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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 == | == Starting Out == | ||
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There are four things you must need in order to survive on a rimworld, in order of priority: | There are four things you must need in order to survive on a rimworld, in order of priority: | ||
*'''Food.''' Colonists can technically survive for 4.7 days without food, but with a rapidly increasing mood and work penalty. | *'''Food.''' Colonists can technically survive for 4.7 days without food, 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. | ||
− | *'''Mood.''' A "minor" break as a raid is happening can easily be fatal. | + | *'''Mood.''' A "minor" break as a raid is happening can easily be fatal. Extreme breaks (catatonic, given up, run wild) are directly colony-ending threats. At the very least, any mental break is a major time setback. While extremely low expectations and initial optimism are significant mood buffs, let your colonist eat, recreate, and sleep to avoid breakdowns. |
Remember that your most valuable resource is your starting colonist's '''time'''. Use it wisely, including pausing the game as needed. On the first day, your colonist should be focusing on the former two goals. | Remember that your most valuable resource is your starting colonist's '''time'''. Use it wisely, including pausing the game as needed. On the first day, your colonist should be focusing on the former two goals. | ||
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=== Food === | === 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. Once that first batch of rice is harvested, then food ceases to be an issue. Prioritize growing crops in rich soil, as it makes crops grow faster. 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 in rich soil - less than a 6x6 plot - is enough to sustain a single colonist when cooked into [[simple meal]]s, harvesting immediately with decent plants skill, until the next rice harvest. This figure gives some leeway, to allow for colonist inefficiency | + | As a rule of thumb, 20-30 tiles of rice in rich soil - less than a 6x6 plot - is enough to sustain a single colonist when cooked into [[simple meal]]s, harvesting immediately with decent plants skill, until the next rice harvest. 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 |
− | A colonist requires 32 berries or raw meat to survive, per day. Once you have | + | A colonist requires 32 berries or raw meat to survive, per day. Once you have time to cook, 2 [[simple meal]]s - or 20 units of raw food - are enough to satisfy food needs. |
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. | ||
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[[File:Fight emu.jpg|400px|thumb|left|Melee hunting risks your colonist's health.]] | [[File:Fight emu.jpg|400px|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 possible to manually draft 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 fight back | + | 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. |
{{clear}} | {{clear}} | ||
===Shelter=== | ===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 | + | 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. |
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+ | 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. | ||
− | + | 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 outside 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. | ||
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=== Equipment === | === 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 === | === 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. Diseases and infections need to be treated IMMEDIATELY. | + | 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. Diseases and infections need to be treated IMMEDIATELY. |
− | Harvest a few [[healroot]] as early as possible | + | 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. |
− | 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. Tending with some form of medicine is better than no medicine | + | 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. Tending with some form of medicine is better than no medicine, which is much better than letting yourself bleed out after picking a fistfight with a squirrel. 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 == | == Next step == | ||
=== Defense === | === Defense === | ||
− | [[File:Raid defense naked brutality.jpg|300px|thumb|left|Luring raiders across traps | + | [[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.]] |
− | With only 1 pawn and barely any [[wealth]], raids will consist of only 1 raider. | + | With only 1 pawn and barely any [[wealth]], the first couple raids will consist of only 1 raider. It is possible to stay 1 colonist / low wealth for years on end if so desired, living in squalor until you get research or find a ''great'' colonist. |
Without equipment or manpower, the name of the game is [[spike trap]]s. Luring raiders into traps will make it much easier to win. Place traps at chokepoints or in the corners of buildings, or make a [[spike trap#Analysis|trap tunnel]]. | Without equipment or manpower, the name of the game is [[spike trap]]s. Luring raiders into traps will make it much easier to win. Place traps at chokepoints or in the corners of buildings, or make a [[spike trap#Analysis|trap tunnel]]. | ||
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All [[storyteller]]s, including Randy, have a "population intent" factor. They consider 4 colonists to be the 'critical minimum'. With only 1 pawn, they will frequently send events that will net new colonists, such as transport pod crashes and refugee quests. They will also reduce the enemy [[AI Storytellers#Enemy death on downed|death on down]] chance. | All [[storyteller]]s, including Randy, have a "population intent" factor. They consider 4 colonists to be the 'critical minimum'. With only 1 pawn, they will frequently send events that will net new colonists, such as transport pod crashes and refugee quests. They will also reduce the enemy [[AI Storytellers#Enemy death on downed|death on down]] chance. | ||
− | The moral of the story is that you can be picky with new colonists. Consider if you can spare the time to feed and/or recruit them. You may want to wait until you get a ''great'' colonist, with good traits and/or skills that your colony needs. | + | The moral of the story is that you can be picky with new colonists. Consider if you can spare the time to feed and/or recruit them. You may want to wait until you get a ''great'' colonist, with good traits and/or skills that your colony needs. Having 2 colonists at all will most likely trigger the "Name your colony" prompt, which allows the [[man in black]] event to occur. It doesn't matter what happens to the second colonist afterwards. |
− | If a new arrival has poor or actively harmful traits, then you may need to banish them, which comes with a {{--|3}} moodlet. Murder is an alternative - let a murder victim bleed out to death, in order to avoid {{--|5}} ''Witnessed ally's death'' | + | If a new arrival has poor or actively harmful traits, then you may need to banish them, which comes with a {{--|3}} moodlet. Murder is an alternative - let a murder victim bleed out to death, in order to avoid {{--|5}} ''Witnessed ally's death''. |
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'''Ways of obtaining new colonists:''' | '''Ways of obtaining new colonists:''' | ||
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*'''Off-colony quests''' - Whenever you're rescuing a prisoner or saving an incapacitated refugee, you'll have to fight some enemy. A colonist with decent weapon and excellent combat skills ''might'' be able to pull this off. But dry lightning, raiders, etc. may destroy your base while you're gone. | *'''Off-colony quests''' - Whenever you're rescuing a prisoner or saving an incapacitated refugee, you'll have to fight some enemy. A colonist with decent weapon and excellent combat skills ''might'' be able to pull this off. But dry lightning, raiders, etc. may destroy your base while you're gone. | ||
− | *'''Taking prisoners''': Either from enemy transport pod crashes or downing raiders. Recruiting prisoners can take a lot of time, especially with poor Social skill. During this time, you'll have to feed another mouth that won't do any work. The time your colonist spends wardening is time they cannot spend hunting, harvesting and building defenses | + | *'''Taking prisoners''': Either from enemy transport pod crashes or downing raiders. Recruiting prisoners can take a lot of time, especially with poor Social skill. During this time, you'll have to feed another mouth that won't do any work. The time your colonist spends wardening is time they cannot spend hunting, harvesting and building defenses. |
*'''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. | ||
− | *'''Man in black''': Man in Black events are extremely rare before you get a second | + | *'''Man in black''': Man in Black events are extremely rare before you get a second colonist. This event would technically gain you a new colonist if it ever happened - but it probably won't. |
*'''Refugee chased''': These are usually worth accepting, if your starting pawn and defenses are in decent shape. Even the slightly stronger raids from this event can be a single raider, or 2-3 relatively weak raiders. If you dislike the new colonist, banish them. | *'''Refugee chased''': These are usually worth accepting, if your starting pawn and defenses are in decent shape. Even the slightly stronger raids from this event can be a single raider, or 2-3 relatively weak raiders. If you dislike the new colonist, banish them. | ||
− | *'''Purchasing humans''': Slavers and friendly towns may have enslaved humans for sale. If you can afford one, they can join as a new member. With Ideology, these colonists may join as | + | *'''Purchasing humans''': Slavers and friendly towns may have enslaved humans for sale. If you can afford one, they can join as a new member. With Ideology, these colonists may join as [[slaves]], listed in the trader menu. 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. | **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. | ||
**One possible way to get this money - if your colonist doesn't mind - is [[organ harvesting]]. A [[lung]], [[kidney]], and [[heart]] from a captured raider are generally enough to buy someone, even at a 1.4x markup. You'll need some medicine first, however. | **One possible way to get this money - if your colonist doesn't mind - is [[organ harvesting]]. A [[lung]], [[kidney]], and [[heart]] from a captured raider are generally enough to buy someone, even at a 1.4x markup. You'll need some medicine first, however. | ||
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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. | ||
− | === | + | ===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. | ||
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== Extreme Biomes Survival == | == Extreme Biomes Survival == | ||
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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 == |