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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. In most places, there will be 23 hour days in the summer, and 23 hour nights in the winter. | + | 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. In most places, there will be 23 hour days in the summer, and 23 hour nights in the winter. |
− | 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, that mistakes are punished more, 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. |
− | In any case, | + | In any case, getting the food, heat, and mood stable can be difficult... but not impossible. |
'''Food:''' | '''Food:''' | ||
− | * Animal hunting. You might get 3 | + | * Animal hunting. You might get 3 snowhares at the start, and shouldn't expect more than one hare per week. You might also get a [[polar bear]], who you can kill using [[door]] exploits. |
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* 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. This is what makes survival possible. | * 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. This is what makes survival possible. | ||
− | * [[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 to [[power|Electricity]], [[heater]]s are your main solution. | * Once you get to [[power|Electricity]], [[heater]]s are your main solution. | ||
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*Use a pawn with great [[trait]]s. | *Use a pawn with great [[trait]]s. | ||
− | If you survive for 60 days, note that [[mechanoid]] raids will be prevalent. Once 60 days have passed, if the average temperature is below {{Temperature|-40}}, and if you have enough [[wealth]] for mech raids, then human raids won't spawn at all. Therefore, you can only get mech raids. This may be an advantage to living in a colder part of the | + | If you survive for 60 days, note that [[mechanoid]] raids will be prevalent. Once 60 days have passed, if the average temperature is below {{Temperature|-40}}, and if you have enough [[wealth]] for mech raids, then human raids won't spawn at all. Therefore, you can only get mech raids. This may be an advantage to living in a colder part of the sea ice, since as of 1.4, mechs cannot have [[drop pod]] raids. |
==Landing Site== | ==Landing Site== | ||
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* Sea ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you want to have a crew that can endure that. | * Sea ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you want to have a crew that can endure that. | ||
− | * At least 3 of your colonists will be sold. | + | * At least 3 of your colonists will be sold or harvested for organs. You may want one of the "main" colonists (one you aren't selling) to be good at Medical and Social, to make the slavery process a bit easier. You may want another colonist to be good at Construction. |
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− | To make | + | To make generation easier, you may want to edit your [[scenario]] to force all starting colonists to have Cannibal (among other beneficial traits, like iron-willed, industrious, etc.). To do this, open the scenario editor, select Lost Tribe, then add the "Forced trait" modifier. |
==Day 1-2== | ==Day 1-2== | ||
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* Make your starting base out of wood. Remember to cut corners! | * Make your starting base out of wood. Remember to cut corners! | ||
* Hunt the snowhares before they leave the map. | * Hunt the snowhares before they leave the map. | ||
− | * Arrest three colonists. Sell | + | * Arrest three colonists, who are meant to be sold. |
− | * Make a research bench. This requires 25 [[steel]], which you should | + | * Sell your merchandise colonists and your starting animals. |
+ | * Buy your survival items with the silver you got from selling your people and animals. | ||
+ | * Make a bedroll. | ||
+ | * Make a research bench. This requires 25 [[steel]], which you should buy. | ||
When you first start the colony, you'll want to multitask. Have a colonist good at Construction build a small room. Have a colonist good at Shooting start hunting hares. Other colonists should be hauling goods to a central location. If you start with any [[pen animal]]s, you'll want to place a [[caravan hitching spot]] so that they don't wander off. | When you first start the colony, you'll want to multitask. Have a colonist good at Construction build a small room. Have a colonist good at Shooting start hunting hares. Other colonists should be hauling goods to a central location. If you start with any [[pen animal]]s, you'll want to place a [[caravan hitching spot]] so that they don't wander off. | ||
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When hunting, use manual [[draft]]ing instead of the automatic hunt command. Have the hunter stay as close to the target as possible. Hares and artic foxes won't retaliate, so doing so increases accuracy. As animals run away when attacked, you want to stand "behind" the animal (so that the animal is between the colonist and your base). | When hunting, use manual [[draft]]ing instead of the automatic hunt command. Have the hunter stay as close to the target as possible. Hares and artic foxes won't retaliate, so doing so increases accuracy. As animals run away when attacked, you want to stand "behind" the animal (so that the animal is between the colonist and your base). | ||
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You'll want to build, in order of priority: | You'll want to build, in order of priority: | ||
− | * A big enough room (8x8 interior, can go smaller if you want). | + | *A big enough room (8x8 interior, can go smaller if you want). |
− | * A [[campfire]], so that colonists don't freeze to death. | + | *A [[campfire]], so that colonists don't freeze to death. |
− | * A [[table]] and | + | *A [[table]] and [[stool]]s, a classic RimWorld necessity. |
− | * A [[hoopstone ring]], so colonists can recreate indoors. | + | *A [[hoopstone ring]], so colonists can recreate indoors. |
− | * A [[butcher table]], so you get more meat when butchering. | + | *A [[butcher table]], so you get more meat when butchering. |
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