Cold bog

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Cold bog

Cold bog

A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.

Base Stats

Type
Biome
Texture on World Map
ColdBogTexture.png
Allows colonies
Yes
Allows Roads and Rivers
Yes
Animal Density
3.3
Plant Density
0.6
Disease MTB Days
45 days
Movement Difficulty
4[Note]
Forageability
50%
Wild Plant Regrow Days
20 days
Min Temperature
-10 °C (14 °F)
Max Temperature
N/A
Rainfall range
N/A
Swampiness range
0.5 – 1
Max Fish Population Content added by the Odyssey DLC
600

Weather Commonalities

Clear
18
Fog
1
Rain
2
Foggy rain
1
Dry Thunderstorm
1
Rainy Thunderstorm
1
Soft snow
4
Hard snow
4
Gray PallContent added by the Anomaly DLC
1
Blind fogContent added by the Odyssey DLC
2
OvercastContent added by the Odyssey DLC
2
Torrential rainContent added by the Odyssey DLC
1

Cold Bog is a cold biome in RimWorld.

Summary[edit]

A more wet version of the Boreal forest. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.

In the lists below the number in brackets represents the relative commonality.

Flora[edit]

Fauna[edit]

Additionally, these animals can spawn in coastal maps:

If the map is polluted,Content added by the Biotech DLC then the game may choose to spawn in wild animals from this list instead:

Diseases[edit]

Cold Bog has a disease MTB of 45 days. The following diseases can occur in a Cold Bog:

Disease Commonality
Flu 100
Plague 80
Gut worms 30
Fibrous mechanites 40
Sensory mechanites 40
Muscle parasites 30
Animal flu 100
Animal plague 80
Organ decay 10

Fish[edit]

The table below contains the list of all of the fish that can be caught - as well as where they can be caught.

Fish Water body Rarity
Salmon Freshwater Common
Frostfish Freshwater Uncommon
Salmon Saltwater Common
Cod Saltwater Common
Dogfish Saltwater Uncommon

Analysis[edit]

Cold bogs are one of the most visually pretty biomes in RimWorld. At first glance they appear survivable due to abundant vegetation and moderate temperatures compared to ice sheets, but underneath the surface they are one of the most punishing long-term biomes because of poor terrain, disease pressure, and limited building space.

Food and Growing: Moderate Cold bogs contain large amounts of marshy terrain, with decent plant life and many trees. Unlike deserts or tundra, food is usually manageable during the growing season due to wild berries, animals, and sufficient soil for farming. However, much of the soil is muddy or waterlogged, making construction difficult and reducing efficient farmland placement. Growing seasons are shorter than temperate forests but generally longer than tundra.

The biggest issue is not lack of fertility, but rather usable land. Colonies can struggle to create organized farms and defensive layouts because fertile areas are often broken apart by marshes and shallow water. Winter food shortages can still occur if enough crops are not stockpiled beforehand.

Disease: Difficult Cold bogs are among the worst biomes in the game for disease frequency i.e. 1.3 times per year. Colonists with poor immunity or weak medical care could be at risk.

Unlike jungles, temperatures are cold enough to somewhat reduce disease severity during parts of the year, but disease is still far more common than in boreal forests or tundra. Wild healroot may exist in limited quantities depending on temperature, but relying on natural medicine alone is unreliable. A competent doctor and medicine supply are extremely important.

Temperature: Moderate to Difficult Cold bogs have cool temperatures with harsh winters but usually avoid the lethal extremes of ice sheets or sea ice. Summers are comfortable enough for outdoor work, while winters can require proper heating infrastructure and winter clothing.

The biome becomes significantly harder during cold snaps, since colonists may already be operating near freezing temperatures for much of the year. Heating costs can rise quickly because wooden structures are common early on due to the large number of trees available.

Terrain and Building: Extreme This is the defining challenge of cold bogs. Huge portions of the map are covered in marsh, mud, and shallow water. These terrains greatly slow movement and cannot support heavy structures without moisture pumps or bridges.

Building secure bases becomes complicated because:

  • Defensive choke points are awkward to design
  • Heavy buildings and walls require careful terrain planning in the early game
  • Power conduits and infrastructure become messy
  • Travel speed across the map is reduced significantly

Marsh terrain can also work against raiders, but experienced enemies may still exploit open paths while your own colonists struggle with movement penalties.

However, with OdysseyContent added by the Odyssey DLC expansion, heavy bridges can support the construction of every object in-game on marsh/shallow water terrains, although at a steel premium.

Fires: Easy Despite abundant vegetation, cold bogs are naturally wet biomes, so massive wildfires are less threatening than in forests or shrublands. Rain is relatively common, helping extinguish fires naturally. Flashstorms are annoying rather than catastrophic in most cases.

Predators: Moderate Wildlife is generally less dangerous than tropical jungles, but predators can still pose problems, especially during winter when food becomes scarce. Animals may target colonists or livestock more aggressively during colder months.

Overall Cold bogs are a moderate-difficulty biome focused less on survival extremes and more on constant attrition. Food is manageable, wood is abundant, and temperatures are survivable, but the terrain and disease pressure create nonstop logistical problems.

Cold bogs can be a great starting point for a gravshipContent added by the Odyssey DLC focused start, as it provides abundant food and wood and gravship substructure allows building all items on it.

Early permanent base colonies may initially feel easier than tundra or desert starts, but long-term development becomes frustrating due to construction limitations and recurring illnesses. Once moisture pumps, medicine production, proper heating, and advanced infrastructure are established, the biome becomes much more stable — though it never fully stops being inconvenient.

Gallery[edit]

Version history[edit]