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=== Research ===
 
=== Research ===
  
[[File:Rimworld_tribal_start_tech_1.jpg|400px|thumb|right|Tribal starting technologies and research costs]]
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[[File:Rimworld_tribal_start_tech_1.jpg|400px|thumb|left|Tribal starting technologies and research costs]]
  
[[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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[[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.  
 
 
Lost tribes start with the technologies Psychoid brewing, Tree sowing, Passive cooler, Pemmican and Recurve bow already [[research]]ed. This means you can get basic cooling (to 17C) with a passive cooler, and you can make long-lasting [[pemmican]] food. After placing a crafting spot you can build [[recurve bow]]s - which are better than the starting [[short bow]]s - and [[war mask]]s for improved protection and courage.
 
  
 
If you can't spare someone to full-time research at first, 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. Once you get more colonists, two researchers is well worth the time investment. If at least one of them has passion for research, it is possible to get Stonecutting, Complex clothing and Electricity finished well before the end of the second game year.
 
If you can't spare someone to full-time research at first, 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. Once you get more colonists, two researchers is well worth the time investment. If at least one of them has passion for research, it is possible to get Stonecutting, Complex clothing and Electricity finished well before the end of the second game year.
  
Due to their low starting tech level, research costs for tribes are doubled on Industrial and Spacer projects. Medieval techs have a 150% research costs multiplier (x1.5), while Neolithic techs have no research penalty. This means you can access the basic technologies quickly to get your colony on its feet.  
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Due to their low starting tech level, research costs for tribes are doubled on Industrial and Hi-tech projects. Medieval techs have a 150% research costs multiplier (x1.5), while Neolithic techs have no research penalty. This means you can access the basic technologies quickly to get your colony on its feet.  
 
 
{| class="wikitable"
 
|-
 
! Project tech level
 
! Research cost multiplier
 
|-
 
| Neolithic
 
| style="text-align: center | 100%
 
|-
 
| Medieval
 
| style="text-align: center | 150%
 
|-
 
| Industrial
 
| style="text-align: center | 200%
 
|-
 
| Spacer
 
| style="text-align: center | 200%
 
|}
 
  
If you have more than one researcher (or one of them is a Night Owl), setting one on the day shift and another on the night shift can speed up your progress.
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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.

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