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− | The | + | The Sea ice is RimWorld's harshest biome, much worse than the extreme desert. |
− | This guide details how to survive and get to a stable position, using the [[Lost Tribe]] start | + | This guide details how to survive and get to a stable position, using the [[Lost Tribe]] start, without using any [[DLC]]. In particular, the [[Ideology DLC]] has features that make sea ice survival significantly easier - even Naked Brutality sea ice is possible if you know how to use it. Details on DLC will be included in the bottom of this guide. |
==Briefing== | ==Briefing== | ||
− | Sea ice is the coldest biome, with almost no animal life, no rock, no soil, and freezing temperatures. Travel by [[caravan]] is slow. There are no geothermal vents to use as free heat | + | The Sea ice is the coldest biome, with almost no animal life, no rock, no soil, and freezing temperatures. Travel by [[caravan]] is slow. There are no geothermal vents to use as free heat. |
− | You can argue that sea ice isn't '' | + | You can argue that sea ice isn't ''hard''. Once you get your food, heat, and mood situations stable, a colony in sea ice becomes like any other. At that point, the only practical differences are that resource gain is slower and that colonists need to wear a parka all the time. These are more tedious than anything. Thus, before starting a sea ice playthrough, be prepared for the long haul. |
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'''Food:''' | '''Food:''' | ||
− | * | + | * Animals. You might get 3 snowhares at the start, and shouldn't expect more than one [[snowhare]] per week. You might also get a [[polar bear]], who you can kill using [[door]] exploits. |
− | + | * Humans. [[Raider]]s will come every once in a while, even in the sea ice. Also, all [[storyteller]]s have a population intent. If you're at 1 colonist, they'll constantly send new colonist opportunities (drop pods, wanderers...), which equate to free human meat. | |
− | * Humans. [[Raider]]s will come every once in a while, even in the sea ice. Also, all [[storyteller]]s have a population intent. If you're at 1 colonist, they'll constantly send new colonist opportunities (drop pods, wanderers...), which equate to free human meat | + | * [[Hydroponics]] are the ultimate long-term goal. |
− | * [[Hydroponics]] are the ultimate long-term goal | ||
'''Heat:''' | '''Heat:''' | ||
* Lost Tribes are stuck using [[campfire]]s to heat a room. However, [[wood]] is finite, so you can't use a campfire forever. | * Lost Tribes are stuck using [[campfire]]s to heat a room. However, [[wood]] is finite, so you can't use a campfire forever. | ||
− | * Warm clothing, like [[parka]]s and [[tuque]]s, will let pawns survive without needing to burn wood | + | * Warm clothing, like [[parka]]s and [[tuque]]s, will let pawns survive without needing to burn wood. |
− | * Once you get | + | * Once you get [[Electricity]], [[heater]]s are your main solution. |
'''Mood:''' | '''Mood:''' | ||
*Use a pawn with great [[trait]]s. | *Use a pawn with great [[trait]]s. | ||
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==Landing Site== | ==Landing Site== | ||
− | Believe it or not, sea ice tiles are not identical. | + | Believe it or not, sea ice tiles are not identical. |
− | + | * Tiles closer to the equator are warmer. Note that if you're close enough to the equator, then temperatures rise above freezing in the "summer". | |
− | * Tiles closer to the equator are warmer. | + | * Tiles may be closer to faction bases. Without trade, survival is much more difficult. To make things better, you should settle close to two faction bases. You will expand much faster in the mid-late game |
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− | * Tiles may be closer to faction bases. Without trade, survival is much more difficult. To make things better, you should settle close to two faction bases. You will expand much faster in the mid-late game | ||
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