Difference between revisions of "Naked Brutality Guide"

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=== Skills ===
 
=== Skills ===
 
You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must have the skill. This includes:
 
You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must have the skill. This includes:
*'''Dumb labor''': Hauling, cleaning and cutting plants.
+
*'''Dumb labor''': Hauling, cleaning and cutting plants. Colonists must be able to do all three.
 
**Though hauling can be done with animals, cleaning and plant cutting have to be done by colonists, especially when foraging will be your main source of food early on.
 
**Though hauling can be done with animals, cleaning and plant cutting have to be done by colonists, especially when foraging will be your main source of food early on.
 +
**If you have a colonist with a good Growing skill, you can save some time harvesting resources early-game.
 
*'''Construction''': Building shelter to live in.
 
*'''Construction''': Building shelter to live in.
 
*'''Medicine''': Treating oneself when injured or sick. High skill is more important as you have to rely on [[herbal medicine]] scavenged from your surroundings.
 
*'''Medicine''': Treating oneself when injured or sick. High skill is more important as you have to rely on [[herbal medicine]] scavenged from your surroundings.
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**You can substitute it with Construction (building [[turret]]s) or Animals (training attack animals) in a pinch, but it's not recommended to do so unless the colonist is great at everything else.
 
**You can substitute it with Construction (building [[turret]]s) or Animals (training attack animals) in a pinch, but it's not recommended to do so unless the colonist is great at everything else.
 
*'''Crafting''': Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.
 
*'''Crafting''': Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.
*'''Growing''', or rather, plant cutting: Early game resource harvesting. If you have one with good skill, you can save a lot of time early-game.
+
 
 
If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested in all of them, but if you do then it's a plus.
 
If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested in all of them, but if you do then it's a plus.
  
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*'''Cooking''': Making meals out of raw food and butchering creatures. You can eat raw food in a pinch but it's not a good idea to do so.
 
*'''Cooking''': Making meals out of raw food and butchering creatures. You can eat raw food in a pinch but it's not a good idea to do so.
 +
*'''Growing''': Growing crops. While you can subsist on hunting and gathering alone very early on, you will eventually need to start planting crops to feed your colonists.
 
*'''Social''': Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.
 
*'''Social''': Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.
 
*'''Mining''': Extracting mineral resources. Useful for starting off power.
 
*'''Mining''': Extracting mineral resources. Useful for starting off power.

Revision as of 12:40, 27 August 2018

In the Naked Brutality scenario, you start with absolutely nothing, not even clothes.

Because of this, it is possibly the hardest scenario of all.

Starting colonist

Skills

You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must have the skill. This includes:

  • Dumb labor: Hauling, cleaning and cutting plants. Colonists must be able to do all three.
    • Though hauling can be done with animals, cleaning and plant cutting have to be done by colonists, especially when foraging will be your main source of food early on.
    • If you have a colonist with a good Growing skill, you can save some time harvesting resources early-game.
  • Construction: Building shelter to live in.
  • Medicine: Treating oneself when injured or sick. High skill is more important as you have to rely on herbal medicine scavenged from your surroundings.
  • Violence: Defending oneself from mad animals or raiders, as well as hunt for food.
    • You can substitute it with Construction (building turrets) or Animals (training attack animals) in a pinch, but it's not recommended to do so unless the colonist is great at everything else.
  • Crafting: Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.

If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested in all of them, but if you do then it's a plus.

Some skills will make survival easier, but are not essential:

  • Cooking: Making meals out of raw food and butchering creatures. You can eat raw food in a pinch but it's not a good idea to do so.
  • Growing: Growing crops. While you can subsist on hunting and gathering alone very early on, you will eventually need to start planting crops to feed your colonists.
  • Social: Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.
  • Mining: Extracting mineral resources. Useful for starting off power.

Some other skills are better left for future colonists:

  • Animals: Training animals isn't quite a necessity early-game, but will greatly compliment you in combat, provided you have sufficient food to train animals.
  • Intellectual: Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first, as research merely assists survival.
  • Artistic: Early on you should not be making sculptures yet.

Traits

Besides this, you should also have a colonist with a decent trait selection.

These traits are especially harmful:

  • Pyromaniac: This universally hated trait is even more dangerous in a naked brutality start because if your lone colonist breaks, nothing but the rain can extinguish the fires started.
  • Volatile: Having your lone colonist break down is not a good thing to happen, as this will put them right out of action, stagnating progress.

Some traits are more helpful:

  • Industrious: Finishing your work faster means you can get more done. This is especially useful if only 1 colonist's doing everything.
  • Fast learner: Improving your skills faster is very handy, as 1 colonist doing everything gives ample opportunity to train up skills.

At the beginning

It is essential that you solve the basic needs for survival first- in RimWorld, that is food and shelter.

Shelter

Your shelter should be built out of wood. Any wood structure is better than nothing.

At this stage, there is no need for a dedicated stockpile yet, though if you wish you can have a roofed area to slow down deterioration a bit, for now.

Equipment

At the beginning you will need some form of weapon. In order to hunt effectively, a short bow is best. You will need to go hunting to gather meat and fabrics.

After you gather enough fabric from hunting, you can make tribalwear to cover yourself up.

Food

Food can be gathered from plants around you, such as berries or agave. If you have a good grower you should also start growing crops now. Grow rice first, followed by corn.

An effective hunting method is to draft your colonist and manually shoot all animals in a herd until they are bleeding, then let blood loss do its work. In the meantime, you can do other things.

Next step

New colonists

New colonists can either join by chance, or you can encounter someone who can be saved and potentially join your colony.

If it's a wounded person dropping in, you should always try to rescue them first. They can choose to join your colony right away. If they don't, arrest them later.