Editing Intermediate Midgame 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:
{{Rewrite|reason = Outdated/incorrect in many places. Needs full fact checking, updating, and [[Template: Verified|reverification]]. Also suggest: Replace some sections with links to the more specific guides than rehash existing guide content. E.g. [[Weapon Guide|Weapons]], [[Money making guide|Cash crop]], [[Defence tactics|Combat & defense tactics]] etc.}}
 
 
{{TOCright}}
 
{{TOCright}}
  
Line 8: Line 7:
 
== Buildings and Infrastructure ==
 
== Buildings and Infrastructure ==
  
{{main|Colony Building Guide}}
+
Here is a list of facilities in rough order of importance that an established base should have – all of this ''heavily'' varies by difficulty level and map conditions (but you will know when your defense was too weak for your difficulty level...).
 
 
Here is a list of facilities in rough order of importance that an established base in midgame should have – all of this ''heavily'' varies by difficulty level and map conditions (but you will know when your defense was too weak for your difficulty level...).
 
  
 +
* In general, all areas should be well lit (no dark places) and there should be sufficient heating and cooling.  Frequented areas should have constructed or smoothed floors.  [[Autodoor]]s should be used where adequate (usually at least for the kitchen, freezer, storage and production room).
 
* '''Power supply''': the power supply must be sufficient to run all essential facilities, including lighting.  Some backup (such as offline batteries) should be on stand-by.  Since power is critical in some areas (e.g. to run the freezer) it must not be easily interrupted by damage; that means, run some backup power lines.
 
* '''Power supply''': the power supply must be sufficient to run all essential facilities, including lighting.  Some backup (such as offline batteries) should be on stand-by.  Since power is critical in some areas (e.g. to run the freezer) it must not be easily interrupted by damage; that means, run some backup power lines.
 
* '''Freezer''': a refrigerated room that is large enough to hold enough fresh food to get you through the winter or special circumstances like a [[Events#Toxic_fallout|toxic fallout]] event. How much food you need to store depends on a lot of other factors.
 
* '''Freezer''': a refrigerated room that is large enough to hold enough fresh food to get you through the winter or special circumstances like a [[Events#Toxic_fallout|toxic fallout]] event. How much food you need to store depends on a lot of other factors.
Line 22: Line 20:
 
* '''Production''': a dedicated area for crafting and creating.  This should be close to the warehouse, and made as comfortable and beautiful as is reasonable.
 
* '''Production''': a dedicated area for crafting and creating.  This should be close to the warehouse, and made as comfortable and beautiful as is reasonable.
 
* '''Prison''': if you get a lot of "visitors", some decent accommodation (a.k.a. brig) is in order.  The prison cells should be comfortable enough to keep the prisoner as happy as possible, because that makes recruiting them easier.
 
* '''Prison''': if you get a lot of "visitors", some decent accommodation (a.k.a. brig) is in order.  The prison cells should be comfortable enough to keep the prisoner as happy as possible, because that makes recruiting them easier.
* '''Prison''': Alternatively, you can use prisons as an experience farm by making it so the guests revolt as often as possible.  Stack those mood debuffs to the point where they have mental breaks while in catharsis from the last one to get Medical, Combat, Social (via Wardening) and Construction experience in much higher amounts than you would with a "nice" prison since your guests stay much longer before you can break their will, then recruit or release them.
 
  
In general:
+
Do not strive for perfection in any of these areas yet. It is better to have a makeshift hospital than none at all; so make a room with a few beds that are only used for medical purposes, before thinking about hospital beds and sterile tiles. The important point is to have medical beds on stand-by, in a clean room, at all times – not to have the perfect end-game hospital right from the start.
* All areas should be well lit (no dark places).  
+
 
* Frequented areas should have constructed or smoothed floors.  
+
Likewise, keeping a small, ugly, insecure prison barracks is still better than having to re-purpose rooms after every raid in order to even capture somebody (leaving some colonists without bedrooms in the process).
* [[Autodoor]]s should be used in frequently trafficked places (the kitchen, freezer, storage and production room).
+
 
 +
Create the basic facilities first, then improve them afterwards.  Do not take shortcuts that are not necessary (for example, do not put the butcher's table in the medical room, because "there just was no better spot at the moment").  Make everything out of wood, and replace it with fire-proof materials later on.  Wood structures are ''a lot'' faster to build than stone structures.
 +
 
 +
Kitchen, hospital and laboratory (research benches) can be placed in the same room, which should be sterile.  This is because room cleanliness has a major impact on cooking, medical outcomes and research speed.  Also, kitchen and hospital should be in a prime location in your base, and combining them makes this easier to achieve.
 +
 
 +
Make all rooms as cozy and beautiful as possible, especially the areas where your colonists spend a lot of time (this can be a research desk!). Putting good chairs in front of all production desks will make your colonists feel comfortable while they are using them.  A beautiful environment will lift up their mood.  This applies anywhere your colonists spend a lot of time, not only to the recreation area.
 +
 
 +
The rooms and corridors must be spacious enough to not cause problems and allow your colonists to move around freely.  Leaving a little extra room is almost always a good idea.
 +
 
 +
=== General colony design principles ===
 +
[[File:Example base layout.png|550x398px|thumb|right|Example floor plan for a base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The "killbox" is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The "clean room" would include hospital beds and a kitchen.]]
 +
 
 +
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.
 +
 
 +
==== Getting stuff done: lowering foot traffic ====
 +
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.
 +
 
 +
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.
 +
 
 +
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.
 +
 
 +
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.
 +
 
 +
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and "guests".  Prison breaks are more easily contained if the fugitive is in the middle of your base.
 +
 
 +
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.
 +
 
 +
==== Make it pretty ====
 +
 
 +
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.
  
Do not strive for perfection in any of these areas yet. It is better to have a makeshift hospital than none at all; so make a room with a few beds that are only used for medical purposes, before thinking about hospital beds and sterile tiles. The important point is to have medical beds on stand-by, in a clean room, at all times – not to have the perfect end-game hospital right from the start. Likewise, keeping a small, ugly, insecure prison barracks is still better than having to re-purpose rooms after every raid in order to even capture somebody (leaving some colonists without bedrooms in the process).
+
Ugliness that is unavoidable can be countered with ''deco bombing''.  Make some really expressive sculptures, and put them right into the mess.  You can spread a few ''large sculptures'' throughout your main stockpile, for example. This will make it beauty-neutral or even "beautiful".  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere. Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.
  
Create the basic facilities first, then improve them afterwardsDo not take unnecessary shortcuts (for example, do not put the butcher's table in the medical room, because "there just was no better spot at the moment"). By the midgame you should strive to have everything built out of stone.
+
Comfortable furniture is very importantKeep a good carpenter (with high "contruction" skill), and have them craft all the furniture in the base (especially the beds and chairs). Put dining chairs in front of all workstations (they are both "beautiful" ''and'' "comfortable"); they will not make anyone work faster, but they give a mood bonus while anybody is using them.
  
The kitchen, hospital and laboratory (research benches) can be placed in the same room, which should be sterile.  This is because room cleanliness has a major impact on cooking, medical outcomes and research speed. Moreover, both the kitchen and hospital benefit from being in a central location, and the mood impact from waking up a pawn during treatment is pretty minor compared to the impact of acute pain.
+
==== Safety first ====
  
Make all rooms as cozy and beautiful as possible, especially the areas where your colonists spend a lot of time: research desks, workshops, and recreation rooms. A beautiful environment will lift up their mood; build beautiful objects anywhere your colonists spend a lot of time, not simply the recreation area. Putting good chairs in front of all production desks will make your colonists feel comfortable while they are using them.  
+
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If there are long hallways, you can use the door ways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers. This is an effective tactic that can contain even mid-size raids and does not require any purpose-built defenses.
  
Rooms and corridors must be spacious enough to not cause problems and allow your colonists to move around freely. Leaving a little extra room is almost always a good idea. While one-tile corridors to infrequently used locations are fine, you will probably want at least two tiles for the major travel paths.
+
On higher difficulties, advanced tactics like "killboxes" and turret spam might be in order.
  
{{clear}}
+
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured inside or close to your base before engaging them.
  
 
=== Freezer ===
 
=== Freezer ===
 
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the "cold" area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]
 
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the "cold" area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]
[[File:Freezer example.jpg|thumb|right|A double-walled freezer with a single airlock entrance.]]
+
 
 
Even in the early game, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.
 
Even in the early game, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.
  
In the mid-game, you must make sure that your freezer is large enough to store enough supplies for the entire colony, and possibly many days. The freezer must be close to the room where meals are prepared. Since unbutchered animals are usually stored inside the freezer as well, it is viable to put the butcher's table ''inside'' the freezer.  This also keeps the substantial filth from the butchering in a room where it does not matter. Butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful here.
+
In the mid-game, you must make sure that your freezer is large enough to store enough supplies for the entire colony, and possibly many days. The freezer must be close to the room where meals are prepared. Since unbutchered animals are usually stored inside the freezer as well, it is viable to put the butcher's table ''inside'' the freezer.  This also keeps the substantial filth from the butchering in a room where it does not matter. Butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful here.
 +
 
 +
However, do ''not'' put your kitchen stove in this room.  The cold temperature would incur a heavy work speed penalty, and, most importantly, the cooking stove needs to be in a clean environment.  The freezer is often not a clean environment, due to heavy foot traffic and blood stains from dead animal bodies.
 +
 
 +
In a cold biome there can be long stretches of time where the outside becomes a natural freezer.  In these cases you can save power by disabling the coolers, and instead let cold air inside through vents.  This will save electricity.  It is also possible to heat the inside of your base with the coolers from the fridge.  Temperature control is, however, difficult with this approach (but does not matter when it becomes cold enough outside).
  
If your freezer opens directly to the kitchen, your kitchen might end up cold. If your freezer opens directly on the outside, it can lose coolness, particularly during heat waves or solar flares. You may consider building a small freezer vestibule / airlock to limit this effect.  
+
Note that the freezer does not need direct access to the perimeter of your base!  A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles). Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.
  
 
=== Kitchen ===
 
=== Kitchen ===
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer. This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid. Haulers need to be able to take leather from the freezer to the warehouse, without walking through the kitchen – this is not shown in this layout.]]
+
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer. Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid. Haulers need to be able to take leather from the freezer to the warehouse, without walking through the kitchen – this is not shown in this layout.]]
  
By midgame usually you will have at least one [[electric stove]], and possibly some temporary storage shelves for cooking ingredients.
+
The ''kitchen'' is the room with the cooking stove in it.  Usually you will have at least one [[electric stove]], and possibly some temporary storage shelves for cooking ingredients.
  
 
At some point, you should replace the floor in this room with metal or even sterile tiles.  This will reduce the chance of [[food poisoning]], a very annoying condition that you want to avoid.
 
At some point, you should replace the floor in this room with metal or even sterile tiles.  This will reduce the chance of [[food poisoning]], a very annoying condition that you want to avoid.
 +
 +
The [[butcher table]] is better placed elsewhere, probably directly into the freezer room.  This is because of the filth created by butchering.  Also, since both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time.  The leather from the butchering needs to be hauled away in any case.  If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.
 +
 +
[[Shelf|Shelves]] or small stockpiles improve cooking efficiency tremendously when placed right next to your stove.  Make one shelf for your most common vegetable ingredient, and one shelf for meat.  The meat will usually be cooked before it spoils on the shelf.  Put those shelves on high priority, so they will be replenished by your haulers.  This way, the cook does not have to waste time fetching ingredients.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.
  
 
In any case, the kitchen absolutely needs to be close to the freezer, probably right next to it.  The connecting door is also probably the first [[autodoor]] you should build in your base.
 
In any case, the kitchen absolutely needs to be close to the freezer, probably right next to it.  The connecting door is also probably the first [[autodoor]] you should build in your base.
  
Prepared food has to be delivered to your dining area, and often also to prisoners and hospital patients.  Position the kitchen so that this is easily possible.  The kitchen door should probably be an [[autodoor]].  When the colony grows larger, you should create a secondary, small freezer room close to where prepared meals are consumed. Then do not store meals any longer in the freezer.  This will reduce foot traffic in the freezer, and make it a lot easier to have colonists eat at a table. The popular ''Rim Fridge'' mod helps with this approach.
+
Prepared food has to be delivered to your dining area, and often also to prisoners and hospital patients.  Position the kitchen so that this is easily possible.  The kitchen door should probably be an [[autodoor]].  When the colony grows larger, you should create a secondary, small freezer room close to where prepared meals are consumed. Then do not store meals any longer in the freezer.  This will reduce foot traffic in the freezer, and make it a lot easier to have colonists eat at a table. The popular ''Rim Fridge'' mod helps with this approach.
  
 
=== Bedrooms ===
 
=== Bedrooms ===
Line 66: Line 100:
 
Bedrooms have a high impact on the overall mood of your colonists, so it is worth investing in them.  Higher quality beds make your colonists rest more quickly during sleep, increasing their productivity (work hours per day).
 
Bedrooms have a high impact on the overall mood of your colonists, so it is worth investing in them.  Higher quality beds make your colonists rest more quickly during sleep, increasing their productivity (work hours per day).
  
A good midgame bedroom needs to be ''impressive'' and provide a ''comfortable'' bed.
+
A good bedroom needs to be ''impressive'' and provide a ''comfortable'' bed.
  
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.
+
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. [[Royal bed]]s are even better, but expensive to make in terms of both ingredients and work.  Higher quality furniture provides better comfort; higher quality beds increase the ''rest effectiveness''. Have your most capable carpenter ("construction" stat) furnish the bedrooms.
 
* Overall [[Room stats|impressiveness]] of the room is a complex [[Room stats|combination]] of several factors: ''wealth'', ''room size'', ''beauty'' and ''cleanliness''. Provide a good balance of all these qualities.
 
* Overall [[Room stats|impressiveness]] of the room is a complex [[Room stats|combination]] of several factors: ''wealth'', ''room size'', ''beauty'' and ''cleanliness''. Provide a good balance of all these qualities.
* A good midgame bedroom has all of the following:
+
* A good bedroom has all of the following:
** 25 tiles of floor space; bigger is not good, because it increases cleaning effort and cost of flooring. This leaves enough room to put temporary production buildings in the bedroom, useful during base expansion.
+
** 25 tiles of floor space; bigger is not good, because it increases cleaning effort and cost of flooring. The suggested size leaves enough room to put temporary production buildings in the bedroom.  This is useful during early base expansion.
 
** Bed, end table and dresser in best possible quality
 
** Bed, end table and dresser in best possible quality
 
** Standing lamp
 
** Standing lamp
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.
+
** Beauty item, such as flower pot or sculpture; more is better, but do not go overboard.
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.
+
** High quality flooring, such as carpet. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.
 
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.
 
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.
  
Line 82: Line 116:
 
It is ''not'' recommended to have a table and chair in the room for colonists to eat at, because other colonists will use it as well, and possibly disturb the sleep of the owner.  Put the eating tables in the hallway in front of the bedrooms if you have to.
 
It is ''not'' recommended to have a table and chair in the room for colonists to eat at, because other colonists will use it as well, and possibly disturb the sleep of the owner.  Put the eating tables in the hallway in front of the bedrooms if you have to.
  
Bedrooms should only have a single door, so they will not be used as a thoroughfare, disturbing the sleep of their owners.
+
Bedrooms should only have a single door, so they will not be used as a thoroughfare (disturbing the sleep of their owners).
 +
 
 +
"Ascetic" colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably.
 +
 
 +
"Greedy" and "Jealous" colonists are the hardest to manage, especially if you have more than one "jealous" colonist.  Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.
  
 
=== Hospital ===
 
=== Hospital ===
Line 105: Line 143:
 
Note that hospital beds can be regular sleeping spots for colonists or prisoners.  They are marked as "medical" beds by default, but can be marked for colonist or prisoner use just like a regular bed (however, turning the entire hospital into a prison is normally not viable).
 
Note that hospital beds can be regular sleeping spots for colonists or prisoners.  They are marked as "medical" beds by default, but can be marked for colonist or prisoner use just like a regular bed (however, turning the entire hospital into a prison is normally not viable).
  
Use this to your advantage.  You will normally have more hospital beds than you need, and they happen to be high quality beds in a comfortable environment.  If you need an extra prison cell, for example, convert the bedroom of a happy colonist into a prison cell and repurpose one of the hospital beds for the colonist.
+
Use this to your advantage.  You will normally have more hospital beds than you need, and they happen to be high quality beds in a comfortable environment.  If you need an extra prison cell, for example, use the bedroom of a happy colonist and make them sleep in a hospital bed for a while.
  
 
=== Recreation and dining room ===
 
=== Recreation and dining room ===
Line 123: Line 161:
 
The recreation room is the fun room, not only for the colonists, but also you, the player.  It is the king piece, have fun with it and make it awesome.
 
The recreation room is the fun room, not only for the colonists, but also you, the player.  It is the king piece, have fun with it and make it awesome.
  
Having production or research buildings in this room does ''not'' lower its recreational value (as long as no dirt or clutter comes with it).  In fact, it can be a good idea to have buildings like the research bench, art bench, and other production buildings in this room – at least temporarily.  This is economical, and makes good use of the mood benefits that come with this area of your base.
+
Having production or research buildings in this room does ''not'' lower its recreational value (as long as no dirt or clutter comes with it).  In fact, it can be a good idea to have buildings like the research bench, sculptor's table, and other production buildings in this room – at least temporarily.  This is economical, and makes good use of the mood benefits that come with this area of your base.
  
 
=== Workshop ===
 
=== Workshop ===
 +
 
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.
 
Store frequently accessed resources near busy workbenches using shelves, so your skilled pawns aren't wasting their time crossing the map to deliver items. You can direct the output to a small, single-tile output stockpile next to the workbench with priority "Low," so that your haulers will remove the item to a more permanent location that does not impact beauty. These shelves can be shared; a cloth shelf is of use both for medicine production and tailoring.
 
  
 
=== Power ===
 
=== Power ===
==== Renewable 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. [[Watermill generator|Water generators]] have similar advantages and drawbacks, but are only possible on certain maps.
 
  
Make sure your generators and their connecting conduits are well-protected as they often have to be placed far from base. Take care, however, not to enclose your generator within a room without supplying ventilation to the outside.
+
==== 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.
  
==== Biopower ====
+
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base.
[[Boomalope|Boomalopes]] can provide tremendous amounts of [[Chemfuel|chemfuel]] power with a large enough herd, as well as being more labor-efficient than burning wood or plant-based biofuel. However, this requires a biome that supports easy grazing space, so it will not be possible everywhere. It also takes some work to milk and haul the fuel. Most seriously, fuel stockpiles should be placed and fireproofed carefully, unless you want to detonate your entire power station at once.
 
  
 
=== 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. This room should generally only have one door, lest pawns path through it and leave behind unnecessary dirt.
+
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.
 
 
(If you do not have sterile tiles, at least make sure it has a finished floor.)
 
  
 
=== Prison cells ===
 
=== Prison cells ===
Line 150: Line 183:
 
[[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, keeping them separated improves safety.
+
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 that escaping prisoners will go towards your base instead of away, giving your wardens time to deal with the break. A small vestibule with an extra door will also slow them down.
+
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.
 
 
If you have only one prison barracks, be certain to check your prisoners' gear, as they are more likely to attempt a prison break while well-armored. If a prisoner is wearing armor, strip the prisoner with one of your pawns, then forbid the clothes which you wish your prisoner to keep so that they are not hauled away (the prisoner will ignore this designation and put the clothes back on). You may reuse, recycle, or sell the armor you capture this way.
 
  
 
=== Backup facilities ===
 
=== Backup facilities ===
  
 
Create redundancies for important facilities of your base.
 
Create redundancies for important facilities of your base.
* Power can be stored in disconnected batteries.  They will discharge at 5W, which will deplete a full battery over 120 days.  Either put the reserve batteries behind a switch, or keep them disconnected in a stockpile.  Their main use comes immediately after a short ("[[Events#Zzztt...|Zzztt...]]"), when all main batteries will be completely empty, often leading to a brown out if you depend on wind or solar energy.
+
* Power can be stored in disconnected batteries.  They will discharge at 5W, which will deplete a full battery over 120 days.  Either put the reserve batteries behind a switch, or keep them disconnected in a stockpile.  Their main use comes immediately after a short ("Zzzt..."), when all main batteries will be completely empty, usually leading to a brown out.
* Strategically placed stockpiles of wood can provide backup heating during a solar flare or cold snap.  Mark these wood stacks "forbidden", so your colonists will not use them during regular operation.  
+
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks "forbidden", so your colonists will not use them during regular operation.
* Since electric stoves do not work at all during a power failure, it can be useful to have a fueled stove as backup.  If some of the food in your freezer is about to go bad during a solar flare, this will allow you to quickly cook some meals and extend the shelf life of the ingredients.
+
* Since electric stoves do not work at all during a power failure, it can be useful to have a fueled stove as backup.  If some of the food in your freezer is about to go bad during a solar flare, this will allow you to quickly cook some meals to effectively extend the shelf life of the ingredients.
 
* Critical power lines should be run twice, so in case of damage (or accidental deconstruction) there is no complete power failure.  This is especially important around power sensitive areas like the freezer, a hydroponics bay and the power generators themselves.
 
* Critical power lines should be run twice, so in case of damage (or accidental deconstruction) there is no complete power failure.  This is especially important around power sensitive areas like the freezer, a hydroponics bay and the power generators themselves.
 
* Nutrient paste dispensers are very useful if you unexpectedly run short of cooked meals.  This can happen for a variety of reasons, such as a sudden influx of prisoners, or your cooks becoming incapacitated.
 
* Nutrient paste dispensers are very useful if you unexpectedly run short of cooked meals.  This can happen for a variety of reasons, such as a sudden influx of prisoners, or your cooks becoming incapacitated.
Line 175: Line 206:
 
If the room is sterile, the output from research benches is amplified by 9%.  This is a substantial amount of work hours from your researchers, especially because so much time is spent researching over the course of the game.  Make your laboratory sterile as soon as possible for this reason.
 
If the room is sterile, the output from research benches is amplified by 9%.  This is a substantial amount of work hours from your researchers, especially because so much time is spent researching over the course of the game.  Make your laboratory sterile as soon as possible for this reason.
  
The "clean room design" is also efficient logistically, because both the hospital and the kitchen (with adjacent freezer) are well placed near your base's front door, easily accessible from both the inside and the outside.  Food supplies need to be carried in, and injured colonists require good access to the hospital when returning from the field.  Having the kitchen inside the hospital makes feeding patients quick and easy.
+
The "clean room design" is also efficient logistically, because both the hospital and the kitchen (with adjacent freezer) are well placed at the edge of the base, easily accessible from both the inside and the outside.  Food supplies need to be carried in, and injured colonists require good access to the hospital when returning from the field.  Having the kitchen inside the hospital makes feeding patients quick and easy.
  
 
Foot traffic in this room should be minimized to keep it as clean as possible.  Make sure your colonists do not have to pass through this room unless they have to do work here.  This means that while the room should be close to the main entrance to your base, it should ''not'' be the lobby where everybody has to walk through.  It should also be off-limits to colony animals.  An adjacent freezer room should have its own access doors, so that bleeding corpses do not have to be carried across the clean room.
 
Foot traffic in this room should be minimized to keep it as clean as possible.  Make sure your colonists do not have to pass through this room unless they have to do work here.  This means that while the room should be close to the main entrance to your base, it should ''not'' be the lobby where everybody has to walk through.  It should also be off-limits to colony animals.  An adjacent freezer room should have its own access doors, so that bleeding corpses do not have to be carried across the clean room.
  
(It is, of course, perfectly acceptable to separating out the kitchen, labs or hospital into their own rooms, if you have secured the space and resources.)
+
Variations of this theme are, of course, possible, such as separating the kitchen from the rest of the room with walls and doors.
  
 
==Resources==
 
==Resources==
Line 198: Line 229:
  
 
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.
 
[[Pig]]s are another good option for livestock and are one of the more efficient animals in terms of food consumed versus food produced. They also have the special advantage of offering free corpse disposal.
 
  
 
=== Agriculture ===
 
=== Agriculture ===
Line 210: Line 239:
 
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 [[chemical interest]] or [[chemical fascination|fascination]] traits will binge on drugs if given access to them.
+
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.
  
 
Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs.
 
Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs.
Line 248: Line 277:
 
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. As well, they can buy a lot of your raw materials. Other traders can also sell components at an increased price.
+
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 [[fabrication 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, however, you can consider making some for practice while solving your shortage at the same time.
+
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]] ===
Line 256: Line 285:
 
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 [[chemical interest]] or [[chemical fascination|fascination]] traits; you will have to keep drugs away from them, or they will binge on them and get addicted or die from [[overdose]].
+
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]].
 
 
[[Neutroamine]] can only be purchased from traders, and is needed to make [[medicine]], [[penoxycyline]] and [[wake-up]]. Consider carefully how much of each drug you will need when deciding how to use this resource.
 
  
 
==== [[Beer]] ====
 
==== [[Beer]] ====
Line 265: Line 292:
 
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.
  
Due to the minimum tolerance to addict, beer can be safely consumed once every 1 day without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule. Alternatively if more is drastic intervention is required, a body size 1 human starting from 0% tolerance can drink 15 beers over any time period without risk of addiction. Note however that at least one day without beer is required before the 1/day schedule can be restarted and 15 full days of abstinence is required to reset to 0% tolerance and allow this strategy to be used again.
+
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]] ====
Line 275: Line 302:
  
 
==== Psychite ====
 
==== Psychite ====
A type of drug made from the leaves of the [[psychoid plant]].  
+
A type of hard drug refined from the leaves of the [[psychoid plant]]. Comes in 2 variants, [[flake]] and [[yayo]].
  
Crashlanded starts can research psychoid brewing to make [[psychite tea]]. Tribal colonies start the game with this research. Psychite tea has the same addiction chance as beer and smokeleaf but does not slow movement or reduce consciousness.
+
While they provide a good buff to both mood and stats, they are extremely addictive.
  
Refined psychoid 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.
+
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]] ====
Line 301: Line 328:
  
 
==== [[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.
Line 318: Line 345:
  
 
== 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 [[knife|knives]]. 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.
+
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 tailor bench]] for sewing clothes (faster than a [[hand tailor bench]]), and a [[machining table]] for armor and guns.
+
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 ===
Line 333: Line 360:
 
Wool is best for insulation.
 
Wool is best for insulation.
  
For your soldiers, you should always have [[flak vest]]s and [[flak 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>
+
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.
  
Line 344: Line 371:
 
*'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 flak vests.
+
**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.
  
Line 359: Line 386:
 
*[[LMG]]s can mow down clustered targets at medium range. Best served in the hands of mid-skilled colonists.
 
*[[LMG]]s can mow down clustered targets at medium range. Best served in the hands of 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 excellent against grouped targets. If you do not have many guns, you can use them to fend off melee warriors who come uncomfortably close to your defenses, but you will have more operational flexibility with other weapons.
+
*[[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 excellent against grouped targets.
 
*[[Minigun]]s excel at point-blank destruction or crowd control.
 
*[[Minigun]]s excel at point-blank destruction or crowd control.
*[[Machine pistol]]s are quite common and an excellent choice for training poorly skilled shooters; while their range is poor, they are more accurate, and any friendly fire will be less damaging.
 
  
 
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.
Line 367: Line 393:
 
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 ===
Line 385: Line 412:
  
 
[[Bionic leg]]s give +12.5% moving; two of them means a total of 125% moving. Good for caravaneers, kiters, first respondents or anyone who needs to move fast.<br>
 
[[Bionic leg]]s give +12.5% moving; two of them means a total of 125% moving. Good for caravaneers, kiters, first respondents or anyone who needs to move fast.<br>
[[Bionic arm]]s give +12.5% bonus to manipulation; they are good at a large variety of tasks, from shooting to mining to crafting. If you are relying on your colonists to produce components and advanced components, give these crafters bionic arms to speed up their work so that you can produce more bionics.<br>
+
[[Bionic arm]]s give +12.5% bonus to manipulation; they are good at a large variety of tasks, from shooting to mining to crafting.<br>
 
[[Bionic eye]]s give +12.5% on average 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 them. Melee also depends on sight but the impact isn't so large.
 
[[Bionic eye]]s give +12.5% on average 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 them. Melee also depends on sight but the impact isn't so large.
  
Line 392: Line 419:
  
 
==== 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 1.0 the only organ replacements are the [[bionic heart]] and [[bionic stomach]], though mods exist to add more bionic organs in-game.
 
As of 1.0 the only organ replacements are the [[bionic heart]] and [[bionic stomach]], though mods exist to add more bionic organs in-game.
Line 418: Line 445:
  
 
====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 belt that protects them from bullets. Note: Colonists incapable of violence can still act as bait.
+
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
Line 437: Line 464:
  
 
=== [[Training]] ===
 
=== [[Training]] ===
[[File:Work priority example.jpg|thumb|Manual priorities for a modestly sized colony. Priorities will often need to be adjusted based on circumstances.]]
 
 
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.
  
Line 465: Line 491:
 
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.
  
 +
[[Pig]]s can be farmed for both food and hauling purposes.
  
 
For offensive purposes, there are a few choices available.
 
For offensive purposes, there are a few choices available.
Line 480: Line 507:
 
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 73.5 kg, while [[dromedary|dromedaries]] carry 70.
 
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 73.5 kg, while [[dromedary|dromedaries]] carry 70.
  
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 such as [[horse]]s in the caravan, this brings up the average speed of the caravan allowing it to travel faster.
+
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.
Line 487: Line 514:
 
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. [[Chemfuel]] can be produced by researching Refining, allowing the construction of a Refinery that refines chemfuel using wood or organic matter.
+
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.
 
[[Transport pod]]s are best used for urgent missions, but these are uncommon unless you have yourself badly delayed by troubles at home. Some mods provide events which benefit from fast arrival. (For instance, quickly launching a few soldiers and a pack elephant to a wealthy base in the Real Ruins mod will leave you facing fewer raiders than if you took two days to arrive on foot.)
 
  
 
==== 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. You will need to construct additional transport pods in order to return; this can be done with [[steel]] mined on site if you send [[chemfuel]] for the return trip.
+
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 ==
Line 535: Line 560:
 
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:Guides]]
 
[[Category:Guides]]

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)