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This guide details how to survive in one of the most hostile environments in Rimworld - an ice sheet. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you have more people to feed and less technology to help you.
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== Introduction ==
  
<font size="4"><center>[[File:Snowman.png|75px]] '''This guide was written on a timeline fashion so that your story can go parallel with the content of this page.''' [[File:Snowman.png|75px]]</center></font size>
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{{see also|Biomes#Ice Sheet}}
  
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Ice sheets are the coldest option of cold maps. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.
  
== Ice sheet for Lost tribe ==
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In addition to that, they do not have any soil available, if you want to grow something you would be doing it in stony patches around hills and mountains. But you can not, because it is too cold outside. You will struggle a lot until you get a [[heater]] and a [[sun lamp]], then you can plant something indoors.
  
Ice sheet has no growing season, forget about plants. Livestock is limited, you will be hunting anything you can eat regardless of its taste.
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Even the warmest ice sheet is really cold. Their average varies from {{Temperature|-20}} to {{Temperature|-40}} 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 is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.
  
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== Landing site ==
  
== Start ==
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[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]
  
* Pause the game immediately and check the size of the [[ancient shrine]], the bigger it is, the more [[cryptosleep casket]]s it "may" be hosting.
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In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:
* Spot all steam geysers.
 
* Pick an ancient ruin big enough to host your 5 characters leaving enough space for a [[butcher table]] and a [[research bench]], plus a campfire. Nothing else for the first quarter of the year. You should be able to finish electricity research in 2 seasons more or less (30 ~ 40 days). From the second quarter, you can build tables and chairs.
 
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
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* Near to tundra (faster moving around)
File:Screen Shot 2017-07-03 at 6.54.51.png|'''Ideal start corner that contains all: Ancient ruin next to the ancient structure plus two steam geysers'''
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* Near to a friendly faction base (faster trading)
File:Base with 2 steams geyser rooms connected by corridor and two airlock gates connecting to ancient ruin.png|'''Base with 2 steams geyser rooms connected by corridor and two airlock gates connecting to ancient ruin'''
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* Near a road (faster moving around)
File:Long 40 days for Electricity.png|'''Party composition that took 40 days to research Electricity had 3 characters with skill level 0, and 2 characters with skill level 2 (none of them with [[Skills#Passion|any passion]], no need to be selective at character creation stage)'''
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* Without many mountains around (faster moving around)
</gallery>
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* With coast (to turn into large growing areas later)
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* With [[caves]] (early food source)
  
* Analyze your team, set their priorities. Haul everything towards your chosen ruin and don't use wood at all except for the campfire.
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Ice sheets do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.
* Start mining steel as your main construction material or begin caving in. Play as minimalistic as possible.
 
* All you have to do at first is just research electricity. You don't need to build a fortress yet.
 
* Set an animal zone away from your food, you don't want them eating your food as you can't win the game with pets alone. Let them all die of starvation, sorry. Starving pets are excellent lures for predators and while wild animals attack your pets, they won't turn their hunger rage towards you and you can attack them without danger, so long as their target is mid to big size (terriers die in a bear hit or two).
 
[[File:Terrier bait to lure a cougar.png|400px]]
 
  
* Gather enough steel to build walls and several deadfall traps by setting everyone to mine. Use terrain features to get the smallest home you can make besides the initial ancient ruin rebuilding that is.
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Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.
* Hunt every time you see meat, as animals have the tendency to leave the map and won't remain roaming around long. When you find one snow hare, you find the others. Double click on zoomed out view to reduce time spent on searching.
 
* Always keep an eye on the polar beer food bar.
 
  
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== Starting colonists ==
  
=== Sauna ===
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Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that. That means having one butcher that does not mind butchering people and everyone resistant to mental breaks.
  
After you are done enclosing your ancient ruin and had built both benches. Your next job is to use the steam geyser as main home due to its heat source. Living on top of a geyser provides warmth enough to 10 degree Celsius, just to escape hypothermia. If your colonists complain about "sleeping in the cold", you tell them to man-up. The only two reasons to build a campfire are: to cook and an emergency extra source of heat when hard snow hits during Winter or a cold snap. Build a wall around (10x10, the geothermal power plant is 6x6 so between the wall and the steam, the 8x8 line will become a one tile surrounding corridor just enough to place beds around), either by emulating a heater in the center of your room or by pulling a one tile corridor towards your home, even possibly digging a tunnel depending on the terrain altitude map of choice.
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{{see also|Traits}}
  
Eventually, you should ideally repeat the same geyser-room procedure with other steams in proximity, this is because cold and starvation will not kill you, but mental breaks will. For example, having more than two characters on berserk. Sometimes, two geysers may be close to each other, allowing you to use them at both ends while you build everything else in between. This lucky situation can allow to start building individual rooms for your people and get rid of the barrack penalties.
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Your butcher should ideally be either Cannibal, Bloodlust or Psychopath.
  
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And all your crew should ideally be either Cannibal, Sanguine, Optimist, Iron-Willed, Steadfast or Masochist with scars. Couples also enjoy extra happiness so try to bring couples instead of bachelors, likewise Beautiful and Pretty colonists are also good since they are more likely to fall in love with someone.
  
=== Survival in cryptosleep like the spacers ===
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Surely you do not need to have all five starting colonists with those characteristics, but the more resistant colonists you have the better.
  
You will survive in this biome, by sending all to cryptosleep except for the researchers. Be very careful here as occupants cannot eject by themselves and sending them all together won't let you continue playing unless a wanderer joins. You MUST keep an "active" hauler outside to open and free the others.
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== Base area ==
  
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Once you choose your landing site and colonists you should also choose your base area. It is important to notice that this area does not need to be final, it is just the area where you are more likely to survive the early game.
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
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You want to find an area with the characteristics: '''near steam geysers''', '''near steel''', '''more growing areas''' and '''more easily defendable'''.
File:Ancient structure with hive means free food.png|'''Test your luck for free jelly permanent supply'''
 
File:Number of caskets plus three formula.png|'''Number of cryptosleep caskets plus three formula'''
 
File:Insectoid alcohol hammered.png|'''Immediately remove alcohol to prevent guardian insectoid death'''
 
</gallery>
 
  
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More growing areas mean more stony patches and a more easily defendable area is an area with few entrances where you are going to lay down your traps. Your priority is steam geysers. You have to make the base on top of a steam geyser, otherwise, you will die of hypothermia very fast.
  
Hives can become a valuable source of food, [[megascarab]]s are not guardians and unless [[megaspider]]s or [[spelopede]]s spawn; they won't last long.
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Since you do not have trees, you can not build a big base yet. You can then either take a ruin, make a cave or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.
  
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[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]
  
==== Before sending everybody to cryptosleep ====
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== First agenda ==
  
* Do open all [[Events#Area revealed .28blue envelope.29|hidden areas]], as they may spawn hives. Contrary to other biomes, do not kill their guardians as without maintenance you will lose your flow of free jellies. Just go pick them up while the guardians are asleep. And of course let them multiply hives.
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* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].
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* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.
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* Hunt those [[snowhare]]s before they leave the map.
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* Kill your starting animals.
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* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.
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* Get rid of some colonists.
  
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=== Notes ===
  
==== Events that can help you survive ====
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Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive, so make sure to seal off the [[caves]] so that they do not freeze during winter and the [[hive]] does not dies due to lack of maintenance. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:
  
* Animal herd
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* You can mine expensive things like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].
* Traders
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* You can open the [[ancient shrine]] and sell whatever you find there.
  
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Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.
  
==  Caskets plus three formula ==
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[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]
  
There's really no need to murder your crew to reduce your roster numbers, instead, open the ancient structure. Let go of those who don't want to join if your original characters are too wounded by the time you are at this. Attempt capture if conditions are good. And also strip the downed as they may have pemmican, gold, components and/plasteel. How many characters you should have depends on many variants. A suggestion would be the total number of available cryptosleep caskets + 3. Between those three, two of them must be researchers and the other one extra a pawn that can serve the researchers by hunting, butchering and cooking for them. Then in any remaining time he/she would remain idle, join the researchers. Which means building additional two benches. Those that you choose to have them "awake" must have the capacity to '''HAUL'''. Or you won't ever be able to bring back those who you sent to cryptosleep.
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You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.
  
There will always be variables that won't let any player fix a number of "active" characters at a time. If food is low, you can continue with just both researchers. Less than two, you won't finish electricity research in time. You can also bring everybody else back to activity when circumstances require more people, such as raids. Because of emergencies, it's best if you can send them to cryptosleep with their bellies full and in good mood. You don't want to have them back active with hunger and metal breaks when you need them as back-ups.
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Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.
  
You can also store prisoners from pirate bands whose recruitment chance is over 95% as it may take too long and you don't want to waste food on them, and try to convince them only after you start to grow crops.
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Likewise, another even worse option is to kill some colonists, but they are not worth many meals.
  
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But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.
  
=== Pick your dream team ===
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[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]
  
Wanderers welcomed, escape pods welcomed and refugees welcomed. Immediately after opening all the cryptosleep caskets, pause the game and run a full check on each surviving occupants. This is particularly important for those who play with the first five random characters given, without randomizing to cheesy convenience. Check the spacers and see who could become a valuable member of your main team based on what you originally lack. The rest will become food, but don't forget to strip them first so that you can use their clothes too. Otherwise, the "used by corpse" penalty will punish the wearer.
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== Second agenda ==
  
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* Make a [[Colony_Building_Guide#Killbox|killbox]].
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* Make [[steel]] [[spike trap]]s.
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* Eat any raider that shows up.
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* Eat any [[Events#Wanderer joins|wanderers that decides to join]].
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* Eat anyone who arrives in a [[Events#Escape Pod|escape pod]].
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* Offer help to any [[Events#Refugee Chased at (Settlement)|refugee being chased]]. Then eat them. Also eat the raiders following him.
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* Wear their tainted [[parka]]s and [[tuque]]s.
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* Buy [[cloth]] from your neighbors.
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* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].
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* Make [[human leather]] [[bedroll]]s.
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* Make lots of [[duster]]s with all the [[human leather]] and sell it.
  
'''The number of cryptosleep caskets + 3 formula''' is very convenient because you may likely suffer some casualties along the way (heart attack, berserker killed by another member, etc.), just be careful not to lose the researchers. If you happen to have the "actives" in too much bad moods, consider switching formation with those in cryptosleep, so as to not lose the pace. Your wood storage shall be your countdown timer. You won't survive the game if you can't get electricity before you run out of wood.
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=== Notes ===
  
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Now for the cannibalism.  You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony.  It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.
  
== Cannibalism ==
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You will not have time to make your own clothes, you will have to use the raider's tainted clothes. Try to get some of them alive, drop them near your base, strip them and kill them. That way, their clothes will not be tainted. But you should also buy [[cloth]] to ensure everyone has a [[parka]] and a [[tuque]].
  
It's inevitable. Just be very selective when butchering other humans as the character performing the action will receive mood penalties that can easily set it to mental breaks. It is okay if your characters complain of hunger. Again, keep your food supply on check and only feed your people when starvation kicks in, unless of course, their mental break is too dangerous to risk keeping them unhappy. When butchering human corpses it's best to set one same character to chomp many at once so that all the penalty goes to just that one rather everybody, and performing the action on same day will keep the penalty length shorter than extended after each consecutive day. Best the penalty wears off all together at once. Your best cannibal chef will be either of the two pair who just got married and is in honeymoon phase.
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[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]
  
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Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].
  
<center>[[File:Cannibalist freezer.png]]</center>
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Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]], but do not give them [[human leather]] [[parka]]s. The material is just too bad at insulating.
  
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[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]
  
== Technology sequence ==
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== Third agenda ==
  
After electricity, go for Batteries, Solar panels and then Stonecutting so that you can start building plantation-rooms. [[Sun lamp]]s consume large amounts of electricity and you should by then have enough power and stored energy so that your crops grown steady. [[Solar generator]]s will not perform to their maximum capacity due to the short solar cycles common in polar regions as oppose to equatorian regions.
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* Research complex furniture. Once you done, make [[steel]] [[bed]]s.
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* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.
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* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.
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* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.
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* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all.  
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* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.
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* Research stone cutting so you can start using stone instead of [[steel]].
  
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=== Notes ===
  
== Plantation room ==
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Once you have your colonists with [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.
  
After you have researched Electricity, Batteries, Solar Panels and Stonecutting AND crafted lots of stone blocks is when you can start building your first plantation room. Since the biome has scarce fertile tiles, you can easily select to mark a Grow zone and just drag your cursor on a 50x50 tiles area so that the game automatically marks where there is a "large" concentration of farmable area. Then just select the Sun lamp so that you can have the radius on your cursor ready to match such area. If you happen to lack said farmable tiles anywhere close to your base, you can fill in the blanks with hydroponic basins later on.  
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[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]
  
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Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.
  
<center>[[File:Plantation room.png|800px]]</center>
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Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by [[cloth]]. [[Cloth]] is average in insulation but really cheap to buy.
{{clear}}
 
  
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[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]
  
Then use "Delete zones" to remove all growing zones that were created during the scan for farmable tiles, and use the "order" to "plan" to draw a cross of 11 tiles with tile number six (the crossing), being the location where the Sun lamp will be located. This will give you the radius of the lamp so that you can start setting the structure plans. Do use double walls for better insulation and with an airlock system as well.
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== Fourth agenda ==
  
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* Replace the [[cloth]] [[parka]]s for better insulating [[parka]]s.
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* Use stone to reinforce your walls with a second layer for better insulation.
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* Research electricity.
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* Research [[battery]].
  
<center>[[File:Plantation room 2 double walls.png|800px]]</center>
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=== Notes ===
{{clear}}
 
  
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Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough.
  
Once everything within the plantation room has been built, click the sun lamp and press "'''H'''" for the sun lamp itself to create a growing zone for you (instead of the conventional manual way). Start with rice, and harvest enough so that you can bring everybody else who has been in cryptosleep all this time for your colony to start running in full strength. Remind yourself that once temperature starts to drop again in Winter, you will need to install several '''[[heater]]s''' or plants will die.
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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), '''[[thrumbofur]]'''(cold insulation 34).
  
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Likewise, now you should only send people out on quests if you got a strong insulating [[parka]] for them.
  
<center>[[File:Plantation room 3.png|800px]]</center>
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Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.
{{clear}}
 
  
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[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]
  
In the meantime, there's no need to rush directly your research towards hydroponics. You can go through Complex clothing, Drug production, Penoxycyline and then Hydroponics. Of course each player will play different stories, so adjust to circumstances as needed.
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== Fifth agenda ==
  
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* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.
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* Plant [[potatoes]].
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* Research air conditioning.
  
<center>[[File:First harvest in 75 days.png|800px]]</center>
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=== Notes ===
{{clear}}
 
  
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Winter is gone and summer is coming, you should get ready to make a [[Colony_Building_Guide#Freezer|freezer]] so your food will not spoil.
  
In this demonstration, the first harvest takes place 75 days after start. Now you have both shelter and food. From here on, it's all up to you. Good luck!
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Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect your [[Colony_Building_Guide#Greenhouse|greenhouse]] to your steam geyser.
  
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Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop offering help to [[Events#Refugee Chased at (Settlement)|refugees]] and stop going to quests just to get more food.
  
== Extra content ==
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[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]
  
=== Third year ===
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== Sixth agenda ==
  
Maximum capacity still restricted upon food limitations. Keeping some members on crypto sleep unless a party is announced, the mood bonus is cumulative. There has been no cannibalism since then but nonetheless keeping the extra meat. Solar flare can kill your crops so you still need to have wood stored to instantly build campfires to keep plantation rooms above -10 Celsius. Wild animal presence is rare compared to the beginning, even if leaving snow hares alive and feral, their predators hardly show up. Technological progress was crippled after losing a researcher, another one was recruited with 99% chance after a long convincing period. Wardrobe restriction of jackets, those who go hunting or mining will suffer hypothermia. Turtle march, slow but steady. While there is no need to build a large freezer, it is still necessary for summer and also because visitors with animals will eat your food (instead of theirs) if not stored in a closed area.
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* Research [[hydroponics basin|hydroponics]].
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* Research [[nutrient paste dispenser]].
  
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=== Notes ===
  
<center>[[File:Ice sheet base reformed 2 years after first harvest.png|800px]]</center>
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With [[hydroponics basin]]s you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism.
{{clear}}
 
  
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Since the worse is gone, you can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.
  
=== Fourth year ===
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[[File:dreambig2.png|550px|thumb|center|Moving out.]]
  
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Finding a large pond is much easier than finding a large stony patch. If happen to have a large pond in a central location or your map has coast you should focus on [[moisture pump]]s, with them you can create larger crop fields so you do not need to stick to stony patches around mountains.
  
Food no longer an issue with cultivation switch from rice to potato. Loss of a cooker resolved by building a [[nutrient paste dispenser]]. By now, already extracting minerals for the [[ship|spaceship]] with the [[ground-penetrating scanner]].
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[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]
  
A 10-member ship will require:
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{{nav/guides}}
* {{icon|steel}} 6.800 steel
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[[Category:Guides]]
* {{icon|plasteel}} 1.250 plasteel
 
* {{icon|uranium}} 305 uranium
 
* {{icon|component}} 186 components
 
* {{icon|gold}} 100 gold
 
* [[AI persona core]] 1
 
 
 
 
 
<center>[[File:Ice sheet base three years after first harvest.png|800px]]</center>
 
 
 
 
 
=== Fifth year ===
 
 
 
 
 
<center>[[File:Ice sheet for lost tribe guide fifth year.png|800px]]</center>
 
 
 
 
 
Game pitfall, there's nothing else to do. From all materials to end the game only Components cannot be dug up. At this point, you are basically still in your fourth year, just waiting with nothing else to do. Nobody wants to build the [[Component assembly bench]] due to its poor investment and it's miserable output. If you are fed up waiting for traders, just launch and finished. If you want to send all your colonists to space, there are mainly three options besides mining everywhere (only worry not to make mines larger than 12 tiles on one of its sides or a [[Collapsed rocks]] will kill your miner):
 
 
 
* If you have a lot of Silver, request [[Trade#Exotic Goods Trader|Exotic goods trader]]s every four days with the [[comms console]].
 
* If you don't have money you can settle Component exclusive outposts within the periphery of your main colony by changing your game Options and increasing the maximum number of colonies up to five.
 
* Lastly you can go trade with other Factions while wishing for an ambush to mine Components from the random map
 
 
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Mine size.png|'''Mines larger than 12 tiles on one of its sides run the risk of collapsed rocks killing your miner'''
 
File:Sole survivor of the five original characters the 80 yo lady.png|'''Sole survivor of the original crew was the 80 years old lady, probably the most expendable due her age but still made it'''
 
File:Full colony onboard.png|'''Full colony onboard'''
 
</gallery>
 
 
 
 
 
 
 
== Attacking other Factions ==
 
 
 
Viable only if within reasonable reach. [[Transport pod]]s can make it possible but too much work for little benefit. If the desire is high, multiple settlements will be needed.
 
 
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Ice sheet for Lost tribe attacking pirates 12 days.png|'''Closest ETA 12 days (24+ days roundtrip)'''
 
File:Ice sheet for Lost tribe attacking pirates 1 season and 7 days.png|'''Second closets ETA 1 season & 7 days (almost a year roundtrip)'''
 
</gallery>
 
 
 
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|}
 
 
 
 
 
{{Nav/guides}}
 
[[Category:Gameplay]]
 

Latest revision as of 18:08, 18 July 2024

This guide details how to survive in one of the most hostile environments in Rimworld - an ice sheet. We focus on the Lost Tribe start because it is the hardest one to thrive in hostile environments since you have more people to feed and less technology to help you.

Introduction[edit]

Ice sheets are the coldest option of cold maps. They have very little animal life and no plants. In fact, you should not expect to find anything more than five snowhares in your start. You should also not expect to see more than one new snowhare every five days and one new polar bear per month.

In addition to that, they do not have any soil available, if you want to grow something you would be doing it in stony patches around hills and mountains. But you can not, because it is too cold outside. You will struggle a lot until you get a heater and a sun lamp, then you can plant something indoors.

Even the warmest ice sheet is really cold. Their average varies from -20 °C (-4 °F) to -40 °C (-40 °F) and they never have growing periods due to the temperature. You still need to eventually make a freezer though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during cold snaps in summers.

Landing site[edit]

Example good landing site.

In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:

  • Near to tundra (faster moving around)
  • Near to a friendly faction base (faster trading)
  • Near a road (faster moving around)
  • Without many mountains around (faster moving around)
  • With coast (to turn into large growing areas later)
  • With caves (early food source)

Ice sheets do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.

Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.

Starting colonists[edit]

Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that. That means having one butcher that does not mind butchering people and everyone resistant to mental breaks.

Your butcher should ideally be either Cannibal, Bloodlust or Psychopath.

And all your crew should ideally be either Cannibal, Sanguine, Optimist, Iron-Willed, Steadfast or Masochist with scars. Couples also enjoy extra happiness so try to bring couples instead of bachelors, likewise Beautiful and Pretty colonists are also good since they are more likely to fall in love with someone.

Surely you do not need to have all five starting colonists with those characteristics, but the more resistant colonists you have the better.

Base area[edit]

Once you choose your landing site and colonists you should also choose your base area. It is important to notice that this area does not need to be final, it is just the area where you are more likely to survive the early game.

You want to find an area with the characteristics: near steam geysers, near steel, more growing areas and more easily defendable.

More growing areas mean more stony patches and a more easily defendable area is an area with few entrances where you are going to lay down your traps. Your priority is steam geysers. You have to make the base on top of a steam geyser, otherwise, you will die of hypothermia very fast.

Since you do not have trees, you can not build a big base yet. You can then either take a ruin, make a cave or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.

Good starting area near the geyser.

First agenda[edit]

  • Get some easily accessible steel and use it to build your stuff, so you do not have to use wood.
  • Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.
  • Hunt those snowhares before they leave the map.
  • Kill your starting animals.
  • Only use wood to make campfires, either for cooking or heating up. Make sure your wood is forbidden so they do not refuel it unnecessarily.
  • Get rid of some colonists.

Notes[edit]

Now you are going to be struggling for food for a long time. If you have caves in your map, it will help a lot. You want to keep the insects alive, so make sure to seal off the caves so that they do not freeze during winter and the hive does not dies due to lack of maintenance. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:

Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient cryptosleep caskets.

Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.

You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.

Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.

Likewise, another even worse option is to kill some colonists, but they are not worth many meals.

But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.

Base on top of geyser. Two colonists were sent on a raid mission.

Second agenda[edit]

Notes[edit]

Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.

You will not have time to make your own clothes, you will have to use the raider's tainted clothes. Try to get some of them alive, drop them near your base, strip them and kill them. That way, their clothes will not be tainted. But you should also buy cloth to ensure everyone has a parka and a tuque.

Early raid. Time to feed!

Since you are going to often offer help to refugees, you better make a proper killbox with lots of spike traps. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your killbox.

Remember that human leather is worth a lot and it is better to make something with it first, then sell it. First give your colonists bedrolls to sleep, then make dusters since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear human leather clothes, give them human leather button-down shirts and human leather pants, but do not give them human leather parkas. The material is just too bad at insulating.

Colonists sent to raid mission barely came back before freezing.

Third agenda[edit]

Notes[edit]

Once you have your colonists with parkas and tuques you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.

Look at all those delicious-looking animals and people.

Whenever you reach a quest location, you want to look for berries, healroot, animals and wood. Animals should be butchered before leaving, if the meat is too heavy and you still have time you can use the local wood to make lots of campfires and turn all into meals to reduce weight.

Winter is coming, it is going to be so cold that not any parka will do. Anything with worse insulation than cloth should be replaced by cloth. Cloth is average in insulation but really cheap to buy.

We are here to rescue you... not.

Fourth agenda[edit]

  • Replace the cloth parkas for better insulating parkas.
  • Use stone to reinforce your walls with a second layer for better insulation.
  • Research electricity.
  • Research battery.

Notes[edit]

Now it is cold, so cold that even cloth parkas are not enough.

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), thrumbofur(cold insulation 34).

Likewise, now you should only send people out on quests if you got a strong insulating parka for them.

Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.

So so cold... that raiders might freeze before start attacking.

Fifth agenda[edit]

Notes[edit]

Winter is gone and summer is coming, you should get ready to make a freezer so your food will not spoil.

Finally, you are ready to make a greenhouse and plant potatoes. Ideally, try to connect your greenhouse to your steam geyser.

Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop offering help to refugees and stop going to quests just to get more food.

First greenhouse.

Sixth agenda[edit]

Notes[edit]

With hydroponics basins you may make greenhouses without having to stick to stony patches. Getting anything planted here is expensive, so you should make a nutrient paste dispenser to save on food, once you got one you may stop doing cannibalism.

Since the worse is gone, you can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.

Moving out.

Finding a large pond is much easier than finding a large stony patch. If happen to have a large pond in a central location or your map has coast you should focus on moisture pumps, with them you can create larger crop fields so you do not need to stick to stony patches around mountains.

Before a pond (left) and later a greenhouse (right).