Editing User:Gottoni/User guide/Sea Ice

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:
{{TOCright}}
+
{{Tocright}}
 
This guide details how to survive in the most hostile environment in RimWorld - the sea ice. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you have more people to feed and less technology to help you.
 
This guide details how to survive in the most hostile environment in RimWorld - the sea ice. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you have more people to feed and less technology to help you.
  
 
The tribal start in sea ice is the ultimate survival challenge in RimWorld and very close to being impossible, therefore there is not much room for different strategies here, you gotta have to stick closely to the guide.
 
The tribal start in sea ice is the ultimate survival challenge in RimWorld and very close to being impossible, therefore there is not much room for different strategies here, you gotta have to stick closely to the guide.
  
This guide was made on version 1.0.2096 on Cassandra Merciless.
+
This guide was made on version 1.0.2096.
  
 
== Introduction ==
 
== Introduction ==
Line 163: Line 163:
 
Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) or [[thrumbofur]](cold insulation 34).
 
Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) or [[thrumbofur]](cold insulation 34).
  
Your best bet is [[thrumbofur]] [[parka]]s with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]].
+
Your best bet is [[thrumbofur]] clothes with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]].
  
 
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]
 
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]
Line 180: Line 180:
 
You probably already learned to live from trading and quests by now and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].
 
You probably already learned to live from trading and quests by now and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].
  
Now however, you got more people and you gotta set up some kind of defense because raiders will be more numerous. This place is wide open, you wanna make an enclosed environment where you can shot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony_Building_Guide#Killbox|killbox]]. Once you finish electricity, you can finally use those [[mini-turret|turrets]] that you got from enemy outposts. If you could not bring any [[battery]] home from quests you will have to research them now.
+
Now however, you got more people and you gotta set up some kind of defense because raiders will be more numerous. This place is wide open, you wanna make an enclosed environment where you can shot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony_Building_Guide#Killbox|killbox]]. Once you finish electricity, you can finally use those [[mini-turret|turrets]] that you got from enemy outputs. If you could not bring any [[battery]] home from quests you will have to research them now.
  
 
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.
 
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.
Line 238: Line 238:
 
== Eighth agenda ==
 
== Eighth agenda ==
  
* Research and build a [[long-range mineral scanner]].
+
* Research long-range mineral scanner.
 +
* Make a [[long-range mineral scanner]].
  
 
=== Notes ===
 
=== Notes ===
Line 246: Line 247:
 
The scanner works normally on sea ice and if you set a colonist to work on it full-time it can pick up locations of minerals faster than you can retrieve it. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.
 
The scanner works normally on sea ice and if you set a colonist to work on it full-time it can pick up locations of minerals faster than you can retrieve it. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.
  
However, you should keep in mind that minerals are heavy so you need lots of [[Muffalo]]s to carry it. Like a whole 8 [[Muffalo]]s and 6 colonists to mine [[Uranium]]. Which is why is better to make it after your [[Colony_Building_Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.
+
However, you should keep in mind that minerals are heavy so you gonna need lots of [[Muffalo]]s to carry it. Like a whole 5 [[Muffalo]]s and 4 colonists. Which is why is better to make it after your [[Colony_Building_Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.
  
 
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]
 
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]
  
== Tenth year ==
+
== Many years later ==
  
 
Did your base turned out the way you expected? If your final base turned out like what you wanted from the beginning then you are good at planning.
 
Did your base turned out the way you expected? If your final base turned out like what you wanted from the beginning then you are good at planning.
Line 257: Line 258:
  
 
{{nav/guides}}
 
{{nav/guides}}
[[Category:User 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)