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===Skills you need=== | ===Skills you need=== | ||
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− | + | *'''Violence''': Hunting for food and self-defense. | |
+ | *'''Construction''': Building a shelter for your tribe. | ||
+ | *'''Dumb labor''': Hauling, cleaning and flicking switches. | ||
+ | *'''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. | ||
+ | *'''Plants''': Growing food crops and cutting plants. Starting a stable food supply is a high priority because 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. | ||
− | + | ===[[Traits]] to avoid=== | |
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*'''Can't do 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 do 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 be 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 be 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. | ||
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*'''Addiction''': [[Drugs#Addiction and Tolerance|Addiction]] is very difficult to manage in the first in-game year. An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet. | *'''Addiction''': [[Drugs#Addiction and Tolerance|Addiction]] is very difficult to manage in the first in-game year. An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet. | ||
*'''High pain levels''': Be sure to hover over each wounded character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably replace [[Medical Items#Body Parts|body parts]] via surgery. But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist). | *'''High pain levels''': Be sure to hover over each wounded character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably replace [[Medical Items#Body Parts|body parts]] via surgery. But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist). | ||
− | *'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a | + | *'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a hunter can get by with damage to their hearing, a cook is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs. |
== 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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Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. Until you have researched air conditioning and built a proper freezer, your colony will be walking a tightrope of "don't hunt more than you can cook / stockpile as much food as you can." | Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. Until you have researched air conditioning and built a proper freezer, your colony will be walking a tightrope of "don't hunt more than you can cook / stockpile as much food as you can." | ||
− | Whenever possible, make more pemmican. Since you start with [[pemmican]] researched already, as long as you have both meat and edible plants, you can make it. It can last over a year (70 in-game days) without spoiling, and potentially longer if it spends time being refrigerated or frozen. It also does not have a cooking skill requirement to make. | + | Whenever possible, make more pemmican. Since you start with [[pemmican]] researched already, as long as you have both meat and edible plants, you can make it. It can last over a year (70 in-game days) without spoiling, and potentially longer if it spends time being refrigerated or frozen. It also does not have a cooking skill requirement to make. So when you have the materials available, you can set your primary cook to making meals and another colonist to making just pemmican. [[Simple meal]]s may be your best option as this meal type can be made with only one ingredient. |
− | One way to do this is to have two fueled stoves, or a campfire and a fueled stove. At your primary cooking station, set a bill for meals which includes only your most skilled cook. Set a second "do forever" bill for pemmican with either no minimum skill requirement, or one which includes your second-tier cooks. ([[Food poisoning]] chances in previous versions were only affected only by kitchen cleanliness and cook skill level. This will make it easier to convert meat into pemmican as fast as possible whenever you | + | One way to do this is to have two fueled stoves, or a campfire and a fueled stove if your biome has cold weather. At the your primary cooking station, set a bill for meals which includes only your most skilled cook. Set a second "do forever" bill for pemmican with either no minimum skill requirement, or one which includes your second-tier cooks. ([[Ailments#Food poisoning|Food poisoning]] chances in previous versions were only affected only by kitchen cleanliness and cook skill level. Pemmican seems to be less likely to give food poisoning than other food types, though it can still happen. Testing is needed.) Then at the secondary cooking station, set a bill just for pemmican. This will make it easier to convert meat into pemmican as fast as possible whenever you get it, so you don't lose as much meat to spoilage. |
− | A [[passive cooler]] can't achieve true refrigeration in the summer | + | A [[passive cooler]] can't achieve true refrigeration in the summer, but it can lower the temperature to 17C which does slow down the rate of deterioration. Building double walls on your food storage area, and putting passive coolers in the locations where you'll want regular coolers later, will help a lot. If you are in a biome that has winter, during the winter season you can build a door between your food storage area and the outside and set that door to "hold open" to let the climate act as a freezer. A [[vent]] is better than a held-open door if you want to avoid wild animals wandering into your fridge. (But perhaps you do want wild animals wandering into your fridge—where you can shoot them.) |
− | + | Especially in warm weather, don't cook too many simple meals; they may spoil, wasting the food. Then again, '''not''' cooking raw food will also allow it to spoil. If you have run out of either meat or plants and can't make pemmican, this issue will come up frequently. With 5 colonists, setting a bill at your primary campfire to make simple meals "until you have 20" may be a good balance to start. Your cook will be very busy, but the meals will get used up quickly enough to minimize spoilage. | |
− | + | To prolong the time meat lasts until it spoils, you can forbid dead animals from butchering until they are closer to spoiling. After butchering, the time until spoilage is reset, so while the animals may have spoiled in e.g. 4 hours, the meat from it will last roughly 2 days. The same tactic can then apply between meat -> simple/fine meals. | |
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− | To prolong the time meat lasts until it spoils, you can forbid dead animals from butchering until they are closer to spoiling. After butchering, the time until spoilage is reset, so while the animals may have spoiled in e.g. 4 hours, the meat from it will last roughly 2 days. The same tactic can then apply between meat | ||
== Mining == | == Mining == | ||
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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. Biomes with a reasonable amount of plant life will also have enough wild [[healroot]] for you to get by early on if you keep an eye out and harvest it regularly. |
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 can look on the Wildlife tab to see a list of all the animals on the map and mark some animals for hunting. The Wildlife tab will also show injured animals who will be easy to hunt, or predators which might have recently killed prey nearby. Checking around the map periodically, you can sometimes find the corpses of animals which have died after being injured by predators or vengeful prey. Although there is no notification, you will hear a sound of animal distress, often a loud "squeak!" when a wild predator kills a prey animal. Unless the prey is very small, there will usually be a corpse left over with meat and leather you can use. These animal corpses are forbidden by default. If they're still fresh, you can unforbid them. Your haulers will go and collect the free food. | 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 can look on the Wildlife tab to see a list of all the animals on the map and mark some animals for hunting. The Wildlife tab will also show injured animals who will be easy to hunt, or predators which might have recently killed prey nearby. Checking around the map periodically, you can sometimes find the corpses of animals which have died after being injured by predators or vengeful prey. Although there is no notification, you will hear a sound of animal distress, often a loud "squeak!" when a wild predator kills a prey animal. Unless the prey is very small, there will usually be a corpse left over with meat and leather you can use. These animal corpses are forbidden by default. If they're still fresh, you can unforbid them. Your haulers will go and collect the free food. | ||
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** you can keep tabs on kills of predators from the ''Wildlife'' tab, and pick up the remains of their kills | ** you can keep tabs on kills of predators from the ''Wildlife'' tab, and pick up the remains of their kills | ||
− | It's best to avoid the very biggest animals if they're healthy, or numerous herds of anything. | + | It's best to avoid the very biggest animals if they're healthy, or numerous herds of anything. A swarm of rats can be a menace even in the midgame. Execute boomalope and boomrats from a distance to avoid having a colonist caught in its death explosion. |
− | Having a hunter on the night shift can give them a little extra advantage, since the animals will be asleep until a shot hits them or lands near them. | + | Having a hunter on the night shift (particularly if they're a [[traits|Night Owl]]) can give them a little extra advantage, since the animals will be asleep until a shot hits them or lands near them. |
== 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. |
Once you've researched Complex clothing, you may wish to prioritize temperature-resistant apparel. If your biome has extreme temperatures this is even more urgent. If you're low on crafting materials or haven't completed the research when the extreme temperature season rolls around, you may have to resort to wearing parkas or dusters scrounged from dead enemies. Avoiding heatstroke and frostbite is important, and the negative [[thoughts|thought]] from wearing one item of tainted apparel (-3) is smaller than any of the negative thoughts from being too hot or too cold. | Once you've researched Complex clothing, you may wish to prioritize temperature-resistant apparel. If your biome has extreme temperatures this is even more urgent. If you're low on crafting materials or haven't completed the research when the extreme temperature season rolls around, you may have to resort to wearing parkas or dusters scrounged from dead enemies. Avoiding heatstroke and frostbite is important, and the negative [[thoughts|thought]] from wearing one item of tainted apparel (-3) is smaller than any of the negative thoughts from being too hot or too cold. | ||
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=== Construction === | === Construction === | ||
− | 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 | + | 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 at first. When you do research Complex furniture, save those bedrolls for use by your caravans. |
In the first few days, you may need to keep your stockpile outdoors. Keeping this within six tiles of your shelter's walls will let you put a roof over it. Roofs are free and reduce the rate of items' deterioration (though they don't help [[food]] from spoiling). | In the first few days, you may need to keep your stockpile outdoors. Keeping this within six tiles of your shelter's walls will let you put a roof over it. Roofs are free and reduce the rate of items' deterioration (though they don't help [[food]] from spoiling). | ||
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====Mechanoids==== | ====Mechanoids==== | ||
− | + | It's a good idea in general to have a collection of steel spike traps (or stone at minimum) built but uninstalled and kept in storage. These can save you time if your storyteller sends you multiple threats in a short timeframe. But they are invaluable when you begin to get mechanoid ship parts starting around year 2. The weapons and armor you have available may not be enough to defeat mechanoids without heavy casualties. So setting up a pathway of spike traps along your attack vector will be very helpful in dealing with a mechanoid ship part. Build carefully - installing any player-built structure closer than 4 tiles to the ship part itself will crack it open as though you had attacked it. | |
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− | It's a good idea in general to have a collection of steel spike traps (or stone at minimum) built but uninstalled and kept in storage. These can save you time if your storyteller sends you multiple threats in a short timeframe. But they are invaluable when you begin to get mechanoid ship parts starting around year 2. The weapons and armor you have available may not be enough to defeat mechanoids without heavy casualties. | ||
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− | Build carefully - installing any player-built structure | ||
<gallery widths="400px" heights="400px" class="center" mode="nolines"> | <gallery widths="400px" heights="400px" class="center" mode="nolines"> | ||
Tribal poison ship.jpg|'''Quick-build defenses against a poison ship using sandbags and stored spike traps.''' | Tribal poison ship.jpg|'''Quick-build defenses against a poison ship using sandbags and stored spike traps.''' | ||
Tribal poison ship 2.jpg|'''An alternative setup, using roofed sandbags and steel traps for basic protection.''' | Tribal poison ship 2.jpg|'''An alternative setup, using roofed sandbags and steel traps for basic protection.''' | ||
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</gallery> | </gallery> | ||
{{nav/guides}} | {{nav/guides}} | ||
[[Category:Guides]] | [[Category:Guides]] |