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In the [[Scenario system#Lost Tribe|Lost Tribe]] scenario, you start off with 5 people, but less material resources, and research slower.
 
  
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In the [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario, you start off with 5 people, but less material resources, and research slower.
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{{Box1 start}}
 
== Choosing tribals (Optional) ==
 
== Choosing tribals (Optional) ==
  
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===Skills you need===
 
===Skills you need===
Trait-limited general abilities; you want to avoid any trait that limits these:
 
*'''Violence''': For food and (unplanned) self-defense, a "must have" for your entire starting tribe.
 
*'''Dumb labor''': Hauling and cleaning, no room for slackers.
 
  
There are only 12 skills in Rimworld, and you'll find that you want every one. You'll have some decisions to make...
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*'''Violence''': Hunting for food and self-defense.
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*'''Construction''': Building a shelter for your tribe.
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*'''Dumb labor''': Hauling, cleaning and flicking switches.
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*'''Medicine''': Treating the sick and injured.
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**Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.
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**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.
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*'''Research''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon.
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*'''Plants''': Growing food crops and cutting plants. Starting a stable food supply is a high priority because you start off with very little food.
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**Aim to have 2 growers who can grow food crops.
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**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.
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*'''Mining''': Obtaining metallic resources such as [[steel]] for building better equipment.
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*'''Cooking''': Cooking food without giving your colonists food poisoning.
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*'''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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*'''Social''': Convincing captured prisoners to join forces with you, as well as bartering for resources.
  
* '''Combat''' - Shooting and Melee. You need a couple heavy hitters in the ranged department, and as many who can help as possible.
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===[[Traits]] to avoid===
* '''[[Skills#Medical|Medical]]''': Treating the sick and injured, which happens a lot in neolithic cultures.
 
** Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.
 
* '''[[Research]]''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon.
 
* '''[[Skills#Plants|Plants]]''': Growing food crops and cutting plants. Starting a stable food supply is a high priority because you start off with very little food.
 
** Aim to have at least 2 growers.
 
** 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 Plants skill.
 
** Consider your [[Biome]]. Healroot does not grow in Tropical Swamps; you'll need a grower with skill 8 to sow it. Desert and Tundra have very little wood; you'll need a grower with skill 6.
 
*'''[[Construction]]''': Building a shelter for your tribe, beyond any caves you mine out
 
* '''[[Mining]]''': Obtaining metallic resources such as [[steel]] for building better equipment, and quickly digging a safe hole to hide in.
 
* '''[[Cooking]]''': Cooking food without giving your colonists food poisoning.
 
* '''[[Crafting]]''': Crafting weapons and clothing.
 
* '''[[Social]]''': Convincing captured prisoners to join forces with you, as well as bartering for resources.
 
* '''[[Skills#Animals|Animals]]''': Some of the best trading items, a source of extra lift for caravans, and early "combat support". But if you have to cut a corner for the early game, this (and [[Artistic]]) may be the one.
 
  
=== Things to avoid ===
 
 
*'''Can't do 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 do 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 be 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.
 
*'''Can't be 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.
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Tribal starting characters have a higher chance to be malnourished, have chemical addictions, or have scars from old wounds. Even a character with amazing traits and skills may not be your best pick if their physical or mental health is poor, because you will lack the resources needed to help them manage their conditions.
 
Tribal starting characters have a higher chance to be malnourished, have chemical addictions, or have scars from old wounds. Even a character with amazing traits and skills may not be your best pick if their physical or mental health is poor, because you will lack the resources needed to help them manage their conditions.
  
*'''Addiction''': [[Drugs#Addiction and Tolerance|Addiction]] is very difficult to manage in the first in-game year. An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet.
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*'''Addiction''': [[Drugs#Addiction_and_Tolerance|Addiction]] is very difficult to manage in the first in-game year. An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet.
*'''High pain levels''': Be sure to hover over each wounded character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably replace [[Medical Items#Body Parts|body parts]] via surgery. But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist).
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*'''High pain levels''': Be sure to hover over each wounded character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably replace [[Medical_Items#Body_Parts|body parts]] via surgery. But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist).
*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.
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*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a hunter can get by with damage to their hearing, a cook is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.
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{{Boxes end}}
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{{TOCright}}
  
 
== Beginning ==
 
== Beginning ==
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|- align="center"
 
|- align="center"
 
| width=62px height=40px | [[File:ShortBow.png|32px|link=Short bow]]
 
| width=62px height=40px | [[File:ShortBow.png|32px|link=Short bow]]
| width=62px height=40px | [[File:Pila.png|32px|link=Pila]]
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| width=62px height=40px | [[File:Pila.png|32px|link=Great bow]]
| width=62px height=40px | [[File:Club.png|32px|link=Club]]
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| width=62px height=40px | [[File:Club.png|32px|link=Pila]]
 
| width=62px height=40px | [[File:Ikwa.png|32px|link=Ikwa]]
 
| width=62px height=40px | [[File:Ikwa.png|32px|link=Ikwa]]
 
| width=62px height=40px | [[File:Knife.png|32px|link=Knife]]
 
| width=62px height=40px | [[File:Knife.png|32px|link=Knife]]
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Another good option, if your map has ruins, is to [[deconstruct]] some of the walls that are close to where you want to put your base. This will yield [[stone blocks]]. You can use stone blocks to build your own stone walls even before you have Stonecutting researched. If you end up with a patchwork of different stone types, that's fine -- ''any'' stone is better than steel and much better than wood. Deconstruction has the added bonus of slightly leveling up a pawn's construction skill with minimal loss. If they waste resources deconstructing a ruin, you only lose something you didn't have to begin with, and your pawn still got the experience.  
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Another good option, if your map has ruins, is to [[deconstruct]] some of the walls that are close to where you want to put your base. This will yield [[Stone_blocks|stone blocks]]. You can use stone blocks to build your own stone walls even before you have Stonecutting researched. If you end up with a patchwork of different stone types, that's fine -- ''any'' stone is better than steel and much better than wood. Deconstruction has the added bonus of slightly leveling up a pawn's construction skill with minimal loss. If they waste resources deconstructing a ruin, you only lose something you didn't have to begin with, and your pawn still got the experience.  
  
With this method, on day one you could pick one of the larger ruins for your tribe to camp out in. Put a roof on it, and as soon as your plant cutters get some trees chopped, add doors. Wooden doors are fine—stone doors open much more slowly, and if your walls are stone, rebuilding a burned-down door is no big deal. Toss down some sleeping spots, butcher spot, crafting spot, campfire and a few basic stockpile zones. You may want to put in a table and stool on the first or second day. If the weather is hot, putting the campfire right outside the door and putting a torch lamp and passive cooler indoors may be better. This will be a huge help in keeping your colonists' mental state stable, as it can help you avoid negative [[thoughts]] like "Slept outdoors," "Slept in the cold" / "Slept in the heat" and potentially even "Ate without table."  
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With this method, on day one you could pick one of the larger ruins for your tribe to camp out in. Put a roof on it, and as soon as your plant cutters get some trees chopped, add doors. Wooden doors are fine -- stone doors open much more slowly, and if your walls are stone, rebuilding a burned-down door is no big deal. Toss down some sleeping spots, butcher spot, crafting spot, campfire and a few basic stockpile zones. You may want to put in a table and stool on the first or second day. If the weather is hot, putting the campfire right outside the door and putting a torch lamp and passive cooler indoors may be better. This will be a huge help in keeping your colonists' mental state stable, as it can help you avoid negative [[thoughts]] like "Slept outdoors," "Slept in the cold" / "Slept in the heat" and potentially even "Ate without table."  
 
[[File:Steam_geyser_heat.jpg|300px|thumb|right|Roof on in the winter; roof off in the summer.]]
 
[[File:Steam_geyser_heat.jpg|300px|thumb|right|Roof on in the winter; roof off in the summer.]]
 
As your colony gets established, you will be able to design your base to employ other low-tech survival strategies. For example, a tribal colony in a cold biome might benefit from roofing over a steam geyser.
 
As your colony gets established, you will be able to design your base to employ other low-tech survival strategies. For example, a tribal colony in a cold biome might benefit from roofing over a steam geyser.
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=== Growing crops ===
 
=== Growing crops ===
  
[[Plants#Domesticated Plants|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 influence how fast the crops grow.  
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[[Plants#Domesticated_Plants|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 influence how fast the crops grow.  
  
 
Plants with a higher skill requirement take more time to sow. Your growers' skill points will affect their sowing speed.  
 
Plants with a higher skill requirement take more time to sow. Your growers' skill points will affect their sowing speed.  
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While food should be your main concern, there are other plants you would do well to work on as well:
 
While food should be your main concern, there are other plants you would do well to work on as well:
  
* [[Cotton plant|Cotton]] can be harvested for cloth. In a biome with extreme cold, it will also help to have wool-bearing tame animals, as wool has a higher cold resistance factor than cloth. It will also help to keep some cloth stored to make Flak armor sets once you have researched the technology. This is important to prepare yourself against mechanoid attacks. Mechanoids 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 can't make protective gear for your colonists.  
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* [[Cotton_plant|Cotton]] can be harvested for cloth. In a biome with extreme cold, it will also help to have wool-bearing tame animals, as wool has a higher cold resistance factor than cloth. It will also help to keep some cloth stored to make Flak armor sets once you have researched the technology. This is important to prepare yourself against mechanoid attacks. Mechanoids 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 can't make protective gear for your colonists.  
 
* Healroot can be harvested for [[herbal medicine]] but requires a minimum skill level of eight to sow. If your growers are not ready yet, keep planting the other crops until they reach this level. If your biome has healroot growing, check often for wild healroot to harvest. Zooming the map out and double-clicking on a wild plant will highlight every plant of its species on the screen so you can quickly mark them for harvest by your plant cutters.
 
* Healroot can be harvested for [[herbal medicine]] but requires a minimum skill level of eight to sow. If your growers are not ready yet, keep planting the other crops until they reach this level. If your biome has healroot growing, check often for wild healroot to harvest. Zooming the map out and double-clicking on a wild plant will highlight every plant of its species on the screen so you can quickly mark them for harvest by your plant cutters.
 
* If wood is scarce in your biome, you may need to plant [[trees]] or [[Saguaro cactus]]. Tribal starts begin with Tree sowing already researched. Trees have a skill requirement of 6 to sow, and stop growing but do not die if the temperature gets too cold or too hot. (The exception to this is [[cocoa tree]]s, which require separate research. In a 20/60 biome or colder, cocoa trees are a complete waste of time: they have an 8 skill requirement to plant, a long growing time, cannot grow in a greenhouse and die in cold temperatures.) In a desert biome, Saguaro cacti are excellent, as they can be sown in sand, and make up for their low yield with a short growing time.
 
* If wood is scarce in your biome, you may need to plant [[trees]] or [[Saguaro cactus]]. Tribal starts begin with Tree sowing already researched. Trees have a skill requirement of 6 to sow, and stop growing but do not die if the temperature gets too cold or too hot. (The exception to this is [[cocoa tree]]s, which require separate research. In a 20/60 biome or colder, cocoa trees are a complete waste of time: they have an 8 skill requirement to plant, a long growing time, cannot grow in a greenhouse and die in cold temperatures.) In a desert biome, Saguaro cacti are excellent, as they can be sown in sand, and make up for their low yield with a short growing time.
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Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. Until you have researched air conditioning and built a proper freezer, your colony will be walking a tightrope of "don't hunt more than you can cook / stockpile as much food as you can."
 
Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. Until you have researched air conditioning and built a proper freezer, your colony will be walking a tightrope of "don't hunt more than you can cook / stockpile as much food as you can."
  
Whenever possible, make more pemmican. Since you start with [[pemmican]] researched already, as long as you have both meat and edible plants, you can make it. It can last over a year (70 in-game days) without spoiling, and potentially longer if it spends time being refrigerated or frozen. It also does not have a cooking skill requirement to make.
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Whenever possible, make more pemmican. Since you start with [[pemmican]] researched already, as long as you have both meat and edible plants, you can make it. It can last over a year (70 in-game days) without spoiling, and potentially longer if it spends time being refrigerated or frozen. It also does not have a cooking skill requirement to make. So when you have the materials available, you can set your primary cook to making meals and another colonist to making just pemmican. [[Simple meal]]s may be your best option as this meal type can be made with only one ingredient.
 
 
One way to do this is to have two fueled stoves, or a campfire and a fueled stove. At your primary cooking station, set a bill for meals which includes only your most skilled cook. Set a second "do forever" bill for pemmican with either no minimum skill requirement, or one which includes your second-tier cooks. ([[Food poisoning]] chances in previous versions were only affected only by kitchen cleanliness and cook skill level. This will make it easier to convert meat into pemmican as fast as possible whenever you have both, so you don't lose as much meat to spoilage.  
 
 
 
A [[passive cooler]] can't achieve true refrigeration in the summer; these are mainly useful to keep colonist living areas cool enough to avoid mood penalties. You won't be able to slow food spoilage in warm weather until you have researched Electricity and Air Conditioning.
 
  
If you are in a biome that has winter, during the winter season you can build a door between your food storage area and the outside and set that door to "hold open" to let the climate act as a freezer. Once you have researched Complex Furniture, a [[vent]] is better than a held-open door if you want to avoid wild animals wandering into your fridge. (Unless you do want wild animals wandering into your fridge—where you can shoot them.)
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One way to do this is to have two fueled stoves, or a campfire and a fueled stove if your biome has cold weather. At the your primary cooking station, set a bill for meals which includes only your most skilled cook. Set a second "do forever" bill for pemmican with either no minimum skill requirement, or one which includes your second-tier cooks. ([[Ailments#Food_poisoning|Food poisoning]] chances in previous versions were only affected only by kitchen cleanliness and cook skill level. Pemmican seems to be less likely to give food poisoning than other food types, though it can still happen. Testing is needed.) Then at the secondary cooking station, set a bill just for pemmican. This will make it easier to convert meat into pemmican as fast as possible whenever you get it, so you don't lose as much meat to spoilage.
  
[[File:Campfire work bills.jpg|300px|thumb|left|Work bills set at a campfire to provide meals for one colonist.]]
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A [[passive cooler]] can't achieve true refrigeration in the summer, but it can lower the temperature to 17C which does slow down the rate of deterioration. Building double walls on your food storage area, and putting passive coolers in the locations where you'll want regular coolers later, will help a lot. If you are in a biome that has winter, during the winter season you can build a door between your food storage area and the outside and set that door to "hold open" to let the climate act as a freezer. A [[vent]] is better than a held-open door if you want to avoid wild animals wandering into your fridge. (But perhaps you do want wild animals wandering into your fridge -- where you can shoot them.)
  
[[Simple meal]]s can be made with only one ingredient, and can be eaten by all animals except wargs. Setting a bill for simple meals and forbidding vegetarian ingredients may be useful for times when vegetables have run out and you're no longer able to make pemmican. Especially in warm weather, don't cook too many simple meals; they may spoil, wasting the food. Then again, '''not''' cooking raw food will also allow it to spoil. With 5 colonists and a few animals, setting a bill at your primary campfire to make simple meals "until you have 20" may be a good balance to start. Even after your cooks are skilled enough to make fine or lavish meals, you may find yourself still needing to make simple meals occasionally when only meat is available.
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Especially in warm weather, don't cook too many simple meals; they may spoil, wasting the food. Then again, '''not''' cooking raw food will also allow it to spoil. If you have run out of either meat or plants and can't make pemmican, this issue will come up frequently. With 5 colonists, setting a bill at your primary campfire to make simple meals "until you have 20" may be a good balance to start. Your cook will be very busy, but the meals will get used up quickly enough to minimize spoilage.
  
To prolong the time meat lasts until it spoils, you can forbid dead animals from butchering until they are closer to spoiling. After butchering, the time until spoilage is reset, so while the animals may have spoiled in e.g. 4 hours, the meat from it will last roughly 2 days. The same tactic can then apply between meat and meals.
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To prolong the time meat lasts until it spoils, you can forbid dead animals from butchering until they are closer to spoiling. After butchering, the time until spoilage is reset, so while the animals may have spoiled in e.g. 4 hours, the meat from it will last roughly 2 days. The same tactic can then apply between meat -> simple/fine meals.
  
 
== Mining ==
 
== Mining ==
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Mining is not one of the top priorities for a tribal start, so you may not have any colonists with high mining skill or passion. However, if there are steel ores within proximity, some of your colonists could still be assigned to mining them.  
 
Mining is not one of the top priorities for a tribal start, so you may not have any colonists with high mining skill or passion. However, if there are steel ores within proximity, some of your colonists could still be assigned to mining them.  
  
Steel walls can be built without research and have higher resistance to fire than wood. It's also not as slow to mine as stone even for miners with modest skill, although low level miners will not get the full 40x ore out of each tile. Keep in mind that the amount of mine-able steel in each map is finite, and it'll be awhile before you have a [[Electric smelter|smelter]] to make steel from [[steel slag chunk|slag]]. You will need a lot of steel to build [[spike trap]]s, as that will be your go-to defensive structure. And you'll need even more once you get more industrial technologies researched. Any steel walls you build can be deconstructed and replaced with stone walls once you've researched Stonecutting. Once you've done so and want to replace wood walls with stone, cutting [[Stone blocks|stone block]]s from the random stone chunks laying around on the ground is more efficient than mining for stone in most maps.
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Steel walls can be built without research and have higher resistance to fire than wood. It's also not as slow to mine as stone even for miners with modest skill, although low level miners will not get the full 40x ore out of each tile. Keep in mind that the amount of mine-able steel in each map is finite, and it'll be awhile before you have a [[Electric smelter|smelter]] to make steel from [[steel slag chunk|slag]]. You will need a lot of steel to build [[spike trap]]s, as that will be your go-to defensive structure. And you'll need even more once you get more industrial technologies researched. Any steel walls you build can be deconstructed and replaced with stone walls once you've researched Stonecutting. Once you've done so and want to replace wood walls with stone, cutting [[Stone_blocks|stone block]]s from the random stone chunks laying around on the ground is more efficient than mining for stone in most maps.
  
 
If you choose to build a starting shelter among existing rock formations, you'll likely want to mine into them get steel or make more room. But be aware when tiles start to be roofed with "Overhead mountain." This [[Structure#Roof|roof]] type can collapse if not properly supported. Also, while your [[AI Storytellers|AI storyteller]] is unlikely to send you an [[infestation]] in the first few quadrums, any overhead mountain terrain within 30 tiles of a colony structure will be at risk later on. Consider planning to move out into a free-standing base once you have the means to do so.
 
If you choose to build a starting shelter among existing rock formations, you'll likely want to mine into them get steel or make more room. But be aware when tiles start to be roofed with "Overhead mountain." This [[Structure#Roof|roof]] type can collapse if not properly supported. Also, while your [[AI Storytellers|AI storyteller]] is unlikely to send you an [[infestation]] in the first few quadrums, any overhead mountain terrain within 30 tiles of a colony structure will be at risk later on. Consider planning to move out into a free-standing base once you have the means to do so.
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== Gathering and Hunting ==
 
== 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. Most [[Biomes]] will also have enough wild [[healroot]] for you to get by early on if you keep an eye out and harvest it regularly.
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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. Biomes with a reasonable amount of plant life will also have enough wild [[healroot]] for you to get by early on if you keep an eye out and harvest it regularly.
  
 
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 can look on the Wildlife tab to see a list of all the animals on the map and mark some animals for hunting. The Wildlife tab will also show injured animals who will be easy to hunt, or predators which might have recently killed prey nearby. Checking around the map periodically, you can sometimes find the corpses of animals which have died after being injured by predators or vengeful prey. Although there is no notification, you will hear a sound of animal distress, often a loud "squeak!" when a wild predator kills a prey animal. Unless the prey is very small, there will usually be a corpse left over with meat and leather you can use. These animal corpses are forbidden by default. If they're still fresh, you can unforbid them. Your haulers will go and collect the free food.
 
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 can look on the Wildlife tab to see a list of all the animals on the map and mark some animals for hunting. The Wildlife tab will also show injured animals who will be easy to hunt, or predators which might have recently killed prey nearby. Checking around the map periodically, you can sometimes find the corpses of animals which have died after being injured by predators or vengeful prey. Although there is no notification, you will hear a sound of animal distress, often a loud "squeak!" when a wild predator kills a prey animal. Unless the prey is very small, there will usually be a corpse left over with meat and leather you can use. These animal corpses are forbidden by default. If they're still fresh, you can unforbid them. Your haulers will go and collect the free food.
  
Once an animal is marked for hunting, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. The [[list of animals]] is a great resource to find out which ones to hunt—or later on, attempt to tame. On the one hand, it's useful to go after large animals. They yield generous amounts of leather which your colonists can use to build [[bedroll]]s or [[tribalwear]]. It also conserves your hunters' effort by maximizing the amount of meat they get for their time.
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Once an animal is marked for hunting, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. The [[list of animals]] is a great resource to find out which ones to hunt -- or later on, attempt to tame. On the one hand, it's useful to go after large animals. They yield generous amounts of leather which your colonists can use to build [[bedroll]]s or [[tribalwear]]. It also conserves your hunters' effort by maximizing the amount of meat they get for their time.
  
However, you will want to balance these rewards against the risks of hunting a particular animal. The Wildlife tab also shows whether an animal is a predator, and what are the odds it will turn manhunter in [[Events#.28Animal.29 Revenge|revenge]] for being harmed. Just being an herbivore is no guarantee of safety. For example, a vengeful, herbivorous Megasloth can easily kill all five of your colonists on day 1 -- their movement speed is surprisingly fast for something named "sloth"! A single healthy Thrumbo is a challenge even for a well-equipped group of midgame colonists. Animals which are in a herd are also dangerous. If a herd animal goes manhunter, their entire herd might join in their revenge and overwhelm your colonists.
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However, you will want to balance these rewards against the risks of hunting a particular animal. The Wildlife tab also shows whether an animal is a predator, and what are the odds it will turn manhunter in [[Events#.28Animal.29_Revenge|revenge]] for being harmed. Just being an herbivore is no guarantee of safety. For example, a vengeful, herbivorous Megasloth can easily kill all five of your colonists on day 1 -- their movement speed is surprisingly fast for something named "sloth"! A single healthy Thrumbo is a challenge even for a well-equipped group of midgame colonists. Animals which are in a herd are also dangerous. If a herd animal goes manhunter, their entire herd might join in their revenge and overwhelm your colonists.
  
 
Thus it's best, especially in the early game, to prioritize hunting animals which:
 
Thus it's best, especially in the early game, to prioritize hunting animals which:
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* are more likely to be found alone and have a decent amount of meat, such as [[turkey]] or [[raccoon]]
 
* are more likely to be found alone and have a decent amount of meat, such as [[turkey]] or [[raccoon]]
 
* are injured in a way that restricts their movement (check the animal's Health tab)
 
* are injured in a way that restricts their movement (check the animal's Health tab)
** you can keep tabs on kills of predators from the ''Wildlife'' tab, and pick up the remains of their kills
 
  
It's best to avoid the very biggest animals if they're healthy, or numerous herds of anything. One maddened muffalo is a problem; ten maddened muffalo can be a colony wipe in the early game. Execute boomalope and boomrats from a distance to avoid having a colonist caught in its death explosion.
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It's best to avoid the very biggest animals if they're healthy, or numerous herds of anything. A swarm of rats can be a menace even in the midgame. Execute boomalope and boomrats from a distance to avoid having a colonist caught in its death explosion.
  
Having a hunter on the night shift can give them a little extra advantage, since the animals will be asleep until a shot hits them or lands near them.
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Having a hunter on the night shift (particularly if they're a [[traits|Night Owl]]) can give them a little extra advantage, since the animals will be asleep until a shot hits them or lands near them.
  
 
== Apparel ==
 
== 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 to make [[war mask]]s. [[Veil]]s are another option that can be crafted later, once wool or cloth has been obtained. These give slight protection and increase pain threshold, allowing your tribespeople to hold out in battle longer before falling.
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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 veil]]s or [[war mask]]s. These give slight protection, increase pain threshold allowing your tribespeople to hold out in battle longer before falling.
  
 
Once you've researched Complex clothing, you may wish to prioritize temperature-resistant apparel. If your biome has extreme temperatures this is even more urgent. If you're low on crafting materials or haven't completed the research when the extreme temperature season rolls around, you may have to resort to wearing parkas or dusters scrounged from dead enemies. Avoiding heatstroke and frostbite is important, and the negative [[thoughts|thought]] from wearing one item of tainted apparel (-3) is smaller than any of the negative thoughts from being too hot or too cold.
 
Once you've researched Complex clothing, you may wish to prioritize temperature-resistant apparel. If your biome has extreme temperatures this is even more urgent. If you're low on crafting materials or haven't completed the research when the extreme temperature season rolls around, you may have to resort to wearing parkas or dusters scrounged from dead enemies. Avoiding heatstroke and frostbite is important, and the negative [[thoughts|thought]] from wearing one item of tainted apparel (-3) is smaller than any of the negative thoughts from being too hot or too cold.
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On the other hand, a bonded animal always has a mental break when its bonded human dies. This may only be a Daze, or it may go Berserk. This can be very disruptive if the bonded animal is a large predator such as a bear or warg.
 
On the other hand, a bonded animal always has a mental break when its bonded human dies. This may only be a Daze, or it may go Berserk. This can be very disruptive if the bonded animal is a large predator such as a bear or warg.
  
== The next steps ==
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== 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.
 
Once you have built an all-in barrack shelter and harvested your first crops, you should look making small step over all improvements.
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=== Research ===
 
=== Research ===
  
[[File:Rimworld_tribal_start_tech_1.jpg|400px|thumb|right|Tribal starting technologies and research costs]]
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[[File:Rimworld_tribal_start_tech_1.jpg|400px|thumb|left|Tribal starting technologies and research costs]]
 
 
[[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.
 
  
Lost tribes start with the technologies Psychoid brewing, Tree sowing, Passive cooler, Pemmican and Recurve bow already [[research]]ed. This means you can get basic cooling (to 17C) with a passive cooler, and you can make long-lasting [[pemmican]] food. After placing a crafting spot you can build [[recurve bow]]s - which are better than the starting [[short bow]]s - and [[war mask]]s for improved protection and courage.
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[[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 at first, 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. Once you get more colonists, two researchers is well worth the time investment. If at least one of them has passion for research, it is possible to get Stonecutting, Complex clothing and Electricity finished well before the end of the second game year.
 
If you can't spare someone to full-time research at first, 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. Once you get more colonists, two researchers is well worth the time investment. If at least one of them has passion for research, it is possible to get Stonecutting, Complex clothing and Electricity finished well before the end of the second game year.
  
Due to their low starting tech level, research costs for tribes are doubled on Industrial and Spacer projects. Medieval techs have a 150% research costs multiplier (x1.5), while Neolithic techs have no research penalty. This means you can access the basic technologies quickly to get your colony on its feet.  
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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.  
 
 
{| class="wikitable"
 
|-
 
! Project tech level
 
! Research cost multiplier
 
|-
 
| Neolithic
 
| style="text-align: center | 100%
 
|-
 
| Medieval
 
| style="text-align: center | 150%
 
|-
 
| Industrial
 
| style="text-align: center | 200%
 
|-
 
| Spacer
 
| style="text-align: center | 200%
 
|}
 
  
If you have more than one researcher (or one of them is a Night Owl), setting one on the day shift and another on the night shift can speed up your progress.
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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 sculpture]]s, which have decent trade value even for crafters with modest skills.
 
* 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 sculpture]]s, which have decent trade value even for crafters with modest skills.
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=== Construction ===
 
=== 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 planning 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 at first. When you do research Complex furniture, save those bedrolls for use by your caravans.
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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 at first. When you do research Complex furniture, save those bedrolls for use by your caravans.
  
 
In the first few days, you may need to keep your stockpile outdoors. Keeping this within six tiles of your shelter's walls will let you put a roof over it. Roofs are free and reduce the rate of items' deterioration (though they don't help [[food]] from spoiling).  
 
In the first few days, you may need to keep your stockpile outdoors. Keeping this within six tiles of your shelter's walls will let you put a roof over it. Roofs are free and reduce the rate of items' deterioration (though they don't help [[food]] from spoiling).  
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====General====
 
====General====
[[File:Early base defense.jpg|400px|thumb|right|Example of an early base defense, taking advantage of natural barriers.]]
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It's never too early to think about security. As you won’t have gun turrets for a long time, you may need to use [[spike trap|spike traps]] to your advantage. Building a wall or taking advantage of natural choke points around your base could be useful to guide raiders into an entrance covered in spike 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. You'll also want to edit the allowed zone for your animals to make sure they're not allowed in the areas where you've set up spike traps.  
 
 
It's never too early to think about security. As you won't have gun turrets for a long time, you may need to use [[spike trap]]s to your advantage. Building a wall or taking advantage of natural choke points around your base could be useful to guide raiders into an entrance protected by sandbags or covered in spike 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. You'll also want to edit the allowed zone for your animals to make sure they're not allowed in the areas where you've set up spike traps.  
 
  
 
Even in the first few days, even if you're short on steel, a few wooden [[spike trap]]s in any narrow passageway can be used for defense by having your colonists flee across the area where they're set up. Although your first raid will always be a single human, animals turning manhunter in revenge or hunting your colonists for food can happen anytime. Wood spike traps do half the damage of steel spike traps. But wood is cheap and plentiful in most biomes, so it may be more efficient in the beginning. Wooden traps will be ineffective against mechanoids, however.  
 
Even in the first few days, even if you're short on steel, a few wooden [[spike trap]]s in any narrow passageway can be used for defense by having your colonists flee across the area where they're set up. Although your first raid will always be a single human, animals turning manhunter in revenge or hunting your colonists for food can happen anytime. Wood spike traps do half the damage of steel spike traps. But wood is cheap and plentiful in most biomes, so it may be more efficient in the beginning. Wooden traps will be ineffective against mechanoids, however.  
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====Mechanoids====
 
====Mechanoids====
If your wealth is still very low by the end of the first year, you may get mechanoids approaching over land like any other raiders. Once your wealth is up around "moderate expectations," however, you will sometimes get the poison ship and psychic ship events.
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It's a good idea in general to have a collection of steel spike traps (or stone at minimum) built but uninstalled and kept in storage. These can save you time if your storyteller sends you multiple threats in a short timeframe. But they are invaluable when you begin to get mechanoid ship parts starting around year 2. The weapons and armor you have available may not be enough to defeat mechanoids without heavy casualties. So setting up a pathway of spike traps along your attack vector will be very helpful in dealing with a mechanoid ship part. Build carefully - installing any player-built structure closer than 4 tiles to the ship part itself will crack it open as though you had attacked it.
 
 
It's a good idea in general to have a collection of steel spike traps (or stone at minimum) built but uninstalled and kept in storage. These can save you time if your storyteller sends you multiple threats in a short timeframe. But they are invaluable when you begin to get mechanoid ship parts starting around year 2. The weapons and armor you have available may not be enough to defeat mechanoids without heavy casualties. Setting up a pathway of spike traps on your outer perimeter, and if possible another along the mechanoids' path towards your base, will be very helpful in dealing with a mechanoid [[Crashed ship parts|ship part]].  
 
 
 
Build carefully - installing any player-built structure within 4 tiles of the ship itself will crack it open as though you had attacked it.
 
  
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
Tribal poison ship.jpg|'''Quick-build defenses against a poison ship using sandbags and stored spike traps.'''
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File:Tribal poison ship.jpg|'''Quick-build defenses against a poison ship using sandbags and stored spike traps.'''
Tribal poison ship 2.jpg|'''An alternative setup, using roofed sandbags and steel traps for basic protection.'''
 
Wall with trap line.jpg|'''A tribe uses scavenged guns against a psychic ship. Access doors in the outer wall's spike trap line provide covered firing positions.'''
 
 
</gallery>
 
</gallery>
  
 
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[[Category:Guides]]
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[[Category:Gameplay]]

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