Difference between revisions of "Naked Brutality Guide"

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=== Skills ===
 
=== Skills ===
You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must have the skill. This includes:
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You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must be able to do so at the very least. This includes:
*'''Dumb labor''': Hauling, cleaning and cutting plants. Colonists must be able to do all three.
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*'''Dumb labor''': Hauling and cutting plants. Cleaning is optional.
 
*'''Construction''': Building shelter to live in.
 
*'''Construction''': Building shelter to live in.
 
*'''Medicine''': Treating oneself when injured or sick. High skill is more important as you have to rely on [[herbal medicine]] scavenged from your surroundings.
 
*'''Medicine''': Treating oneself when injured or sick. High skill is more important as you have to rely on [[herbal medicine]] scavenged from your surroundings.
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*'''Crafting''': Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.
 
*'''Crafting''': Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.
  
If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested in all of them or skilled, but if you do then it's a plus.
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If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested or skilled in any of them, but if you do then it's a plus.
  
 
Some skills will make survival easier, but are not essential:
 
Some skills will make survival easier, but are not essential:

Revision as of 08:18, 27 October 2018

In the Naked Brutality scenario, you start with absolutely nothing, not even clothes.

Because of this, it is possibly the hardest scenario of all.

Starting colonist

Skills

You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must be able to do so at the very least. This includes:

  • Dumb labor: Hauling and cutting plants. Cleaning is optional.
  • Construction: Building shelter to live in.
  • Medicine: Treating oneself when injured or sick. High skill is more important as you have to rely on herbal medicine scavenged from your surroundings.
  • Violence: Defending oneself from mad animals or raiders, as well as hunt for food.
  • Crafting: Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.

If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested or skilled in any of them, but if you do then it's a plus.

Some skills will make survival easier, but are not essential:

  • Cooking: Making meals out of raw food and butchering creatures. You can eat raw food in a pinch but it's not a good idea to do so.
  • Growing: Growing crops. While you can subsist on hunting and gathering alone very early on, you will eventually need to start planting crops to feed your colonists.
  • Social: Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.
  • Mining: Extracting mineral resources. More useful after settling down to begin expansion.

Some other skills are better left for future colonists:

  • Animals: Training animals isn't quite a necessity early-game, but will greatly compliment you in combat, provided you have sufficient food to train animals.
  • Intellectual: Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first, as research merely assists survival.
  • Artistic: Early on you should not be making sculptures yet.

Traits

Besides this, you should also have a colonist with a decent trait selection.

These traits are especially harmful:

  • Gourmand: This trait will certainly make starting off harder- you will need to rush food production in order to keep this one colonist fed, which isn't good.
  • Pyromaniac: This universally hated trait is even more dangerous in a naked brutality start because if your lone colonist breaks, nothing but the rain can extinguish the fires started.
  • Volatile: Having your lone colonist break down is not a good thing to happen, as this will put them right out of action, stagnating progress.

Some traits are more helpful:

  • Industrious: Finishing your work faster means you can get more done. This is especially useful if only 1 colonist's doing everything.
  • Fast learner: Improving your skills faster is very handy, as 1 colonist doing everything gives ample opportunity to train up skills.

At the beginning

It is essential that you solve the basic needs for survival first- in RimWorld, that is food and shelter.

Shelter

Your shelter should be built out of wood. Any wood structure is better than nothing.

A dedicated storage/warehouse is not strictly necessary at this point, however it is better that you build one- that is, once you take care of other things.

Equipment

At the beginning, you will need some form of weapon. In order to hunt effectively, a short bow is best. You will need to go hunting to gather meat and fabrics.

After you gather enough leather from hunting, you can make tribalwear to cover yourself up.

Food

Food can be gathered from plants around you, such as berries or agave. If you have a good grower you should also start growing crops now. Grow rice first, followed by corn. Do potatoes if the only soil around you is poor.

Rice is a good choice to provide constant food fast, but don't rely on rice extensively especially when you lack manpower. Planting slower growing plants with high yield is a good solution.

An effective hunting method is to draft your colonist and manually shoot all animals in a herd until they are bleeding, then let blood loss do its work. In the meantime, you can do other things.

Search the map often, there will be a couple of dead animals which were attacked by predators. You can unforbid it and butcher it for free food and leather for your first Tribalwear.

Next step

Defense

Lack of equipment and manpower makes it harder to fight against raiders. Traps will help you a lot in the early stage; placing traps at chokepoints, and luring raiders to trigger them, make it much easier to win.

New colonists

New colonists can either join by chance, or you can encounter someone who can be saved and potentially join your colony.

If it's a wounded person dropping in, you should always try to rescue them first. They can choose to join your colony right away. If they don't, arrest them later.

After you get your second colonist, things will start to be much smooth and easier.