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− | + | ==Overview== | |
+ | In some ways, Midgame is vastly different from early game in RimWorld. Sometimes the point comes that you have to use devious tactics when your colony is helplessly outnumbered, or drastically change the priorities of your colonists. | ||
− | + | == Construction == | |
− | + | What you must have in a midgame base: | |
+ | *Large-sized freezer with enough food to make it past the growing season + 10 days more | ||
+ | *Cover and other defense structures around the base | ||
+ | *Self-sufficient food supply + kitchens to cook food | ||
+ | *Sufficient power supply + Backup Power | ||
+ | *Medium-grade Hospital | ||
+ | *Warehouse | ||
− | + | What you should have for a decent midgame base: | |
+ | *Private bedrooms for your colonists | ||
+ | *Dining room | ||
+ | *Rec room | ||
+ | *Workshop | ||
+ | *Laboratory | ||
+ | *Prison with personal cells | ||
− | + | All of these should be Decent or above impressiveness, not factoring in [[filth]]. | |
− | + | === Power === | |
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− | + | ==== Geothermal power ==== | |
+ | [[Geothermal generator|Geothermal power]] is an important source of power from mid-game onward, as it is constant and high-powered. You will need to research Geothermal Power first before you can unlock it, and the generator itself is quite costly (though affordable in midgame). However, once researched and built you can have a constant power supply; you can even have some excess power until lategame. | ||
− | + | Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. | |
− | + | === Dining room === | |
+ | Giving your colonists a table to eat on is an early game thing; now you should consider building something better for them. | ||
− | + | A dining room should be built as close as possible near the freezer/ food storage so your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor. | |
− | + | For increased mood buffs, decorate your dining room using [[sculptures]], [[plant pot]]s or quality furniture. | |
=== Freezer === | === Freezer === | ||
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− | + | You may need to expand your freezer compared to your starting one, as now you will need to be prepared for incoming events. | |
− | === | + | === Rec room === |
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− | + | You can now afford to build more joy facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of joy for additional variety. In addition, you can also obtain additional joy sources from exotic goods traders, such as [[telescope]]s or [[Flatscreen television|flatscreen]] and [[Megascreen television|megascreen]] televisions, which are more joyful than the craftable tube television. | |
− | + | Similarly to the dining room, decorating it can improve the mood bonus from using the room. | |
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=== Bedrooms === | === Bedrooms === | ||
− | [[File: | + | [[File:Bedroom_example_midgame.png|400px|thumb|right|Mid-game bedrooms. Each is carpeted, has beds, tables with chairs, flower pots for decoration and a vent connected to the corridors.]] |
− | + | You should upgrade to a decent bedroom for more comfort. | |
− | + | Bedrooms should be at least be 3x5; this gives you enough space to squeeze in a bed and a table, without making the colonist feel cramped. Tables are important as colonists often carry food with them, and without a table, colonists will resort to eating their breakfast on the floor. Turn off the 'Gather Spot' option, otherwise colonists will go off into the bedrooms to chill off on their own. | |
− | + | For better comfort and rest effectiveness, make sure all beds are of Normal quality or above, otherwise deconstruct and try again until you get it. | |
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=== Hospital === | === Hospital === | ||
− | [[File: | + | [[File:Hospital_example_midgame.png|400px|thumb|right|Mid-late game hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]] |
− | A hospital | + | A midgame hospital should have [[sterile tile]]s as flooring as they provide a cleanliness buff that increases surgery success chance and reduce wound infection chance. [[Hospital bed]]s and [[vitals monitor]] brings boosts to treatment and immunity gain, so you should definitely have some. |
− | + | To provide joy, you may also build or buy televisions to install into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists cheering them up as their only joy source. | |
− | + | If you have even more resources you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well. | |
− | + | === Workshop === | |
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You may need to expand your workshop to accommodate more workbenches. | You may need to expand your workshop to accommodate more workbenches. | ||
It is an excellent idea to put decorations such as sculptures inside the workshop, as a beautiful environment gives up to +15 mood, improving colonists' productivity. | It is an excellent idea to put decorations such as sculptures inside the workshop, as a beautiful environment gives up to +15 mood, improving colonists' productivity. | ||
− | + | === Kitchens === | |
− | + | Switch the flooring to sterile tiles for flooring to reduce the chance of food poisoning. The [[butcher table]] is best put elsewhere due to the heavy cleanliness debuff. | |
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− | [[ | ||
− | + | [[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stove, set to accept only berries and vegetables as these do not spoil in a matter of days, unlike meat which should always be in the freezer. | |
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− | [[ | ||
=== Laboratory === | === Laboratory === | ||
− | You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s to increase research speed and unlock new research, as well as sterile tiles to keep the room clean, increasing research speed. | + | You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s to increase research speed and unlock new research, as well as sterile tiles to keep the room clean, increasing research speed. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room. |
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=== Prison cells === | === Prison cells === | ||
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[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for aesthetic purposes). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]] | [[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for aesthetic purposes). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]] | ||
− | Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are also more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, | + | Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are also more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated. |
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making bigger cells also increase mood bonuses for easier recruitment. They can't use any joy items put in the cell, but you can add them anyway for a better cell. | Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making bigger cells also increase mood bonuses for easier recruitment. They can't use any joy items put in the cell, but you can add them anyway for a better cell. | ||
− | Prisons should have doors facing towards your base, so | + | Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens time to deal with the break. |
− | + | === Backup === | |
− | + | You should have some backups ready in case things go down. | |
− | + | One thing you can do is to have emergency power, such as backup batteries or generators. Panic rooms, with multiple layers of durable wall, can help protect colonists during a raid if you can't defeat the raiders. Nutrient past dispensers can efficiently convert raw food into edible nutrient paste. | |
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==Resources== | ==Resources== | ||
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If you want meat you should raise some [[chicken]]s. They rise in numbers extremely fast, laying eggs rapidly and growing in the span of a little more than 1 season. Raising chickens requires some heavy population management but is rewarding if done right. | If you want meat you should raise some [[chicken]]s. They rise in numbers extremely fast, laying eggs rapidly and growing in the span of a little more than 1 season. Raising chickens requires some heavy population management but is rewarding if done right. | ||
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=== Agriculture === | === Agriculture === | ||
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Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing. | Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing. | ||
− | Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the | + | Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the chemical interest or fascination [[traits]] will binge on drugs if given access to them. |
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− | + | Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs. | |
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=== Mining === | === Mining === | ||
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You need a large supply of components for building and crafting. | You need a large supply of components for building and crafting. | ||
− | The best way to obtain components is by trading. Call friendly factions to send bulk goods traders, which always sell components | + | The best way to obtain components is by trading. Call friendly factions to send bulk goods traders, which always sell components and also buys a lot of your raw materials. Some other traders also sell components at an increased price. |
− | Even after you've researched it, making them at the [[ | + | Even after you've researched it, making them at the [[component assembly bench]] is not a good source as it is cost and labor intensive (25 steel and 134 work required for just 1 component). It does train your craftsmen very fast though, so you can consider making some for practice, while solving your shortage at the same time. |
=== [[Drugs|Drugs & Chemicals]] === | === [[Drugs|Drugs & Chemicals]] === | ||
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Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver. | Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver. | ||
− | Be careful with drugs, especially when you have colonists with the | + | Be careful with drugs, especially when you have colonists with the Chemical Interest or Fascination [[traits]]; you will have to keep drugs away from them, or they will binge on them and get addicted or die from [[overdose]]. |
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==== [[Beer]] ==== | ==== [[Beer]] ==== | ||
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To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made. | To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made. | ||
− | + | Colonists can enjoy a beer occasionally (every 2.5 days or so) without risk of addiction. They can also drink quite a lot in one go without getting addicted, but then they will need to wait longer before their next drink, and they risk getting a hangover. | |
==== [[Smokeleaf joint]] ==== | ==== [[Smokeleaf joint]] ==== | ||
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==== Psychite ==== | ==== Psychite ==== | ||
− | A type of drug | + | A type of hard drug refined from the leaves of the [[psychoid plant]]. Comes in 2 variants, [[flake]] and [[yayo]]. |
− | + | While they provide a good buff to both mood and stats, they are extremely addictive. | |
− | + | Besides this, they are highly profitable. Being very light, you can carry lots on a single caravan trip, and net you a ton of silver in return. | |
==== [[Go-juice]] ==== | ==== [[Go-juice]] ==== | ||
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==== [[Luciferium]] ==== | ==== [[Luciferium]] ==== | ||
− | A performance-enhancing mechanite concoction. It provides good functional buffs, and given enough time can heal old scars (including dreaded brain injuries) but doesn't help at mood at all. It cannot be made and must be bought at traders or found occasionally. | + | A performance-enhancing [[mechanite]] concoction. It provides good functional buffs, and given enough time can heal old scars (including dreaded brain injuries) but doesn't help at mood at all. It cannot be made and must be bought at traders or found occasionally. |
One of its most significant features is that withdrawal from luciferium is fatal and incurable. Luciferium needs to be taken every 6.667 days in order to prevent withdrawal symptoms, and if the need is unmet the colonist will die in a mean of 10 days. | One of its most significant features is that withdrawal from luciferium is fatal and incurable. Luciferium needs to be taken every 6.667 days in order to prevent withdrawal symptoms, and if the need is unmet the colonist will die in a mean of 10 days. | ||
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== Equipment == | == Equipment == | ||
− | While in early game you may need to scavenge what equipment you could, or craft some very rudimentary equipment such as [[tribalwear]] or [[ | + | While in early game you may need to scavenge what equipment you could, or craft some very rudimentary equipment such as [[tribalwear]] or [[shiv]]s. Now that you're in midgame, however, you should have the ability to manufacture your own equipment. Good equipment means that you stand a chance against raiders, even when outnumbered. |
− | You should have a [[fueled smithy]] or an [[electric smithy]] to craft melee weapons, [[electric | + | You should have a [[fueled smithy]] or an [[electric smithy]] to craft melee weapons, [[electric tailoring bench]] for sewing clothes (faster than a [[hand-tailoring bench]]), and a [[machining table]] for armor and guns. |
=== Apparel === | === Apparel === | ||
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Wool is best for insulation. | Wool is best for insulation. | ||
− | For your soldiers, you should always have [[ | + | For your soldiers, you should always have [[armor vest]]s and [[advanced helmet]]s. Just this can protect against a large part of the damage taken. If you're short on materials you can always use the [[simple helmet]], which is significantly cheaper though providing less protection.<br> |
Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often. | Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often. | ||
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*'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much. | *'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much. | ||
*'Soldier' allows colonist to wear armor and some clothes beneath them. | *'Soldier' allows colonist to wear armor and some clothes beneath them. | ||
− | **By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your | + | **By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your armor vests. |
*'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only. | *'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only. | ||
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For guns: | For guns: | ||
− | *[[ | + | *[[Sniper rifle]]s or [[bolt-action rifle]]s are highly destructive in the hands of skilled marksmen. Perfect for long-ranged takedowns. |
+ | *[[Charge rifle]]s dish out heavy damage at medium range, and is suitable for moderate-high skilled gunners. | ||
*[[Assault rifle]]s are suited for gunning down mid-long range targets, when handled by good soldiers. | *[[Assault rifle]]s are suited for gunning down mid-long range targets, when handled by good soldiers. | ||
− | *[[LMG]]s can mow down | + | *[[LMG]]s can mow down targets at medium range with a large burst of bullets. Best served in the hands of low-mid skilled colonists. |
*CQB weaponry such as [[Heavy SMG]]s or [[Pump shotgun]]s are optimal for regular workers for self-defense. | *CQB weaponry such as [[Heavy SMG]]s or [[Pump shotgun]]s are optimal for regular workers for self-defense. | ||
− | *[[Chain shotgun]]s are not an effective weapon choice on its own due to their horribly short range. However, their high damage output makes them | + | *[[Chain shotgun]]s are not an effective weapon choice on its own due to their horribly short range. However, their high damage output makes them better at crowd control. |
− | *[[Minigun]]s excel at point-blank destruction or crowd control. | + | *[[Minigun]]s excel at point-blank destruction or crowd control. Accuracy is completely irrelevant for this weapon due to the forced miss radius, such that it's most effective when equipped by a [[Traits#Trigger-happy|trigger-happy]] colonist, disregarding shooting skill. |
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Note that it's best that you hold off crafting guns until you have a steady supply of components, as crafting them can quickly chew through your stock of components. | Note that it's best that you hold off crafting guns until you have a steady supply of components, as crafting them can quickly chew through your stock of components. | ||
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For melee: | For melee: | ||
*[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game. | *[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game. | ||
− | *[[Mace]]s are cheaper and deal blunt damage. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma. | + | **[[Spear]]s or [[gladius]] are cheaper but deal less damage, as such you should leave these for lower-skilled colonists. |
+ | *[[Mace]]s are cheaper and deal blunt damage, best used by wardens for taking down escaping prisoners or berserk colonists without killing them. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma. | ||
=== Prosthetics & Organ Replacements === | === Prosthetics & Organ Replacements === | ||
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==== Bionics ==== | ==== Bionics ==== | ||
− | All bionics have | + | All bionics have 140% efficiency, making them superior to normal parts. |
− | [[Bionic leg]]s give + | + | [[Bionic leg]]s give +20% moving; two of them means a total of 140% moving. Good for caravaneers, kiters, first respondents or anyone who needs to move fast.<br> |
− | [[Bionic arm]]s give + | + | [[Bionic arm]]s give +20% bonus to manipulation; they are good at a large variety of tasks, from shooting to mining to crafting.<br> |
− | [[Bionic eye]]s give + | + | [[Bionic eye]]s give +20% to sight; it's the only eye replacement so far, meaning you will have to depend on it to replace colonists' missing or damaged eyes. Sight isn't very important for most tasks, with bonuses from sight capping at 100% sight for most tasks (except medicinal or combat tasks), meaning that enhanced sight is obsolete in many cases. Shooting however relies greatly on sight, so you may consider giving your gunners (especially snipers or marksmen) bionic eye replacements before they actually need an eye replacement. Melee also depends on sight but the impact isn't so large. |
==== Combat hands ==== | ==== Combat hands ==== | ||
− | [[Power claw]]s are a good hand replacement for front-line combatants. It incurs a small manipulation penalty, but greatly increases unarmed damage, to the point where it can even rival a normal or good plasteel [[longsword]]. | + | [[Power claw]]s are a good hand replacement for front-line combatants. It incurs a small manipulation penalty, but greatly increases unarmed damage, to the point where it can even rival a normal or good plasteel [[longsword]].<br> |
+ | [[Scyther blade]]s can be removed from incapacitated [[scyther]]s or occasionally found on traders. They are extremely specialized in fighting; 2 installed gives the highest DPS of any weapon in-game. However, with only 20% efficiency, it is terrible at nearly everything, combat included. You should reconsider before giving this to anyone.<br> | ||
==== Organs ==== | ==== Organs ==== | ||
− | You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations. | + | You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[Traits|psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations. |
− | As of | + | As of Alpha 17 there are no bionic organ enhancements in the base game, though mods exist to add them in-game. |
== Combat & defense tactics == | == Combat & defense tactics == | ||
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====Kiting==== | ====Kiting==== | ||
− | Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a shield | + | Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a personal shield that protects them from bullets. Note: Colonists incapable of violence can still act as bait. |
<pre> | <pre> | ||
R | R | ||
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=== [[Training]] === | === [[Training]] === | ||
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You can now dedicate more time to train your colonists' skills so they can perform better. | You can now dedicate more time to train your colonists' skills so they can perform better. | ||
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Hauling becomes a rather important job in midgame as you gather more and more resources and thus need more manpower to haul them to your warehouses, but can't divert colonists from other jobs to haul. | Hauling becomes a rather important job in midgame as you gather more and more resources and thus need more manpower to haul them to your warehouses, but can't divert colonists from other jobs to haul. | ||
+ | [[Wild boar]]s are an excellent taming choice, one of the best available in RimWorld. They have Advanced training intelligence, allowing them to be trained in combat and hauling alike, and they hit hard. Their fast reproduction allows you to amass a large army easily. They can also graze, and are found in many biomes. | ||
− | + | Ostriches are another good choice in place of boars, if you don't need more haulers. They hit even harder, are faster and more durable, but can't haul or rescue. | |
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− | + | If not, taming [[cougar]]s, wolves or bears provides great combat power, but will require a constant source of meat to train them. | |
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== Mobility == | == Mobility == | ||
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You can get a group of colonists to form a caravan to travel around the world. | You can get a group of colonists to form a caravan to travel around the world. | ||
− | Caravans have a weight capacity which determines how much each character can carry. Each colonist or [[alpaca]] carries 35 kg at most; [[muffalo]]s can carry up to | + | Caravans have a weight capacity which determines how much each character can carry. Each colonist or [[alpaca]] carries 35 kg at most; [[muffalo]]s can carry up to 70 kg, while [[dromedary|dromedaries]] carry 66.5. |
− | Caravans are somewhat slow, taking days, or sometimes seasons to reach their destination; remember to pack enough food that does not rot easily. Animals that can eat grass/ other plants do not need food when grazing is available, but all others do. You can speed it up by having faster colonists or animals | + | Caravans are somewhat slow, taking days, or sometimes seasons to reach their destination; remember to pack enough food that does not rot easily. Animals that can eat grass/ other plants do not need food when grazing is available, but all others do. You can speed it up by having faster colonists or animals in the caravan, this brings up the average speed of the caravan allowing it to travel faster. |
Sometimes hostile random events can occur such as an ambush; remember to bring a suitable escort if needed. | Sometimes hostile random events can occur such as an ambush; remember to bring a suitable escort if needed. | ||
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This method is extremely fast; it takes up to 1 in-game hour at most to reach its destination. | This method is extremely fast; it takes up to 1 in-game hour at most to reach its destination. | ||
− | However, it's also expensive; each pod costs 80 [[steel]] and 1 [[component]], in addition to the [[chemfuel]] required to power it. It also requires research before it becomes buildable. | + | However, it's also expensive; each pod costs 80 [[steel]] and 1 [[component]], in addition to the [[chemfuel]] required to power it. It also requires research before it becomes buildable. Chemfuel can be produced by researching Refining, allowing the construction of a Refinery that refines chemfuel using wood or organic matter. |
Each pod carries 150 kg, just enough for 2 barely clothed humans. If colonists land on an empty tile they will form a caravan. Remember to take into account the carrying capacity of its members as if you put too much inside the pods, the colonists will be unable to carry it all, and will be immobilized. | Each pod carries 150 kg, just enough for 2 barely clothed humans. If colonists land on an empty tile they will form a caravan. Remember to take into account the carrying capacity of its members as if you put too much inside the pods, the colonists will be unable to carry it all, and will be immobilized. | ||
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==== Crossing oceans ==== | ==== Crossing oceans ==== | ||
− | Unfortunately, there's no way to navigate over the deep sea. If you happened to have chosen your starting point on an island (intentionally or not), the only way to get to the mainland is by launching transport pods | + | Unfortunately, there's no way to navigate over the deep sea. If you happened to have chosen your starting point on an island (intentionally or not), the only way to get to the mainland is by launching transport pods. |
== Trade == | == Trade == | ||
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File:Foreign trade caravan with boomalope bad idea.png|'''Foreign trade caravan with boomalopes, bad idea.''' | File:Foreign trade caravan with boomalope bad idea.png|'''Foreign trade caravan with boomalopes, bad idea.''' | ||
</gallery> | </gallery> | ||
+ | |||
+ | == Other guides == | ||
+ | |||
+ | *[[Advanced Endgame Guide]]: Ending your colony on YOUR terms | ||
+ | *[[Base Building Guide]] - building a successful base at any stage | ||
{{nav/guides}} | {{nav/guides}} | ||
− | [[Category: | + | [[Category:Gameplay]] |