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In the Rich Explorer scenario, you start off with a good amount of material resources, but only one person. | In the Rich Explorer scenario, you start off with a good amount of material resources, but only one person. | ||
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=== Skills === | === Skills === | ||
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You must choose a colonist that is capable of survival skills. This includes: | You must choose a colonist that is capable of survival skills. This includes: | ||
*'''Dumb labor''': Hauling, cleaning and cutting plants. | *'''Dumb labor''': Hauling, cleaning and cutting plants. | ||
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Some skills will make survival easier, but are not essential: | Some skills will make survival easier, but are not essential: | ||
− | *'''Animals''': Training animals isn't quite a necessity early-game, but will greatly | + | *'''Animals''': Training animals isn't quite a necessity early-game, but will greatly compliment you in combat, provided you have sufficient food to train animals. |
*'''Growing''': Growing food crops. If you don't want to exclusively rely on hunting or gathering. Your early food stocks last for quite some time, and for 1-2 colonists hunting and gathering can allow you to survive. | *'''Growing''': Growing food crops. If you don't want to exclusively rely on hunting or gathering. Your early food stocks last for quite some time, and for 1-2 colonists hunting and gathering can allow you to survive. | ||
**This does not guarantee that a colonist is capable of plant cutting. | **This does not guarantee that a colonist is capable of plant cutting. | ||
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*Pyromaniac: This universally hated trait is even more dangerous in a rich explorer start because if your lone colonist breaks, nothing but the rain can extinguish the fires started. | *Pyromaniac: This universally hated trait is even more dangerous in a rich explorer start because if your lone colonist breaks, nothing but the rain can extinguish the fires started. | ||
*Volatile: Having your lone colonist break down is not a good thing to happen, as this will put them right out of action, stagnating progress. | *Volatile: Having your lone colonist break down is not a good thing to happen, as this will put them right out of action, stagnating progress. | ||
− | *Brawler: | + | *Brawler: Since you start off with a ranged weapon only, your will either need to craft a shiv, which is a terrible weapon to use, or have to face a lasting -20 mood penalty. |
Some traits are more helpful: | Some traits are more helpful: | ||
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== At the beginning == | == At the beginning == | ||
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The rich explorer start means that you have enough time to start off a decent crop plot and harvest from it, as well as build up a base with suitable defenses. | The rich explorer start means that you have enough time to start off a decent crop plot and harvest from it, as well as build up a base with suitable defenses. | ||
=== Starter weapon === | === Starter weapon === | ||
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{|class="wikitable" | {|class="wikitable" | ||
|- align="center" | |- align="center" | ||
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=== Settling down === | === Settling down === | ||
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At the start of your game, you should have your colonist build up a small roofed area to store your things under. Also build a small hut where your lone colonist will be living, and a table and chair to prevent the infamous 'Ate without table' debuff. | At the start of your game, you should have your colonist build up a small roofed area to store your things under. Also build a small hut where your lone colonist will be living, and a table and chair to prevent the infamous 'Ate without table' debuff. | ||
If you want to save effort, it's recommended that you board up one of the many ruins and use it as a temporary shelter. | If you want to save effort, it's recommended that you board up one of the many ruins and use it as a temporary shelter. | ||
− | + | === Defenses === | |
− | + | Like other scenarios you can build sandbags or move chunks around to provide cover for yourself. | |
− | Like other scenarios | ||
Besides this, you have a good start ahead of the other starter scenarios in that you will have Gun turrets researched already. This allows you to build improvised turrets to hold off enemies until more colonists settle down. | Besides this, you have a good start ahead of the other starter scenarios in that you will have Gun turrets researched already. This allows you to build improvised turrets to hold off enemies until more colonists settle down. | ||
Turrets should be surrounded by cover. | Turrets should be surrounded by cover. | ||
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== See also == | == See also == | ||
*[[Basics]] - for survival with an industrial start in general, especially 'Crashlanded' | *[[Basics]] - for survival with an industrial start in general, especially 'Crashlanded' | ||
*[[Intermediate Midgame Guide]] - for continuing expansion. By that time you should have gone on track as a regular base. | *[[Intermediate Midgame Guide]] - for continuing expansion. By that time you should have gone on track as a regular base. | ||
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{{nav/guides}} | {{nav/guides}} | ||
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