Advanced Endgame Guide

From RimWorld Wiki
Jump to: navigation, search
Noun project 1842.svg

This page is currently under construction.
Please stand by; a Colonist is being summoned.


See all pages under construction.


If you have survived raids, solar flares, manhunter packs among other things to arrive this far into the game, congratulations! By now you should have a fully fledged colony with a plentiful food and power supply, strong defenses and others.

Defense

Endgame colonies tend to be very rich. This will attract raiders to come in large numbers to try and plunder your colony to get at the wealth stored within. They can easily overwhelm your colonists so you must have a strong defense system and clever strategies in place.

You can see Defense tactics for more defensive strategies.

Mortar battery

You can build a lot of mortars to bombard any incoming raiders. 12 - 16 should be easily affordable by an endgame colony, as well as the mortar shells needed to operate the mortars.

Mortars can be operated by any colonist as long as they are not incapable of violence.

Stationary defenses

If raiders come close you will have to rely on something else to defeat them.

A way to do this is to build a wall around the base, then build killboxes. Killboxes funnel the raiders, allowing you to use traps efficiently and concentrate fire on raiders.

Requesting aid

If you feel that you're overwhelmed, don't be afraid to request aid from your friendly factions.

They will be glad to send a few fighters to help your efforts. Even though they aren't that powerful in combat compared to your endgame soldiers, they can still distract them for a while, giving you time to deal with the raiders. At this stage you can always sacrifice some goodwill; they can be repaired by rescuing any downed survivors of the reinforcement (capturing will bring instant bad will), or gifting them 300 silver (which shouldn't matter at all to an endgame base).

Construction

By now you should have a vastly expanded base, no matter what playthrough you are going for.

Power

You should definitely have some geothermal generators sitting around all your steam geysers by now. If you do not, then you should immediately get them.

However, even that isn't enough to power an endgame base. You will need supplementary power sources in order to do so. Solar panels and wind turbines should be built as needed, and you should have a great backup power supply enough for one or two days' worth of power as well. Generally, it follows the same rules as midgame power, except in a much larger scale.

Furniture

You should strive to replace your old furniture (some probably in use for years) with newer, higher quality ones. Deconstruct them, and rebuild until you obtain one with a satisfactory quality ('satisfactory' here has a much different meaning than in early game). You can also use some more beautiful materials to build your furniture, such as silver or jade. Wood still works though, if you want to build a lot of furniture.

You should give each colonist their own royal bed as they provide good comfort, beauty and rest effectiveness.

Equipment

Apparel

You should have all your colonists wear dusters or jackets to provide additional insulation and protection. Parkas are not recommended except in very cold climates due to the penalties it incurs.

Soldiers can be equipped with full sets of power armor for maximum protection. You may want to buy power armor instead as crafting it costs a great amount of time, however crafting it is significantly cheaper than buying it.

Fabrics

Hyperweave makes a good choice of fabric as it provides excellent protection. If you have slain some thrumbos then thrumbofur also makes a equally good choice. Their rarity however means that you may still have trouble amassing them in endgame even though you can easily afford them.

Your trusty devilstrand still works wonders in endgame as a mid-tier fabric; while synthread is cheaper in market value, it's not as cost-effective as you will need to find it at a trader's, while you can mass-produce devilstrand with large enough fields.

Wool, as always, provides excellent insulation if you need to go to cold areas.

New bases

If you think having 1 base isn't fun enough and want to start anew, you can settle in a new area.

You can build this base in a completely new area far from your original base.

Supplies

As this base may be far from the base, resupplying will not be easy. You will need to bring these supplies with you to build a successful base:

  • Food: Obviously you need food for survival. You will need at least enough for the trip to the new destination, as well as enough to sustain your colonists until you can get a stable food supply up and working.
  • Steel: Vital for construction and crafting.
  • Components: Vital for construction and crafting.
  • Silver: For trading.

Colonists

Unlike the start of the game, you have the choice of you various colonists to choose from in order to start a new home.

Production bases

Besides starting a new base, if you want to feed your main base(s), you can choose to start a mining or farming base in a location nearby. Make sure that it is close enough to your main bases so you can easily transfer resources between the bases and your production base.

Ending the game

Currently there are only 2 ways to end the game: building a ship, or travelling to a hidden ship.

Building a Ship

If you weren't desperately trying to escape the planet (e.g. incoming planetkiller), shipbuilding would not concern you at all, until you arrive at this stage of the game.

Ships are extremely expensive; each colonist needs a ship cryptosleep casket for themselves which costs 500 steel, 4 components and 5 uranium. In addition, the other parts of the ship also cost a hefty amount to build.

Everything on the ship needs to be researched, with some costing great amounts of research time dedicated to it. If your goal is to escape ASAP, have as many hi-tech research benches connected to multi-analyzers, then prioritize researchers to research as much as possible. Miners should be digging up metallic resources from deep underground as their first priority, so as to provide resources for your construction project.

Journey

Journeying to the ship is arguably cheaper as you don't need to expend huge resources to build a ship (each ship can easily cost tens of thousands of steel for an endgame-sized colony). However, you need plenty of food to sustain your colonists over the long journey.

To bring as much food as possible, make pemmican, as it's light yet energy packed, perfect for long distance travel. Alternatively, you can choose to bring packaged survival meals or fine meals which are heavier but provide a slight mood bonus (though mood isn't quite relevant except for the very unstable colonists).

Journey offers tend to spawn as far away as possible, meaning you will need to pack food for years. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring muffalo with you. Muffalo will not use up your precious food supplies, but can slow down your caravan due to their slower speeds.

A single muffalo can bring 3888 pemmican (enough for 121.5 days for a lone colonist) or 175 packaged survival meals (enough for 70.7 days for a lone colonist).

To speed up the journey, install bionic legs on as many colonists as possible.