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layoutlay out the base accordingly.
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This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.
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The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.
  
== Have a plan, constantly ==
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Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the headcount of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zoneThis quickly leads to a cluttered base layout that is difficult to defend.
One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do "busy work" - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectivelyHave a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that as soon as possible.  
 
  
And then move on to the next plan, and so forth.
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The recreation and dining area should also be off-center, probably close to the sleeping area.  Recreation and eating happen mostly in the morning and evening (before and after nighttime).  Colonists visit this place only very sparingly during the day.
 
 
; Take smaller bites
 
Sometimes you'll have a "grand plan", a large combo dining room/rec room, or a hospital complex, or a vast kill box area, or maybe your entire colony pre-planned out - ''great'', but don't feel you have to do it all at once. Break it down into smaller chunks, maybe temporarily partition it with cheap wooden walls, and "remodel" once you're in a position to progress with the larger project properly.
 
 
 
A perfect example is your very first building. You want to get your pawns indoors, and similarly with perishable items, and you want a freezer. Plan your freezer room, build that, but use it as a combination barracks/storeroom until you have your bedrooms and dry storage areas built.  Maybe partition it for now for a smaller area for cool meat/perishables storage and another for comfortable-temperature barracks and workspace, done.  Later, once your pawns have proper bedrooms of their own and you have dedicated kitchen and crafting areas, tear out the partitions to get the full-size freezer you want, and you're back on track for your master plan.
 
 
 
Expanding on that, if you plan for larger bedrooms, you can move to build a single 5x5 room, and divide that into four 2x2 bedrooms (using one as a prison cell or medical room), or six 1x2 coffin bedrooms, and tear out the walls as you later have the time/manpower to expand properly. And so on.
 
 
 
Especially early on, when you feel you need "everything now!", you can make do with "just enough", leaving room to build on those starts later once you have your feet under you and don't feel like you're putting out quite so many fires at once. 
 
 
 
== General colony design principles ==
 
 
 
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.
 
 
 
=== Getting stuff done: lowering foot traffic ===
 
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.
 
 
 
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle, and during the breacher raid it's better to lose beds instead of fabrication benches.
 
 
 
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.
 
 
 
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.
 
  
 
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and "guests".  Prison breaks are more easily contained if the fugitive is in the middle of your base.
 
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and "guests".  Prison breaks are more easily contained if the fugitive is in the middle of your base.
  
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.
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Make sure that related areas are close: kitchen, freezer, warehouse, and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.
  
 
=== Make it pretty ===
 
=== Make it pretty ===
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Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.
 
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.
  
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really impressive sculptures, and put them right into the mess.  Spreading a few [[large sculpture]]s throughout your main stockpile will make it beauty-neutral or even "beautiful".  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.
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The ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really impressive sculptures, and put them right into the mess.  Spreading a few [[large sculpture]]s throughout your main stockpile will make it beauty-neutral or even "beautiful".  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.
  
 
Comfortable furniture is very important.  Keep a good carpenter (with high "construction" skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put a [[Dining chair]] or [[Armchair]] in front of all workstations (they are both "beautiful" ''and'' "comfortable"); they will not make anyone work faster, but their [[comfort]] ensures that the user will receive a [[Thoughts#Comfort|mood bonus]] while using them and for a modest duration afterwards.
 
Comfortable furniture is very important.  Keep a good carpenter (with high "construction" skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put a [[Dining chair]] or [[Armchair]] in front of all workstations (they are both "beautiful" ''and'' "comfortable"); they will not make anyone work faster, but their [[comfort]] ensures that the user will receive a [[Thoughts#Comfort|mood bonus]] while using them and for a modest duration afterwards.
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On higher difficulties, advanced tactics like "killboxes" and turret spam might be in order.
 
On higher difficulties, advanced tactics like "killboxes" and turret spam might be in order.
  
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.
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In general, you want the attackers to come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.
  
 
== Base Types ==
 
== Base Types ==
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|-
 
|-
 
! Description
 
! Description
| Put everything in one or two large building.
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| Put everything in one or two large buildings.
 
|| Build everything in separated buildings, just like a small town.
 
|| Build everything in separated buildings, just like a small town.
 
|| In mountainous maps, dig inside the mountains.
 
|| In mountainous maps, dig inside the mountains.
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*Saves building materials and takes less space
 
*Saves building materials and takes less space
 
*More resistant against [[Events#Toxic Fallout|toxic fallout]]
 
*More resistant against [[Events#Toxic Fallout|toxic fallout]]
*Convenient against large group of manhunter packs
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*Convenient against a large group of manhunter packs
 
*Improved temperature control
 
*Improved temperature control
 
*Shortest walking paths
 
*Shortest walking paths
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*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors
 
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors
 
*Smoothing walls and floors takes a '''long''' time to complete
 
*Smoothing walls and floors takes a '''long''' time to complete
*Main Power sources like geothermal, solar panels, windmills and watermills (unless you have a river running through the mountain) must be left outside your base
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*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base
 
|}
 
|}
  
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==== Special cases ====
 
==== Special cases ====
  
* "[[Ascetic]]" colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.
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"Ascetic" colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.
  
* "[[Greedy]]" colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.
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"Greedy" colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.
  
* "[[Jealous]]" colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.
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"Jealous" colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.
  
 
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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
 
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
  
{| class="wikitable" align="right"
 
|+ Test Samples (12 per type)
 
! Type !! Escapees !! Trials (out of 12)
 
|-
 
| Barracks || 6/6 || '''11'''
 
|-
 
| Barracks || 5/6 || '''1'''
 
|-
 
| Cells || 6/6 || '''1'''
 
|-
 
| Cells || 5/6 || '''0'''
 
|-
 
| Cells || 4/6 || '''2'''
 
|-
 
| Cells || 3/6 || '''4'''
 
|-
 
| Cells || 2/6 || '''4'''
 
|-
 
| Cells || 1/6 || '''1'''
 
|}
 
 
==== Prison cells ====
 
==== Prison cells ====
  
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks.  
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Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.
 
 
If a prison break occurs in a prison barracks, there is an extremely high chance that all prisoners in the room will attempt to escape. On rare occasions, some prisoners may decide not break out with the others. If a prison break is triggered by a prisoner in a prison cell, the number of prisoners that will attempt to break out appears to be on a bell curve towards 50% (refer to table).
 
 
 
Each prisoner has a prison break interval. Prisoners with genes have a reduced interval while prisoners with low movement speed have their interval increased. It only takes one prisoner with a decreased interval to trigger prison breaks more often. Normally prison barracks would be used when holding greater numbers of prisoners, however prison breaks are far more dangerous in this scenario. While the prison break interval would be the same with either prison type, the amount of prisoners escaping will always be lower when prisoners are held in prison cells.
 
  
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment.  
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Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. Adding recreation items helps their mood, and something as simple as a [[horseshoes pin]] can be used indoors if there is room (6 tiles), even over chairs and tables.
  
 
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.
 
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.
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==== Holding cell ====
 
==== Holding cell ====
  
A larger cell with more beds. It should only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.
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A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.
  
 
=== Multipurpose rooms ===
 
=== Multipurpose rooms ===
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After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.
 
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.
  
It is not recommended to start deep drilling without scanning first as you will only mine stone chunks, no matter where you mine.
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It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.
  
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of [[infestation]]s that can arise near the drill.
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Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of infestations that can arise near the drill.
  
 
=== Animals ===
 
=== Animals ===

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