User:Yoshida Keiji/User guide/Ice sheet for Lost tribe

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Ice sheet for Lost tribe

Ice sheet has no growing season, forget about plants. Livestock is limited, you will be hunting anything you can eat regardless of it's taste.


Start

  • Pause the game immediately and check the size of the ancient structure, the bigger it is, the more ancient cryptosleep casket it "may" be hosting.
  • Spot all steam geysers.
  • Pick an ancient ruin big enough to host your 5 characters leaving enough space for a butcher table and a research bench, plus a campfire. Nothing else for the first quarter of the year. You should be able to finish electricity research in 2 seasons. From the second quarter, you can build tables and chairs.
  • Analyze your team, set their priorities. Haul everything towards your chosen ruin and don't use wood at all except for the campfire.
  • Start mining steel as your main construction material or begin caving in. Play as minimalistic as possible.
  • All you have to do at first is just research electricity. You don't need to build a fortress yet.
  • Set an animal zone away from your food, you don't want them eating your food as you can't win the game with pets alone. Let them all die of starvation, sorry. Starving pets are excellent lures for predators and while wild animals attack your pets, they won't turn their hunger rage towards you and you can attack them without danger, so long as their target is mid to big size (terriers die in a bear hit or two).

Terrier bait to lure a cougar.png

  • Gather enough steel to build walls and several deadfall traps by setting everyone to mine. Use terrain features to get the smallest home you can make besides the initial ancient ruin rebuilding that is.
  • Hunt every time you see meat, as animals have the tendency to leave the map and won't remain roaming around long. When you find one snow hare, you find the others. Double click on zoomed out view to reduce time spent on searching.
  • Always keep an eye on the polar beer food bar.


Sauna

After you are down enclosing your ancient ruin and had built both benches. Your next job is to use the steam geyser as main home due to it's heat source. Living on top of a geyser provides warmth enough to 10 degree Celsius, just to escape hypothermia. If your colonists complain about "sleeping in the cold", you tell them to man-up. The two reasons to build a campfire to cook and an emergency extra source of heat when hard snow hits during Winter. Build a wall around (10x10 , the geyser is 6x6 so between the wall and the steam, the 8x8 line will become a one tile surrounding corridor just enough to place beds around), either by emulating a heater in the center of your room or by pulling a one tile corridor towards your home, even possibly digging a tunnel depending on the terrain altitude map of choice.

Eventually, you should ideally repeat the same geyser-room procedure with other steams in proximity, this is because cold and starvation will not kill you, but mental breaks will. For example, having more than two characters on berserk.


Survival in crypto sleep like the spacers

You will survive in this biome, by sending all to crypto sleep except for the researchers. Be very careful here as occupants cannot eject by themselves and sending them all together won't let you continue playing unless a wandered joins. You MUST keep an "active" hauler outside to open and free the others.



Hives can become a valuable source of food, megascarabs are not guardians and unless megaspiders or spelopedes spawn; they won't last long.


Before sending everybody to crypto sleep

  • Do open all hidden areas, as they may spawn hives. Contrary to other biomes, do not kill their guardians as without maintenance you will lose your flow of free jellies. Just go pick them up while the guardians are asleep. And of course let them multiply hives.

Caskets plus three formula

There's really no need to murder your crew to reduce your roster numbers, instead, open the ancient structure. Let go of those who don't want to join if your original characters are too wounded by the time you are at this. Attempt capture if conditions are good. How many characters you should have depends on many variants. A suggestion would be the total number of available crypto sleep caskets + 3. Between those three, two of them must be researchers and the other one extra a pawn that can serve the researchers by hunting, butchering and cooking for them. Then in any remaining time he/she would remain idle, join the researchers. Which means building additional two benches. Those that you choose to have them "awake" must have the capacity to HAUL. Or you won't ever be able to bring back those who you sent to crypto sleep.

There will always be variables that won't let any player fix a number of "active" characters at a time. If food is low, you can continue with just both researchers. Less than two, you won't finish electricity research in time. You can also bring everybody else back to activity when circumstances require more people, such as raids. Because of emergencies, it's best if you can send them to crypto sleep with their bellies full and in good mood. You don't want to have them back active with hunger and metal breaks when you need them as back-ups.

Wanderers welcomed, escape pods welcomed and refugees welcomed. The number of crypto sleep caskets + 3 formula is very convenient because you may likely suffer some casualties along the way, just be careful not to lose the researchers. If you happen to have the "actives" in too much bad moods, consider switching formation with those in crypto sleep, so as to not lose the pace. Your wood storage shall be your countdown timer. You won't survive the game if you can't get electricity before you run out of wood.


Cannibalism

It's inevitable. Just be very selective when butchering other humans as the character performing the action will receive mood penalties that can easily set it to mental breaks. It is okay if your characters complain of hunger. Again, keep your food supply on check and only feed your people when starvation kicks in, unless of course, their mental break is too dangerous to risk keeping them unhappy.