Difference between revisions of "Lost Tribe Guide"

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(→‎Food preservation: expanded with specific recommendations re: pemmican, passive coolers, simple meal prep)
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=== Food preservation ===
 
=== Food preservation ===
  
Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage.
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Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. Until you have researched air conditioning and built a proper freezer, your colony will be walking a tightrope of "don't hunt more than you can cook / stockpile as much food as you can."
  
Since you start with [[pemmican]] researched already, as long as you have meat, you can start making pemmican. They last a long time without spoiling.  
+
Whenever possible, make more pemmican. Since you start with [[pemmican]] researched already, as long as you have both meat and edible plants, you can make it. In all but the hottest climates it can last over a year without spoiling.  
  
Don't cook too many simple meals otherwise they may spoil, wasting food.
+
A [[passive cooler]] can't achieve true refrigeration in the summer, but it can lower the temperature to 17C which does slow down the rate of deterioration. Building double walls on your food storage area, and putting passive coolers in the locations where you'll want regular coolers later, will help a lot. If you are in a biome that has winter, during the winter season you can build a door between your food storage area and the outside and set that door to "hold open" to let the climate act as a freezer. A [[vent]] is better than a held-open door if you want to avoid wild animals wandering into your fridge. (But perhaps you do want wild animals wandering into your fridge -- where you can shoot them.)
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 +
Especially in warm weather, don't cook too many simple meals; they may spoil, wasting food. Then again, '''not''' cooking raw food may also allow it to spoil. If you have run out of either meat or plants and can't make pemmican, this issue will come up frequently. With 5 colonists, setting a bill at your campfire to make simple meals "until you have 20" may be a good balance to start. Your cook will be very busy, but the meals will get used up quickly enough to minimize spoilage.
  
 
== Mining ==
 
== Mining ==

Revision as of 20:48, 26 March 2019

In the Lost Tribe scenario, you start off with 5 people, but less material resources, and research slower.


Choosing tribals (Optional)

Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing.

You will need these skills to survive:

  • Violence: Hunting for food and self-defense.
  • Construction: Building a shelter for your tribe.
  • Dumb labor: Hauling, cleaning and cutting plants.
  • Medicine: Treating the sick and injured.
    • Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.
    • Try to have as many doctors as possible. Low tech weaponry and armor mean that situations where multiple pawns are injured will be more common. If one or more primary doctors are downed, there needs to be someone who can patch them up or replace them in a pinch.
  • Research: Researching new projects. Since your tribe is slow to research many projects, you may want to start soon.
  • Growing: Growing food crops. Starting a stable food supply is high priority as you start off with very little food.
    • Aim to have 2 growers who can grow food crops.
    • Also useful for caravans. In biomes and seasons where it's possible to do so, tribes forage at a rate of 170% while traveling. Forage amounts are determined by a colonist's Growing skill.
  • Mining: Obtaining metallic resources such as steel for building better equipment.
  • Cooking: Cooking food without giving your colonists food poisoning.
  • Crafting: Crafting better weapons to replace the poor starting weapon choice. Clubs and recurve bows are good for prisoner capturing and hunting respectively. But you can't craft better weapons than those until you research Smithing, so research is also important.
  • Social: Convincing captured prisoners to join forces with you, as well as bartering for resources.

Some Traits are especially difficult to work with in a Tribal start. Later on there will be room for these characters, when your colony is more firmly established. But at the very beginning, a colonist with these traits may be wise to leave behind or reroll:

  • Can't dumb labor: Everyone needs to clean. Everyone needs to haul. Everyone needs to be able to refuel passive coolers in the summer and campfires in the winter.
  • Can't violent: There are likely to be situations where you've only got one pawn able to stand, and they'd better be able to hold a weapon.
  • Incapable of caring: See above. In an emergency, everyone needs to be able to attempt doctoring. A crude herbal bandage is better than nothing.


Beginning

You appear with supplies scattered around, hungry and malnourished, the pemmican (400 units) will only last for the first day and the second morning and before everything starts off a lot of it would've been eaten.

Weapons

Your tribe starts off with a low-tech selection of weapons.

ShortBow.png Pila.png Club.png Ikwa.png Knife.png

The pila can be given to moderately skilled shooters, as they can deal heavy damage if they hit but don't have much range, and the long time between shots means that you'll regret missing with it.

One short bow should be equipped by the most skilled shooter, and the other by a less skilled shooter.

The steel ikwa should be given to your best melee pawn, followed by the wooden club. The jade knife is best left alone as it's the lowest damaging melee weapon; even wooden clubs, easily made, beat it in damage output.

You can place a crafting spot to make extra wooden clubs or Recurve bows, which are the next bow upgrade and it's research is already finished by default (to address the differing weapon skills of your tribespeople).

Shelter

You will need to find shelter for your tribespeople. The easiest solution is to look for ancient structures in the proximities which are already standing and require a wall patch or two. If there isn't any nearby, then a simple wood hut will do. Preferably, choose an area where there's rough stone ground, any fire that may spree around will be prevented from burning your home. Note that tribespeople need to research stonecutting. If you can't obtain a massive amount of steel due to lacking skillful miners, you will need to stick to wood for some time. However it's still very likely that stonecutting tech will be finished before you need to build any other room, as at early start you can just handle with an all-built in barrack.

Food

Obtaining food should be one of your priority tasks so your tribe won't starve.

Growing crops

Crops differ one from another and your decisions will differ based on the "Growing period" of your map, be it 10/60, 20/60, 30/60 or year-round. Besides the crop of choice it is very important to analyze ground fertility, as this will have significance over plants development speed. Your growers skill points will affect the sowing speed as well.

  • Rice grows fast and can be harvested soon.
  • Strawberries are second fast, can be eaten raw without any negative mood debuffs.
  • Potatoes take a while to grow but provide more food. It is useful if there is a lack of fertile land as it has low fertility sensitivity.
  • Corn has the longest growing period but it provides large quantities once it matures, this crop choice is better made once you have secured a large food storage.

While food should be your main concern, there are two other plants you would do well to work on as well:

  • Cotton can be harvested for cloth, while this material allows tailoring of apparel, you should store these to make Flak armor sets in order to prepare yourself against mechanoid attacks which shall start triggering once you have spent at least one year on your map. These enemies can easily blow off limbs and you will regret not preparing yourself well if you cant make protective gear for your colonists.
  • Healroot can be harvested for herbal medicine but requires a minimum skill level of eight, if your growers are not ready yet, keep planting the other crops until they reach this level.

Food preservation

Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. Until you have researched air conditioning and built a proper freezer, your colony will be walking a tightrope of "don't hunt more than you can cook / stockpile as much food as you can."

Whenever possible, make more pemmican. Since you start with pemmican researched already, as long as you have both meat and edible plants, you can make it. In all but the hottest climates it can last over a year without spoiling.

A passive cooler can't achieve true refrigeration in the summer, but it can lower the temperature to 17C which does slow down the rate of deterioration. Building double walls on your food storage area, and putting passive coolers in the locations where you'll want regular coolers later, will help a lot. If you are in a biome that has winter, during the winter season you can build a door between your food storage area and the outside and set that door to "hold open" to let the climate act as a freezer. A vent is better than a held-open door if you want to avoid wild animals wandering into your fridge. (But perhaps you do want wild animals wandering into your fridge -- where you can shoot them.)

Especially in warm weather, don't cook too many simple meals; they may spoil, wasting food. Then again, not cooking raw food may also allow it to spoil. If you have run out of either meat or plants and can't make pemmican, this issue will come up frequently. With 5 colonists, setting a bill at your campfire to make simple meals "until you have 20" may be a good balance to start. Your cook will be very busy, but the meals will get used up quickly enough to minimize spoilage.

Mining

Mining is not one of the top priorities for a tribal start, so you may not have any colonists with high mining skill or passion. However, if there are steel ores within proximity, some of your colonists could still be assigned to mining them.

Steel walls can be built without research and have higher resistance to fire than wood. It's also not as slow to mine as stone even for miners with modest skill, although low level miners will not get the full 40x ore out of each tile. Keep in mind that the amount of mine-able steel in each map is finite, and it'll be awhile before you have a smelter to make steel from slag. You will need a lot of steel once you get more technologies researched. Any steel walls you build can be deconstructed and replaced with stone walls once you've researched Stonecutting. Once you've done so and want to replace wood walls with stone, cutting stone blocks from the random stone chunks laying around on the ground is more efficient than mining for stone in most maps.

If you choose to build a starting shelter among existing rock formations, you'll likely want to mine into them get steel or make more room. But be aware when tiles start to be roofed with "Overhead mountain." This roof type can collapse if not properly supported. Also, while your AI storyteller is unlikely to send you an infestation in the first few quadrums, any overhead mountain terrain within 30 tiles of a colony structure will be at risk later on. Consider planning to move out into a free-standing base once you have the means to do so.

Silver is free money you can use to buy food and weapons. Jade makes very effective clubs or valuable sculptures. However, stone blocks are more plentiful and all of them can be used to make art. So jade sculptures should be reserved for your top crafter unless someone has an inspired creativity.

Other minerals are more situational. You may wish to stock up on components if you're currently working on Electricity research. Low-volume rare minerals such as gold or uranium could possibly wait until you have a plan to use them for a particular project. Minerals which are still in the ground, i.e., have not yet been mined, do not count towards your colony's item wealth. Raiders tend to target your valuables, and wealth is one of several factors your storyteller uses to calculate the size of threats to send you. So stockpiling valuable minerals for which you have no immediate use is counterproductive.

Gathering and Hunting

Raspberries can be found across the map , which can be harvested for decent early-game food supply. They grow fast, can be harvested multiple times and can be eaten raw without giving mood debuffs. Biomes with a reasonable amount of plant life will also have enough wild healroot for you to get by early on if you keep an eye out and harvest it regularly.

Hunting is the classic feeding way of pre-agricultural tribes, since there is a gap between running out of your starter food and a successful harvest (min: 60% plant growth). You can look on the Wildlife tab to see a list of all the animals on the map and mark some animals for hunting. The Wildlife tab will also show injured animals who will be easy to hunt, or predators which might have recently killed prey nearby. Checking around the map periodically, you can sometimes find the corpses of animals which have died after being injured by predators (or vengeful prey). These animal corpses are forbidden by default. If they're still fresh, you can unforbid them. Your haulers will go and collect the free food.

Once an animal is marked for hunting, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. The list of animals is a great resource to find out which ones to hunt -- or later on, attempt to tame. On the one hand, it's useful to go after large animals. They yield generous amounts of leather which your colonists can use to build bedrolls or tribalwear. It also conserves your hunters' effort by maximizing the amount of meat they get for their time.

However, you will want to balance these rewards against the risks of hunting a particular animal. The Wildlife tab also shows whether an animal is a predator, and what are the odds it will turn manhunter in revenge for being harmed. Just being an herbivore is no guarantee of safety. For example, a vengeful, herbivorous Megasloth can easily kill all five of your colonists on day 1 -- their movement speed is surprisingly fast for something named "sloth"! A single healthy Thrumbo is a challenge even for a well-equipped group of midgame colonists. Animals which are in a herd are also dangerous. If a herd animal goes manhunter, their entire herd might join in their revenge and overwhelm your colonists.

Thus it's best, especially in the early game, to prioritize hunting animals which:

  • have a 0% revenge chance, such as deer and alpaca
  • are more likely to be found alone and have a decent amount of meat, such as turkey or raccoon
  • are injured in a way that restricts their movement (check the animal's Health tab)

It's best to avoid the very biggest animals if they're healthy, or numerous herds of anything. A swarm of rats can be a menace even in the midgame. Execute boomalope and boomrats from a distance to avoid having a colonist caught in its death explosion.

Apparel

Your tribe members start wearing tribalwear and some may also have a parka. After you settle down and have spare time, chop trees for wood or hunt animals to obtain raw materials to make war veils or war masks. These give slight protection, increase pain threshold allowing your tribespeople to hold out in battle longer before falling.

The next step

Once you have built an all-in barrack shelter and harvested your first crops, you should look making small step over all improvements.

Research

Research is a high priority and should begin as soon as you can spare a colonist to the task. Building a simple research bench within the first few days is not a bad idea. If you can't spare someone to full-time research, having a colonist who can multitask between research and a periodic duty such as animal training or hunting will let you start making progress even before your food supply is stable.

Due to their low starting tech level, research costs for tribes are doubled or tripled on most Industrial and Hi-tech projects. With the exception of Smithing and related projects, neolithic and medieval technologies do not have a research penalty. This means you can access them quickly to get your colony on its feet.

If you have more than one researcher, setting one on the day shift and another on the night shift can speed up your progress.

  • Stonecutting will let you build a stonecutter's table. Stone blocks are a must for constructing strong, non-flammable walls without using up steel. They are also great for making small sculptures, which have decent trade value even for crafters with modest skills.
  • Complex clothing will let you make temperature-resistant clothing such as parkas for cold weather and dusters for hot weather.
  • After Stonecutting and Complex clothing, you may wish to prioritize upgrading your weaponry. It will be a long time before you're able to craft your own guns. Research Smithing to make better melee weapons and great bows. The Fueled smithy also allows making Simple helmet for only 40 steel, an upgrade from war masks.
  • Then Plate armor for better protection against enemies who do have guns.
  • Complex furniture is very valuable before you have electricity. Building vents, fueled stoves, tool cabinets and beds will help you keep your colonists healthier and more productive in the early game.

After taking care of the basics, Electricity is your main goal, immediately followed by Batteries. Once you have those, your biome and play style will determine which industrial and higher technologies to research first.

Construction

Once you’ve build a basic hut to keep your tribals safe, and you’ve got some basic infrastructure up, you’ll want to start building individual rooms for your colonists. As you can’t build beds until you’ve researched them, you’ll want to use bedrolls or sleeping spots in these rooms.

Other structures that could be useful include a stockpile room, a research room, or a production room.

Defense

As you won’t have gun turrets for a long time, you may need to use deadfall traps to your advantage. Building a wall around your base could be useful to guide raiders into an entrance covered in deadfall traps, and building mazes filled with traps could be useful too. Just remember that colonists have a low chance of activating the traps and severely wounding themselves, so either put them in a checkerboard pattern or include shortcuts with doors for colonist access.