Lost Tribe Guide
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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. You will need these skills to survive:
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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. 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
First, plant rice as it grows fast and can be harvested soon. Choose a more fertile patch of land to grow it on.
Then, if you have sufficiently skilled growers, grow strawberries. These can be eaten raw without any negative mood debuffs and grow quite fast.
Potatoes can efficiently provide food but take a while to grow. It's useful if there is a lack of fertile land due to its low fertility sensitivity.
Corn can be used to increase food production after your food production stabilizes, providing large harvests with each cycle, but taking extremely long to grow.
Healroot is good to plant once your growers have finished planting your food supply, as you will run out of your starting supply of herbal medicine quickly. In a pinch you can harvest wild healroot until your crops mature.
Cloth is useful for making clothes to help deal with the cold once winter starts. Tailoring takes a lot of time, so it's best to start as early as possible.
Hunting and gathering
The classic way of feeding a pre-agricultural tribe. This is necessary as there is a sizable gap between running out of your starter food and successfully harvesting food crops.
Raspberries can be found across the map in many areas, which can be harvested for a decent early-game supply of food. They grow fast, can be harvested multiple times and can be eaten raw without giving mood debuffs.
You should also mark some animals down for hunting. Once done so, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. Try to go after animals that drop a lot of leather so your colonists can build bedrolls.
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.
Clothing
Each of your tribe members should start off wearing tribalwear. Some of them will be donning a parka.
After you settle down, you can instantly chop wood or hunt animals to obtain the materials to make war veils or war masks. These give slight protection, as well as increase pain threshold allowing your tribespeople to hold out in battle longer before falling.
However, crafting these will distract your tribespeople off more important tasks such as construction and growing, so you should do these only if you have someone to spare.
The next step
Once you have built some shelter and harvested your first few sets of crops, you should look into long term survival.
Research
Research is a high priority and should be set up as soon as food supplies are stable, because tribes research slowly due to their low tech level.
- As soon as you have your simple research bench, you should prioritise getting great bows, as this will help with raids
- Smithing comes next so you can build better melee weapons
- After this, electricity should be top priority, as building coolers is useful for food storage or hot environments, and heaters are necessary for long term survival in cold environments.
- You’ll want to get air conditioning or heating, depending on where your tribe has been established, and then batteries and solar power so you can build better generators that don’t require wood for fuel.
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.