Alternative Playthroughs Guide
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This page is for unusual playthroughs for a new RimWorld experience other than simply changing the starting scenario. Mods may be used depending on your favor.
It is recommended that you at least have some experience with a regular playthrough before you attempt the below. Hence, this guide will not go into detail the steps to building a base unless necessary.
Peacekeepers/ Faction domination
This playthrough is for those who wish to stay on the rim for an extended period while constantly encountering combat. The main rule is that you stay to destroy all enemy faction bases- which ones are considered as the enemy is up to the player to decide.
Starting scenario
The start isn't the main point of the playthrough, so it's alright to start with plenty of supplies, so you can begin sending attack squads earlier.
What you are recommended to start with:
- 10 colonists, the maximum allowed. They should have mastery of all skills between them, and preferably most if not all should be proficient at combat.
- Enough food to last at least 1 quadrum, that is upwards of 300 packaged survival meals.
- Lots of steel- 1500 or above.
- Lots of components- 100 or above
- Sufficient weapons, armor and apparel
First steps
After settling down and building a self-sufficient base, you will need to do the following:
- Capture and recruit enough people to assemble an assault squad while leaving enough people to defend your base. Around 10 people are needed for a squad that can reliably take down a base without too many casualties, and ideally you would need half your colonists to remain at base for upkeep and defense, so you will need 20 colonists before you set out first.
- Get enough resources to equip all soldiers with good equipment. Devilstrand clothing, flak armor and mid-game weaponry are recommended.
Nomadic survival
This playthrough deviates from the regular base-building experience of RimWorld, by the extensive use of caravans and base settling.