Editing User:Hordes/Sea ice
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | 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. |
− | |||
* 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. | ||
Line 24: | Line 23: | ||
*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== | ||
Line 42: | Line 41: | ||
* 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. |
− | |||
− | |||
− | |||
− | 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== | ||
Line 69: | Line 65: | ||
===Selling Out=== | ===Selling Out=== | ||
− | + | 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 | + | 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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |