Editing Rich Explorer Guide

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:
 +
{{stub}}
 
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.  
  
Line 20: Line 21:
 
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 complement you in combat, provided you have sufficient food to train animals.
+
*'''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.
Line 38: Line 39:
 
*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: You start off with only a ranged weapon. In 1.0, colonists who are not equipped with a ranged weapon will not hunt even if they are assigned to hunting. You will need to either need to craft a melee weapon (such as a [[club]]) and do all your hunting manually, or face a lasting -20 mood penalty.
+
*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:
Line 61: Line 62:
  
 
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.
 
After that, build a base like you normally would.
 
  
 
=== Defenses ===
 
=== Defenses ===
Like other scenarios, you can build sandbags, barricades, or move chunks around to provide [[cover]] for yourself.
+
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.
 
=== Getting new colonists ===
 
Starting with one colonist is hard. Many jobs will be left unattended because of the lack of laborers. Because of this, getting new colonists should be a higher priority than usual. At first, the guy with the club that always raids you after you first land can be recruited. After this, slightly more experienced players can crack open an [[ancient shrine]] to recruit easy to recruit [[ancients]]. Be careful, though, as shrines may contain dangerous [[mechanoid]]s that can kill players if unprepared.
 
  
 
== See also ==
 
== See also ==
Line 80: Line 76:
  
 
{{nav/guides}}
 
{{nav/guides}}
[[Category:Guides]]
+
[[Category:Gameplay]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)