Editing Sea Ice Guide
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{Tocright}} |
− | + | This guide details how to survive in the most hostile environment in RimWorld - the sea ice. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you have more people to feed and less technology to help you. | |
− | |||
− | + | The tribal start in sea ice is the ultimate survival challenge in RimWorld and very close to being impossible, therefore there is not much room for different strategies here, you gotta have to stick closely to the guide. | |
− | This guide | + | This guide was made on version 1.0.2096. |
− | |||
− | |||
== Introduction == | == Introduction == | ||
Line 13: | Line 10: | ||
{{see also|Biomes#Sea Ice}} | {{see also|Biomes#Sea Ice}} | ||
− | + | Sea ice is one of the coldest option of cold maps. They have almost no animal life and no plants. In fact, you should not expect to find anything more than three [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every week. | |
− | In addition to that, | + | In addition to that, they do not have any kind of soil available and [[moisture pump]]s will only generate more ice. It is literally impossible to grow anything on the ground. |
− | You will struggle a lot until you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors. | + | You will struggle a lot until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]], then you can plant something indoors. |
− | + | Maybe the worse part however, is that they do not have ruins, geothermal vents and minerals to mine. Also, [[deep drill]]s do not work. There is literally nothing anywhere to even build a base with. You will have to rely on trading, quests and random events to get any material to build a base. | |
− | Even | + | Even the warmest sea ice it really cold. Their average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers. |
− | They are particularly bad | + | They are particularly bad to travel in caravans. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of the year, if not the whole year. But caravans are more important here than any other biome, so you will have to do it anyways whenever you can, because you do not have other options to get the resources your colony needs. |
== Landing site == | == Landing site == | ||
Line 28: | Line 25: | ||
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In sea ice, landing near faction bases is all that matters.]] | [[File:seaicesite.png|300px|thumb|right|Example good landing site. In sea ice, landing near faction bases is all that matters.]] | ||
− | In all maps you should choose your landing site | + | In all maps you should choose carefully your landing site to increases your resources available. Landing in the wrong spot does not just make your start harder, but also makes your mid-late game frustrating, as it severely limits you from using the whole caravan and quest system. Sea ice is always in bad locations, but there is one thing that makes some areas better: |
− | * Near a friendly faction base (faster trading) | + | * Near to a friendly faction base (faster trading) |
− | Sea | + | Sea ices do not have roads or rivers, neither does ice sheet which is always next to you. All you can do is be near to a friendly faction base. Without trading it is already impossible to survive. |
To make things better you should settle close to two faction bases. You will expand much faster in the mid-late game with help of two faction bases instead of just one. | To make things better you should settle close to two faction bases. You will expand much faster in the mid-late game with help of two faction bases instead of just one. | ||
Line 40: | Line 37: | ||
{{see also|Traits}} | {{see also|Traits}} | ||
− | There are a few things to consider while selecting your | + | There are a few things to consider while selecting your colonist for sea ice: |
− | * Sea ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you | + | * Sea ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you wanna have a crew that can endure that. |
− | * You can | + | * You can not feed five people, neither can you put them to sleep in cryptosleep and people are the only thing you got that is worth something. So, since you can only feed about two people you gotta have to sell the other three. You will not use them in the beginning but might still meet them later on quests. |
− | Needless to say, with so few people and such a | + | Needless to say, with so few people and such a stressed life you better pick people resistant to mental breaks. |
== Base planning == | == Base planning == | ||
− | It | + | It is always better to plan your whole base right from the beginning. |
− | The whole map is empty, save for a few water | + | The whole map is empty, save for a few water ponds. The good news is that you can place your base right in the middle and make a very symmetrical base. |
− | Regardless, remember that it will take a really long time to get the materials to make your base, so you | + | Regardless, remember that it will take a really long time to get the materials to make your base, so you probably gonna stay in only one of your planned rooms for years. |
− | [[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. Plan your whole base while you still | + | [[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. Plan your whole base while you still got nothing built.]] |
== First agenda == | == First agenda == | ||
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play. | * Make your starter base with [[wood]]. Give people a place to sleep, eat and play. | ||
− | |||
* Hunt those [[snowhare]]s before they leave the map. | * Hunt those [[snowhare]]s before they leave the map. | ||
+ | * Make [[lightleather]] [[bedroll]]s. | ||
* Arrest your three merchandise colonists. | * Arrest your three merchandise colonists. | ||
* Sell your merchandise colonists and your starting animals. | * Sell your merchandise colonists and your starting animals. | ||
+ | * Whenever you use [[wood]] to make [[campfire]]s, either for cooking or heating up, make sure that after your [[wood]] is forbidden so they do not refuel it unnecessarily. | ||
* Buy your survival items with the [[silver]] you got from selling your people and animals. | * Buy your survival items with the [[silver]] you got from selling your people and animals. | ||
− | |||
* Make your [[research bench]] and start researching complex clothing. | * Make your [[research bench]] and start researching complex clothing. | ||
=== Notes === | === Notes === | ||
− | Hunt the bunnies | + | Hunt the bunnies and make a room to arrest people and go sell them. |
− | + | Enjoy while it is warm and go visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get something between 2000 and 1500 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]]. | |
− | Now you | + | Now you gotta buy some food, clothes and materials. Since you can not carry all the materials you need, you gotta come back to trade many many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but is better to cook it than buying fancy meals. |
− | Clothes | + | Clothes is just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you gonna make your own clothes or use clothes from raiders, even if it is tainted. |
− | + | Materials you need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist gonna be very idle. Later, you will need materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks which are cheaper and do not catch on fire. | |
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]] | [[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]] | ||
Line 85: | Line 82: | ||
=== BONUS: Buy a [[Muffalo]] === | === BONUS: Buy a [[Muffalo]] === | ||
− | You | + | You gotta have one colonist at base researching, so your trading will be really inefficient with just one colonist to carry stuff. There is one solution: a [[Muffalo]]. |
− | It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale | + | It will more than triple your carry capacity and eventually give you [[milk]] and [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale unless if you reload before your trade until they eventually have it. If you do not want, you can keep three colonists with you and use two colonists for trading instead, but a colonist eats more and carry less than a [[Muffalo]] so you might give up due to lack of progress. |
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]] | [[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]] | ||
Line 93: | Line 90: | ||
== Second agenda == | == Second agenda == | ||
− | * Keep trading to get food whenever | + | * Keep trading to get food whenever you need it. |
* Keep trading to get materials to make a base. | * Keep trading to get materials to make a base. | ||
− | * Harvest and sell the organs of anyone you | + | * Harvest and sell the organs of anyone you get alive. |
− | * Butcher and eat the meat of | + | * Butcher and eat the meat of anyone you get dead. |
* Make [[human leather]] [[bedroll]]s. | * Make [[human leather]] [[bedroll]]s. | ||
* Make and sell [[human leather]] [[tribalwear]]s. | * Make and sell [[human leather]] [[tribalwear]]s. | ||
− | * Wear their tainted [[parka]]s and [[tuque]]s if you | + | * Wear their tainted [[parka]]s and [[tuque]]s if you got nothing better. |
=== Notes === | === Notes === | ||
− | The first raid should arrive by the end of the first week. Try to have | + | The first raid should arrive by the end of the first week. Try to have both colonists in your base when that happens, because you do not have any defenses yet. |
− | Now the fun starts | + | Now the fun starts, you will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest him too because you can not afford more people now. People who you will harvest includes: |
* Any raider that shows up. | * Any raider that shows up. | ||
− | * Any [[Events#Wanderer joins| | + | * Any [[Events#Wanderer joins|wanderers that decides to join]]. |
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]]. | * Any survivor who arrive in a [[Events#Escape Pod|escape pod]]. | ||
− | * Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following | + | * Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following him. |
− | By butchering your enemies you will get food and leather, which you can make | + | By butchering your enemies you will get food and leather, which you can make [[tribalwear]]s and sell, but that is not enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you get alive before eating them. It is worth buying medicine just for that, you do not need to do this every time, but that is a lot of money and will greatly speed up your colony building. |
=== BONUS: Summon [[Events#Man in black|Man In Black]] === | === BONUS: Summon [[Events#Man in black|Man In Black]] === | ||
− | Getting [[Events#Man in black|Man In Black]] to show up when you | + | Getting [[Events#Man in black|Man In Black]] to show up when you got so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up. |
− | [[Events#Man in black|Man In Black]] comes with good gear. You should strip his gear and sell him | + | [[Events#Man in black|Man In Black]] comes with good gear. You should strip his gear and sell him to slavery or harvest him. |
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]] | [[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]] | ||
Line 125: | Line 122: | ||
* Buy guns. | * Buy guns. | ||
− | * | + | * Make all the quests you can, loot and butcher anything and anyone you see. |
* Buy [[cloth]] from your neighbors. | * Buy [[cloth]] from your neighbors. | ||
− | * Once you | + | * Once you done researching complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]]. |
* Make and sell [[human leather]] [[duster]]s. | * Make and sell [[human leather]] [[duster]]s. | ||
=== Notes === | === Notes === | ||
− | Make sure to buy some decent guns since your researcher colonist will likely have to defend | + | Make sure to buy some decent guns since your researcher colonist will likely have to defend himself alone while your other colonist is outside trading. Fortunately, you are so poor that it is likely that even on the hardest difficult you will only face raids of one single melee enemy for the whole first year. |
− | Once your colonists | + | Once you have your colonists with [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with him on quests. Quests that matter now includes: |
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]]. | * [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]]. | ||
Line 141: | Line 138: | ||
* [[Events#Bandit camp opportunity|Destroy enemy outposts]]. | * [[Events#Bandit camp opportunity|Destroy enemy outposts]]. | ||
− | You | + | You will have more things to care about here than you normally would. It is important that you butcher any animal you find and any raider you kill on the quest locations. You might find your previous colonists that you sold before here. If your [[human leather]] clothes and organs business is doing well you can afford to bring one more person to your colony. Do not forget that you will have to buy more and more meals for each person you save. Anyone you do not like can be sold or harvested once you return home. |
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]] | [[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]] | ||
− | Your research is really slow, since you only | + | Your research is really slow, since you only got one person at home taking care of everything and doing research at the same time. So another thing to focus is furniture that you can carry home, since it is gonna take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are great things to bring back home. You do not have electricity yet but once you do you gonna have lots of things to plug in. |
− | + | You better make sure you got good clothes before winter starts. It is about time you get rid of tainted tattered clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot. You can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s. | |
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]] | [[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]] | ||
Line 160: | Line 157: | ||
=== Notes === | === Notes === | ||
− | Winter makes caravans even worse than | + | Winter makes caravans even worse than already is, despite that you can never stop trading, neither can you stop doing quests. |
− | Time to make improvements. If you | + | Time to make improvements. If you got at least two rooms and all the workbenches you need you can start replacing your walls with stone so raiders will not try to set it on fire. Also replace those [[bedroll]]s with [[bed]]s. |
− | Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) | + | Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30), [[thrumbofur]](cold insulation 34). |
− | Your best bet is [[thrumbofur]] | + | Your best bet is [[thrumbofur]] clothes with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]]. |
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]] | [[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]] | ||
Line 179: | Line 176: | ||
=== Notes === | === Notes === | ||
− | Your second year will be just as hard as the first one. You still | + | Your second year will be just as hard as the first one. You still gotta harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base. |
− | You probably already learned to live from trading and quests by now | + | You probably already learned to live from trading and quests by now and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]]. |
− | Now however, you | + | Now however, you got more people and you gotta set up some kind of defense because raiders will be more numerous. This place is wide open, you wanna make an enclosed environment where you can shot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony_Building_Guide#Killbox|killbox]]. Once you finish electricity you can finally use those [[mini-turret|turrets]] that you got from enemy outputs. If you could not bring any [[battery]] home from quests you will have to research them now. |
− | When you are setting up power | + | When you are setting up power keep in mind that [[solar generator]]s you will not work at all during winter in sea ice. |
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]]. | With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]]. | ||
Line 194: | Line 191: | ||
* Research air conditioning. | * Research air conditioning. | ||
− | * Make a [[ | + | * Make a [[Colony_Building_Guide#Freezer|freezer]]. |
* Research nutrient paste. | * Research nutrient paste. | ||
* Make a [[nutrient paste dispenser]]. | * Make a [[nutrient paste dispenser]]. | ||
− | * Research | + | * Research microeletronics. |
* Make a [[comms console]]. | * Make a [[comms console]]. | ||
=== Notes === | === Notes === | ||
− | Your third year will come with lots of improvements and you can finally start feeling like you are playing | + | Your third year will come with lots of improvements and you can finally start feeling like you are playing a normal map. |
− | Your first priority after electricity is air conditioning | + | Your first priority after electricity is air conditioning so you can stop losing all your food on summers. Once you done researching it, make a [[Colony_Building_Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since now food lasts forever. |
− | Then you | + | Then you wanna make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading. |
− | Then, to increase your trading opportunities | + | Then, to increase your trading opportunities you want a [[comms console]]. Any [[Trade#Bulk_goods_trader_2|bulks good trade ship]] that shows up will be a blessing to your colony development. |
=== BONUS: Buy [[Joywire]]s === | === BONUS: Buy [[Joywire]]s === | ||
− | You might have noticed by now that your | + | You might have noticed by now that your worse enemy is not the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still you can not stop it since without it you will lose your main source of food and your two main sources of [[silver]] which is your [[human leather]] [[duster]]s and organs. |
− | Now that you have a little extra [[silver]], you can buy a solution | + | Now that you have a little extra [[silver]], you can buy a solution which is the [[Joywire]]. Overall, in such a stressful colony this implant it well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics. |
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]] | [[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]] | ||
Line 221: | Line 218: | ||
* Research hydroponics. | * Research hydroponics. | ||
− | * Make a [[ | + | * Make a [[Colony_Building_Guide#Greenhouse|greenhouse]]. |
* Research biofuel refining. | * Research biofuel refining. | ||
* Research gun turrets. | * Research gun turrets. | ||
Line 227: | Line 224: | ||
=== Notes === | === Notes === | ||
− | You are on your fourth year and | + | You are on your fourth year and have yet to plant something, so you start wondering if you even need to plant anything at all. |
− | A [[ | + | A [[Colony_Building_Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony_Building_Guide#Greenhouse|greenhouse]] is as small as possible to take less power and covered by double walls to increase insulation. |
− | The [[ | + | The [[Colony_Building_Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Plant [[smokeleaf]] and [[psychoid plant]] so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food. |
− | Without the cannibalism | + | Without the cannibalism you may turn your human [[meat]] into [[chemfuel]] for [[chemfuel powered generator]]s or sell the [[chemfuel]]. |
− | You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you | + | You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you better research them so you can make more of them by yourself. |
− | [[File:seaiceminibase6.png|350px|thumb|center|The [[ | + | [[File:seaiceminibase6.png|350px|thumb|center|The [[Colony_Building_Guide#Greenhouse|greenhouse]].]] |
− | == | + | == Eighty agenda == |
− | * Research | + | * Research long-range mineral scanner. |
+ | * Make a [[long-range mineral scanner]]. | ||
=== Notes === | === Notes === | ||
− | There is one last thing worth focusing | + | There is one last thing worth focusing in sea ice. The [[long-range mineral scanner]]. |
− | The scanner works normally on sea ice | + | The scanner works normally on sea ice and if you set a colonist to work on it full-time it can pick up locations of minerals faster than you can retrieve it. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base. |
− | However, you should keep in mind that minerals are heavy | + | However, you should keep in mind that minerals are heavy so you gonna need lots of [[Muffalo]]s to carry it. Like a whole 5 [[Muffalo]]s and 4 colonists. Which is why is better to make it after your [[Colony_Building_Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need. |
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]] | [[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]] | ||
− | == | + | == Many years later == |
− | + | Did your base turned out the way you expected? If your final base turned out like what you wanted from the beginning then you are good at planning. | |
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]] | [[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{nav/guides}} | {{nav/guides}} | ||
− | [[Category: | + | [[Category:Gameplay]] |