Difference between revisions of "Lost Tribe Guide"
m (→Research: typo) |
(→Choosing tribals (Optional): expanded: re-ordered the skills, added more detailed explanations, added undesirable traits) |
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== Choosing tribals (Optional) == | == Choosing tribals (Optional) == | ||
− | Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party. | + | Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing. |
You will need these skills to survive: | You will need these skills to survive: | ||
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*'''Construction''': Building a shelter for your tribe. | *'''Construction''': Building a shelter for your tribe. | ||
*'''Dumb labor''': Hauling, cleaning and cutting plants. | *'''Dumb labor''': Hauling, cleaning and cutting plants. | ||
+ | *'''Medicine''': Treating the sick and injured. | ||
+ | **Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in. | ||
+ | **Try to have as many doctors as possible. Low tech weaponry and armor mean that situations where multiple pawns are injured will be more common. If one or more primary doctors are downed, there needs to be someone who can patch them up or replace them in a pinch. | ||
+ | *'''Research''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon. | ||
+ | *'''Growing''': Growing food crops. Starting a stable food supply is high priority as you start off with very little food. | ||
+ | **Aim to have 2 growers who can grow food crops. | ||
+ | **Also useful for [[caravan]]s. In biomes and seasons where it's possible to do so, tribes forage at a rate of 170% while traveling. Forage amounts are determined by a colonist's Growing skill. | ||
*'''Mining''': Obtaining metallic resources such as [[steel]] for building better equipment. | *'''Mining''': Obtaining metallic resources such as [[steel]] for building better equipment. | ||
− | *'''Cooking''': Cooking food | + | *'''Cooking''': Cooking food without giving your colonists food poisoning. |
− | + | *'''Crafting''': Crafting better weapons to replace the poor starting weapon choice. Clubs and recurve bows are good for prisoner capturing and hunting respectively. But you can't craft better weapons than those until you research Smithing, so research is also important. | |
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− | *'''Crafting''': Crafting better weapons to replace the poor starting weapon choice. | ||
− | |||
− | |||
− | |||
*'''Social''': Convincing captured prisoners to join forces with you, as well as bartering for resources. | *'''Social''': Convincing captured prisoners to join forces with you, as well as bartering for resources. | ||
− | *''' | + | |
+ | Some [[Traits]] are especially difficult to work with in a Tribal start. Later on there will be room for these characters, when your colony is more firmly established. But at the very beginning, a colonist with these traits may be wise to leave behind or reroll: | ||
+ | |||
+ | *'''Can't dumb labor''': Everyone needs to clean. Everyone needs to haul. Everyone needs to be able to refuel passive coolers in the summer and campfires in the winter. | ||
+ | *'''Can't violent''': There are likely to be situations where you've only got one pawn able to stand, and they'd better be able to hold a weapon. | ||
+ | *'''Incapable of caring''': See above. In an emergency, everyone needs to be able to attempt doctoring. A crude herbal bandage is better than nothing. | ||
+ | |||
{{Boxes end}} | {{Boxes end}} | ||
{{TOCright}} | {{TOCright}} | ||
+ | |||
== Beginning == | == Beginning == | ||
Revision as of 18:47, 26 March 2019
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
In the Lost Tribe scenario, you start off with 5 people, but less material resources, and research slower.
Choosing tribals (Optional)Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing. You will need these skills to survive:
Some Traits are especially difficult to work with in a Tribal start. Later on there will be room for these characters, when your colony is more firmly established. But at the very beginning, a colonist with these traits may be wise to leave behind or reroll:
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Beginning
You appear with supplies scattered around, hungry and malnourished, the pemmican (400 units) will only last for the first day and the second morning and before everything starts off a lot of it would've been eaten.
Weapons
Your tribe starts off with a low-tech selection of weapons.
Short bow (x2)
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The pila can be given to moderately skilled shooters, as they can deal heavy damage if they hit but don't have much range, and the long time between shots means that you'll regret missing with it.
One short bow should be equipped by the most skilled shooter, and the other by a less skilled shooter.
The steel ikwa should be given to your best melee pawn, followed by the wooden club. The jade knife is best left alone as it's the lowest damaging melee weapon; even wooden clubs, easily made, beat it in damage output.
You can place a crafting spot to make extra wooden clubs or Recurve bows, which are the next bow upgrade and it's research is already finished by default (to address the differing weapon skills of your tribespeople).
Shelter
You will need to find shelter for your tribespeople. The easiest solution is to look for ancient structures in the proximities which are already standing and require a wall patch or two. If there isn't any nearby, then a simple wood hut will do. Preferably, choose an area where there's rough stone ground, any fire that may spree around will be prevented from burning your home. Note that tribespeople need to research stonecutting. If you can't obtain a massive amount of steel due to lacking skillful miners, you will need to stick to wood for some time. However it's still very likely that stonecutting tech will be finished before you need to build any other room, as at early start you can just handle with an all-built in barrack.
Food
Obtaining food should be one of your priority tasks so your tribe won't starve.
Growing crops
Crops differ one from another and your decisions will differ based on the "Growing period" of your map, be it 10/60, 20/60, 30/60 or year-round. Besides the crop of choice it is very important to analyze ground fertility, as this will have significance over plants development speed. Your growers skill points will affect the sowing speed as well.
- Rice grows fast and can be harvested soon.
- Strawberries are second fast, can be eaten raw without any negative mood debuffs.
- Potatoes take a while to grow but provide more food. It is useful if there is a lack of fertile land as it has low fertility sensitivity.
- Corn has the longest growing period but it provides large quantities once it matures, this crop choice is better made once you have secured a large food storage.
While food should be your main concern, there are two other plants you would do well to work on as well:
- Cotton can be harvested for cloth, while this material allows tailoring of apparel, you should store these to make Flak armor sets in order to prepare yourself against mechanoid attacks which shall start triggering once you have spent at least one year on your map. These enemies can easily blow off limbs and you will regret not preparing yourself well if you cant make protective gear for your colonists.
- Healroot can be harvested for herbal medicine but requires a minimum skill level of eight, if your growers are not ready yet, keep planting the other crops until they reach this level.
Food preservation
Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage.
Since you start with pemmican researched already, as long as you have meat, you can start making pemmican. They last a long time without spoiling.
Don't cook too many simple meals otherwise they may spoil, wasting food.
Mining
While analyzing your group, you shall notice that not all have affinity for growing crops, others may be best employed to mine steel, which has higher resistance to fire, if there's steel ores within proximity, some of your colonist could be assigned for the task.
Gathering and Hunting
Raspberries can be found across the map , which can be harvested for decent early-game food supply. They grow fast, can be harvested multiple times and can be eaten raw without giving mood debuffs.
Hunting is the classic feeding way of pre-agricultural tribes since there is a gap between running out of your starter food and a successful harvest (min: 60% plant growth). You should mark some animals for hunting, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. Try to go after large animals, they yield generous amounts of leather which your colonists can use to build bedrolls.
Apparel
Your tribe members start wearing tribalwear and some may also have a parka. After you settle down and have spare time, chop trees for wood or hunt animals to obtain raw materials to make war veils or war masks. These give slight protection, increase pain threshold allowing your tribespeople to hold out in battle longer before falling.
The next step
Once you have built an all-in barrack shelter and harvested your first crops, you should look making small step over all improvements.
Research
Research is a high priority and should begin as soon as you can spare a colonist to the task. Building a simple research bench within the first few days is not a bad idea. If you can't spare someone to full-time research, having a colonist who can multitask between research and a periodic duty such as animal training or hunting will let you start making progress even before your food supply is stable.
Due to their low starting tech level, research costs for tribes are doubled or tripled on most Industrial and Hi-tech projects. With the exception of Smithing and related projects, neolithic and medieval technologies do not have a research penalty. This means you can access them quickly to get your colony on its feet.
If you have more than one researcher, setting one on the day shift and another on the night shift can speed up your progress.
- Stonecutting will let you build a stonecutter's table. Stone blocks are a must for constructing strong, non-flammable walls without using up steel. They are also great for making small sculptures, which have decent trade value even for crafters with modest skills.
- Complex clothing will let you make temperature-resistant clothing such as parkas for cold weather and dusters for hot weather.
- After Stonecutting and Complex clothing, you may wish to prioritize upgrading your weaponry. It will be a long time before you're able to craft your own guns. Research Smithing to make better melee weapons and great bows. The Fueled smithy also allows making Simple helmet for only 40 steel, an upgrade from war masks.
- Then Plate armor for better protection against enemies who do have guns.
- Complex furniture is very valuable before you have electricity. Building vents, fueled stoves, tool cabinets and beds will help you keep your colonists healthier and more productive in the early game.
After taking care of the basics, Electricity is your main goal, immediately followed by Batteries. Once you have those, your biome and play style will determine which industrial and higher technologies to research first.
Construction
Once you’ve build a basic hut to keep your tribals safe, and you’ve got some basic infrastructure up, you’ll want to start building individual rooms for your colonists. As you can’t build beds until you’ve researched them, you’ll want to use bedrolls or sleeping spots in these rooms.
Other structures that could be useful include a stockpile room, a research room, or a production room.
Defense
As you won’t have gun turrets for a long time, you may need to use deadfall traps to your advantage. Building a wall around your base could be useful to guide raiders into an entrance covered in deadfall traps, and building mazes filled with traps could be useful too. Just remember that colonists have a low chance of activating the traps and severely wounding themselves, so either put them in a checkerboard pattern or include shortcuts with doors for colonist access.