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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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*'''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 at least 2 growers.
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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 Plants skill.
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**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.
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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 weapons and clothing.  
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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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|- 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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== 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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