User:Hordes/Basics
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This is the guide covering the gameplay Basics of RimWorld in detail. If you want a quick guide to the game, check out the Quickstart Guides.
- This guide will briefly go over colony setup. For more details, check out each specific page: game creation, the Scenario system, possible AI Storytellers, World generation and Biomes.
- If you haven't already, play the Tutorial first. The tutorial will guide you through the RimWorld UI, help them set up a starter base, and defend against your first raid. Once you've completed the tutorial, you can set your storyteller and begin the game.
This guide is intended for players that are using the original Crashlanded scenario, and without any of the DLC enabled. If you're playing with DLC, then things will remain roughly the same. For the Ideology DLC in particular, you'll want to use the "Ideology system inactive" option.
Brand new players are encouraged to start with the tutorial, use the storyteller settings below, and leave the Learning helper on.
Colony Setup
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- Scenario: Pick the standard Crashlanded scenario. This starts you off with 3 colonists, some decent weapons, and Electricity. Most tutorials / information are geared towards this scenario.
- Storyteller: Select Cassandra Classic or Phoebe Chillax on any desired difficulty. The game's suggestions are fairly accurate; if you have trouble picking, then Adventure Story is a good start.
- Landing site: This consists of multiple factors.
- Biome: Pick Temperature Forest for now. It's not too hot, not too cold, has plenty of wood, wildlife, and buildable land, but less disease than a rainforest.
- Climate: You'll want a "year-round" growing period. This (almost) removes the pressures of winter.
- Terrain: Flat, Small Hills, or Large Hills will do. It doesn't really matter. The larger the hills, the more ores you'll have, but the less open space for building. Larger hills can also be used for natural defense.
Colonists
The Crashlanded scenario starts with three colonists. You can randomize them as much as you want, but can't fully customized by the player without mods or dev tools. RimWorld is designed around a motely crew - you will not start with perfect colonists, nor should you try. But there are a few aspects worth taking into consideration.
- Skills
Skills and passions in a skill are both important to colony wellbeing.
The most important skills for survival are Shooting, Construction, Plants, and Medical. Any 1 colony should have a colonist with both a minimum of 5 skill points and 1 "flame" of passion each skill. The other skills are useful - each skill will be covered in detail below.
- Shooting - Defense against raiders and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges.
- Melee - Defense against enemies up close. In RimWorld, you cannot fire any ranged weapon once a colonist is in melee range (directly adjacent to an enemy). Increasing melee skill will increase the chance to hit and dodge in... melee.
- Construction - Creating structures, like walls, tables, and beds. A minimum construction (4-6) is required to build spike traps and electrical equipment. Increasing construction skill will increase speed, the quality of furniture, and reduce the chance of construction failure ("botched" construction).
- Mining - Breaking rock and harvesting ore. Increasing mining skill will increase mining speed and ore yield.
- Cooking - Creating meals from raw food. Increasing cooking skill will increase cooking speed and decrease the food poisoning chance.
- Plants - Growing crops to eat and sell. Plants 8 lets you grow healroot, a source of medicine, right away. Increasing plants skill will increase planting speed and harvest yield.
- Animals - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting.
- Crafting - Smithing armor and weapons, and tailoring apparel. Higher crafting skill will increase quality of crafted items. Does not increase the speed of crafting.
Note that the work types in the "Craft" tab, such as stonecutting, smelting, and drug synthesis, do not use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor. - Artistic - Creating sculptures. One of the least important skills, at least at the start. Increasing art skill will increase speed and quality of sculptures.
- Medical - Tending to injured and sick colonists. Increasing medical skill will increase tend quality, making injuries heal faster and diseases less deadly. Also increases success for surgery.
- Social - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make prisoners easier to recruit. Higher social also increases the impact of daily chats your colonists will have.
- Intellectual - Research and drug synthesis. Increasing intellectual skill will make research faster, as well as drug production.
Of these skills, Animals and Artistic are easily the least important to start with. Crafting isn't needed for immediate survival, but can be very handy later on. That leaves 9 skills that are important to be at least competent at (4+ skill). Thankfully, the "Team Skills" area at the bottom shows every important skill, except Social.
- You can forgo melee for the entire game. However, melee can be very helpful, and one of your 3 weapons will be a knife, a melee weapon.
- Cooking can be ignored if you plan to use a nutrient paste dispenser.
Don't worry too much about starting skill levels, as characters will get more skilled with time (they are not fixed values) when they do relevant work. And other colonists will be joining soon! Being good in a few important skills and competent in others is all you need for now.
- Traits
Some traits can be very bad...
- Pyromaniacs are liable to cause a fire starting spree at any time. This can be an issue if they're around especially flammable objects.
- Chemical interest and chemical fascination pawns will ignore the player's drug policy in order to get their fix. However, they no longer go on random drug binges.
- Depressive and Volatile pawns are more vulnerable to mental breaks. During a mental break, a pawn won't do work, and may cause damage to their surroundings or others.
Others can be very good...
- Industrious is +35% work speed, forever, for almost any task. Industrious (and hard worker) are one of the few ways to increase the speed of unskilled tasks, like stonecutting.
- Tough is 50% damage taken, for all damage. This is effectively x2 health forever. No longer will a short bow instantly kill your colonists. Great for both melee AND ranged fighters.
- Bloodlust gets an immense mood boost for witnessing a kill, and another one for doing the killing. They also don't mind war crimes. More likely to start social fights, however.
Others can be in the middle.
- Very Neurotic is essentially Industrious and Volatile at the same time. Stacks with both Industrious and Volatile. Neurotic is a less intense version, as the name suggests.
- Brawler improves many aspects of melee combat. However, a brawler hates ranged weapons. A brawler is more upset with holding a ranged weapon than having both of their parents die.
The main takeaway is that very bad traits are very bad and should generally be avoided, but you don't need very good traits in order to have a successful colony. If you have a pawn with a great set of traits, keep them. If a pawn has good and bad traits, then they can still be worth it.
Health conditions
- Watch out for addictions. Ambrosia addiction is tolerable, but a beer addict will end up going through a painful withdrawal.
- A colonist with a chronic condition like asthma, artery blockage, or frail will be much worse off. Some can be cured with artificial body parts, others like frail require luciferium or one of few other solutions.
- For similar reasons, try to avoid colonists with peg legs or wooden hands. A peg leg equates to 80% movement speed until replaced, which is not something you want.
A health condition can be tolerated if a colonist is great in other fields. For example, an Industrious Crafter + Researcher is still worth taking despite a peg leg; a researcher won't need to move often, anyways. Otherwise, try to avoid any negative condition as much as possible.
Work (in)capabilities
- Colonists who are incapable of violence will not be able to fight incoming threats.
- Colonists who are incapable of dumb labor cannot haul or clean, which are especially important early-game jobs.
- Colonists who are incapable of firefighting will not be able to extinguish fires, which
At a bare minimum, you'll want 2 colonists capable of any work task. Being capable and being good are 2 separate things. But a colonist can't be any more skilled at Hauling, for instance.