Difference between revisions of "Advanced Endgame Guide"

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If you feel that you're overwhelmed, don't be afraid to request aid from your friendly factions.
 
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 capturing any downed survivors of the reinforcement, or gifting them 300 silver (which shouldn't matter at all to an endgame base).
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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).
  
 
== Endgame equipment ==
 
== Endgame equipment ==

Revision as of 09:34, 9 May 2017

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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 a plentiful food and power supply, strong defenses and others.

Endgame 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.

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).

Endgame 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

Unless you are desperately trying to escape the planet (e.g. incoming planetkiller) you should save the ship building for endgame (which is now).

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.

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). 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.