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		<title>Sea Ice Guide</title>
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		<updated>2026-04-13T22:16:39Z</updated>

		<summary type="html">&lt;p&gt;Serial: It is very possible to speedrun Hydroponics and rely on them for most of your earlygame, with cannibalism only required for unlucky moments. I have added some more stuff about storage on a budget, too - Animal Flaps are pretty huge as well, for building.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in the RimWorld planet - [[sea ice]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Sea ice}}&lt;br /&gt;
&lt;br /&gt;
The sea ice biome is one of the coldest biomes in the game, with only [[orbit]]{{OdysseyIcon}} being colder. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than a few [[snowhare]]s in your start, perhaps an [[arctic fox]] or [[polar bear]] if you're lucky.&lt;br /&gt;
&lt;br /&gt;
There is also a complete lack of soil, ruins, geothermal vents, stone, or ore. [[Moisture pump]]s will generate ice and [[deep drill]]s do not function. All these combined will make developing very slow and tedious. It will be harsh before you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors. It will still be harsh after that too. You'll have to rely on trading, quests, random events and eventually the [[long-range mineral scanner]] to get any other materials with which to build a base.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. &lt;br /&gt;
&lt;br /&gt;
It's a deserted, cold, hell.&lt;br /&gt;
&lt;br /&gt;
In order to conquer it, we'll analyze the basics necessary to survive in these conditions and then, what is needed to thrive in it into the endgame. There will be suggestions that branch off from the fundamentals for specific playstyles.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. Sea ice does very little to help here, which makes the biome so challenging. These can be summarized into:&lt;br /&gt;
* [[Food]]: Without [[nutrition]], your people will die.&lt;br /&gt;
* [[Temperature]]: If your colonist is too hot or too cold, they will die. &lt;br /&gt;
* [[Mood]]: The final purpose of [[recreation]], [[beauty]], certain [[moodlet]]s etc; is all to provide a boost to this stat. Keeping this stat up is required for keeping your pawns in a useful, sane, state.&lt;br /&gt;
&lt;br /&gt;
Each of these topics will be covered in their own subsection.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The most reliable food source is [[hydroponics]], but this requires research, stable heat, lots of electricity, and resources ({{Required Resources|Hydroponics basin}} per basin). &lt;br /&gt;
&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The reliable sources of early game food are:&lt;br /&gt;
*Your initial [[Crashlanded]] [[Packaged Survival Meals]] to speedrun [[hydroponics]]. It is possible, even at higher difficulties, to micromanage this source of nutrition to unlock [[hydroponics]] as soon as possible to supplement and eventually fully cover your nutritional needs.&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a large body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**Sea water, found at coastal locations, does not freeze at winter. Fresh water lakes will freeze. By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
New Arrivals can easily build a [[heater]], although they will need warm clothing for when the electricity goes out. New Tribes can build a [[campfire]] for the early game, and should eventually get enough warm clothing to not require heat.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold with no external heating.&lt;br /&gt;
&lt;br /&gt;
The most heat-efficient shape is a square, as rooms loose heat from their edges, and a square has the best area-to-edge ratio. Double-thick walls have twice the insulation as single-walled ones, and rooms adjacent to each other exchange heat, which makes &amp;quot;huddling&amp;quot; all of your rooms together around a central warm room, efficient. You can further make these rooms double-thick as well to give even more heat insulation from the cold outside for the rooms deeper in the base.&lt;br /&gt;
&lt;br /&gt;
As [[raid]]s bust into your base, as soon as your rooms aren't fully enclosed anymore, they are immediately considered &amp;quot;outside&amp;quot; and default to the ambient temperature. This can immediately kill your precious hydroponic rice.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
This can usually be covered by picking colonist(s) with a helpful mood [[trait]], and/or creating a strong [[ideoligion]].{{IdeologyIcon}} Traits such as [[Iron-willed]], [[Steadfast]], [[Sanguine]] and [[Optimist]] are broadly useful.&lt;br /&gt;
&lt;br /&gt;
Because [[human meat]] is one of the few readily available sources of food, [[bloodlust]], [[cannibal]], and [[psychopath]], and/or their respective [[precept]]s{{IdeologyIcon}} (Cannibalism: Acceptable, Organ Use: Acceptable, and Corpses: Don't Care) are especially helpful. The starting [[xenotype]]{{BiotechIcon}} can be modified to increase mood, cold tolerance, and decrease food consumption.&lt;br /&gt;
&lt;br /&gt;
If a colonist does have a mental break, you can:&lt;br /&gt;
* Arrest them: You can release them immediately afterwards. It won't give them the benefit of Catharsis, but it will end the mental break.&lt;br /&gt;
* Beat them up: It will end the break, give them Catharsis, but they'll need to spend time recovering. Luckily, with so little to do on Sea Ice, colonist downtime is often much less of a problem here than on other biomes.&lt;br /&gt;
* Tank through it: Someone going on a drug binge is not much of a deal when you'd likely have barely any, for example.&lt;br /&gt;
&lt;br /&gt;
Parties, marriage, and successful [[ritual]]s{{IdeologyIcon}} can be a good chance to do mood-hindering tasks like butchering humans.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
After food, temperature, and mood are stabilized, sea ice gameplay becomes slow and potentially tedious, but the gameplay is not itself difficult - it just requires a lot of waiting. It can be a bit more challenging: more can go wrong, it can be harder to recover if something breaks, and playing with a solo colonist always comes with added risk.&lt;br /&gt;
&lt;br /&gt;
===Steel and Components===&lt;br /&gt;
[[File:DiagramSteelProductionSeaIce.png|450px|thumb|center|General route to get more resources.]]&lt;br /&gt;
&lt;br /&gt;
The basic design of the game requires [[steel]] and [[component]]s to advance your colony, which do not generate in the sea ice. This means you'll need to resort to [[trade]] to acquire them, and/or use the [[smelter]] on raider weapons to gather the steel you need to advance. While you might get some lucky amounts of steel and components through raider loot and [[event]]s, a coarse, general route for progressing in sea ice is:&lt;br /&gt;
&lt;br /&gt;
* Budgeting and making use of the materials from your starting [[scenario]]: You won't get more for a very long time. What you start with is what you have. I suggest that you use a spreadsheet to plan out what exactly you will be spending your precious wood and steel on. &lt;br /&gt;
**For Crashlanded and other similarly advanced starts, I strongly recommend to set aside enough steel for a [[smelter]], a [[sun lamp]], a few [[hydroponics]], a [[comms console]] and [[orbital trade beacon]], which leaves very little left over steel. Remember that you can also smelt down your initial gear, like the [[flak vest]] you start with. The budgeting you will need to do might be extreme.&lt;br /&gt;
**With Rich explorer start, you can build silver walls and silver bed, leaving enough steel for a [[wind turbine]], a [[heater]], a smelter, and a [[battery]]. Wood should be used to build a [[door]], a [[simple research bench]], a [[butcher table]], and a [[horseshoes pin]]. The leftover wood could be used for [[shelf|shelves]], campfires, or a [[hand tailor bench]]. Other useful buildings such as [[wall lamp]], a second heater, and [[electric stove]] will require more steel than what you have.&lt;br /&gt;
* [[Smelter]]: The smelter is a free, sustainable source of steel, turning raider gear and chunks from the sky into usable metal.&lt;br /&gt;
* [[Mechanoids]]: Once your colony is advanced enough to encounter [[mechanoid]]s, they can be dismantled at a [[machining table]] or [[crafting spot]]. A [[mechanitor]]{{BiotechIcon}} can also call boss raids for steel.&lt;br /&gt;
* Trading / [[comms console]]: With a comms console, orbital trade with bulk traders can provide an enormous amount of stone, steel, components, etc., if you have something to buy them with (eg. [[lung]]s, [[heart]]s, etc). Trading through [[caravan]] is also possible if a settlement is nearby, although steel is very heavy.&lt;br /&gt;
* [[Long-range mineral scanner]]: A great and infinite source of resources in the late-game, including steel and components. Pack animals, drop pods, or [[passenger shuttle]]s{{OdysseyIcon}} can be used to transport colonists and items both ways. Multiple scanners can be built to find resources faster.&lt;br /&gt;
&lt;br /&gt;
===Storage on a Budget===&lt;br /&gt;
Due to how rare and precious building materials are, preventing deterioration from being outdoors or unroofed can be challenging early on.&lt;br /&gt;
* You can build large &amp;quot;shade&amp;quot; roofing over your items, extending far from walls, and they are free. This won't prevent outdoor deterioration, but it will prevent unroofed deterioration.&lt;br /&gt;
* You can use leather, even [[human leather]], to build [[animal flaps]] with the which to build walls and doors. You can also make walls out of [[silver]] if you must.&lt;br /&gt;
* You can get the most indoor space for the least building material by building rhombus shaped or &amp;quot;diamond&amp;quot; shaped rooms with diagonal walls. The temperature insulation is worse, but for bulk storage of most items, it's not a concern.&lt;br /&gt;
&lt;br /&gt;
===Late game challenges===&lt;br /&gt;
During the late game, after a trading network and/or a long-range mineral scanner is established, gameplay will start feeling like any other biome. A &amp;quot;death spiral&amp;quot; or a colony-collapsing raid remains difficult to salvage, but the temperature and events like solar flares should no longer be an issue.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, once the colony has progressed to the point that [[mechanoid]]s are allowed to spawn as raiders, and it is below {{Temperature|-40}}, only mechanoids will raid the colony.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Landing site ===&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended for trade.]]&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does the ice sheet which is always next to you. Without Odyssey, the only factors to consider are the temperature, proximity to neutral settlements, and the presence of a coast. With Odyssey,{{OdysseyIcon}} the size of lakes/coastlines for [[fishing]] will matter, as will [[landmark]]s (ice dunes can allow an [[ancient danger]] to generate).&lt;br /&gt;
&lt;br /&gt;
Select the temperature range you want: Either the lowest possible, or one that reaches positive temperatures in the summer. Both have their advantages:&lt;br /&gt;
&lt;br /&gt;
* If the temperature reaches positive, trade caravans are allowed to arrive, human raids will occur even in the late game, and [[fishing]]{{OdysseyIcon}} outside is easier. You will not be able to freeze food outside all year around.&lt;br /&gt;
* If the temperatures are very low, you can freeze your food outside around the year, and might even be able to build an indoor freezer without a [[cooler]]. The low temperature might kill early game raiders before they can attack your base. However, once you reach the necessary wealth, most raids will be mechanoids, so cannibalism will no longer work. You will still be able to fish, but this requires roofing and heating the water tiles.&lt;br /&gt;
&lt;br /&gt;
If you wish to send trade caravans, choose a tile with friendly faction bases nearby. Lack of mountains nearby will make it easier to caravan to trading spots and eventually [[long-range mineral scanner]] sites.&lt;br /&gt;
&lt;br /&gt;
=== Starting colonists ===&lt;br /&gt;
Aside from picking [[traits]] and [[xenotype]]s{{BiotechIcon}} that provide a more direct boost to the fundamentals of mood, food, and temperature, there is more to consider to starting colonists:&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
[[Super-immune]] is an amazing trait for solo colonies in general, and sea ice games are likely to have only 1 colonist for a long time. Despite [[disease]]s being infrequent, [[healroot]] cannot be grown until [[hydroponics]] are established, so they will be an issue in the long-term.&lt;br /&gt;
&lt;br /&gt;
Combat traits like [[tough]] and [[jogger]] are important, since [[spike trap]]s, which are usually one of the best ways to fight raids in the early game, are expensive on the sea ice.&lt;br /&gt;
&lt;br /&gt;
As mentioned in the mood section, [[cannibal]] and other [[mood]] traits will help. Generally good traits like [[industrious]] are also good.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{see also|Skills}}&lt;br /&gt;
&lt;br /&gt;
While a lot of skills can find a place in a Sea Ice colony, there are certain ones that are more helpful than others for the pawns that you will have at the very start.&lt;br /&gt;
&lt;br /&gt;
*[[Animals (skill)|Animals]]: This skill helps with [[fishing]]{{OdysseyIcon}}, making it immediately useful for Tribal starts, and eventually useful for other starts. Without Odyssey, this skill is terrible as there won't be enough food to sustain animals in the early game.&lt;br /&gt;
*[[Artistic]]: Terrible. There are hardly any materials to work with, until much later on.&lt;br /&gt;
*[[Construction]]: Crucial. Especially during the first day, it's very useful to have someone that can build your initial base to stay warm while having the least amount of botches that will waste your precious initial materials.&lt;br /&gt;
*[[Cooking]]: Important for tribals because of their reliance on meals, not very useful for advanced starts as the [[nutrient paste dispenser]] gives a higher ingredient-to-food ratio.&lt;br /&gt;
*[[Crafting]]: Not very important at the immediate start, similar to Artistic, due to the lack of resources. It can help craft a parka or two, but you can just trade for those items, or stay inside. It can also turn [[human leather]] into more profitable clothing, but selling [[liver]]s, [[kidney]]s and [[lung]]s should be enough profit, and human leather [[armchair]]s are reasonable alternatives.&lt;br /&gt;
*[[Medical]]: Very good or crucial. Not only does it help tend to injuries and disease, making it critical for solo colonies, this skill is a great way to pull organs for money.&lt;br /&gt;
*[[Melee]]: Good to have but not necessarily important. [[Environment#Terrain|Ice terrain]] has a 48% movement multiplier, and with the complete lack of natural cover (and artificial cover being expensive as all resources are precious on Sea Ice), gap-closing is difficult vs enemy ranged fire.&lt;br /&gt;
*[[Mining]]: Terrible. Unless you're banking on an extremely unlikely steel meteorite event to bless your earlygame to get you going, there is just nothing to mine on Sea Ice.&lt;br /&gt;
*[[Intellectual]]: Most of what you'll be doing is research, so a passion can help for mood boost and speed. A high starting intellectual skill is not necessary, although it can help get crucial technologies like [[hydroponics basin]] faster.&lt;br /&gt;
*[[Plants (skill)|Plants]]: Good eventually, because of how important hydroponics are. If planning on sustaining a long time with cannibalism or fishing, this skill is not important right away.&lt;br /&gt;
*[[Shooting]]: Very good and far superior to melee. The complete lack of cover and living on the slowest natural terrain in the game favors ranged combat.&lt;br /&gt;
*[[Social (skill)|Social]]: Very good, because of heavy reliance on trading, and the ability to use it to immediately end mental breaks by arresting and then immediately releasing the colonist that is undergoing it.&lt;br /&gt;
&lt;br /&gt;
==== Scenario-specific advice ====&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed 1-2 people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[packaged survival meal]]s to endure until you get [[hydroponics basin]]s researched (if you research [[battery]] then hydroponics). If you have a [[nutrient paste dispenser]], one hydroponics basin produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
* (Rich Explorer &amp;amp; Mechanitor{{BiotechIcon}}) More advanced and with less mouths to feed than Crashlanded, they can reach stability fairly easily.&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion ===&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
&lt;br /&gt;
The following [[meme]]s are particularly useful at sea ice:&lt;br /&gt;
&lt;br /&gt;
* [[Pain is virtue]]: Allows the [[Temperature (precept)|Temperature: Tough]] precept, which helps with mood. [[Slab bed]]s require fewer resources than regular [[bed]]s, which can help in the early game. Also enables the [[Corpses (precept)|Corpses: Don't Care]] precept.&lt;br /&gt;
* [[Shipborn]]: Allows [[Temperature (precept)|Temperature: Tough]] and [[Eating nutrient paste|Eating nutrient paste: Don't mind]] precepts. The {{--|2}} moodlet from not having a space habitat is easy to manage.&lt;br /&gt;
* [[Nature primacy]]: Allows setting ''Farm animals wander in'' ritual reward, and has no required precepts, unlike other memes that allow the same reward.&lt;br /&gt;
* Any meme that allows cannibalism or [[Corpses (precept)|Corpses: Don't Care]].&lt;br /&gt;
&lt;br /&gt;
Allowing [[cannibalism]] is obviously very helpful, although if the ideoligion is not fluid, avoid setting cannibalism beyond acceptable (as mechs will be common late game). General mood-enhancers like [[Diversity of thought|bigotry]] and [[Corpses (precept)|Corpses: Don't Care]] will help as well.&lt;br /&gt;
&lt;br /&gt;
[[Ritual]]s are a game changer - it is easiest to start with 6 rituals able to be done at any time, and have them provide random recruits, farm animals, or ancient complexes. The random recruit reward will create a pawn, who will come with warm clothing, some meals, and can be used for [[human meat]]. Setting [[tailcap]] as desired apparel is a further benefit as the recruits will all come with tailcaps. Ancient complexes are a building that can be used for shelter and resources. Rituals can make even Naked Brutality a possibility.&lt;br /&gt;
&lt;br /&gt;
=== Base planning ===&lt;br /&gt;
Because of how scarce and precious materials are on Sea Ice, it's recommended to plan your base right from the beginning, especially your starting one. Besides what you get from your initial [[scenario]] and the few bits of initial wildlife, the map itself provides no resources outside of [[event]]s, such as [[raid]]s for precious [[human meat]] and [[human leather]].&lt;br /&gt;
&lt;br /&gt;
The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical, if that's of your fancy. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll likely live in just one of your planned rooms for a very long time.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Playthrough, no DLC =&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* If close to a settlement, arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution before electricity: a [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting the [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
The Man in Black comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot 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]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
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 it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
= Other scenarios specific =&lt;br /&gt;
== Crashlanded ==&lt;br /&gt;
* Build 1 [[wind turbine]] and one [[heater]] inside a small room where your colonists will spend the vast majority of time.&lt;br /&gt;
* [[Steel]] and [[component]]s will be worth their weight in gold. Can be obtained by ship chunks, meteors and traders.&lt;br /&gt;
* Warm clothes can be taken from raiders.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Build 3-4 batteries, 2-3 wind turbines, a sun lamp, and at least 2 basins per pawn (assuming nutrient paste is used). You have a source of food.&lt;br /&gt;
* Using an [[electric smelter]] and [[comms console]] will provide a renewable supply of resources once established.&lt;br /&gt;
&lt;br /&gt;
== Naked Brutality ==&lt;br /&gt;
Hopeless in Core. Technically possible by living nomadically, traveling through tiles to kill snow hares, and getting lucky with early events. Certain DLCs can make settling down possible:&lt;br /&gt;
*[[Ideology]]:{{IdeologyIcon}} It is possible to &amp;quot;cheese&amp;quot; the scenario through an ideoligion that has rituals with the random recruit reward. Random recruits will come with a few meals, a weapon, and warm clothing, and the pawn itself can be used as human meat. Ancient complex rituals can also be used, generating a large deconstructable building that also provides a constant supply of raids. As of 1.5, rituals cannot stray too far from the comfortable temperature, but it can get warm enough in the day, and/or a [[xenotype]]{{BiotechIcon}} with a high cold tolerance can be used.&lt;br /&gt;
*[[Odyssey]]:{{OdysseyIcon}} The ice dune [[landmark]] makes it possible for an [[ancient shrine]] to generate. If lucky enough that no hostiles spawn, or if hostiles can somehow be defeated, the ancient shrine will provide shelter, insulating [[power armor]], and other supplies. [[Fishing]] can provide a source of food once it is researched.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
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		<updated>2026-04-10T15:52:55Z</updated>

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		<title>Sea Ice Guide</title>
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		<updated>2025-10-14T13:01:53Z</updated>

		<summary type="html">&lt;p&gt;Serial: Added more general concepts and discussion of fundamentals of the game (Mood, Temperature, Food) in relation to Sea Ice, added diagrams, separated the former &amp;quot;guide&amp;quot; into a section that is named &amp;quot;tribal playthrough&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Rewrite|reason= [[Template:Verified|Verification]] and/or updates to current version and DLC options needed}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in RimWorld - Sea ice.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Biomes#Sea Ice}}&lt;br /&gt;
&lt;br /&gt;
The Sea Ice biome is one of the coldest biomes in the game. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than a few [[snowhare]]s in your start, perhaps an [[arctic fox]] or [[polar bear]] if you're lucky.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is no kind of soil available and [[moisture pump]]s will only generate more ice. It is not possible to grow anything in the ground. It will be harsh before you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors. It will still be harsh after that too.&lt;br /&gt;
&lt;br /&gt;
Even worse is that there are no ruins, geothermal vents or minerals to mine. Also, [[deep drill]]s and [[ground penetrating scanner]]s do not work. The only non-[[events]] resource you have to build with, besides your starting materials, is [[animal flap]]s made from leather from the scarse local wildlife.&lt;br /&gt;
&lt;br /&gt;
You'll have to rely on trading, quests, random events and eventually the [[long-range mineral scanner]] to get more materials to build a base with.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. &lt;br /&gt;
&lt;br /&gt;
It's a deserted, cold, hell.&lt;br /&gt;
&lt;br /&gt;
In order to conquer it, we'll analyze the basics necessary to survive in these conditions and then, what is needed to thrive in it into the endgame. There will be suggestions that branch off from the fundamentals for specific playstyles.&lt;br /&gt;
&lt;br /&gt;
== Fundamentals for survival and growth ==&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. Sea Ice does very little to help here, which makes Sea Ice so challenging. These can be summarized into:&lt;br /&gt;
* [[Mood]]: The final purpose of [[recreation]], [[beauty]], certain [[moodlet]]s etc; is all to provide a boost to this stat. Keeping this stat up is required for keeping your pawns in a useful, sane, state. &lt;br /&gt;
* [[Food]]: Without [[nutrition]], your people will die.&lt;br /&gt;
* [[Temperature]]: If your colonist is too hot or too cold, they will die. &lt;br /&gt;
&lt;br /&gt;
Each of these fundamentals will be further expanded upon in their own section.&lt;br /&gt;
&lt;br /&gt;
=== Growth ===&lt;br /&gt;
[[File:DiagramSteelProductionSeaIce.png|450px|thumb|center|Requirements for functioning hydroponics, once researched]]&lt;br /&gt;
Common to all biomes, the basic design of the game requires [[research]], but more importantly: acquiring [[steel]] and [[components]] to advance your colony. None of those two naturally spawn in Sea Ice, meaning that you'll need to resort to [[trade]] to acquire them, and/or use the [[smelter]] on raider weapons to gather the steel you need to advance. While you might get some lucky amounts of steel and components from smelting [[raider]] gear and [[event]]s, a coarse, general route for progressing in Sea Ice is:&lt;br /&gt;
&lt;br /&gt;
* Budgetting and making use of the steel and materials your start with from your [[Scenario]]: You won't get more for a very long time. What you start with is what you have. I suggest that you use a spreadsheet to plan out what exactly you will be spending your precious wood and steel on. I strongly recommend to set aside enough steel for a [[smelter]], a [[sun lamp]], a few [[hydroponics]], a [[comms console]] and [[orbital trade beacon]], which leaves very little left over steel. Remember that you can also smelt down your initial gear, like the [[flak vest]] you start with. The budgeting you will need to do might be extreme.&lt;br /&gt;
* [[Comms console]]: Orbital trade with bulk traders can give you enormous amounts of steel, if you have something to buy them with (eg. [[lung]]s, [[heart]]s, etc). Aside from trading with other settlements (which you may not have the availability to do), its an enormous boost to your steel acquisition, even if heavily RNG-reliant to get bulk traders. Later on, due to traders not scaling with your own [[Wealth]] but rather, being fixed in the amount and diversity of wares they provide, this source of steel falls off in the lategame. Multiple comms consoles or beacons do not give you more traders, but you can use and build and use multiple scanners.&lt;br /&gt;
* [[Long-range mineral scanner]]: Infinite steel and components. You can use [[pack animal]]s to caravan to and from scanner sites, although [[drop pod]]ding is much faster, keeps your top miners mining for longer as time spent on a caravan is not time spent mining, and it synergizes well with a chemfuel-based base. After this technology, there is nothing else in the game to further boost your steel production besides further perfecting and scaling your use of this scanner.&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
With so few people and such a stressful life, handling mood is challenging on Sea Ice.&lt;br /&gt;
&lt;br /&gt;
===Preventing Mental Breaks===&lt;br /&gt;
{{see also|Traits}}&lt;br /&gt;
Traits that improve [[mood]] in various ways are very useful to endure the likely rampant human butchering, organ harvesting and monotony. Traits such as [[Iron-willed]], [[Steadfast]], [[Sanguine]] and [[Optimist]] are broadly useful, while [[Bloodlust]], [[Cannibal]] and [[Psychopath]] are especially useful.&lt;br /&gt;
&lt;br /&gt;
Certain [[xenotypes]]{{BiotechIcon}} have naturally high Mood, like Highmates, while others like Impids have naturally lower which may be much harder to keep satisfied on Sea Ice, as with [[Pessimist]]s, [[Neurotic]]s and similar.&lt;br /&gt;
&lt;br /&gt;
You can also set your colonists to a bi-phasic or multi-phasic schedule to keep their mood higher than otherwise.&lt;br /&gt;
&lt;br /&gt;
A [[Party]] or [[Marriage]] are fantastic times to dig up and butcher people (or harvest their organs, if you're lucky enough to have someone alive for it around), because the mood boost from them will offset the mental penalties for doing so.&lt;br /&gt;
&lt;br /&gt;
===Dealing with Mental Breaks===&lt;br /&gt;
&lt;br /&gt;
If they do have a mental break, you can:&lt;br /&gt;
* Arrest them: You can release them immediately afterwards. It won't give them the benefit of Catharsis, but it will end the mental break.&lt;br /&gt;
* Beat them up: It will end the break, give them Catharsis, but they'll need to spend time recovering. Luckily, with so little to do on Sea Ice, colonist downtime is often much less of a problem here than on other biomes.&lt;br /&gt;
* Tank through it: Someone going on a drug binge is not much of a deal when you'd likely have barely any, for example. &lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
&lt;br /&gt;
[[File:DiagramHydroponicsSeaIce.png|450px|thumb|center|Requirements for hydroponics, once researched]]&lt;br /&gt;
&lt;br /&gt;
If you're not breaking thermodynamics with nutrient paste shenanigans, the most reliable food source on sea ice is some real nice hydroponic [[rice]]. These hydroponics need four things to work:&lt;br /&gt;
* [[Steel]]: Acquired through your initial resources, trade, or the long-range scanner.&lt;br /&gt;
* [[Components]]: Same as above&lt;br /&gt;
* [[Power]]: [[Wind turbines]] are unlocked as soon as [[Electricity]] is available (default for non-tribals [[Scenario]]s), although their extremely inconsistent power requires the use of [[batteries]]. [[Chemfuel powered generator]]s can run off your rice turned into [[chemfuel]] in a [[Refinery]], is more compact, and additionally provides heat without needing to build a [[heater]] for it. [[Solar panel]]s are more space-efficient than turbines, give power when you need it most - during the day, for your [[sun lamp]]s, but their power output is seasonal, being greater in summer than in winter.&lt;br /&gt;
* [[Temperature]]: Without the right temperature, your hydroponic rice will die. Below is explained how to deal with that. &lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Without a [[parka]], or somewhere warm to live in, your colonists will likely quickly die of [[hypothermia]]. You start with neither, and need to quickly build a starter base, likely with a [[campfire]] if you're a tribal, or a [[heater]] otherwise to stay inside to be warm.&lt;br /&gt;
&lt;br /&gt;
There are multiple sources of precious heat for your base, and multiple ways to prevent losing it.&lt;br /&gt;
&lt;br /&gt;
=== Gaining heat ===&lt;br /&gt;
[[Heaters]] and [[campfires]] provide warmth in enclosed spaces, as well as [[chemfuel powered generator]]s. Your [[colonist]]s themselves also give off body heat, as well as any [[animal]]s you have inside.&lt;br /&gt;
&lt;br /&gt;
=== Preventing the loss of heat ===&lt;br /&gt;
The most heat-efficient shape is a square, as rooms loose heat from their edges, and a square has the best area-to-edge ratio. Double-thick walls have twice the insulation as single-walled ones, and rooms adjacent to each other exchange heat, which makes &amp;quot;huddling&amp;quot; all of your rooms together around a central warm room, efficient. You can further make these rooms double-thick as well to give even more heat insulation from the cold outside for the rooms deeper in the base.&lt;br /&gt;
&lt;br /&gt;
As [[raid]]s bust into your base, as soon as your rooms aren't fully enclosed anymore, they are immediately considered &amp;quot;outside&amp;quot; and default to the ambient temperature. This can immediately kill your precious hydroponic rice.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Starting colonists ===&lt;br /&gt;
&lt;br /&gt;
Aside from picking [[Traits]] and [[Xenotype]]s that provide a more direct boost to the fundamentals of mood and temperature, there is more to consider to starting colonists:&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{see also|Skills}}&lt;br /&gt;
&lt;br /&gt;
While a lot of skills can find a place in a Sea Ice colony, there are certain ones that are more helpful than others for the pawns that you will have at the very start.&lt;br /&gt;
&lt;br /&gt;
*[[Animals]]: It's not very important, especially early in the game. Animals are harder to get and raise on Sea Ice compared to other biomes, due to the scarcity of local fauna, grazable ground, and the inability of the biome to produce [[hay]], as hydroponics cannot produce it either. However, some animals like [[Chicken]]s that produce more nutrients than they consume can be useful. &lt;br /&gt;
*[[Artistic]]: Terrible. There are hardly any materials to work with, until much later on.&lt;br /&gt;
*[[Construction]]: Crucial. Especially during the first day, it's very useful to have someone that can build your initial base to stay warm while having the least amount of botches that will waste your precious initial materials.&lt;br /&gt;
*[[Cooking]]: Important for tribals because of their reliance on meals, not very useful for others because the [[nutrient paste dispenser]] gives a higher ingredient-to-food ratio.&lt;br /&gt;
*[[Crafting]]: Not very important at the immediate start. Similar to Artistic, there just aren't much material at all to work with, until later on. It can be helpful for crafting a parka or two, but you can just trade for those items, or just stay inside. You can also just have your colonists share a single parka for going outdoors now and then to satisfy their outdooring needs, making this skill much less important in the beginning. [[Human leather]] could be turned into [[duster]]s for cash, but even then, besides that you can already turn it into [[armchair]]s instead with the Construction skill, selling [[liver]]s, [[kidney]]s and [[lung]]s is much more profitable. &lt;br /&gt;
*[[Medical]]: Very useful for pulling organs out of people for money, besides just being an essential for keeping most colonies alive from an early [[plague]] or [[flu]].&lt;br /&gt;
*[[Melee]]: Good to have but not necessarily important. Ice terrain [[Environment#Terrain]] has a 48% movement multiplier, and with the complete lack of natural cover (and artificial cover being expensive as all resources are precious on Sea Ice), gap-closing is difficult vs enemy ranged fire.&lt;br /&gt;
*[[Mining]]: Terrible. Unless you're banking on an extremely unlikely steel meteorite event to bless your earlygame to get you going, there is just nothing to mine on Sea Ice.&lt;br /&gt;
*[[Intellectual]]: Very good. Most of what you'll be doing, as you wait out the days and quadrums in the Sea Ice earlygame, is research. A passion for this is a useful mood boost, since they'll be doing this, a lot. It also helps to get crucial technologies like [[hydroponic basin]] faster.&lt;br /&gt;
*[[Plants]]: Very good, because of how important hydroponics are.&lt;br /&gt;
*[[Shooting]]: Very good and far superior to melee. The complete lack of cover and living on the slowest natural terrain in the game favors ranged combat.&lt;br /&gt;
*[[Social]]: Very good, because of heavy reliance on trading, and the ability to use it to immediately end mental breaks by arresting and then immediately releasing the colonist that is undergoing it.&lt;br /&gt;
&lt;br /&gt;
==== Scenario-specific advice ====&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed about two people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[packaged survival meal]]s to endure until you get [[hydroponic basin]]s researched (if you research [[battery]] then hydroponics). If you have a [[nutrient paste dispenser]], one hydroponic basin produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Landing site ===&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended for trade.]]&lt;br /&gt;
&lt;br /&gt;
It can be useful to choose a proper location to increase the resources available and reduce the penalties for collecting them. Sea ice is always in bad locations, but there are some things that makes some areas better:&lt;br /&gt;
&lt;br /&gt;
* Near friendly faction bases, for easier trading&lt;br /&gt;
* High temperature for the earlygame (eg. &amp;quot;-49ºC to 6ºC&amp;quot;). You do not start with parkas, and making your colonists and hydroponic rice survive the cold is crucial. The closer your temperature range is to that of a Temperate Forest, the easier it will be in general.&lt;br /&gt;
* Lack of mountains nearby to make caravanning easier to trading spots and eventually [long-range mineral scanner] sites.&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does Ice Sheet which is always next to you. &lt;br /&gt;
&lt;br /&gt;
=== Base planning ===&lt;br /&gt;
&lt;br /&gt;
Because of how scarse and precious materials are on Sea Ice, it's recommended to plan your base right from the beginning, especially your starting one. Besides what you get from your initial [[Scenario]] and the few bits of initial wildlife, the map itself provides no resources outside of [[Event]]s, such as [[Raid]]s for precious [[human meat]] and [[human leather]].&lt;br /&gt;
&lt;br /&gt;
The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical, if that's of your fancy. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll likely live in just one of your planned rooms for a very long time.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Playthrough =&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[Muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution: a [[Muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[Muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
'''Man in Black''' comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot 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]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
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 it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
== Other scenarios specific ==&lt;br /&gt;
[[AI_Storytellers#Difficulty|Crashlanded]]: &lt;br /&gt;
* Build 1 wind turbine and one heater inside small room when your colonists will spend the vast majority of time.&lt;br /&gt;
* Steel and components will be worth their weight in gold. Can be increased by ship chunks, meteors and traders.&lt;br /&gt;
* Obtain 1 advanced component at any cost.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Until its done, build 3-4 batteries, 2-3 wind turbines, sun lamp and 1.5 farms per pawn. You have a source of food.&lt;br /&gt;
* Create advanced research table and research the deep drill and Ground-penetrating scanner. Build them, and you now have unlimited steel to build a base.&lt;br /&gt;
* From this moment, if you already have warm clothes, you can easily survive.&lt;br /&gt;
[[AI_Storytellers#Difficulty|Naked Brutality]] - hopeless.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Serial</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:DiagramSteelProductionSeaIce.png&amp;diff=170767</id>
		<title>File:DiagramSteelProductionSeaIce.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:DiagramSteelProductionSeaIce.png&amp;diff=170767"/>
		<updated>2025-10-13T19:03:58Z</updated>

		<summary type="html">&lt;p&gt;Serial: Summary of your likely sources of steel. Image intended for the Sea Ice guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Summary of your likely sources of steel. Image intended for the Sea Ice guide&lt;/div&gt;</summary>
		<author><name>Serial</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:DiagramHydroponicsSeaIce.png&amp;diff=170766</id>
		<title>File:DiagramHydroponicsSeaIce.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:DiagramHydroponicsSeaIce.png&amp;diff=170766"/>
		<updated>2025-10-13T19:03:31Z</updated>

		<summary type="html">&lt;p&gt;Serial: Summary of what's necessary to keep your hydroponics running. Image intended for the Sea Ice guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Summary of what's necessary to keep your hydroponics running. Image intended for the Sea Ice guide&lt;/div&gt;</summary>
		<author><name>Serial</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=170765</id>
		<title>Sea Ice Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=170765"/>
		<updated>2025-10-13T23:05:15Z</updated>

		<summary type="html">&lt;p&gt;Serial: Fleshed out more the beginning colonists section, added some Biotech details for Sea Ice. Generalized initial parts of the guide more, further distancing it from just being for &amp;quot;Tribal&amp;quot; starts and making it more of a &amp;quot;General&amp;quot; Sea Ice guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Rewrite|reason= [[Template:Verified|Verification]] and/or updates to current version and DLC options needed}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in RimWorld - Sea ice.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Biomes#Sea Ice}}&lt;br /&gt;
&lt;br /&gt;
The Sea Ice biome is one of the coldest biomes in the game. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than a few [[snowhare]]s in your start, perhaps an [[arctic fox]] or [[polar bear]] if you're lucky.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is no kind of soil available and [[moisture pump]]s will only generate more ice. It is not possible to grow anything in the ground. It will be harsh until you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors.&lt;br /&gt;
&lt;br /&gt;
Even worse is that there are no ruins, geothermal vents or minerals to mine. Also, [[deep drill]]s and [[ground penetrating scanner]]s do not work. The only non-[[events]] resource you have to build with, besides your starting materials, is [[animal flap]]s made from leather from the scarse local wildlife.&lt;br /&gt;
&lt;br /&gt;
You'll have to rely on trading, quests, random events and eventually the [[long-range mineral scanner]] to get more materials to build a base with.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. &lt;br /&gt;
&lt;br /&gt;
It's a deserted, cold, hell.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended.]]&lt;br /&gt;
&lt;br /&gt;
It can be useful to choose a proper location to increase the resources available and reduce the penalties for collecting them. Sea ice is always in bad locations, but there are some things that makes some areas better:&lt;br /&gt;
&lt;br /&gt;
* Near friendly faction bases, for easier trading&lt;br /&gt;
* High temperature for the earlygame (eg. &amp;quot;-49ºC to 6ºC&amp;quot;). You do not start with parkas, and making your colonists and hydroponic rice survive the cold is crucial. The closer your temperature range is to that of a Temperate Forest, the easier it will be in general.&lt;br /&gt;
* Lack of mountains nearby to make caravanning easier to trading spots and eventually [long-range mineral scanner] sites.&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does Ice Sheet which is always next to you. &lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
&lt;br /&gt;
There are a few things to consider while selecting your colonists for sea ice:&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{see also|Traits}}&lt;br /&gt;
* Strong mental health: Traits that improve [[mood]] in various ways are very useful to endure the likely rampant human butchering and organ harvesting.&lt;br /&gt;
* Ability to endure cold: Certain [[xenotypes]]{{BiotechIcon}} like the Yttakin{{BiotechIcon}} are useful early on when the ability to acquire [[parka]]s is limited. Indirectly, traits like [[undergrounder]] are useful, because staying locked up in your base, which should be warm anyways for your hydroponics, allow a colonist to endure the cold by rarely needing to be exposed to it in the first place.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
{{see also|Skills}}&lt;br /&gt;
&lt;br /&gt;
While a lot of skills can find a place in a Sea Ice colony, there are certain ones that are more helpful than others for the pawns that you will have at the very start.&lt;br /&gt;
&lt;br /&gt;
*[[Animals]]: It's not very important, especially early in the game. Animals are harder to get and raise on Sea Ice compared to other biomes, due to the scarcity of local fauna, grazable ground, and the inability of the biome to produce [[hay]], as hydroponics cannot produce it either. However, some animals like [[Chicken]]s that produce more nutrients than they consume can be useful. &lt;br /&gt;
*[[Artistic]]: Terrible. There are hardly any materials to work with, until much later on.&lt;br /&gt;
*[[Construction]]: Crucial. Especially during the first day, it's very useful to have someone that can build your initial base to stay warm while having the least amount of botches that will waste your precious initial materials.&lt;br /&gt;
*[[Cooking]]: Important for tribals because of their reliance on meals, not very useful for others because the [[nutrient paste dispenser]] gives a higher ingredient-to-food ratio.&lt;br /&gt;
*[[Crafting]]: Not very important at the immediate start. Similar to Artistic, there just aren't much material at all to work with, until later on. It can be helpful for crafting a parka or two, but you can just trade for those items, or just stay inside. You can also just have your colonists share a single parka for going outdoors now and then to satisfy their outdooring needs, making this skill much less important in the beginning. [[Human leather]] could be turned into [[duster]]s for cash, but even then, besides that you can already turn it into [[armchair]]s instead with the Construction skill, selling [[liver]]s, [[kidney]]s and [[lung]]s is much more profitable. &lt;br /&gt;
*[[Medical]]: Very useful for pulling organs out of people for money, besides just being an essential for keeping most colonies alive from an early [[plague]] or [[flu]].&lt;br /&gt;
*[[Melee]]: Good to have but not necessarily important. Ice terrain [[Environment#Terrain]] has a 48% movement multiplier, and with the complete lack of natural cover (and artificial cover being expensive as all resources are precious on Sea Ice), gap-closing is difficult vs enemy ranged fire.&lt;br /&gt;
*[[Mining]]: Terrible. Unless you're banking on an extremely unlikely steel meteorite event to bless your earlygame to get you going, there is just nothing to mine on Sea Ice.&lt;br /&gt;
*[[Intellectual]]: Very good. Most of what you'll be doing, as you wait out the days and quadrums in the Sea Ice earlygame, is research. A passion for this is a useful mood boost, since they'll be doing this, a lot. It also helps to get crucial technologies like [[hydroponic basin]] faster.&lt;br /&gt;
*[[Plants]]: Very good, because of how important hydroponics are.&lt;br /&gt;
*[[Shooting]]: Very good and far superior to melee. The complete lack of cover and living on the slowest natural terrain in the game favors ranged combat.&lt;br /&gt;
*[[Social]]: Very good, because of heavy reliance on trading, and the ability to use it to immediately end mental breaks by arresting and then immediately releasing the colonist that is undergoing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scenario-specific advice ===&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed about two people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[packaged survival meal]]s to endure until you get [[hydroponic basin]]s researched (if you research [[battery]] then hydroponics). If you have a [[nutrient paste dispenser]], one hydroponic basin produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
&lt;br /&gt;
== Managing Mental Health ==&lt;br /&gt;
&lt;br /&gt;
Needless to say, with so few people and such a stressful life, you'd better pick people resistant to mental breaks.&lt;br /&gt;
&lt;br /&gt;
===Preventing Mental Breaks===&lt;br /&gt;
{{see also|Traits}}&lt;br /&gt;
As mentioned  earlier, traits that allow your colonists to better endure monotony, rampant cannibalism, human butchering and organ harvesting can be very useful. Traits such as [[Iron-willed]], [[Steadfast]], [[Sanguine]] and [[Optimist]] are broadly useful, while [[Bloodlust]], [[Cannibal]] and [[Psychopath]] are especially useful.&lt;br /&gt;
&lt;br /&gt;
Certain [[xenotypes]]{{BiotechIcon}} have naturally high Mood, like Highmates, while others like Impids have naturally lower.&lt;br /&gt;
&lt;br /&gt;
You can also set your colonists to a bi-phasic or multi-phasic schedule to keep their mood higher than otherwise.&lt;br /&gt;
&lt;br /&gt;
Parties and Marriages are fantastic times to dig up and butcher people (or harvest their organs, if you're lucky enough to have someone alive for it around), because the mood boost from them will offset the mental penalties for doing so.&lt;br /&gt;
&lt;br /&gt;
===Dealing with Mental Breaks===&lt;br /&gt;
&lt;br /&gt;
If they do have a mental break, you can:&lt;br /&gt;
* Arrest them: You can release them immediately afterwards. It won't give them the benefit of Catharsis, but it will end the mental break.&lt;br /&gt;
* Beat them up: It will end the break, give them Catharsis, but they'll need to spend time recovering. Luckily, with so little to do on Sea Ice, colonist downtime is often much less of a problem here than on other biomes.&lt;br /&gt;
* Tank through it: Someone going on a drug binge is not much of a deal when you'd likely have barely any, for example. &lt;br /&gt;
&lt;br /&gt;
== Base planning ==&lt;br /&gt;
&lt;br /&gt;
Because of how scarse and precious materials are on Sea Ice, it's recommended to plan your whole base right from the beginning. The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical, if that's of your fancy. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll probably live in just one of your planned rooms for a very long time.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
&lt;br /&gt;
=== Tribal ===&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[Muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution: a [[Muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[Muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crashlanded ===&lt;br /&gt;
As Crashlanded, it's suggested to get [[Hydroponic Basins]] and then a [[Comms Console]] as soon as possible:&lt;br /&gt;
* Budget your initial resources well. You won't get much more until later on. Every single piece of steel and wood is precious, steel especially. Avoid using steel for walls.&lt;br /&gt;
* Make most of your your starter base with [[wood]] and [[silver]] walls. Slaughter your initial pet at a [[Butcher Table]] to hopefully get enough for an [[Animal Flap]] to serve as your initial room's door. Even better if you can get more than one flap.&lt;br /&gt;
* Make a [[Nutrient Paste Dispenser]] (use one of its sides as a wall for your initial single-room base to save on precious building materials), [[Wind Turbine]]/s and [[Heater]]/s&lt;br /&gt;
* Research [[Battery]]&lt;br /&gt;
* Research [[Hydroponics Basin]]&lt;br /&gt;
* Research [[Solar Generator]] to stabilize your power supply earlygame. Alternatively invest in more batteries, or skip this step if you like to live dangerously.&lt;br /&gt;
* Research [[Comms Console]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
'''Man in Black''' comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot 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]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
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 it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
== Other scenarios specific ==&lt;br /&gt;
[[AI_Storytellers#Difficulty|Crashlanded]]: &lt;br /&gt;
* Build 1 wind turbine and one heater inside small room when your colonists will spend the vast majority of time.&lt;br /&gt;
* Steel and components will be worth their weight in gold. Can be increased by ship chunks, meteors and traders.&lt;br /&gt;
* Obtain 1 advanced component at any cost.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Until its done, build 3-4 batteries, 2-3 wind turbines, sun lamp and 1.5 farms per pawn. You have a source of food.&lt;br /&gt;
* Create advanced research table and research the deep drill and Ground-penetrating scanner. Build them, and you now have unlimited steel to build a base.&lt;br /&gt;
* From this moment, if you already have warm clothes, you can easily survive.&lt;br /&gt;
[[AI_Storytellers#Difficulty|Naked Brutality]] - hopeless.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Serial</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=170579</id>
		<title>Sea Ice Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=170579"/>
		<updated>2025-09-30T19:28:50Z</updated>

		<summary type="html">&lt;p&gt;Serial: Removing focus on Tribal because its a &amp;quot;Sea Ice Guide&amp;quot; not &amp;quot;Tribal Sea Ice Guide&amp;quot;. Removed a lot of absolutist language like &amp;quot;you must&amp;quot;, &amp;quot;literally nothing&amp;quot;, etc; because it's false. Added more details for the Crashlanded scenario.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Rewrite|reason= [[Template:Verified|Verification]] and/or updates to current version and DLC options needed}}&lt;br /&gt;
This guide is currently being updated to Royalty and Ideology DLCs.&lt;br /&gt;
&lt;br /&gt;
'''Please note:''' This guide was made with version 1.0.2096 on [[Cassandra Classic|Cassandra]] on Merciless difficulty - equivalent to [[AI_Storytellers#Difficulty|Losing is Fun]] difficulty as of 1.1.2647. Gameplay changes after point may not be represented.&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in RimWorld - Sea ice.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Biomes#Sea Ice}}&lt;br /&gt;
&lt;br /&gt;
The Sea Ice biome is one of the coldest biomes in the game. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than three [[snowhare]]s in your start. You also shouldn't expect to see more than one new [[snowhare]] every week.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is no kind of soil available and [[moisture pump]]s will only generate more ice. It is not possible to grow anything in the ground. You will struggle a lot until you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors.&lt;br /&gt;
&lt;br /&gt;
Even worse is that there are no ruins, geothermal vents or minerals to mine. Also, [[deep drill]]s don't provide [[stone chunk]]s at all and won't even provide other resources without a [[ground penetrating scanner]]. The only non-[[Events]] resource you have to build with, besides your starting materials, is [[Animal Flaps]] made from leather from the scarse local wildlife.&lt;br /&gt;
&lt;br /&gt;
You'll have to rely on trading, quests and random events to get more materials to build a base with.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. But caravans are more important here than in any other biome, so you'll have to do it anyway whenever you can, because you don't have other reliable options to get the resources your colony needs.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended.]]&lt;br /&gt;
&lt;br /&gt;
In all maps you should choose your landing site carefully to increase the resources available. Landing in the wrong spot not only makes your start harder, but also makes your mid-late game frustrating, as it severely limits your use of the whole caravan and quest system. Sea ice is always in bad locations, but there are some things that makes some areas better:&lt;br /&gt;
&lt;br /&gt;
* Near one or more friendly faction bases, for easier trading&lt;br /&gt;
* High temperature for the earlygame (eg. &amp;quot;-49ºC to 6ºC&amp;quot;). You do not start with parkas, and making your colonists and hydroponic rice survive the cold is crucial. The closer your temperature range is to that of a Temperate Forest, the easier it will be in general.&lt;br /&gt;
* Lack of mountains nearby to make caravanning easier to trading spots and eventually Long-Range Scanner mineral sites.&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does Ice Sheet which is always next to you. &lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Traits}}&lt;br /&gt;
&lt;br /&gt;
There are a few things to consider while selecting your colonists for sea ice:&lt;br /&gt;
&lt;br /&gt;
* Sea Ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you want to have a crew that can endure that.&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed about two people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[Packaged survival meal]]s to endure until you get Hydroponics (if you Research Batteries then Hydroponics). If you have a [[Nutrient Paste Dispenser]], one hydroponic produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
&lt;br /&gt;
== Managing Mental Health ==&lt;br /&gt;
&lt;br /&gt;
Needless to say, with so few people and such a stressful life, you'd better pick people resistant to mental breaks.&lt;br /&gt;
&lt;br /&gt;
Remember that you can give your colonist drugs looted from the dead to handle their mood and if you must, you can consider anesthetizing them as a medical procedure.&lt;br /&gt;
&lt;br /&gt;
If they do have a mental break, you can always arrest them (they'd recover from it by Wardening down their resistance), beat them up (they'd recover from it with medical care), or if its something you can deal with, just tank through it.&lt;br /&gt;
&lt;br /&gt;
Parties and Marriages are fantastic times to dig up and butcher people (or harvest their organs, if you're lucky enough to have someone alive for it around), because the mood boost from them will offset the mental penalties for doing so.&lt;br /&gt;
&lt;br /&gt;
== Base planning ==&lt;br /&gt;
&lt;br /&gt;
It's recommended to plan your whole base right from the beginning. The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll probably live in just one of your planned rooms for years.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
&lt;br /&gt;
=== Tribal ===&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[Muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution: a [[Muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[Muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crashlanded ===&lt;br /&gt;
As Crashlanded, it's suggested to get [[Hydroponic Basins]] and then a [[Comms Console]] as soon as possible:&lt;br /&gt;
* Budget your initial resources well. You won't get much more until later on. Every single piece of steel and wood is precious, steel especially. Avoid using steel for walls.&lt;br /&gt;
* Make most of your your starter base with [[wood]] and [[silver]] walls. Slaughter your initial pet at a [[Butcher Table]] to hopefully get enough for an [[Animal Flap]] to serve as your initial room's door. Even better if you can get more than one flap.&lt;br /&gt;
* Make a [[Nutrient Paste Dispenser]] (use one of its sides as a wall for your initial single-room base to save on precious building materials), [[Wind Turbine]]/s and [[Heater]]/s&lt;br /&gt;
* Research [[Battery]]&lt;br /&gt;
* Research [[Hydroponics Basin]]&lt;br /&gt;
* Research [[Solar Generator]] to stabilize your power supply earlygame. Alternatively invest in more batteries, or skip this step if you like to live dangerously.&lt;br /&gt;
* Research [[Comms Console]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
'''Man in Black''' comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot 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]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
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 it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
== Other scenarios specific ==&lt;br /&gt;
[[AI_Storytellers#Difficulty|Crashlanded]]: &lt;br /&gt;
* Build 1 wind turbine and one heater inside small room when your colonists will spend the vast majority of time.&lt;br /&gt;
* Steel and components will be worth their weight in gold. Can be increased by ship chunks, meteors and traders.&lt;br /&gt;
* Obtain 1 advanced component at any cost.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Until its done, build 3-4 batteries, 2-3 wind turbines, sun lamp and 1.5 farms per pawn. You have a source of food.&lt;br /&gt;
* Create advanced research table and research the deep drill and Ground-penetrating scanner. Build them, and you now have unlimited steel to build a base.&lt;br /&gt;
* From this moment, if you already have warm clothes, you can easily survive.&lt;br /&gt;
[[AI_Storytellers#Difficulty|Naked Brutality]] - hopeless.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Serial</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=170559</id>
		<title>Sea Ice Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=170559"/>
		<updated>2025-09-29T21:17:36Z</updated>

		<summary type="html">&lt;p&gt;Serial: Added more tips for the starting site. Removed redundancies and hyperbolic language (landing near allied bases is recommended but not &amp;quot;all that matters&amp;quot;). If the guide is intended to only be for Tribal, it should be called &amp;quot;Tribal Sea Ice Guide&amp;quot;. Since it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Rewrite|reason= [[Template:Verified|Verification]] and/or updates to current version and DLC options needed}}&lt;br /&gt;
This guide is currently being updated to Royalty and Ideology DLCs.&lt;br /&gt;
&lt;br /&gt;
'''Please note:''' This guide was made with version 1.0.2096 on [[Cassandra Classic|Cassandra]] on Merciless difficulty - equivalent to [[AI_Storytellers#Difficulty|Losing is Fun]] difficulty as of 1.1.2647. Gameplay changes after point may not be represented.&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in RimWorld - sea ice. We focus on the [[Scenario system#Lost Tribe|Lost Tribe]] start because it's the hardest to thrive in in barren environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
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 have to stick closely to the guide.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Biomes#Sea Ice}}&lt;br /&gt;
&lt;br /&gt;
The Sea Ice biome is one of the coldest biomes in the game. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than three [[snowhare]]s in your start. You also shouldn't expect to see more than one new [[snowhare]] every week.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is no kind of soil available and [[moisture pump]]s will only generate more ice. It is literally impossible to grow anything in the ground.&lt;br /&gt;
You will struggle a lot until you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors.&lt;br /&gt;
&lt;br /&gt;
Even worse is that there are no ruins, geothermal vents or minerals to mine. Also, [[deep drill]]s don't provide [[stone chunk]]s at all and won't even provide other resources without a [[ground penetrating scanner]]. There is literally nothing here to even build a base with. You'll have to rely on trading, quests and random events to get any material to build a base.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. You still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. But caravans are more important here than in any other biome, so you'll have to do it anyway whenever you can, because you don't have other reliable options to get the resources your colony needs.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended.]]&lt;br /&gt;
&lt;br /&gt;
In all maps you should choose your landing site carefully to increase the resources available. Landing in the wrong spot not only makes your start harder, but also makes your mid-late game frustrating, as it severely limits your use of the whole caravan and quest system. Sea ice is always in bad locations, but there are some things that makes some areas better:&lt;br /&gt;
&lt;br /&gt;
* Near one or more friendly faction bases, for easier trading&lt;br /&gt;
* High temperature for the earlygame (eg. &amp;quot;-49ºC to 6ºC&amp;quot;). You do not start with parkas, and making your colonists and hydroponic rice survive the cold is crucial. The closer your temperature range is to that of a Temperate Forest, the easier it will be in general.&lt;br /&gt;
* Lack of mountains nearby to make caravanning easier to trading spots and eventually Long-Range Scanner mineral sites.&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does Ice Sheet which is always next to you. &lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Traits}}&lt;br /&gt;
&lt;br /&gt;
There are a few things to consider while selecting your colonists for sea ice:&lt;br /&gt;
&lt;br /&gt;
* Sea Ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you want to have a crew that can endure that.&lt;br /&gt;
&lt;br /&gt;
* You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed about two people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
&lt;br /&gt;
Needless to say, with so few people and such a stressful life, you'd better pick people resistant to mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Base planning ==&lt;br /&gt;
&lt;br /&gt;
It's recommended to plan your whole base right from the beginning. The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll probably live in just one of your planned rooms for years.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
&lt;br /&gt;
As Tribal, it's suggested to:&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy a [[Muffalo]] ===&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution: a [[Muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[Muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
'''Man in Black''' comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot 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]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
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 it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
== Other scenarios specific ==&lt;br /&gt;
[[AI_Storytellers#Difficulty|Crashlanded]]: &lt;br /&gt;
* Build 1 wind turbine and one heater inside small room when your colonists will spend the vast majority of time.&lt;br /&gt;
* Steel and components will be worth their weight in gold. Can be increased by ship chunks, meteors and traders.&lt;br /&gt;
* Obtain 1 advanced component at any cost.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Until its done, build 3-4 batteries, 2-3 wind turbines, sun lamp and 1.5 farms per pawn. You have a source of food.&lt;br /&gt;
* Create advanced research table and research the deep drill and Ground-penetrating scanner. Build them, and you now have unlimited steel to build a base.&lt;br /&gt;
* From this moment, if you already have warm clothes, you can easily survive.&lt;br /&gt;
[[AI_Storytellers#Difficulty|Naked Brutality]] - hopeless.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Serial</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Serial&amp;diff=170477</id>
		<title>User:Serial</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Serial&amp;diff=170477"/>
		<updated>2025-09-28T17:22:12Z</updated>

		<summary type="html">&lt;p&gt;Serial: Created page with &amp;quot;serialdabber on discord  very passionate about sea ice&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;serialdabber on discord&lt;br /&gt;
&lt;br /&gt;
very passionate about sea ice&lt;/div&gt;</summary>
		<author><name>Serial</name></author>
	</entry>
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