Difference between revisions of "Advanced Endgame Guide"

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=== Colonists ===
 
=== Colonists ===
  
Unlike at the start of the game, you have the choice from a lot of colonists to be your new colony founders. Compose a roster with a wide range of skills.  Some skills are more important that others: construction especially is paramount, because you will need to build a lot of structures from scratch at your new home.  Mining, cooking and doctoring should be covered at least twice, you will need a grower and a couple of ranged soldiers.
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Unlike at the start of the game, you have the choice from a lot of colonists to be your new colony founders. Compose a roster with a wide range of skills.  Some skills are more important that others: construction especially is paramount, because you will need to build a lot of structures from scratch at your new home.  Mining, cooking and doctoring should be covered at least twice, you will need a grower and a couple of ranged soldiers.  Keep in mind that drug production requires intellectual skill, so even if you do not plan to do any research, you still need somebody clever to make them drugs.
  
 
Do not bring anybody who is "frail" or slow moving, or otherwise a liability at your new destination (such an unstable people, people with addictions, etc.).
 
Do not bring anybody who is "frail" or slow moving, or otherwise a liability at your new destination (such an unstable people, people with addictions, etc.).

Revision as of 21:26, 5 September 2019

Template:Tocright 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.

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.

Stationary defenses

If raiders come close you will have to rely on something else to defeat them.

A way to do this is to build a wall around the base, then build killboxes. Killboxes funnel the raiders, allowing you to use traps efficiently and concentrate fire on raiders.

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).

Construction

By now you should have a vastly expanded base, no matter what playthrough you are going for.

Power

You should definitely have some geothermal generators sitting around all your steam geysers by now. If you do not, then you should immediately get them.

However, even that isn't enough to power an endgame base. You will need supplementary power sources in order to do so. Solar panels and wind turbines should be built as needed, and you should have a great backup power supply enough for one or two days' worth of power as well. Generally, it follows the same rules as midgame power, except in a much larger scale.

If you want, you can also have some ship reactors to power your base. They provide a constant 1000W power, however they cost quite some resources, take up lots of space and can only be built outside. Even if you can afford it, you will need to consider where to put your reactors.

Furniture

You should strive to replace your old furniture (some probably in use for years) with newer, higher quality ones. Deconstruct them, and rebuild until you obtain one with a satisfactory quality ('satisfactory' here has a much different meaning than in early game). You can also use some more beautiful materials to build your furniture, such as silver or jade. Wood still works though, if you want to build a lot of furniture.

You should give each colonist their own royal bed as they provide good comfort, beauty and rest effectiveness.

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 cheaper than buying it and also saves time.
Power armor does reduce work speed, so you may want to watch out for that.

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.

Founding a second colony

If you think having only one colony is not stressful enough already, and want to found another one, you can send a caravan to a new frontier, and have some of your colonists start a new life there.

Note: you need to increase the colony limit in the game settings for this to be possible.

This new settlement can be founded anywhere, as far away from your original base as you want. Make it as challenging or silly as you like.

Supplying the caravan

Your frontier trek will need to bring quite a few things with them to be able to quickly establish themselves at the new colony location. Here is a checklist of a few things that you should bring:

  • Enough food for the journey, and to get you through a few days after arriving. Pemmican is the best choice, like for any caravan.
  • All kinds of medicine, including Glitterworld medicine. Penoxycyline if you go into a biome where that is needed. Wake-up and Go-juice can be useful to help with bootstrapping at the destination, because your group will be able to work long hours. Possibly bring recreational drugs to keep folks happy.
  • Steel and components: 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! Bring weapons that are suitable for hunting, too, such as bolt-action and sniper rifles.
  • Gold and Silver, and maybe some valuable pieces of art, for trading along the route and in your new colony.
  • Charged batteries, and a Vanometric power cell if you have one: these are invaluable for quickly getting a functioning settlement from scratch.
  • A Psychic emanator if available, to help with founding stress a little. Recreation items that you can use immediately if they are not too heavy. Psychic foil helmets can be useful, too.
  • Hauling animals, such as dogs, pigs and wargs; bring males and females, so you can keep breeding them. Keep in mind that some of them will require food along the journey (Kibble is good).
  • Boomalopes, if you have them, as a source of chemfuel. This is especially great if they can graze while travelling, because that means you can bring them along for free.

If your caravan animals will be able to graze along the route, you can bring a lot of food and leather in the form of lifestock. Butcher them at the destination, or start using them for milk and wool immediately.

If your intended destination is in transport pod range, you do not have a problem, because you can send practically unlimited supplies from your origin base. You could even send the materials to build a lot more cargo pods at the destination, and repeat the process. However, this makes it almost a little too easy...

Resource compression

You can "compress" raw resources for loading into caravans by building furniture which is lighter than the resources they will deconstruct into. It is your choice if you resort to such shenanigans; it is a very unrealistic game mechanic.

It means you will lose about 25% of the resources, but allows you to carry a lot of extra effective weight.

Stool compression

You can compress stone blocks by building stools. Each stool is only 3 kg but can be deconstructed into 18.75 stone blocks weighing between 16.88kg for slate, to 23.44kg for granite, meaning you can fit nearly eight times the weight of the stones.

Plant pot compression

You can compress steel by building plant pots. Each plant pot is only 2 kg, but can be deconstructed into 15 steel weighing 7.5 kg, meaning that it can fit over three times the weight of the steel.

Flatscreen TV compression

You can compress both steel and components in flatscreen televisions. Each is only 8 kg but can be deconstructed into 105 steel and 12 components for a total of 59.7 kg, allowing you to fit almost 7.5 times its weight in resources.

Colonists

Unlike at the start of the game, you have the choice from a lot of colonists to be your new colony founders. Compose a roster with a wide range of skills. Some skills are more important that others: construction especially is paramount, because you will need to build a lot of structures from scratch at your new home. Mining, cooking and doctoring should be covered at least twice, you will need a grower and a couple of ranged soldiers. Keep in mind that drug production requires intellectual skill, so even if you do not plan to do any research, you still need somebody clever to make them drugs.

Do not bring anybody who is "frail" or slow moving, or otherwise a liability at your new destination (such an unstable people, people with addictions, etc.).

Trading along the route

Visit as many communities as possible along your route. This will allow you to replenish food and buy all the rare items that you can find, like Advanced Components, Arcotech gear, Glitterworld medicine etc. You can even buy more colonists (slaves), and more caravan animals, to increase your carrying capacity.

What to do on arrival

Bootstrap the essential colony with a barracks and a freezer room to store food. Plant some fast growing produce like rice.

If you have some firepower, it is a good idea to seek out, and clear the Ancient Danger at the new location immediately after. Build some prison cells and open the cryosleep caskets. This will get you some possible new recruits, and some good gear. You can also take the gear from the survivors and return them into the cryosleep caskets; recruit them later on. You will probably have some vacant caskets, where you can put some of your colonists as well – this will reduce the amount of bedrooms and food needed while you establish the new place.

Building the new colony should be straightforward; after all you have done that at least once already...

Production bases

The main purpose for the new settlement could be supplying the origin base, with mined resources and other things that are difficult to obtain at your home base. Make sure that the supply base is close enough to your main base, to make resource transfer viable. This usually means it should be in transport pod range.

Ending the game

Currently, there are only 2 ways to end the game on your own accord: building a ship or travelling to a hidden one.

Building a Ship

If you weren't desperately trying to escape the planet (e.g. incoming planetkiller), shipbuilding would not concern you at all, until you arrive at this stage of the game.

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.

Everything on the ship needs to be researched, with some costing great amounts of research time dedicated to it. If your goal is to escape ASAP, have as many hi-tech research benches connected to multi-analyzers, then prioritize researchers to research as much as possible. Miners should be digging up metallic resources from deep underground as their first priority, so as to provide resources for your construction project.

Journey Offer

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 for an endgame-sized colony). However, you need plenty of supplies to sustain your colonists over the long journey, as well as the 15-day waiting time for the ship to power up.

To speed up the journey, install bionic legs on as many colonists as possible.

Remember to bring medicine because you can get ambushed and you will need something to patch up injuries or treat illnesses (especially infections). You also need to build defenses to protect the ship.

Bringing food

To bring as much food as possible, make pemmican, as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring packaged survival meals as well as these last indefinitely.

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 4083 pemmican (enough for 127.6 days for a lone colonist, though it will rot before all is consumed) or 183 packaged survival meals (86.9 days for a lone colonist).

Trading for supplies

A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supples as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.

Note that carrying lots of high-value items will attract pirates so be well-guarded against threats.

Base hopping

A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.

If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.

Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.

Endgame defense

For both ships, they need 15 days to start up, during which they will attract danger. You will need to set up heavy defenses to guard your ship against them.