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+ | In the [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario, you start off with 5 people, but less material resources, and research slower. | ||
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+ | {{Box1 start}} | ||
== Choosing tribals (Optional) == | == Choosing tribals (Optional) == | ||
Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing. | Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing. | ||
− | + | You will need these skills to survive: | |
− | + | *'''Violence''': Hunting for food and self-defense. | |
− | + | *'''Construction''': Building a shelter for your tribe. | |
− | + | *'''Dumb labor''': Hauling, cleaning and cutting plants. | |
− | *''' | + | *'''Medicine''': Treating the sick and injured. |
− | *''' | + | **Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in. |
− | + | **Try to have as many doctors as possible. Low tech weaponry and armor mean that situations where multiple pawns are injured will be more common. If one or more primary doctors are downed, there needs to be someone who can patch them up or replace them in a pinch. | |
− | + | *'''Research''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon. | |
+ | *'''Growing''': Growing food crops. Starting a stable food supply is high priority as you start off with very little food. | ||
+ | **Aim to have 2 growers who can grow food crops. | ||
+ | **Also useful for [[caravan]]s. In biomes and seasons where it's possible to do so, tribes forage at a rate of 170% while traveling. Forage amounts are determined by a colonist's Growing skill. | ||
+ | *'''Mining''': Obtaining metallic resources such as [[steel]] for building better equipment. | ||
+ | *'''Cooking''': Cooking food without giving your colonists food poisoning. | ||
+ | *'''Crafting''': Crafting better weapons to replace the poor starting weapon choice. Clubs and recurve bows are good for prisoner capturing and hunting respectively. But you can't craft better weapons than those until you research Smithing, so research is also important. | ||
+ | *'''Social''': Convincing captured prisoners to join forces with you, as well as bartering for resources. | ||
− | + | Some [[Traits]] are especially difficult to work with in a Tribal start. Later on there will be room for these characters, when your colony is more firmly established. But at the very beginning, a colonist with these traits may be wise to leave behind or reroll: | |
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− | + | *'''Can't dumb labor''': Everyone needs to clean. Everyone needs to haul. Everyone needs to be able to refuel passive coolers in the summer and campfires in the winter. | |
− | *'''Can't | + | *'''Can't violent''': There are likely to be situations where you've only got one pawn able to stand, and they'd better be able to hold a weapon. |
− | *'''Can't | ||
*'''Incapable of caring''': See above. In an emergency, everyone needs to be able to attempt doctoring. A crude herbal bandage is better than nothing. | *'''Incapable of caring''': See above. In an emergency, everyone needs to be able to attempt doctoring. A crude herbal bandage is better than nothing. | ||
− | + | {{Boxes end}} | |
− | + | {{TOCright}} | |
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== Beginning == | == Beginning == | ||
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|- align="center" | |- align="center" | ||
| width=62px height=40px | [[File:ShortBow.png|32px|link=Short bow]] | | width=62px height=40px | [[File:ShortBow.png|32px|link=Short bow]] | ||
− | | width=62px height=40px | [[File:Pila.png|32px|link= | + | | width=62px height=40px | [[File:Pila.png|32px|link=Great bow]] |
− | | width=62px height=40px | [[File:Club.png|32px|link= | + | | width=62px height=40px | [[File:Club.png|32px|link=Pila]] |
| width=62px height=40px | [[File:Ikwa.png|32px|link=Ikwa]] | | width=62px height=40px | [[File:Ikwa.png|32px|link=Ikwa]] | ||
| width=62px height=40px | [[File:Knife.png|32px|link=Knife]] | | width=62px height=40px | [[File:Knife.png|32px|link=Knife]] | ||
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The steel ikwa should be given to your best melee pawn, followed by the wooden club. The jade knife is best left alone as it's the lowest damaging melee weapon; even wooden clubs, easily made, beat it in damage output. | The steel ikwa should be given to your best melee pawn, followed by the wooden club. The jade knife is best left alone as it's the lowest damaging melee weapon; even wooden clubs, easily made, beat it in damage output. | ||
− | You can place a [[crafting spot]] to make extra wooden clubs or [[Recurve bow]]s, which | + | You can place a [[crafting spot]] to make extra wooden clubs or [[Recurve bow]]s, which are the next bow upgrade and it's research is already finished by default (to address the differing weapon skills of your tribespeople). |
== Shelter == | == Shelter == | ||
− | You will need to find shelter for your tribespeople. The easiest solution is to look for ancient structures in the proximities which are already standing and require a wall patch or two. If there isn't any nearby, then a simple wood hut will do. Preferably, choose an area where there's rough stone ground | + | You will need to find shelter for your tribespeople. The easiest solution is to look for ancient structures in the proximities which are already standing and require a wall patch or two. If there isn't any nearby, then a simple wood hut will do. Preferably, choose an area where there's rough stone ground, any fire that may spree around will be prevented from burning your home. Note that tribespeople need to research stonecutting. If you can't obtain a massive amount of steel due to lacking skillful miners, you will need to stick to wood for some time. However it's still very likely that stonecutting tech will be finished before you need to build any other room, as at early start you can just handle with an all-built in barrack. |
<gallery widths="400px" heights="400px" class="center" mode="nolines"> | <gallery widths="400px" heights="400px" class="center" mode="nolines"> | ||
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File:All built in barrack.png|thumb|'''All built in barrack, early start.''' | File:All built in barrack.png|thumb|'''All built in barrack, early start.''' | ||
</gallery> | </gallery> | ||
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{{clear}} | {{clear}} | ||
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=== Growing crops === | === Growing crops === | ||
− | + | Crops differ one from another and your decisions will differ based on the "Growing period" of your map, be it 10/60, 20/60, 30/60 or year-round. Besides the crop of choice it is very important to analyze ground fertility, as this will have significance over plants development speed. Your growers skill points will affect the sowing speed as well. | |
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− | * Rice grows fast and can be harvested soon | + | * Rice grows fast and can be harvested soon. |
− | * Strawberries are | + | * Strawberries are second fast, can be eaten raw without any negative mood debuffs. |
− | * Potatoes take a while to grow but provide more food. | + | * Potatoes take a while to grow but provide more food. It is useful if there is a lack of fertile land as it has low fertility sensitivity. |
− | * Corn has the longest growing period but it provides large quantities once it matures | + | * Corn has the longest growing period but it provides large quantities once it matures, this crop choice is better made once you have secured a large food storage. |
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− | While food should be your main concern, there are other plants you would do well to work on as well: | + | While food should be your main concern, there are two other plants you would do well to work on as well: |
− | * | + | * Cotton can be harvested for cloth, while this material allows tailoring of apparel, you should store these to make Flak armor sets in order to prepare yourself against mechanoid attacks which shall start triggering once you have spent at least one year on your map. These enemies can easily blow off limbs and you will regret not preparing yourself well if you cant make protective gear for your colonists. |
− | * Healroot can be harvested for [[herbal medicine]] but requires a minimum skill level of eight | + | * Healroot can be harvested for [[herbal medicine]] but requires a minimum skill level of eight, if your growers are not ready yet, keep planting the other crops until they reach this level. |
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=== Food preservation === | === Food preservation === | ||
− | Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage | + | Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. |
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− | + | Since you start with [[pemmican]] researched already, as long as you have meat, you can start making pemmican. They last a long time without spoiling. | |
− | + | Don't cook too many simple meals otherwise they may spoil, wasting food. | |
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== Mining == | == Mining == | ||
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Mining is not one of the top priorities for a tribal start, so you may not have any colonists with high mining skill or passion. However, if there are steel ores within proximity, some of your colonists could still be assigned to mining them. | Mining is not one of the top priorities for a tribal start, so you may not have any colonists with high mining skill or passion. However, if there are steel ores within proximity, some of your colonists could still be assigned to mining them. | ||
− | Steel walls can be built without research and have higher resistance to fire than wood. It's also not as slow to mine as stone even for miners with modest skill, although low level miners will not get the full 40x ore out of each tile. Keep in mind that the amount of mine-able steel in each map is finite, and it'll be awhile before you have a [[Electric smelter|smelter]] to make steel from [[steel slag chunk|slag]]. You will need a lot of steel | + | Steel walls can be built without research and have higher resistance to fire than wood. It's also not as slow to mine as stone even for miners with modest skill, although low level miners will not get the full 40x ore out of each tile. Keep in mind that the amount of mine-able steel in each map is finite, and it'll be awhile before you have a [[Electric smelter|smelter]] to make steel from [[steel slag chunk|slag]]. You will need a lot of steel once you get more technologies researched. Any steel walls you build can be deconstructed and replaced with stone walls once you've researched Stonecutting. Once you've done so and want to replace wood walls with stone, cutting [[Stone_blocks|stone block]]s from the random stone chunks laying around on the ground is more efficient than mining for stone in most maps. |
If you choose to build a starting shelter among existing rock formations, you'll likely want to mine into them get steel or make more room. But be aware when tiles start to be roofed with "Overhead mountain." This [[Structure#Roof|roof]] type can collapse if not properly supported. Also, while your [[AI Storytellers|AI storyteller]] is unlikely to send you an [[infestation]] in the first few quadrums, any overhead mountain terrain within 30 tiles of a colony structure will be at risk later on. Consider planning to move out into a free-standing base once you have the means to do so. | If you choose to build a starting shelter among existing rock formations, you'll likely want to mine into them get steel or make more room. But be aware when tiles start to be roofed with "Overhead mountain." This [[Structure#Roof|roof]] type can collapse if not properly supported. Also, while your [[AI Storytellers|AI storyteller]] is unlikely to send you an [[infestation]] in the first few quadrums, any overhead mountain terrain within 30 tiles of a colony structure will be at risk later on. Consider planning to move out into a free-standing base once you have the means to do so. | ||
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== Gathering and Hunting == | == Gathering and Hunting == | ||
− | Raspberries can be found across the map, which can be harvested for decent early-game food supply. They grow fast, can be harvested multiple times and can be eaten raw without giving mood debuffs | + | Raspberries can be found across the map , which can be harvested for decent early-game food supply. They grow fast, can be harvested multiple times and can be eaten raw without giving mood debuffs. |
− | Hunting is the classic feeding way of pre-agricultural tribes | + | Hunting is the classic feeding way of pre-agricultural tribes since there is a gap between running out of your starter food and a successful harvest (min: 60% plant growth). You should mark some animals for hunting, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. Try to go after large animals, they yield generous amounts of leather which your colonists can use to build [[bedroll]]s. |
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== Apparel == | == Apparel == | ||
− | Your tribe members start wearing [[tribalwear]] and some may also have a [[parka]]. After you settle down and have spare time, chop trees for wood to make [[war | + | Your tribe members start wearing [[tribalwear]] and some may also have a [[parka]]. After you settle down and have spare time, chop trees for wood or hunt animals to obtain raw materials to make [[war veil]]s or [[war mask]]s. These give slight protection, increase pain threshold allowing your tribespeople to hold out in battle longer before falling. |
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− | == The next | + | == The next step == |
Once you have built an all-in barrack shelter and harvested your first crops, you should look making small step over all improvements. | Once you have built an all-in barrack shelter and harvested your first crops, you should look making small step over all improvements. | ||
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=== Research === | === Research === | ||
− | + | [[Research]] is a high priority and should begin as soon as you can spare a colonist to the task. Building a [[simple research bench]] within the first few days is not a bad idea. If you can't spare someone to full-time research, having a colonist who can multitask between research and a periodic duty such as animal training or hunting will let you start making progress even before your food supply is stable. | |
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− | [[Research]] is a high priority and should begin as soon as you can spare a colonist to the task. Building a [[simple research bench]] within the first few days is not a bad idea. | ||
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− | If you can't spare someone to full-time research | ||
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− | + | Due to their low starting tech level, research costs for tribes are doubled or tripled on most Industrial and Hi-tech projects. With the exception of Smithing and related projects, neolithic and medieval technologies do '''not''' have a research penalty. This means you can access them quickly to get your colony on its feet. | |
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− | If you have more than one researcher | + | If you have more than one researcher, setting one on the day shift and another on the night shift can speed up your progress. |
* Stonecutting will let you build a [[stonecutter's table]]. Stone blocks are a must for constructing strong, non-flammable walls without using up steel. They are also great for making [[small sculpture]]s, which have decent trade value even for crafters with modest skills. | * Stonecutting will let you build a [[stonecutter's table]]. Stone blocks are a must for constructing strong, non-flammable walls without using up steel. They are also great for making [[small sculpture]]s, which have decent trade value even for crafters with modest skills. | ||
− | * Complex clothing will let you make temperature-resistant clothing such as [[parka]]s for cold weather and [[duster]]s for hot weather | + | * Complex clothing will let you make temperature-resistant clothing such as [[parka]]s for cold weather and [[duster]]s for hot weather. |
* After Stonecutting and Complex clothing, you may wish to prioritize upgrading your weaponry. It will be a long time before you're able to craft your own guns. Research Smithing to make better melee weapons and [[great bow]]s. The Fueled smithy also allows making [[Simple helmet]] for only 40 steel, an upgrade from [[war mask]]s. | * After Stonecutting and Complex clothing, you may wish to prioritize upgrading your weaponry. It will be a long time before you're able to craft your own guns. Research Smithing to make better melee weapons and [[great bow]]s. The Fueled smithy also allows making [[Simple helmet]] for only 40 steel, an upgrade from [[war mask]]s. | ||
* Then [[Plate armor]] for better protection against enemies who do have guns. | * Then [[Plate armor]] for better protection against enemies who do have guns. | ||
− | * Complex furniture is very valuable before you have electricity. Building [[vent]]s, [[fueled stove]]s, [[tool cabinet]]s and [[ | + | * Complex furniture is very valuable before you have electricity. Building [[vent]]s, [[fueled stove]]s, [[tool cabinet]]s and [[beds]] will help you keep your colonists healthier and more productive in the early game. |
− | After taking care of the basics, Electricity is your main goal, | + | After taking care of the basics, Electricity is your main goal, immediately followed by Batteries. Once you have those, your biome and play style will determine which industrial and higher technologies to research first. |
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− | Once you have | ||
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=== Construction === | === Construction === | ||
− | Once | + | Once you’ve build a basic hut to keep your tribals safe, and you’ve got some basic infrastructure up, you’ll want to start building individual rooms for your colonists. As you can’t build beds until you’ve researched them, you’ll want to use bedrolls or sleeping spots in these rooms. |
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− | + | Other structures that could be useful include a stockpile room, a research room, or a production room. | |
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=== Defense === | === Defense === | ||
− | + | As you won’t have gun turrets for a long time, you may need to use deadfall traps to your advantage. Building a wall around your base could be useful to guide raiders into an entrance covered in deadfall traps, and building mazes filled with traps could be useful too. Just remember that colonists have a low chance of activating the traps and severely wounding themselves, so either put them in a checkerboard pattern or include shortcuts with doors for colonist access. | |
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{{nav/guides}} | {{nav/guides}} | ||
− | [[Category: | + | [[Category:Gameplay]] |