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The sea ice is RimWorld's harshest biome, much worse than the extreme desert.
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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, on Losing is Fun, 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.
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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.
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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 ''challenging'', in that it doesn't take much player skill to survive. Once you get your food, heat, and mood situations stable, a sea ice colony 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, once you know how to solve these earlygame problems (by following this guide), sea ice isn't much harder than other starts.
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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, you may wonder how living in the sea ice is possible at all. Here are the main ways you survive in this biome:
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In any case, getting the food, heat, and mood stable can be difficult... but not impossible.
  
 
'''Food:'''
 
'''Food:'''
* Animal hunting. You might get 3 [[snowhare]]s 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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* 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.
* [[Trade]]. Slow, but an extra source of food at the start of the game, and you'll need to trade anyways.
 
 
* 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. They allow you to grow food, enough to support more colonists than human meat would. Crops also act as a renewable source of money.
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* [[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. You can get warm clothes from raiders and colonist arrivals.
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* 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 map, since as of 1.4, mechs cannot have [[drop pod]] raids.
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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. To be optimal, these colonists should have no health problems.
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* 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.
* For the lone colonist(s) who won't be sold, you'll want:
 
** Someone with good Shooting skill, and at least 4 Construction skill. Also, having a passion for Crafting and/or Intellectual (regardless of current standing) also helps.
 
** If you have a second colonist, somebody with good Medical helps.
 
  
To make colonist 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.
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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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===Selling Out===
 
===Selling Out===
Once you have built a room and campfire, you can start arresting three of your colonists. Place enough [[sleeping spot]]s in the room, set them for prisoners, and have your best Social pawn start arresting. Let everyone warm up for a bit, to reduce any existing [[hypothermia]]. Then, set a [[caravan]] to the nearest faction base. You'll need a fourth pawn, one who is not imprisoned, along with the three prisoners.
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Only after you have built a room and campfire, you can start arresting three of your colonists. Place enough [[sleeping spot]]s in the room, set them for prisoners, and have your best Social pawn start arresting. Let everyone warm up for a bit, to reduce any existing [[hypothermia]]. Then, set a [[caravan]] to the nearest faction base. You'll need a fourth pawn, one who is not imprisoned, along with the three prisoners.
  
 
You'll want to set each prisoner to eat no food. To do this, go to their Health tab, and change the food restriction (just above the medicine selection tab). A pawn can survive 2 days without food. Doing this will reduce their market value, but the conserved food should make up for it.
 
You'll want to set each prisoner to eat no food. To do this, go to their Health tab, and change the food restriction (just above the medicine selection tab). A pawn can survive 2 days without food. Doing this will reduce their market value, but the conserved food should make up for it.
  
Once you arrive, sell the 3 prisoners and any starting animals. You'll want to buy food, warm clothing if available ([[parka]]s, [[tuque]]s, etc.), at least 25 [[steel]] (to create a research bench), and perhaps some [[wood]] and industrial [[medicine]]. Nutrient paste meals, insect meat, human meat and vegetables are the cheapest (best) options for food.
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Once you arrive, sell the 3 prisoners and any starting animals. You'll want to buy food, warm clothing if available ([[parka]]s, [[tuque]]s, etc.), at least 25 [[steel]] (to create a research bench), and perhaps some industrial [[medicine]]. Nutrient paste meals, insect meat, human meat and vegetables are the cheapest (best) options for food.
 
 
==Week 1-2==
 
(verify this with actual gameplay)
 
*If possible, keep trading to get food & materials
 
*Butcher any dead bodies you get, eat the meat, use human leather for bedrolls & tribalwear.
 
*If you have medicine & decent medical skill: harvest the organs of those you capture alive.
 
*(Optional): Activate the man in black
 

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