | *'''Capturing prisoners''': This needs to be included for completeness, but note that it's dependent on player action, so it's not factored in as one of the "Storyteller events" that add new colonists. Taking a prisoner can gain you a new colonist, but will also use resources. The time your colonist spends wardening is also time they cannot spend hunting, harvesting and building defenses. | |
− | *''' | ||
− | *''' | + | *'''Man in black''': Man in Black events are extremely rare in Naked Brutality. This event would technically gain you a new colonist if it ever happened - but it probably won't. |
*'''Wild (human) wanders in''': Any colonist with an Animals skill of 6 or higher can attempt to tame a wild human. Wild humans have a fairly high chance to turn manhunter on tame fail, and your colonist will be in close melee range if that happens. On the plus side, wild humans are always naked and unarmed. Note that they will harvest and eat un-walled crops if you simply ignore them. | *'''Wild (human) wanders in''': Any colonist with an Animals skill of 6 or higher can attempt to tame a wild human. Wild humans have a fairly high chance to turn manhunter on tame fail, and your colonist will be in close melee range if that happens. On the plus side, wild humans are always naked and unarmed. Note that they will harvest and eat un-walled crops if you simply ignore them. | ||
− | *''' | + | *'''Purchasing humans''': Slavers and friendly towns may have enslaved humans for sale. If you can afford one, they will become a new member of your faction. This method has the benefit of knowing what your new colonist's skills and traits are before they join. The main drawback is opportunity cost: on average, with low-to-medium skill in Social, a human will set you back 1000-2000 silver. Over time, humans are less and less likely to be available at towns, and slaver caravans are uncommon. In most cases, by the time you can afford a human there are no longer any for sale. |
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− | *''' | + | *'''Refugee chased''': These are usually worth accepting if your starting pawn and defenses are in decent shape. Since you only have one colonist and very few resources, even the slightly stronger raids that spawn for this event might still only be a single raider, or two or three relatively weak raiders. If you dislike the new colonist, banish them. |
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− | *'''Transport pod crash''': | + | *'''Transport pod crash''': |
− | **If they would not be a good addition to your colony, you | + | **Rescue them, then strip them and steal their clothes, THEN decide what to do with them. All transport pod crash victims arrive seriously injured. They will almost always die if not rescued. Strip their gear before they perish so it won't be tainted. This can be a highly efficient way to get weather-resistant gear without having to craft it, as transport pod crash victims will sometimes have good quality clothing, such as a duster or parka. |
− | **If the transport pod crash victim looks like an acceptable new colonist, you should try to rescue them. | + | **If they would not be a good addition to your colony, you may have to leave them to die. |
− | + | **If the transport pod crash victim looks like an acceptable new colonist, you should always try to rescue them. They might already be a member of another planetary faction. Members of enemy factions need to be captured, kept as prisoners and recruited in order to join. If an unaffiliated space refugee or a member of a friendly faction chooses to join your colony after you have rescued them, they will do so as soon as they regain consciousness. If their status changes to "injured" (instead of unconscious / incapacitated / pain shock) and they have not joined, they are not going to. As soon as they are able to walk, you can deconstruct their sleeping spot or uninstall their bedroll, and they will leave on their own. | |
− | *'''Wanderer joins''': The | + | *'''Wanderer joins''': The best possible way to gain a colonist. If you like them, keep them. If you don't like them, take their stuff and then banish them. (Or let them keep some stuff if you're feeling generous.) |
After you find an acceptable second colonist, things will start to be much smoother and easier. | After you find an acceptable second colonist, things will start to be much smoother and easier. | ||
− | === | + | ===Later Food=== |
After your first batch of rice is planted, you can consider growing other crops. Both [[potato plant|potatoes]] and [[corn plant|corn]] grow slower, meaning it takes ''much'' less work for the same amount of food. With only a single colonist, work time is much more important. It isn't ideal to rely on rice for too long. However, you'll have to grow enough rice to feed your colonist until a slower crop finishes | After your first batch of rice is planted, you can consider growing other crops. Both [[potato plant|potatoes]] and [[corn plant|corn]] grow slower, meaning it takes ''much'' less work for the same amount of food. With only a single colonist, work time is much more important. It isn't ideal to rely on rice for too long. However, you'll have to grow enough rice to feed your colonist until a slower crop finishes | ||
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'''Food security:''' | '''Food security:''' | ||
− | You will likely not have the time or extra resources to build walls around your crop fields, at first. | + | You will likely not have the time or extra resources to build walls around your crop fields, at first. Seperating your crop field in different locations can also help avoid losing all your crops if there is Blight, an unlucky lightning strike, or if a raider spawns close to your field while you are too far away to put out the fire. |
Growing zones should be fairly close to your shelter, to cut down on travel time for your colonist. Ideally, you should build your shelter near some rich soil to begin with. | Growing zones should be fairly close to your shelter, to cut down on travel time for your colonist. Ideally, you should build your shelter near some rich soil to begin with. | ||
− | + | = Extreme Biomes Survival = | |
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The above will work fine in normal biomes, but if you start in extreme biomes, you will need a different set of survival tactics. | The above will work fine in normal biomes, but if you start in extreme biomes, you will need a different set of survival tactics. | ||
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Generally, wood and [[Healroot]] is scarce or even nonexistent in Extreme Desert and Tundra, so you are unable to make bows for hunting. If you choose these biomes, it's better to choose a colonist with high melee skill instead of shooting. | Generally, wood and [[Healroot]] is scarce or even nonexistent in Extreme Desert and Tundra, so you are unable to make bows for hunting. If you choose these biomes, it's better to choose a colonist with high melee skill instead of shooting. | ||
− | + | == Extreme Heat Biomes == | |
The most dangerous threat in hot biomes is the temperature, rather than the lack of food. Heat waves will kill you for sure if you are unprepared. | The most dangerous threat in hot biomes is the temperature, rather than the lack of food. Heat waves will kill you for sure if you are unprepared. | ||
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Keep an eye on wild animals. In deserts, there's only a few naturally grown plants for the animals to eat, so a group of camels will be a big threat to your farmland. Better hunt them down soonest or enclose the farmland with walls. Thrumbo in particular should be hunted if you can do so safely. | Keep an eye on wild animals. In deserts, there's only a few naturally grown plants for the animals to eat, so a group of camels will be a big threat to your farmland. Better hunt them down soonest or enclose the farmland with walls. Thrumbo in particular should be hunted if you can do so safely. | ||
− | + | == Extreme Cold Biomes == | |
These recommendations are for [[Biomes#Ice Sheet|Ice Sheet]]. | These recommendations are for [[Biomes#Ice Sheet|Ice Sheet]]. | ||
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An ascetic cannibal is highly recommended. If your colonist has a mental break before you acquire a parka they are very likely to die. Your pawn will need high skill in mining, construction and melee, since there is no wood to make fires or low-tech ranged weapons. Research is more important in this biome, as your pawn will need advanced technologies more quickly to survive the harsh landscape. | An ascetic cannibal is highly recommended. If your colonist has a mental break before you acquire a parka they are very likely to die. Your pawn will need high skill in mining, construction and melee, since there is no wood to make fires or low-tech ranged weapons. Research is more important in this biome, as your pawn will need advanced technologies more quickly to survive the harsh landscape. | ||
− | + | === The first day === | |
Look for a steam geyser somewhere on the map. Ideally it should be close to a hill with a deposit of steel, but in a pinch any steam geyser will do. This is where your first shelter should go. | Look for a steam geyser somewhere on the map. Ideally it should be close to a hill with a deposit of steel, but in a pinch any steam geyser will do. This is where your first shelter should go. | ||
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Build a second, larger room connected to your first shelter and set the door between the two rooms to "hold open," the temperature in the outer room will cycle between a little too low and a little too high. This will make it possible for your pawn to get a full night's rest without dying. | Build a second, larger room connected to your first shelter and set the door between the two rooms to "hold open," the temperature in the outer room will cycle between a little too low and a little too high. This will make it possible for your pawn to get a full night's rest without dying. | ||
− | + | === The next few days === | |
Add corners to your shelter and build at least one steel spike trap. Then you can start getting steel and components to build your first wind turbine and electric heater. Deconstructing ruins can get you more stone for stone walls and furniture such as a table, stool and a bed. Double walls around the outside of all your living areas can help retain warmth from steam geysers or heaters. | Add corners to your shelter and build at least one steel spike trap. Then you can start getting steel and components to build your first wind turbine and electric heater. Deconstructing ruins can get you more stone for stone walls and furniture such as a table, stool and a bed. Double walls around the outside of all your living areas can help retain warmth from steam geysers or heaters. | ||
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You may be able to trade un-tainted gear and human leather for better quality clothes, food or even a gun by trading with a nearby friendly settlement. | You may be able to trade un-tainted gear and human leather for better quality clothes, food or even a gun by trading with a nearby friendly settlement. | ||
− | = | + | = After death = |
− | + | It is very likely that your starting colonist will die, even if you've planned well and made prudent choices. | |
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− | + | One way to extend this scenario is to choose "Keep playing" after your starting colonist dies. Set the game to speed 3, and wait for a "Refugee chased" or "Wanderer joins" event. Your AI storyteller should send you a colonist-adding event within the next several days. | |
− | + | If anything survives of your base that has not been destroyed by raiders or natural disaster, your new colonist can use what's left to rebuild. As a bonus, refugees and wanderers are often wearing at least a few clothes. Between that and the work done by your starting colonist, the newcomer will have an even better chance of survival. | |
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== See also == | == See also == |