Editing Alternative Playthroughs 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: | ||
− | {{Stub | + | {{Stub}} |
This page is for unusual playthroughs for a new RimWorld experience other than simply changing the starting scenario. Mods may be used depending on your favor. | This page is for unusual playthroughs for a new RimWorld experience other than simply changing the starting scenario. Mods may be used depending on your favor. | ||
Line 5: | Line 5: | ||
It is recommended that you at least have some experience with a regular playthrough before you attempt the below. Hence, this guide will not go into detail the steps to building a base unless necessary. | It is recommended that you at least have some experience with a regular playthrough before you attempt the below. Hence, this guide will not go into detail the steps to building a base unless necessary. | ||
− | == Peacekeepers/ | + | == Peacekeepers/ Faction domination == |
+ | |||
This playthrough is for those who wish to stay on the rim for an extended period while constantly encountering combat. The main rule is that you stay to destroy all enemy faction bases- which ones are considered as the enemy is up to the player to decide. | This playthrough is for those who wish to stay on the rim for an extended period while constantly encountering combat. The main rule is that you stay to destroy all enemy faction bases- which ones are considered as the enemy is up to the player to decide. | ||
=== Starting scenario === | === Starting scenario === | ||
− | |||
− | + | It can be advantageous if you create a custom scenario with 10 starting colonists (the maximum allowed) and plenty of supplies to get started, so you can begin sending attack squads earlier. | |
− | |||
− | |||
− | |||
− | |||
− | |||
=== First steps === | === First steps === | ||
+ | |||
After settling down and building a self-sufficient base, you will need to do the following: | After settling down and building a self-sufficient base, you will need to do the following: | ||
− | # Capture and recruit enough people to assemble an assault squad while leaving enough people to defend your base. Around 10 people are needed for a squad that can reliably take down a base without too many casualties, and ideally you would need half your colonists to remain at base for | + | #Capture and recruit enough people to assemble an assault squad while leaving enough people to defend your base. Around 10 people are needed for a squad that can reliably take down a base without too many casualties, and ideally you would need half your colonists to remain at base for upkeeping and defense, so you will need 20 colonists before you set out first. |
− | # Get enough resources to equip all soldiers with good equipment. [[Devilstrand]] clothing, flak armor and mid-game weaponry are recommended. | + | #Get enough resources to equip all soldiers with good equipment. [[Devilstrand]] clothing, flak armor and mid-game weaponry are recommended. |
== Nomadic survival == | == Nomadic survival == | ||
+ | |||
This playthrough deviates from the regular base-building experience of RimWorld, by the extensive use of caravans and base settling. | This playthrough deviates from the regular base-building experience of RimWorld, by the extensive use of caravans and base settling. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{nav/guides}} | {{nav/guides}} | ||
− |