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You can pick one of the 3 [[AI Storytellers]], and a difficulty level.  The storytellers only determine the random events that occur during your game. The difficulty and storyteller can be changed ''at any time'' by going into the Options, selecting the Gameplay tab, and click "Modify Storyteller".
 
You can pick one of the 3 [[AI Storytellers]], and a difficulty level.  The storytellers only determine the random events that occur during your game. The difficulty and storyteller can be changed ''at any time'' by going into the Options, selecting the Gameplay tab, and click "Modify Storyteller".
  
It is recommended to choose '''[[Cassandra Classic]]''' on '''[[AI_Storytellers#difficulty|Strive to Survive]]''' to get a feel for how the game is designed to play out. However, '''there is no shame''' in picking an easier difficulty. Play Peaceful if you want to get a hang of how the UI works and how to control your colonists.
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It is recommended to choose '''[[Cassandra Classic]]''' on '''[[AI_Storytellers#difficulty|Strive to Survive]]''' to get a feel for how the game is designed to play out. However, '''there is no shame''' in picking an easier difficulty. Play Peaceful if you want to get a hang of how to grow crops and order colonist orders.
  
 
=== Creating a world ===
 
=== Creating a world ===
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Now, look in the info tab (lower left on the screen). A map with a "year-round" growing season is the easiest, but you don't want to be too hot. Try between latitude 20 and 30 or so - too far south, near the equator, will be brutally hot very soon (summer), and too far north will have unforgiving winters.
 
Now, look in the info tab (lower left on the screen). A map with a "year-round" growing season is the easiest, but you don't want to be too hot. Try between latitude 20 and 30 or so - too far south, near the equator, will be brutally hot very soon (summer), and too far north will have unforgiving winters.
  
You will also want to pay attention to the terrain type. Terrain goes from Flat, Small Hills, Large Hills, and Mountain. The bigger the hills, the more [[ore]] and natural defenses are available, but the less open space there is to build and grow. Pick either Small Hills or Large Hills; they are a nice balance between minerals, defense, and growing space.
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You will also want to pay attention to the terrain type. Terrain goes from Flat, Small Hills, Large Hills, and Mountain. The bigger the hills, the more [[ore]] and natural defenses are available, but the less open space there is to build and grow. Pcik either Small Hills or Large Hills; they are a nice balance between minerals, defense, and growing space.
  
 
=== Choosing your characters ===
 
=== Choosing your characters ===
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'''Other Factors'''<br>
 
'''Other Factors'''<br>
Try not to accept characters who have a lot of health ailments, old painful wounds, or are addicted to drugs. A bad heart can be a killer, of that character and the colony that depended on them. Look under the Health tab to see how problems affect their overall Movement, Consciousness, Manipulation, etc.
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Also, try not to accept characters who have a lot of health ailments, old painful wounds, or are addicted to drugs. A bad heart can be a killer, of that character and the colony that depended on them. Look under the Health tab to see how problems affect their overall Movement, Consciousness, Manipulation, etc.
  
 
Lastly, be conscious of potential problems with characters "[[Incapable of]]..." Dumb Labor (hauling, cleaning), Firefighting, or Violence (both hunting and self-defense). "Incapable of Skilled Labor" should be an immediate rejection. Have at least 2 colonists able to do Dumb Labor and Violence.
 
Lastly, be conscious of potential problems with characters "[[Incapable of]]..." Dumb Labor (hauling, cleaning), Firefighting, or Violence (both hunting and self-defense). "Incapable of Skilled Labor" should be an immediate rejection. Have at least 2 colonists able to do Dumb Labor and Violence.
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=== Landing ===  
 
=== Landing ===  
[[File:Allow_everything.png|thumb|200px|right|Allow everything. Right click "Allow". (Architect -> Orders tab)]]
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[[File:Allow_everything.png|thumb|200px|right|Allow everything. Right click "Allow". (Archetect -> Orders tab)]]
 
*'''PAUSE THE GAME'''! - Wait for the colonists to emerge from their pods, then press spacebar. (Note: "Pause on load" can be set to default in the Options.)
 
*'''PAUSE THE GAME'''! - Wait for the colonists to emerge from their pods, then press spacebar. (Note: "Pause on load" can be set to default in the Options.)
  
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=== Your first day ===  
 
=== Your first day ===  
[[File:Base stockpile simple.png|thumb|225px|right|Simple house and [[stockpile zone]] (highlighted in white), w/o ruins. <br>Colonists will automatically haul to the zone if they are assigned to Hauling.]]
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[[File:Base stockpile simple.png|thumb|225px|right|Simple house and [[stockpile zone]] (highlighted in white).<br>Colonists will automatically haul to the zone if they are assigned to Hauling.]]
Your goal before nightfall is to get everything under a roof, and your 3 colonists in beds. Light a campfire in the middle of your building (unless it's very hot, then build it outside.)  Get your first small crops planted (30-40 tiles or so).  If you have extra time, build a 1x2 table and 2 chairs - your colonists will enjoy sitting there to eat.
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Your goal before nightfall is to get everything under a roof, and your 3 colonists in beds. Light a campfire in the middle of your building (unless it's very hot, then built it outside.)  Get your first small crops planted (30-40 tiles or so).  If you have extra time, build a 1x2 table and 2 chairs - your colonists will enjoy sitting there to eat.
  
 
*'''Home''': For your first building, make it ~about~ 50 tiles on the inside, so 7x7 or 6x8 or the equivalent. You don't want much bigger yet, but you can use the Architect/Plan graphics to plan for the future. Add a (wooden) door or three, the roof will be built automatically.  
 
*'''Home''': For your first building, make it ~about~ 50 tiles on the inside, so 7x7 or 6x8 or the equivalent. You don't want much bigger yet, but you can use the Architect/Plan graphics to plan for the future. Add a (wooden) door or three, the roof will be built automatically.  
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*'''Food''': Your characters will need to eat, but for now they can survive on packaged survival meals.
 
*'''Food''': Your characters will need to eat, but for now they can survive on packaged survival meals.
 
*'''Animals''': If you've started with a [[pen animals|pen animal]] - like a [[yak]], [[horse]], or [[cow]], you'll need to make a [[pen]] for them. This is signified with a "Pen needed" indicator on the corner of the screen. Right now, you can place a [[caravan hitching spot]] (under the Misc tab), and your animal handler will rope the animal to the spot, preventing them from roaming away. With only a single animal, you can keep them hitched to the spot indefinitely; they'll feed on the grass. "Free-running" animals, like the [[husky]], can walk on their own.
 
 
:You can slaughter your animal if you don't want to bother - a [[warg]] will be difficult to feed, for instance. However, it may upset one of your starting colonists.
 
  
 
=== Your first night ===  
 
=== Your first night ===  
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[[File:Freezer quickstart.png|thumb|250px|right|Simple [[cooler]] room can preserve food]]
 
[[File:Freezer quickstart.png|thumb|250px|right|Simple [[cooler]] room can preserve food]]
  
*'''Build a freezer''': Build a room about 7x7 with a single door in the wall (this can be your starting room if you want, wall up any extra doors). If it's too big (or if you started too close to the equator, where it will be HOT), a single cooler will have problems keeping it cold.  Under Architect->Temperature, build a cooler in the gap, make sure the cold side (blue) points '''into'''  the room and the hot side (red) points outwards (rotate with Q and E keys), then connect the cooler to your power grid with conduits. Set the temperature to -5°C/~23°F. Make another stockpile inside, set it to allow fresh food, animal corpses, potatoes* and herbal medicine, but forbid "rotten", and set the stockpile's priority to "important". (* Rice and corn are very slow to rot, so long as they're indoors.)
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*'''Build a freezer''': Build a room about 7x7 with a single door in the wall (this can be your starting room if you want, wall up any extra doors). If it's too big (or if you started too close to the equator, where it will be HOT), a single cooler will have problems keeping it cold.  Under Architect->Temperature, build a cooler in the gap, make sure the cold side (blue) points '''into'''  the room and the hot side (red) points outwards (rotate with Q and E keys), then connect the cooler to your power grid with conduits. Set the temperature to -5°C/~23°F. Make another stockpile inside, set it to allow fresh food, animal corpses, potatoes* and herbal medicine, but forbid "rotten", and set the stockpile's priority to "important".  
  
:You'll soon want to build [[shelf|shelves]] in the freezer. As of 1.4, shelves can hold 3 items per tile, allowing you to make the most out of a small freezer room. Too large of a freezer, and you'll need another cooler to actually bring temperature below freezing.
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:: (* Rice and corn are very slow to rot, so long as they're indoors.)
  
 
:* Pro tip: If you're having trouble keeping your freezer at freezing, making the walls double-thick will help insulate it, especially from [[Events#Heat wave|extreme mid-summer heat]]. Your cooler will also use less electricity if you build an airlock - halls at least 6 tiles long with doors at each end, which prevent too much hot air from getting in through open doors whenever a pawn enters/leaves. While it doesn't have to be big at start, you will be expanding it later on, so make sure to leave space in your base.  
 
:* Pro tip: If you're having trouble keeping your freezer at freezing, making the walls double-thick will help insulate it, especially from [[Events#Heat wave|extreme mid-summer heat]]. Your cooler will also use less electricity if you build an airlock - halls at least 6 tiles long with doors at each end, which prevent too much hot air from getting in through open doors whenever a pawn enters/leaves. While it doesn't have to be big at start, you will be expanding it later on, so make sure to leave space in your base.  
  
:* Note: If you're digging a mountain base, make sure the hot side of the cooler points either outside, or into an unroofed room. Otherwise it may overheat, send back heat into the freezer, and even start a fire. In order to freeze and preserve your food, you must also set up a power supply so the coolers can function.
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:* Note: If you're digging a mountain base, make sure the hot side of the cooler points either outside or into a very large room. Otherwise it may overheat, send back heat into the freezer, and even start a fire. In order to freeze and preserve your food, you must also set up a power supply so the coolers can function.
  
 
*'''Start Research''': Build a research bench under Production. You can put this in your main room for now. The first research item you want to rush as soon as possible is the Battery* and the Solar Panel* to provide a steady power source and to store power from unstable power sources such as the wind turbine or solar panel.  It does not take very long, so turn up the researching priority on your researcher. After this, you can research at a more leisurely pace. Microelectronics basics should be the next thing you research. Now you can probably afford to put a standing lamp (under Furniture) inside your main room, so your colonists don't get the "in darkness" mood debuff when they're inside.
 
*'''Start Research''': Build a research bench under Production. You can put this in your main room for now. The first research item you want to rush as soon as possible is the Battery* and the Solar Panel* to provide a steady power source and to store power from unstable power sources such as the wind turbine or solar panel.  It does not take very long, so turn up the researching priority on your researcher. After this, you can research at a more leisurely pace. Microelectronics basics should be the next thing you research. Now you can probably afford to put a standing lamp (under Furniture) inside your main room, so your colonists don't get the "in darkness" mood debuff when they're inside.
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Hopefully, everything has been uneventful so far, but inevitably the first threat will arrive. It will either be a local animal gone mad or a single raider with a crappy shiv or club - it will not be very dangerous and easily handled by your starting weapons.
 
Hopefully, everything has been uneventful so far, but inevitably the first threat will arrive. It will either be a local animal gone mad or a single raider with a crappy shiv or club - it will not be very dangerous and easily handled by your starting weapons.
  
[[File:Quickstart combat 1.png|thumb|300px|right|Stand your colonists behind [[barricade]]s, if available, and let them fire. If a melee enemy gets too close, order your own melee pawn to engage combat.]]
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[[File:Quickstart combat 1.png|thumb|300px|right|Stand your colonists behind [[barricade]]s, if available, and let them fire. If a melee enemy get too close, order your own melee pawn to engage combat.]]
 
*'''Combat basics''': Draft your colonists and put them in cover with a clear view of the direction your enemy seems to be coming from. When the enemy approaches, start shooting. If the enemy has made it all the way close up to your shooters, engage with your melee colonist, and move the shooters back. [[Friendly fire]] can happen if colonists are too far apart, but in the line of fire. Either keep your colonists close, or avoid standing in the way of bullets.
 
*'''Combat basics''': Draft your colonists and put them in cover with a clear view of the direction your enemy seems to be coming from. When the enemy approaches, start shooting. If the enemy has made it all the way close up to your shooters, engage with your melee colonist, and move the shooters back. [[Friendly fire]] can happen if colonists are too far apart, but in the line of fire. Either keep your colonists close, or avoid standing in the way of bullets.
**[[Barricade]]s and [[sandbags]] have  {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% cover, so they'll block {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of bullets. All [[wall]]s have up to 75% cover, but this is reduced as a pawn needs to "lean out" to fire. [[Tree]]s have 25% cover, [[rock chunk]]s have 50%. See [[Cover]] for more info on cover. While melee attacks ignore cover, you'll have a bad time if you stand in the open.
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**[[Barricade]]s and [[sandbags]] have  {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% cover, so they'll block {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of bullets. All [[wall]]s have up to 75% cover, but this is reduced as a pawn needs to "lean out" to fire.  
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**[[Tree]]s have 25% cover, [[rock chunk]]s have 50%. See [[Cover]] for more info on cover. While melee attacks ignore cover, you'll have a bad time if you stand in the open.
 
**Alternatively, if your shooters suck but you have an amazing melee pawn, just go ahead and stab 'em - unless the melee enemy is also amazing and suitably armed that is. It's riskier, but it works until you have better shooters.
 
**Alternatively, if your shooters suck but you have an amazing melee pawn, just go ahead and stab 'em - unless the melee enemy is also amazing and suitably armed that is. It's riskier, but it works until you have better shooters.
  
 
[[File:Quickstart combat 2.png|thumb|300px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field. Otherwise, tending on a [[bed]] results in better medical care.<br>'''Note:''' In order to carry medicine, you must select your doctor to carry it in the [[Assign]] tab.]]
 
[[File:Quickstart combat 2.png|thumb|300px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field. Otherwise, tending on a [[bed]] results in better medical care.<br>'''Note:''' In order to carry medicine, you must select your doctor to carry it in the [[Assign]] tab.]]
*'''Tending to wounds''': If a colonist gets injured in the fight, you want to make them rest. If they're not resting, then increase their Bed Rest priority. You can check the colonist's injuries in the Health tab. You don't have to set a medical bed, they can rest in their own beds just fine. If your doctor is the one wounded, then you'll need to either, 1. check "Self-Tend" in the Health tab, or 2. assign another colonist to Doctoring in the bottom Work tab. Ideally, you don't have your doctor in the front lines.
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*'''Tending to wounds''': If a colonist gets injured in the fight, you want to make them rest. If they're not resting, then increase their Bed Rest priority. You can check the colonist's injuries in the Health tab. You don't have to set a medical bed, they can rest in their own beds just fine.  
  
 
:If there are just a few bruises and scratches, you don't have to waste precious medicine on them, so select "no medicine" in the Health -> Overview tab. Medicine should be reserved for [[disease]]s and moderate/extreme cases of blood loss. Even without medicine, colonists will usually heal from injuries without any complication.
 
:If there are just a few bruises and scratches, you don't have to waste precious medicine on them, so select "no medicine" in the Health -> Overview tab. Medicine should be reserved for [[disease]]s and moderate/extreme cases of blood loss. Even without medicine, colonists will usually heal from injuries without any complication.
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*'''Burying corpses''': You can butcher a mad animal's corpse without worry, diseases in Rimworld are not contagious. Rotten corpses cannot be butchered at all.
 
*'''Burying corpses''': You can butcher a mad animal's corpse without worry, diseases in Rimworld are not contagious. Rotten corpses cannot be butchered at all.
  
:However, colonists get a mood penalty if they see a human corpse. If you want to honor the dead, construct a grave somewhere out of the way under Architect -> Misc and bury the corpse in it. You can strip corpses of their clothes, but the [[apparel]] will be tainted. Tainted clothes give a mood penalty and will not be bought by traders. Don't put the grave too far away, because colonists will occasionally visit graves as recreation, and you do not want them to waste the whole day walking there. Also, corpses start to "stink" after a while. So, if you don't want to build a cemetery, keep your garbage away from the colonists!
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:However, colonists get a mood penalty if they see a human corpse. If you want to honor the dead, construct a grave somewhere out of the way under Architect -> Misc and bury the corpse in it. You can strip corpses of their clothes, but the [[apparel]] will be tainted. Tainted clothes give a mood penalty and will not be bought by traders. Don't put the grave too far away, because colonists will occasionally visit graves as recreation, and you do not want them to waste the whole day walking there.  
  
 
: If you want to dispose of them without much work, build a small rock building, then haul the bodies into the building. Later in the game, craft [[molotov cocktail]]s and throw them in the building to burn the corpses.
 
: If you want to dispose of them without much work, build a small rock building, then haul the bodies into the building. Later in the game, craft [[molotov cocktail]]s and throw them in the building to burn the corpses.
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== Moving forward ==
 
== Moving forward ==
[[File:Quickstart_final.png|thumb|400px|right|A colony with everything it needs to survive, for right now.<br>The [[wind turbine]] is vulnerable; you should make a wall around it.<br>Note that the [[cooler]]'s "hot" side points to an ''unroofed'' room.]]
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[[File:Quickstart_final.png|thumb|400px|right|A colony with everything it needs to survive, for right now.<br>The [[wind turbine]] is in a vulnerable place, but you can surround it with walls.]]
*'''Stone walls''': Build a stonecutting bench, set a bill, and start churning out stone blocks made from chunks. [[General labor speed]], and traits like [[Traits#Hard worker|Hard Worker]] and [[Traits#Industrious|Industrious]] affect stonecutting speed. However, skills do not. Therefore, choose your stonecutter wisely - pick a colonist who doesn't have important work, such as a grower once you've finished planting. You should begin to replace your wooden walls with stone walls.
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*'''Stone walls''': Build a stonecutting bench, set a bill, and start churning out stone blocks made from chunks. [[General labor speed]], and traits like [[Traits#Hard worker|Hard Worker]] and [[Traits#Industrious|Industrious]] affect stonecutting speed. However, skills do not. Therefore, choose your stonecutter wisely. You should begin to replace your wooden walls with stone walls.
 
:: Watch out for [[roof]] collapses! Roofs require a wall, door, or similar within 6 tiles. If a roof's support is removed, then it will fall, which can potentially kill your colonists. Replace walls a few at a time, or place a [[remove roof area]] first. Removing roofs directly with a remove roof area will never cause a collapse, even if the roof would no longer be supported.  
 
:: Watch out for [[roof]] collapses! Roofs require a wall, door, or similar within 6 tiles. If a roof's support is removed, then it will fall, which can potentially kill your colonists. Replace walls a few at a time, or place a [[remove roof area]] first. Removing roofs directly with a remove roof area will never cause a collapse, even if the roof would no longer be supported.  
  
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Assuming your biome has a major winter - if you started with a "year-round" growing period, then you don't need to worry about it (as much).
 
Assuming your biome has a major winter - if you started with a "year-round" growing period, then you don't need to worry about it (as much).
  
*'''Food''' - By the beginning of winter you should try to have at least a thousand units of food stored. As winter progresses, your outside crops will die. [[Sun lamp]]s can be used to grow crops indoors, but it is costly. Depending on the local climate, most plants on the map will also die. Hunting is still a viable option.
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Food - By the beginning of winter you should try to have at least a thousand units of food stored. As winter progresses, your outside crops will die (hydroponics can be used to farm indoors but it is more difficult to sustain a colony this way) and, depending on the local climate, most plants on the map will die. Hunting is still a viable option.
  
*'''Warmth''' - Make sure your living areas are heated to around 21 degrees Celsius (70 degrees Fahrenheit). If they are colder than this, your colonists may complain about the cold. Significantly colder, and they will contract hypothermia and/or frostbite if they are exposed for too long. Parkas and tuques will help keep colonists warm in cold weather, but heaters are still necessary to avoid {{--|4}} ''Slept in the cold'', as well as work-related penalties from being too cold.
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Warmth - Make sure your living areas are heated to around 21 degrees Celsius (70 degrees Fahrenheit). If they are colder than this, your colonists may complain about the cold. Significantly colder, and they will contract hypothermia and/or frostbite if they are exposed for too long. Parkas and tuques will help keep colonists warm in cold weather, but heaters are still necessary for indoor areas.
  
 
== Other tips moving forward ==
 
== Other tips moving forward ==
[[File:Quickstart_final_2.png|thumb|400px|right|Further expansion. Growing zones were moved further away once they were harvested, and a few outer buildings were rearranged.
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*Wild and Tamed animals will eat your crops and food if you let them. Kill the wild animals and restrict your animals in a zone that only contains hay or kibble.
 
 
Creation of a storage room and bedrooms, using [[shelf|shelves]] for important items like [[medicine]] needed in the main room. The original building will eventually become a "common area", for both dining and recreation.]]
 
*Wild and tamed animals will eat your crops and food if you let them. Kill the wild animals and restrict your animals in a zone that only contains hay or kibble.
 
 
*Visitors will get into your freezer and drink your beer regardless if you forbid doors.
 
*Visitors will get into your freezer and drink your beer regardless if you forbid doors.
 
*The notification when a hungry predator attacks a colonist is easily missed, only manhunters trigger the red flashing envelope notification. Be wary if there's a wild predator hanging around your base.
 
*The notification when a hungry predator attacks a colonist is easily missed, only manhunters trigger the red flashing envelope notification. Be wary if there's a wild predator hanging around your base.
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[http://steamcommunity.com/app/294100/guides/ Steam Community guides]
 
[http://steamcommunity.com/app/294100/guides/ Steam Community guides]
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== See also ==
 
== See also ==
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*[[Colony Building Guide]] - building a successful base at any stage of the game
 
*[[Colony Building Guide]] - building a successful base at any stage of the game
 
*[[Defense tactics]] and [[Defense structures]] - defending against enemy attacks
 
*[[Defense tactics]] and [[Defense structures]] - defending against enemy attacks
 
*[[Intermediate Midgame Guide]] - expanding after settling down
 
*[[Intermediate Midgame Guide]] - expanding after settling down
{{clear}}
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