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===Skills you need===
 
===Skills you need===
Trait-limited general abilities; you want to avoid any trait that limits these:
 
*'''Violence''': For food and (unplanned) self-defense, a "must have" for your entire starting tribe.
 
*'''Dumb labor''': Hauling and cleaning, no room for slackers.
 
  
There are only 12 skills in Rimworld, and you'll find that you want every one. You'll have some decisions to make...
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*'''Violence''': Hunting for food and self-defense.
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*'''Construction''': Building a shelter for your tribe.
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*'''Dumb labor''': Hauling, cleaning and flicking switches.
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*'''Medicine''': Treating the sick and injured.
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**Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.
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**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.
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*'''Research''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon.
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*'''Plants''': Growing food crops and cutting plants. Starting a stable food supply is a high priority because you start off with very little food.
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**Aim to have 2 growers who can grow food crops.
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**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.
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*'''Mining''': Obtaining metallic resources such as [[steel]] for building better equipment.
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*'''Cooking''': Cooking food without giving your colonists food poisoning.
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*'''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.
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*'''Social''': Convincing captured prisoners to join forces with you, as well as bartering for resources.
  
* '''Combat''' - Shooting and Melee. You need a couple heavy hitters in the ranged department, and as many who can help as possible.
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===[[Traits]] to avoid===
* '''[[Skills#Medical|Medical]]''': Treating the sick and injured, which happens a lot in neolithic cultures.
 
** Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.
 
* '''[[Research]]''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon.
 
* '''[[Skills#Plants|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 at least 2 growers.
 
** 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 Plants skill.
 
** Consider your [[Biome]]. Healroot does not grow in Tropical Swamps; you'll need a grower with skill 8 to sow it. Desert and Tundra have very little wood; you'll need a grower with skill 6.
 
*'''[[Construction]]''': Building a shelter for your tribe, beyond any caves you mine out
 
* '''[[Mining]]''': Obtaining metallic resources such as [[steel]] for building better equipment, and quickly digging a safe hole to hide in.
 
* '''[[Cooking]]''': Cooking food without giving your colonists food poisoning.
 
* '''[[Crafting]]''': Crafting weapons and clothing.
 
* '''[[Social]]''': Convincing captured prisoners to join forces with you, as well as bartering for resources.
 
* '''[[Skills#Animals|Animals]]''': Some of the best trading items, a source of extra lift for caravans, and early "combat support". But if you have to cut a corner for the early game, this (and [[Artistic]]) may be the one.
 
  
=== Things to avoid ===
 
 
*'''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 cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.
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*'''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=Pila]]
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| width=62px height=40px | [[File:Pila.png|32px|link=Great bow]]
| width=62px height=40px | [[File:Club.png|32px|link=Club]]
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| 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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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.
  
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 have both, so you don't lose as much meat to spoilage.  
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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. ([[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.) This will make it easier to convert meat into pemmican as fast as possible whenever you have both, so you don't lose as much meat to spoilage.  
  
 
A [[passive cooler]] can't achieve true refrigeration in the summer; these are mainly useful to keep colonist living areas cool enough to avoid mood penalties. You won't be able to slow food spoilage in warm weather until you have researched Electricity and Air Conditioning.
 
A [[passive cooler]] can't achieve true refrigeration in the summer; these are mainly useful to keep colonist living areas cool enough to avoid mood penalties. You won't be able to slow food spoilage in warm weather until you have researched Electricity and Air Conditioning.
  
 
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. Once you have researched Complex Furniture, a [[vent]] is better than a held-open door if you want to avoid wild animals wandering into your fridge. (Unless you do want wild animals wandering into your fridge—where you can shoot them.)  
 
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. Once you have researched Complex Furniture, a [[vent]] is better than a held-open door if you want to avoid wild animals wandering into your fridge. (Unless you do want wild animals wandering into your fridge—where you can shoot them.)  
 
[[File:Campfire work bills.jpg|300px|thumb|left|Work bills set at a campfire to provide meals for one colonist.]]
 
  
 
[[Simple meal]]s can be made with only one ingredient, and can be eaten by all animals except wargs. Setting a bill for simple meals and forbidding vegetarian ingredients may be useful for times when vegetables have run out and you're no longer able to make pemmican. 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. With 5 colonists and a few animals, setting a bill at your primary campfire to make simple meals "until you have 20" may be a good balance to start. Even after your cooks are skilled enough to make fine or lavish meals, you may find yourself still needing to make simple meals occasionally when only meat is available.
 
[[Simple meal]]s can be made with only one ingredient, and can be eaten by all animals except wargs. Setting a bill for simple meals and forbidding vegetarian ingredients may be useful for times when vegetables have run out and you're no longer able to make pemmican. 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. With 5 colonists and a few animals, setting a bill at your primary campfire to make simple meals "until you have 20" may be a good balance to start. Even after your cooks are skilled enough to make fine or lavish meals, you may find yourself still needing to make simple meals occasionally when only meat is available.
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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. One maddened muffalo is a problem; ten maddened muffalo can be a colony wipe in the early game. Execute boomalope and boomrats from a distance to avoid having a colonist caught in its death explosion.
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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.
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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 mask]]s. [[Veil]]s are another option that can be crafted later, once wool or cloth has been obtained. These give slight protection and increase pain threshold, allowing your tribespeople to hold out in battle longer before falling.
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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 planning 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.
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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====
If your wealth is still very low by the end of the first year, you may get mechanoids approaching over land like any other raiders. Once your wealth is up around "moderate expectations," however, you will sometimes get the poison ship and psychic ship events.
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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. 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.
 
 
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. Setting up a pathway of spike traps on your outer perimeter, and if possible another along the mechanoids' path towards your base, will be very helpful in dealing with a mechanoid [[Crashed ship parts|ship part]].  
 
 
 
Build carefully - installing any player-built structure within 4 tiles of the ship itself will crack it open as though you had attacked it.
 
  
 
<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.'''
Wall with trap line.jpg|'''A tribe uses scavenged guns against a psychic ship. Access doors in the outer wall's spike trap line provide covered firing positions.'''
 
 
</gallery>
 
</gallery>
  
 
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[[Category:Guides]]
 
[[Category:Guides]]

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