Editing Advanced Endgame 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 60: Line 60:
 
=== 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.
 
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.
 +
  
 
''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.
Line 72: Line 73:
 
* 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).
 
* 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).
 
* [[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.
+
* 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.

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: