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If you have made it this far into the game, you have survived mechanoid raids, solar flares, manhunter packs, and many other horrible things, congratulations! By now you should have a full-fledged colony with strong defenses and a plentiful supply of food and power. This guide discusses bringing a colony to full maturity, including the options of making new settlements and reaching one of the end-of-game scenarios.
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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 strong defenses and a plentiful supply of food and power. This guide discusses bringing a colony to full maturity, including the options of making new settlements and reaching one of the end-of-game scenarios.
  
 
''See [[Guides]] for more basic help.''
 
''See [[Guides]] for more basic help.''
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Endgame colonies tend to be ''very'' rich. This will attract large numbers of powerful raiders who will attempt to 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.
 
Endgame colonies tend to be ''very'' rich. This will attract large numbers of powerful raiders who will attempt to 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, or [[defense structures]] for constructed defenses.
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You can see [[defense tactics]] for more defensive strategies, or [[defense structures]] for contructed defenses.
  
 
=== Mortar battery ===
 
=== Mortar battery ===
You can build a lot of mortars to bombard any incoming raiders. 5-6 should be easily affordable by an endgame colony, as well as the mortar shells and barrels needed to operate the mortars.
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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.
 
Mortars can be operated by any colonist as long as they are not incapable of violence.
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=== Apparel ===
 
=== Apparel ===
You should have all your colonists wear [[duster]]s to provide additional insulation and protection. Dusters are preferable as they also provide protection to the legs. [[Parka]]s are not recommended except in very cold climates due to the lower protection it provides.
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You should have all your colonists wear [[duster]]s or [[jacket]]s (preferably dusters, as they also provide protection to the legs) to provide additional insulation and protection. Parkas are not recommended except in very cold climates due to the lower protection it provides.
  
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 can be cheaper than directly buying the armor and more readily available. Keep in mind that a high quality [[thrumbofur]] or [[devilstrand]] duster and flak vest combo may provide similar protection to [[power armor]] of a similar [[quality]].
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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 can be cheaper than directly buying the armor and more readily available. Keep in mind that a high quality [[thrumbofur]] or [[devilstrand]] duster and flak vest combo may provide similar protection to lower quality [[power armor]].
  
==== Textiles ====
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==== Texitles ====
[[Hyperweave]] makes a good choice of fabric as it provides excellent protection. If you have slain some [[thrumbo]]s then [[thrumbofur]] also makes a equally good choice. Their rarity means that you may still have trouble amassing them in endgame even if you can easily afford them. [[Devilstrand]] works wonders as a replacement for these two options, as it provides lesser, but still excellent protection, and can be mass-produced with large enough fields. If none of these can be acquired, high tier [[leathers]], such as [[rhinoceros leather]] or [[heavy fur]] may be substituted.
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[[Hyperweave]] makes a good choice of fabric as it provides excellent protection. If you have slain some [[thrumbo]]s then [[thrumbofur]] also makes a equally good choice. Their rarity means that you may still have trouble amassing them in endgame even though you can easily afford them. These textiles are not practical, as hyperweave can only be bought for an exorbitant price (or, if you are lucky enough, arrive in drop pods as a random event), and thrumbofur can only be obtained from hunting hard to kill thrumbos.
  
Wool, as always, provides excellent insulation in cold areas, though should be avoided for dusters due to its terrible protection. Generally, a parka made from the textiles mentioned above will generally provide both better protection and insulation than a wool duster.
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[[Devilstrand]] works wonders in endgame as a high-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, while you can mass-produce devilstrand with large enough fields.
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Devilstrand and [[rhinoceros leather]] are the best, mostly practical fabric to use (rhino leather assumes you are in a temperate biome). Both give decent protection.
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Wool, as always, provides excellent insulation in cold areas.  
  
 
Cloth should be avoided as it has the worst protection of any textile.
 
Cloth should be avoided as it has the worst protection of any textile.
  
 
=== Weapons ===
 
=== Weapons ===
Your pawns should be equipped with the best weapons possible to survive the coming 15 day onslaught after building the ship. [[Charge rifle]]s should be given to as many pawns as possible, as it provides large amounts of damage with a decent burst shot count and armor penetration. With enough pawns, a single firing cycle can devastate huge groups of raiders. If charge weaponry is too expensive to equip every pawn with, give the higher shooting skill pawns [[assault rifle]]s and the lower skill pawns [[heavy SMG]]s. These weapons are not as good as the charge rifle, but come very close. [[Minigun]]s can also be devastating, spraying bullets throughout the killbox, and is especially effective during the late game because of the bunched up enemies. Equipping every pawn with one of these, though, would be incredibly expensive because of the massive 20 [[component]] cost for each minigun.
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Your pawns should be equipped with the best weapons possible to survive the coming 15 day onslaught after building the ship. [[Charge rifle]]s should be given to as many pawns as possible, as it provides large amounts of damage with a decent burst shot count and armor penetration. With enough pawns, a single firing cycle can devastate huge groups of raiders. If charge weaponry is too expensive to equip every pawn with, give the higher shooting skill pawns [[assault rifle]]s and the lower skill pawns [[heavy SMG]]s. These weapons are not as good as the charge rifle, but come very close. [[Minigun]]s can also be devastating, spraying bullets throughout the killbox, and is especially effective during the late game because of the bunched up enemies. Equipping every pawn with one of these, though, would be unrealistic because of the massive 20 [[component]] cost for each minigun. On the side of a killbox should be a small box with a single pawn with an [[EMP launcher]] or [[EMP grenades]] to stun any mechanoids coming in. EMPs can be lifesavers, providing a few extra seconds to take down lancers that otherwise would dismember pawns or to stop a centipede from firing another barrage.
 
 
On the side of a killbox should be a small box with a single pawn with an [[EMP launcher]] or [[EMP grenades]] to stun any mechanoids coming in. EMPs can be lifesavers, providing a few extra seconds to take down lancers that otherwise would dismember pawns or to stop a centipede from firing another barrage.
 
  
 
== Founding a second colony ==
 
== Founding a second colony ==
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=== Ship Quest Preparation Bases ===
 
=== Ship Quest Preparation Bases ===
This base can be used to prepare for the ship offer quest from Charlon Whitestone. Multiple of these colonies can be set up, like relay outposts to ferry your colonists to the quest destination once the preparations have been finished.
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This base can be used to prepare for the ship offer quest from Charlton Whitestone. Multiple of these colonies can be set up, like relay outposts to ferry your colonists to the quest destination once the preparations have been finished.
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''Note:'' you need to increase the colony limit in the game settings for this to be possible.
 
''Note:'' you need to increase the colony limit in the game settings for this to be possible.
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* Enough food for the journey, and to get you through a few days after arriving. [[Pemmican]] and [[packaged survival meal]] are the best choice, like for any caravan.
 
* Enough food for the journey, and to get you through a few days after arriving. [[Pemmican]] and [[packaged survival meal]] are the best choice, like for any caravan.
 
* [[Bedroll]]s for everybody to prevent negative moodlets from sleeping on the ground. They can also become your initial beds when settling down.
 
* [[Bedroll]]s for everybody to prevent negative moodlets from sleeping on the ground. They can also become your initial beds when settling down.
* All kinds of medicine, including [[Glitterworld medicine]]. Bring [[penoxycyline]] if you go into a [[biome]] where that is needed, such as jungles. [[wake-up]] and [[go-juice]] can be useful to help with bootstrapping at the destination to increase the amount of hours a colonist can work, but should be taken sparingly to avoid addiction and overdoses. Bring recreational drugs to keep folks happy ([[beer]] and [[psychite tea]] are your best friends, but [[smokeleaf joint]]s should be avoided because of the [[consciousness]] penalty for smoking one).
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* All kinds of medicine, including [[Glitterworld medicine]]. Bring [[penoxycyline]] if you go into a [[biome]] where that is needed, such as jungles. [[wake-up]] and [[go-juice]] can be useful to help with bootstrapping at the destination to increase the amount of hours a colonist can work, but should be taken sparingly to avoid addiction and overdosage. Bring recreational drugs to keep folks happy ([[beer]] and [[psychite tea]] are your best friends, but [[smokeleaf joint]]s should be avoided because of the [[consciousness]] penalty for smoking one).
 
* [[Steel]] and [[components]] are required for many initial buildings. You won't know how much of these you will be able to mine at the new location immediately.
 
* [[Steel]] and [[components]] are required for many initial buildings. You won't know how much of these you will be able to mine at the new location immediately.
* Weapons and armor! Each colonist should be provided with a set of mid-tier armor ([[duster]]s of a good material and a [[flak vest]]). [[Power armor]] can also be used, but anything heavier than [[recon armor]] will weigh your colonists down. Heavier power armor can be drop-podded to the new colonists after a basic base has been set up.
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* Weapons and armor! Each colonist should be provided with a set of mid-tier armor (devilstrand or rhino leather [[duster]]s and [[pants]], combined with a [[flak vest]]). [[Power armor]] can also be used, but anything heavier than [[recon armor]] will weigh your colonists down. Heavier power armor can be drop-podded to the new colonists after a basic base has been set up.
 
* [[Gold]], [[silver]], [[flake]], [[yayo]], [[smokeleaf joint]]s, and maybe some valuable pieces of art can be brought for sale along the way and after arrival. All these items have a good value-to-mass ratio.
 
* [[Gold]], [[silver]], [[flake]], [[yayo]], [[smokeleaf joint]]s, and maybe some valuable pieces of art can be brought for sale along the way and after arrival. All these items have a good value-to-mass ratio.
 
* Charged [[battery|batteries]], and a [[vanometric power cell]] if you have one: these are ''invaluable'' for quickly getting a functioning settlement from scratch.
 
* Charged [[battery|batteries]], and a [[vanometric power cell]] if you have one: these are ''invaluable'' for quickly getting a functioning settlement from scratch.
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== Ending the game ==
 
== Ending the game ==
There are four ways to officially "win" the game, two of which are [[DLC]]-exclusive:
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There are three ways to officially "win" the game, two of which are DLC-exclusive:
 
* Research and build a spaceship, then launch it.
 
* Research and build a spaceship, then launch it.
* Travel to Charlon Whitestone's "event ship", which is offered to every colony at some point early in the campaign.
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* Travel to Charlton Whitestone's "event ship", which is offered to every colony at some point early in the campaign.
 
* House the high stellarch for 12 days after reaching the [[title]] of count, protecting him/her from any threats that come your way, and keeping the mood of the stellarch above 40%. Afterwards, everyone may leave the rimworld on a shuttle. This requires the [[Royalty DLC]].
 
* House the high stellarch for 12 days after reaching the [[title]] of count, protecting him/her from any threats that come your way, and keeping the mood of the stellarch above 40%. Afterwards, everyone may leave the rimworld on a shuttle. This requires the [[Royalty DLC]].
 
* Find the Archo Nexus with aid from other factions in exchange for a wealthy colony and awaken the Nexus. This requires the [[Ideology DLC]]
 
* Find the Archo Nexus with aid from other factions in exchange for a wealthy colony and awaken the Nexus. This requires the [[Ideology DLC]]
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The ship is very research and resource intensive to build. It requires a lot of [[plasteel]] and [[advanced component]]s. Your colony probably needs an extensive preparation phase just to gather these resources.
 
The ship is very research and resource intensive to build. It requires a lot of [[plasteel]] and [[advanced component]]s. Your colony probably needs an extensive preparation phase just to gather these resources.
  
Normally there are not enough advanced components available from trade to cover the entire ship construction, so you will need to craft them. This requires regular [[components]], quite a bit of plasteel and many work hours. It is practical to run at least two [[fabrication bench]]es, possibly even in shifts, to make the components. You also need a [[persona core]], which is rare but readily available by calling factions. [[Plasteel]] can be acquired readily by either using the [[ground-penetrating scanner]] and then deep drilling, or [[long-range mineral scanner]] followed by sending a mining caravan. For the latter, remember to bring pack animals to carry the plasteel. Once resources have been gathered up, try to build the ship as close to the center of your base as possible.
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Normally there are not enough advanced components available from trade to cover the entire ship construction, so you will need to craft them. This requires regular [[components]], quite a bit of plasteel and many work hours. It is practical to run at least two [[fabrication bench]]es, possibly even in shifts, to make the components. You also need an [[AI persona core]], which is rare but readily available by calling factions. [[Plasteel]] can be acquired readily by either using the [[ground-penetrating scanner]] and then deep drilling, or [[long-range mineral scanner]] followed by sending a mining caravan. For the latter, remember to bring pack animals to carry the plasteel. Once resources have been gathered up, try to build the ship as close to the center of your base as possible.
  
 
=== Journey Offer ===
 
=== Journey Offer ===
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All of the guidelines given in the section [[Advanced Endgame Guide#Founding a second colony|founding a second colony]] above apply here as well. Treat the event like establishing a new colony from scratch at the event ship location. The old colony will be abandoned, so you can take all the best equipment and gear with you. Bring all the good weaponry and armor you can carry, because you will need it during the 15 day onslaught.
 
All of the guidelines given in the section [[Advanced Endgame Guide#Founding a second colony|founding a second colony]] above apply here as well. Treat the event like establishing a new colony from scratch at the event ship location. The old colony will be abandoned, so you can take all the best equipment and gear with you. Bring all the good weaponry and armor you can carry, because you will need it during the 15 day onslaught.
  
Note that the journey to the event ship can be very long, up to a year in very unfavorable conditions. In many cases it is much shorter however. If there are good road connections you can get there in less than 20 days on many maps. This is not a particularly difficult journey, if well planned. The main dangers on such a long trip include colonists getting sick, the caravan getting ambushed causing medical emergencies, as well as everybody being in a poor mood eventually. These things combined can make the trip much longer than initially planned. These problems can be amended by settling down temporarily and treating any problems if necessary. If the distance is especially long and lacking roads (such as in a very mountainous world), you can set up multiple "relay bases" between the ship and your colony, to ferry your colonists from the main colony to the ship once preparations are done with [[transport pod]]s.
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Note that the journey to the event ship can be very long, up to a year in very unfavourable conditions. In many cases it is much shorter however. If there are good road connections you can get there in less than 20 days on many maps. This is not a particularly difficult journey, if well planned. The main dangers on such a long trip include colonists getting sick, the caravan getting ambushed causing medical emergencies, as well as everybody being in a poor mood eventually. These things combined can make the trip much longer than initially planned. These problems can be amended by settling down temporarily and treating any problems if necessary. If the distance is especially long and lacking roads (such as in a very mountainous world), you can set up multiple "relay bases" between the ship and your colony, to ferry your colonists from the main colony to the ship once preparations are done with [[transport pod]]s.
  
 
The caravan food supply will most likely be the least of your worries, because food can be bought along the way (unless everybody on the map is your enemy; in that case the journey will be very difficult).
 
The caravan food supply will most likely be the least of your worries, because food can be bought along the way (unless everybody on the map is your enemy; in that case the journey will be very difficult).
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Both the stellarch and the guards are under your control, enabling you to command them where or when to shoot, move and to retreat into a safe place. In addition, the stellarch and guards are all [[psycast]]ers, further helping with colony defense.
 
Both the stellarch and the guards are under your control, enabling you to command them where or when to shoot, move and to retreat into a safe place. In addition, the stellarch and guards are all [[psycast]]ers, further helping with colony defense.
  
The stellarch should be protected at all costs. They may be equipped with a ultratech melee weapon, but should not be used in combat unless in the most dire of situations.  
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The stellarch should be protected at all costs. They may be equipped with a ultratech melee weapon, but should not be used in combat unless in the most dire of situations. They should also be put on a drug schedule, putting them on [[yayo]] and [[flake]] every day, providing a +70 mood bonus when taken together. The stellarch may develop an addiction, but you will not be penalized for this. The only thing to watch out for is a drug overdose, which may kill the stellarch.
 
 
They should also be put on a drug schedule, putting them on [[yayo]] and [[flake]] every day, providing a +70 mood bonus when taken together. The stellarch may develop an addiction, but you will not be penalized for this. The only thing to watch out for is a drug overdose, which may kill the stellarch. Note that with the [[Ideology DLC]] enabled, the Empire's [[ideoligion]]{{IdeologyIcon}} may dislike drugs.
 
  
 
=== Archonexus ===
 
=== Archonexus ===

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