Difference between revisions of "Rich Explorer Guide"

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(started off the guide)
 
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== Skills ==
 
== Skills ==
You must choose a colonist that is capable of survival skills. This involves:
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You must choose a colonist that is capable of survival skills. This includess:
*Violence: Defending oneself from mad animals or raiders, as well as hunt for food.
 
 
*Dumb labor: Hauling, cleaning and cutting plants.
 
*Dumb labor: Hauling, cleaning and cutting plants.
 
*Construction: Building shelter to live in.
 
*Construction: Building shelter to live in.
 
*Medicine: Treating oneself when injured or sick.
 
*Medicine: Treating oneself when injured or sick.
 
*Cooking: Making meals out of raw food. While you can substitute raw berries for meals early on, it's not a reliable source of food.
 
*Cooking: Making meals out of raw food. While you can substitute raw berries for meals early on, it's not a reliable source of food.
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*Violence: Defending oneself from mad animals or raiders, as well as hunt for food.
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 +
If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested in all of them, but if you do then it's a plus.
  
 
Some skills will make survival easier, but are not essential:
 
Some skills will make survival easier, but are not essential:
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**It works as an alternative to Violence in a pinch, but this is not recommended.
 
**It works as an alternative to Violence in a pinch, but this is not recommended.
 
*Growing: Growing food crops. If you don't want to exclusively rely on hunting or gathering.
 
*Growing: Growing food crops. If you don't want to exclusively rely on hunting or gathering.
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*Social: Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.
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Some other skills are better when left for future colonists:
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*Intellectual: Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first.
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*Artistic: Early on you should not be making sculptures yet.

Revision as of 10:40, 21 June 2017

Template:UC

In the Rich Explorer scenario, you start off with a good amount of material resources, but only 1 person.

In-game, this is classified as a very difficult scenario.

Skills

You must choose a colonist that is capable of survival skills. This includess:

  • Dumb labor: Hauling, cleaning and cutting plants.
  • Construction: Building shelter to live in.
  • Medicine: Treating oneself when injured or sick.
  • Cooking: Making meals out of raw food. While you can substitute raw berries for meals early on, it's not a reliable source of food.
  • Violence: Defending oneself from mad animals or raiders, as well as hunt for food.

If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested in all of them, but if you do then it's a plus.

Some skills will make survival easier, but are not essential:

  • Animals: Training animals isn't quite a necessity early-game, but will greatly compliment you in combat, provided you have sufficient food to train animals.
    • It works as an alternative to Violence in a pinch, but this is not recommended.
  • Growing: Growing food crops. If you don't want to exclusively rely on hunting or gathering.
  • Social: Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.

Some other skills are better when left for future colonists:

  • Intellectual: Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first.
  • Artistic: Early on you should not be making sculptures yet.