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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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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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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. | ||
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=== Defenses === | === Defenses === | ||
− | Like other scenarios | + | Like other scenarios you can build sandbags or move chunks around to provide [[cover]] for yourself. |
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 == | ||
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{{nav/guides}} | {{nav/guides}} | ||
− | [[Category: | + | [[Category:Gameplay]] |