Difference between revisions of "Ice Sheet Guide"

From RimWorld Wiki
Jump to navigation Jump to search
(I attempted to patch together the two versions of the ice sheet guide- it isn't pretty, so do expand on it, just make sure that you won't be arguing over the edits again)
Line 1: Line 1:
=== Notice ===
+
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 got more people to feed and less technology to help you.
  
There seems to be some disagreement on the content of this page- it would be best if you can go to [[Talk: Ice Sheet Guide]] to resolve this issue. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 08:42, 5 September 2018 (UTC)
+
== Introduction ==
  
{|style="border-left:solid 10px Aqua;border-right:solid 10px Aqua;border-top:solid 20px Aqua;border-bottom:solid 20px Aqua; background-color: LightCyan; " align="center"
+
{{see also|Biomes#Ice Sheet}}
|
 
  
<font size="4"><center>[[File:Snowman.png]] '''This guide was written on a timeline fashion so that your story can go parallel with the content of this page.''' [[File:Snowman.png]]</center></font size>
+
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.
  
 +
In addition to that, they do not have any soil available, so anything that you want to grow must be grown on the stony soil patches- that is if you can even grow anything due to the cold. You will struggle a lot until you get a [[heater]] and a [[sun lamp]], then you can plant something indoors.
  
== Ice sheet for Lost tribe ==
+
Even the warmest ice sheet it 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. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.
  
Ice sheet has no growing season, forget about plants. Livestock is limited, you will be hunting anything you can eat regardless of it's taste.
+
== Before the start ==
  
 +
You can opt to sweeten your survival experience with a combination of well-picked colonists and landing spot, or choose to go hard and randomise everything. The below assumes you are going for the former.
  
== Start ==
+
=== 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.
+
[[File:icesheetsite.png|300px|thumb|right|Example of a decent landing site.]]
* 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">
+
In all maps you should choose your landing site carefully to increases your chances of survival. You want to build a colony in an area with some of the following characteristics:
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'''
 
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'''
 
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)'''
 
</gallery>
 
  
* Analyze your team, set their priorities. Haul everything towards your chosen ruin and don't use wood at all except for the campfire.
+
* Near a tundra (faster moving around)
* Start mining steel as your main construction material or begin caving in. Play as minimalistic as possible.
+
* Near a friendly faction base (faster trading)
* All you have to do at first is just research electricity. You don't need to build a fortress yet.
+
* Near a road (faster moving around)
* 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).
+
* Without many mountains around (faster moving)
[[File:Terrier bait to lure a cougar.png|400px]]
+
* With coast (to turn into large growing areas later)
 +
* With [[caves]] (early food source)
  
* 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.
+
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.
* 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.
 
  
 +
You do not need to land in an area in all those characteristics, but try to get as many of them as you can.
  
=== Sauna ===
+
=== Starting colonists ===
  
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 it's 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.
+
Ice sheet is so harsh that you will have to resort to cannibalism, so you may 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.
  
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.
+
{{see also|Traits}}
  
 +
Your butcher should be either Cannibal, Bloodlust or Psychopath.
  
=== Survival in cryptosleep like the spacers ===
+
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.
  
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.  
+
Surely you do not need to have all five starting colonists with those characteristics, but the more resistant colonists you have the better.
  
 +
== The first step ==
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
+
Once you choose your landing site and colonists you should '''immediately pause the game'''. This gives you time to make decisions.
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>
 
  
 +
=== Base area ===
  
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.
+
You need to choose your base area wisely. 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 '''easily defendable'''.
  
==== Before sending everybody to cryptosleep ====
+
More growing areas means more stony patches and an easily defendable area is an area with few entrances where you can lay down traps. Your priority is steam geysers. You have to make the base on top of a steam geyser, or else you will die of hypothermia very fast.
  
* 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.
+
Since you do not have trees, you can not build a big base yet. You can 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.
  
 +
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]
  
==== Events that can help you survive ====
+
=== Work ===
  
* Animal herd
+
Analyze your team, set their priorities. Haul everything towards your chosen ruin and don't use wood at all except for the campfire.
* Traders
 
  
 +
Start mining steel as your main construction material or begin caving in. Play as minimalistic as possible. Gather enough steel to build walls by setting everyone to mine. Use terrain features to get the smallest home you can make besides any nearby structures.
  
==  Caskets plus three formula ==
+
If you have researchers, rush electricity research. You don't need to build a fortress yet, and electricity can be extremely helpful in survival.
  
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.
+
=== Animals & Hunting ===
  
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.
+
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).
  
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.
+
[[File:Terrier bait to lure a cougar.png|400px|right|Using starting pets to lure predators.]]
  
 +
Hunt every time you see meat, as animals have the tendency to leave the map and won't remain roaming around for long. When you find one snowhare, you find the others. Double click on zoomed out view to reduce the time spent on searching.
  
=== Pick your dream team ===
+
Always keep an eye on the polar bear food bar- you will need to know when it will strike.
  
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.
+
=== Steam geysers ===
  
 +
Now that you've selected somewhere to settle, the next step is to build a decent base.
  
'''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.
+
You should settle on the steam geyser due to the heat source. Living on top of a geyser provides warmth enough up 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 it(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.
  
 +
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.
  
== Cannibalism ==
+
=== Cannibalism ===
 
 
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.
 
  
 +
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 guy, and performing the action on same day will keep the penalty length shorter instead of extending after each consecutive day. Best if the penalty wears off all at once.
  
<center>[[File:Cannibalist freezer.png]]</center>
+
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 than anything else. Cannibal and Bloodlust colonists will want to wear human leather clothes, give them human leather [[button-down shirt]]s and [[pants]], but not [[parka]]s as the material is just too bad at insulating.
  
 +
== The second step ==
  
== Technology sequence ==
+
=== Research ===
  
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.
+
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 equatorial regions.
  
 +
If you are not in a hurry, you can include complex furniture research, so you can make beds, as well as stonecutting so you can use the more abundant stone.
  
== Plantation room ==
+
=== Greenhouse ===
  
 
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.  
 
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.  
 
  
 
<center>[[File:Plantation room.png|800px]]</center>
 
<center>[[File:Plantation room.png|800px]]</center>
 
{{clear}}
 
{{clear}}
 
  
 
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.
 
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.
 
  
 
<center>[[File:Plantation room 2 double walls.png|800px]]</center>
 
<center>[[File:Plantation room 2 double walls.png|800px]]</center>
 
{{clear}}
 
{{clear}}
 
  
 
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.
 
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.
 
  
 
<center>[[File:Plantation room 3.png|800px]]</center>
 
<center>[[File:Plantation room 3.png|800px]]</center>
 
{{clear}}
 
{{clear}}
 
  
 
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.
 
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.
 
  
 
<center>[[File:First harvest in 75 days.png|800px]]</center>
 
<center>[[File:First harvest in 75 days.png|800px]]</center>
 
{{clear}}
 
{{clear}}
 
  
 
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!
 
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!
  
 +
== The third step ==
  
== Extra content ==
+
=== World quests ===
 
 
=== Third year ===
 
 
 
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.
 
 
 
 
 
<center>[[File:Ice sheet base reformed 2 years after first harvest.png|800px]]</center>
 
{{clear}}
 
 
 
 
 
=== Fourth year ===
 
 
 
 
 
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]].
 
 
 
A 10 member ship will require:
 
* {{icon|steel}} 6.800 steel
 
* {{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 it's sides or a [[Collapsed rocks]] will kill your miner):
+
You can start to do world quests for factions, once you stabilised your food supplies.
  
* If you have a lot of Silver, request [[Trade#Exotic_Goods_Trader|Exotic goods trader]]s every four days with the [[comms console]].
+
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]].
* 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.
+
* Go help [[Events#Incapacitated refugee|incapacitated refugees]].
* Lastly you can go trade with other Factions while wishing for an ambush to mine Components from the random map
+
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]].
 +
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]].
  
 +
Whenever you reach a quest location, you wanna look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] and marginally other humans 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.
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
+
=== Slighly more advanced technology ===
File:Mine size.png|'''Mines larger than 12 tiles on one of it's 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>
 
  
 +
Once you research nutrient paste, you can make food efficiently for your people. This also frees a cook to do other things.
  
 +
If you have enough power, hydroponics basins can also be helpful in feeding your people. This allows you to build greenhouses freely instead of being restricted to growing food in the stony soil patches.
  
== Attacking other Factions ==
+
== Emergency measures ==
  
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.
+
If the game is bearing down on you, you can use these measures to prolong your colonists' lives. These can ruin the true experience of an ice sheet survival though, so make these a last-ditch measure.
  
 +
=== Cryptosleep ===
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
+
If you come across an [[ancient shrine]], you can put your colonists to sleep inside. This helps to extend your food stocks when you fall on hard times.
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>
 
  
|
+
=== Caravaning ===
|}
 
  
 +
Another alternative is to escape while you still can- the ice sheet just isn't for you. Gather whatever food you can, along with some supplies, then break for it.
  
 
{{Nav/guides}}
 
{{Nav/guides}}
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 14:24, 5 September 2018

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 got more people to feed and less technology to help you.

Introduction

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, so anything that you want to grow must be grown on the stony soil patches- that is if you can even grow anything due to the cold. 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 it 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. Expect to have problems with hypothermia during fall, winter, spring and during cold snaps in summers.

Before the start

You can opt to sweeten your survival experience with a combination of well-picked colonists and landing spot, or choose to go hard and randomise everything. The below assumes you are going for the former.

Landing site

Example of a decent landing site.

In all maps you should choose your landing site carefully to increases your chances of survival. You want to build a colony in an area with some of the following characteristics:

  • Near a tundra (faster moving around)
  • Near a friendly faction base (faster trading)
  • Near a road (faster moving around)
  • Without many mountains around (faster moving)
  • 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.

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

Starting colonists

Ice sheet is so harsh that you will have to resort to cannibalism, so you may 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 be either Cannibal, Bloodlust or Psychopath.

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.

The first step

Once you choose your landing site and colonists you should immediately pause the game. This gives you time to make decisions.

Base area

You need to choose your base area wisely. 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 easily defendable.

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

Since you do not have trees, you can not build a big base yet. You can 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.

Work

Analyze your team, set their priorities. Haul everything towards your chosen ruin and don't use wood at all except for the campfire.

Start mining steel as your main construction material or begin caving in. Play as minimalistic as possible. Gather enough steel to build walls by setting everyone to mine. Use terrain features to get the smallest home you can make besides any nearby structures.

If you have researchers, rush electricity research. You don't need to build a fortress yet, and electricity can be extremely helpful in survival.

Animals & Hunting

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).

Using starting pets to lure predators.

Hunt every time you see meat, as animals have the tendency to leave the map and won't remain roaming around for long. When you find one snowhare, you find the others. Double click on zoomed out view to reduce the time spent on searching.

Always keep an eye on the polar bear food bar- you will need to know when it will strike.

Steam geysers

Now that you've selected somewhere to settle, the next step is to build a decent base.

You should settle on the steam geyser due to the heat source. Living on top of a geyser provides warmth enough up 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 it(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.

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.

Cannibalism

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 guy, and performing the action on same day will keep the penalty length shorter instead of extending after each consecutive day. Best if the penalty wears off all at once.

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 than anything else. Cannibal and Bloodlust colonists will want to wear human leather clothes, give them human leather button-down shirts and pants, but not parkas as the material is just too bad at insulating.

The second step

Research

After electricity, go for Batteries, Solar panels and then Stonecutting so that you can start building plantation-rooms. Sun lamps consume large amounts of electricity and you should by then have enough power and stored energy so that your crops grown steady. Solar generators will not perform to their maximum capacity due to the short solar cycles common in polar regions as oppose to equatorial regions.

If you are not in a hurry, you can include complex furniture research, so you can make beds, as well as stonecutting so you can use the more abundant stone.

Greenhouse

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.

Plantation room.png

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.

Plantation room 2 double walls.png

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 heaters or plants will die.

Plantation room 3.png

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.

First harvest in 75 days.png

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!

The third step

World quests

You can start to do world quests for factions, once you stabilised your food supplies.

Whenever you reach a quest location, you wanna look for berries, healroot, animals and wood. Animals and marginally other humans 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.

Slighly more advanced technology

Once you research nutrient paste, you can make food efficiently for your people. This also frees a cook to do other things.

If you have enough power, hydroponics basins can also be helpful in feeding your people. This allows you to build greenhouses freely instead of being restricted to growing food in the stony soil patches.

Emergency measures

If the game is bearing down on you, you can use these measures to prolong your colonists' lives. These can ruin the true experience of an ice sheet survival though, so make these a last-ditch measure.

Cryptosleep

If you come across an ancient shrine, you can put your colonists to sleep inside. This helps to extend your food stocks when you fall on hard times.

Caravaning

Another alternative is to escape while you still can- the ice sheet just isn't for you. Gather whatever food you can, along with some supplies, then break for it.