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Brand new players are encouraged to play the Tutorial first, if they haven't already. The tutorial will guide you through the RimWorld UI, help them set up a starter base, and defend against your first [[raid]]. Once you've completed the tutorial, you can set your storyteller and continue the game. The [[learning helper]] can also be a useful tool. | Brand new players are encouraged to play the Tutorial first, if they haven't already. The tutorial will guide you through the RimWorld UI, help them set up a starter base, and defend against your first [[raid]]. Once you've completed the tutorial, you can set your storyteller and continue the game. The [[learning helper]] can also be a useful tool. | ||
− | This guide is intended for players that are using the original Crashlanded [[scenario]], and without any [[mod]]s or [[DLC]] enabled. With DLC, things | + | This guide is intended for players that are using the original Crashlanded [[scenario]], and without any [[mod]]s or [[DLC]] enabled. With DLC, things will remain ''roughly'' the same. For the [[Ideology DLC]] in particular, you'll want to use the "Ideology system inactive" option. |
==Colony Setup== | ==Colony Setup== | ||
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*'''Shooting''' - Defense against [[raider]]s and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges. | *'''Shooting''' - Defense against [[raider]]s and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges. | ||
*'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon at an enemy in melee range (directly adjacent). This applies to both colonists and enemies. Increasing melee skill will increase the chance to hit and dodge... in melee. | *'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon at an enemy in melee range (directly adjacent). This applies to both colonists and enemies. Increasing melee skill will increase the chance to hit and dodge... in melee. | ||
− | *'''Construction''' - Creating structures, like [[wall]]s, [[table]]s, and [[bed]]s. A minimum construction (4-6) is required to build [[spike trap]]s and electrical equipment. Increasing construction skill will increase | + | *'''Construction''' - Creating structures, like [[wall]]s, [[table]]s, and [[bed]]s. A minimum construction (4-6) is required to build [[spike trap]]s and electrical equipment. Increasing construction skill will increase speed, the [[quality]] of furniture, and reduce the chance of construction failure ("botched" construction). |
*'''Mining''' - Breaking rock and harvesting [[ore]]. Increasing mining skill will increase mining speed and ore yield. | *'''Mining''' - Breaking rock and harvesting [[ore]]. Increasing mining skill will increase mining speed and ore yield. | ||
*'''Cooking''' - Creating [[meal]]s from raw food. Increasing cooking skill will increase cooking speed and decrease the [[food poisoning]] chance. | *'''Cooking''' - Creating [[meal]]s from raw food. Increasing cooking skill will increase cooking speed and decrease the [[food poisoning]] chance. | ||
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*'''Animals''' - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting. | *'''Animals''' - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting. | ||
*'''Crafting''' - Smithing [[armor]] and [[weapon]]s, and tailoring [[apparel]]. Higher crafting skill will increase [[quality]] of crafted items. Does ''not'' increase the speed of crafting. <br>Note that the work types in the "Craft" tab, such as [[stonecutter's table|stonecutting]], [[electric smelter|smelting]], and [[drug]] synthesis, do ''not'' use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor. | *'''Crafting''' - Smithing [[armor]] and [[weapon]]s, and tailoring [[apparel]]. Higher crafting skill will increase [[quality]] of crafted items. Does ''not'' increase the speed of crafting. <br>Note that the work types in the "Craft" tab, such as [[stonecutter's table|stonecutting]], [[electric smelter|smelting]], and [[drug]] synthesis, do ''not'' use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor. | ||
− | *'''Artistic''' - Creating [[sculpture]]s. Increasing art skill will quality of sculptures, but not their speed | + | *'''Artistic''' - Creating [[sculpture]]s. One of the least important skills, at least at the start. Increasing art skill will quality of sculptures, but not their speed. |
*'''Medical''' - Tending to injured and sick colonists. Increasing medical skill will increase [[tend quality]], making injuries heal faster and diseases less deadly. Also increases success for surgery. | *'''Medical''' - Tending to injured and sick colonists. Increasing medical skill will increase [[tend quality]], making injuries heal faster and diseases less deadly. Also increases success for surgery. | ||
*'''Social''' - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make [[prisoner]]s easier to recruit. Higher social also increases the impact of the daily chats your colonists will have. | *'''Social''' - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make [[prisoner]]s easier to recruit. Higher social also increases the impact of the daily chats your colonists will have. | ||
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* Pawns are in "melee range" if they are directly adjacent to each other. | * Pawns are in "melee range" if they are directly adjacent to each other. | ||
** Enemies cannot fire their ranged weapon at all if they are engaged in melee. You cannot fire a ranged weapon at an enemy in melee range. | ** Enemies cannot fire their ranged weapon at all if they are engaged in melee. You cannot fire a ranged weapon at an enemy in melee range. | ||
− | ** Note that your colonists can fire at ''other'' enemies that aren't in melee range, even if | + | ** Note that your colonists can fire at ''other'' enemies that aren't in melee range, even if you are being attacked in melee. |
[[File:Friendly_fire_radii2.png|thumb|right|325px|If a colonist is in the white area, they cannot be hit by friendly fire by the middle colonist.]] | [[File:Friendly_fire_radii2.png|thumb|right|325px|If a colonist is in the white area, they cannot be hit by friendly fire by the middle colonist.]] | ||
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* Pawns with a ranged weapon will automatically fire it, if there's an enemy in range (and if they aren't in melee combat). | * Pawns with a ranged weapon will automatically fire it, if there's an enemy in range (and if they aren't in melee combat). | ||
* Pawns cannot fire through [[wall]]s or other impassible objects. These objects block "[[line of sight]]". | * Pawns cannot fire through [[wall]]s or other impassible objects. These objects block "[[line of sight]]". | ||
− | * If a pawn is directly adjacent to [[cover]], like [[sandbag]]s, or [[barricade]]s, they will use said cover. You ''can'' fire over sandbags and the like. Cover | + | * If a pawn is directly adjacent to [[cover]], like [[sandbag]]s, or [[barricade]]s, they will use said cover. You ''can'' fire over sandbags and the like. (Cover is useless in a melee fight.) |
* [[Friendly fire]] can occur, ONLY IF a friendly colonist is more than 5 tiles away AND if they are in line of fire. The picture in the right shows the area in which colonists are "immune" to friendly fire. So long as pawns are in the 5-tile radius, friendly fire will not happen. | * [[Friendly fire]] can occur, ONLY IF a friendly colonist is more than 5 tiles away AND if they are in line of fire. The picture in the right shows the area in which colonists are "immune" to friendly fire. So long as pawns are in the 5-tile radius, friendly fire will not happen. | ||
+ | |||
===Defensive structures=== | ===Defensive structures=== | ||
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* '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee. | * '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee. | ||
− | [[File:Basics melee ambush.png|thumb| | + | [[File:Basics melee ambush.png|thumb|325px|center|Luring ranged enemies into your melee group, using a corner.]] |
{{clear}} | {{clear}} | ||
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<gallery widths="325px" heights="325px" class="left" mode="nolines"> | <gallery widths="325px" heights="325px" class="left" mode="nolines"> | ||
File:Basics melee ambush.png|'''The same "ambush" picture as the above.<br>Can also be used as a melee block.''' | File:Basics melee ambush.png|'''The same "ambush" picture as the above.<br>Can also be used as a melee block.''' | ||
− | File:Basics melee ambush2.png|'''Now give your ranged pawns the best cover.<br> | + | File:Basics melee ambush2.png|'''Now give your ranged pawns the best cover.<br>Melee enemies that use your wall as cover.''' |
File:Basics melee ambush3.png|'''[[Barricade]]s prevent enemies from standing on them, which prevents them using the wall as cover.<br>This is the foundation of a proper "killbox".''' | File:Basics melee ambush3.png|'''[[Barricade]]s prevent enemies from standing on them, which prevents them using the wall as cover.<br>This is the foundation of a proper "killbox".''' | ||
</gallery> | </gallery> | ||
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[[File:Quickstart combat 2.png|thumb|325px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field.]] | [[File:Quickstart combat 2.png|thumb|325px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field.]] | ||
'''How / when to tend''' | '''How / when to tend''' | ||
− | # Tend on the field. [[Draft]] your doctor (if they aren't drafted already). Select the doctor, right click a pawn, and click "Tend" or "Tend (without medicine)". Tending on the field is less effective | + | # Tend on the field. [[Draft]] your doctor (if they aren't drafted already). Select the doctor, right click a pawn, and click "Tend" or "Tend (without medicine)". Tending on the field is less effective. But, if a colonist is rapidly bleeding out, it doesn't matter how effective the tend is. <br>If you want your doctors to be able to tend on the field ''with'' medicine, go to the [[Assign]] tab, and adjust the medicine selection on the right. (Medicine has the advantage of healing multiple bleeding wounds at a time). |
# Tend in a bed. If your colonists are assigned to "Bed rest" in the Work tab, they will automatically rest in bed. Then, a doctor will tend to them as a work task. You do not need a bed set to "Medical" for colonists to rest in it. You can force colonists to rest by selecting the colonist, and right clicking the bed (for this purpose, the bed must be set to medical). | # Tend in a bed. If your colonists are assigned to "Bed rest" in the Work tab, they will automatically rest in bed. Then, a doctor will tend to them as a work task. You do not need a bed set to "Medical" for colonists to rest in it. You can force colonists to rest by selecting the colonist, and right clicking the bed (for this purpose, the bed must be set to medical). | ||
# Rescue the colonist, and then tend to them. If a colonist is [[downed]], then to tend in bend, you'll need to rescue them first. Select your doctor, right click a downed colonist, and click "Rescue". Afterwards, they can be tended normally. | # Rescue the colonist, and then tend to them. If a colonist is [[downed]], then to tend in bend, you'll need to rescue them first. Select your doctor, right click a downed colonist, and click "Rescue". Afterwards, they can be tended normally. | ||
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'''Using medicine''' | '''Using medicine''' | ||
− | Correct | + | Correct resources allocation is key. Using your best medicine for a few bruises is a waste. |
[[File:Mainmenu assign.png|thumb|450px|right|Adjust medicine icons to adjust medical settings.]] | [[File:Mainmenu assign.png|thumb|450px|right|Adjust medicine icons to adjust medical settings.]] | ||
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You can also choose whenever to use medicine or not, if you draft your doctor. Doctors can only draft-tend with medicine if they were already carrying it (to set doctors to carry, also see the Assign tab). | You can also choose whenever to use medicine or not, if you draft your doctor. Doctors can only draft-tend with medicine if they were already carrying it (to set doctors to carry, also see the Assign tab). | ||
− | Set your colonists to either | + | Set your colonists to either doctor care, no medicine OR herbal medicine for now. If a disease pops up, set relevant colonists back to industrial medicine. |
==The Next Few Days== | ==The Next Few Days== | ||
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===Research=== | ===Research=== | ||
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