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This guide details how to survive in the most hostile environment in RimWorld - the sea ice. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you have more people to feed and less technology to help you.
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This guide details how to survive in the most hostile environment in Rimworld - the sea ice. We focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments since you got more people to feed and less technology to help you.
  
The tribal start in sea ice is the ultimate survival challenge in RimWorld and very close to being impossible, therefore there is not much room for different strategies here, you gotta have to stick closely to the guide.
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The tribal start in sea ice is the ultimate survival challenge in Rimworld and very close to being impossible, therefore there is not much room for different strategies here, you gotta have to stick closely to the guide.
  
This guide was made on version 1.0.2096 on Cassandra Merciless.
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This guide was made on version 1.0.2096.
  
 
== Introduction ==
 
== Introduction ==
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{{see also|Traits}}
 
{{see also|Traits}}
  
There are a few things to consider while selecting your colonists for sea ice:
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There are a few things to consider while selecting your colonist for sea ice:
  
 
* Sea ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you wanna have a crew that can endure that.
 
* Sea ice is so harsh that you will have to resort to cannibalism, slavery and organ harvesting, so you wanna have a crew that can endure that.
  
* You can not feed five people, neither can you put them to sleep in cryptosleep and people are the only thing you got that is worth something. So, since you can only feed about two people you gotta have to sell the other three. You will not use them in the beginning, but you might still meet them later on quests.
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* You can not feed five people, neither can you put them to sleep in crytosleep and people are the only thing you got that is worth something. So, since you can only feed about two people you gotta have to sell the other three. You will not use them in the beginning but might still meet them later on quests.
  
 
Needless to say, with so few people and such a stressed life you better pick people resistant to mental breaks.
 
Needless to say, with so few people and such a stressed life you better pick people resistant to mental breaks.
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* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.
 
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.
* Whenever you use [[wood]] to make [[campfire]]s, either for cooking or heating up, make sure that after your [[wood]] is forbidden so they do not refuel it unnecessarily.
 
 
* Hunt those [[snowhare]]s before they leave the map.
 
* Hunt those [[snowhare]]s before they leave the map.
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* Make [[lightleather]] [[bedroll]]s.
 
* Arrest your three merchandise colonists.
 
* Arrest your three merchandise colonists.
 
* Sell your merchandise colonists and your starting animals.
 
* Sell your merchandise colonists and your starting animals.
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* Whenever you use [[wood]] to make [[campfire]]s, either for cooking or heating up, make sure that after your [[wood]] is forbidden so they do not refuel it unnecessarily.
 
* Buy your survival items with the [[silver]] you got from selling your people and animals.
 
* Buy your survival items with the [[silver]] you got from selling your people and animals.
* Make [[lightleather]] [[bedroll]]s.
 
 
* Make your [[research bench]] and start researching complex clothing.
 
* Make your [[research bench]] and start researching complex clothing.
  
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Hunt the bunnies and make a room to arrest people and go sell them.
 
Hunt the bunnies and make a room to arrest people and go sell them.
  
Go visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get something between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].
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Enjoy while it is warm and go visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get something between 2000 and 1500 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].
  
 
Now you gotta buy some food, clothes and materials. Since you can not carry all the materials you need, you gotta come back to trade many many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but is better to cook it than buying fancy meals.  
 
Now you gotta buy some food, clothes and materials. Since you can not carry all the materials you need, you gotta come back to trade many many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but is better to cook it than buying fancy meals.  
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Clothes is just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you gonna make your own clothes or use clothes from raiders, even if it is tainted.
 
Clothes is just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you gonna make your own clothes or use clothes from raiders, even if it is tainted.
  
Materials you need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist gonna be very idle. Later, you will need materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks which are cheaper and do not catch on fire.
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Materials you need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist gonna be very idle. Later, you will need materials to actually build a base. First you want [[wood]] and [[steel]] because they are ligther, but later you want stone blocks which are cheaper and do not catch on fire.
  
 
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]
 
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]
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=== BONUS: Buy a [[Muffalo]] ===
 
=== BONUS: Buy a [[Muffalo]] ===
  
You gotta have one colonist at base researching, so your trading will be really inefficient with just one colonist to carry stuff. There is one solution: a [[Muffalo]].
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You gotta have have one colonist researching, so your trading will be really inefficient with just one colonist to carry stuff. There one solution: a [[Muffalo]].
  
It will more than triple your carry capacity and eventually give you [[milk]] and [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale unless if you reload before your trade until they eventually have it. If you do not want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[Muffalo]], so it is really going to slow down your progress.
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It will triple your carry capacity and eventually give you [[milk]] and [[wool]], but also means you will need more food. Unfortunately, there is no guarantee that a faction base to have a [[Muffalo]] for sale unless if you reload before your trade untill they eventually have it. I strongly recommend you to do so, otherwise you will give up due to lack of progress.
  
 
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]
 
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]
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* Keep trading to get food whenever you need it.
 
* Keep trading to get food whenever you need it.
 
* Keep trading to get materials to make a base.
 
* Keep trading to get materials to make a base.
* Harvest and sell the organs of anyone you get alive.
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* Remove and sell the organs of anyone you get alive.
 
* Butcher and eat the meat of anyone you get dead.
 
* Butcher and eat the meat of anyone you get dead.
 
* Make [[human leather]] [[bedroll]]s.
 
* Make [[human leather]] [[bedroll]]s.
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The first raid should arrive by the end of the first week. Try to have both colonists in your base when that happens, because you do not have any defenses yet.
 
The first raid should arrive by the end of the first week. Try to have both colonists in your base when that happens, because you do not have any defenses yet.
  
Now the fun starts, you will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest him too because you can not afford more people now. People who you will harvest includes:
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Now the fun starts, you will harvest the organs, eat the meat and dress the leather of your enemies. If anyone tries to join your colony, you will sell or harvest him too because you can not afford more people now. People who you will harvest includes:
  
* Any raider that shows up.
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Any raider that shows up.
* Any [[Events#Wanderer joins|wanderer that decides to join]].
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Any [[Events#Wanderer joins|wanderers that decides to join]].
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].
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Any survivor who arrive in a [[Events#Escape Pod|escape pod]].
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following him.
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Any refugee who [[Events#Refugee Chased at (Settlement)|ask for help]]. Also eat the raiders following him.
  
By butchering your enemies you will get food and leather, which you can make [[tribalwear]]s and sell, but that is not enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you get alive before eating them. It is worth buying medicine just for that, you do not need to do this every time, but that is a lot of money and will greatly speed up your colony building.
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By butchering your enemies you will get food and leather, which you can make [[tribalwear]]s and sell, but that is not enough. Everything you get is through trading, so you should also remove and sell the organs of anyone you get alive before eating them. It is worth buying medicine just for that, you do not need to do this every time, but that is a lot of money and will greatly speed up your colony building.
  
 
=== BONUS: Summon [[Events#Man in black|Man In Black]] ===
 
=== BONUS: Summon [[Events#Man in black|Man In Black]] ===
  
Getting [[Events#Man in black|Man In Black]] to show up when you got so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.
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Getting Man In Black to show up when you got so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people colapse. Then use him to bring people back up.
  
[[Events#Man in black|Man In Black]] comes with good gear. You should strip his gear and sell him to slavery or harvest him.
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Man In Black comes with good gear. You should strip his gear then sell him to slavery or harvest him. This is just a optional bonus to speed up your early game.
  
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]
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[[File:summonmib.png|350px|thumb|center|Base on second week and MIB.]]
  
 
== Third agenda ==
 
== Third agenda ==
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* Buy guns.
 
* Buy guns.
 
* Make all the quests you can, loot and butcher anything and anyone you see.
 
* Make all the quests you can, loot and butcher anything and anyone you see.
* Buy [[cloth]] from your neighbors.
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* Buy cloth from your neighbors.
 
* Once you done researching complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].
 
* Once you done researching complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].
* Make and sell [[human leather]] [[duster]]s.
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* Make and sell [[human leather]] [[dusters]]s.
  
 
=== Notes ===
 
=== Notes ===
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Make sure to buy some decent guns since your researcher colonist will likely have to defend himself alone while your other colonist is outside trading. Fortunately, you are so poor that it is likely that even on the hardest difficult you will only face raids of one single melee enemy for the whole first year.
 
Make sure to buy some decent guns since your researcher colonist will likely have to defend himself alone while your other colonist is outside trading. Fortunately, you are so poor that it is likely that even on the hardest difficult you will only face raids of one single melee enemy for the whole first year.
  
Once you have your colonists with [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with him on quests. Quests that matter now includes:
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Once you have your colonists with [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map, your trading colonist should always be either trading or doing quests. Never forget to take a [[bedroll]] with him on quests. Quests that matter now includes:
  
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].
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[[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].
* [[Events#Incapacitated refugee|Incapacitated refugees]].
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[[Events#Incapacitated refugee|Incapacitated refugees]].
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].
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[[Events#Prisoner rescue opportunity|Prisoner rescue]].
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].
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[[Events#Bandit camp opportunity|Destroy enemy outposts]].
  
You will have more things to care about here than you normally would. It is important that you butcher any animal you find and any raider you kill on the quest locations. You might find your previous colonists that you sold before on those quests. If your [[human leather]] clothes and organs business is doing well you can afford to bring one more person to your colony. Do not forget that you will have to buy more and more meals for each person you save. Anyone you do not like can be sold or harvested once you return home.
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[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]
  
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]
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You will have more things to care about here than you normally would. It is important that you butcher any animal you find and any raider you kill on the quest locations. You might find your previous colonists you sold before here, if your human leather duster and organs business is doing well you can afford to bring one more person to your colony. Do not forget that you will have to buy more and more meals for each person you save. Anyone you do not like can be sold or harvested once you return home.
  
Your research is really slow, since you only got one person at home taking care of everything and doing research at the same time. So another thing to focus is furniture that you can carry home, since it is gonna take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are great things to bring back home. You do not have electricity yet, but once you do, you gonna have lots of things to plug in.
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Your research is really slow, since you only got one person at home taking care of everything and doing research at the same time. So another thing to focus is furniture that you can carry home since it is gonna take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are great things to bring back home. You do not have electricity yet but once you do you gonna have lots of things to plug in.
  
You better make sure you got good clothes before winter starts. It is about time you get rid of tainted tattered clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.
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You better make sure you got good clothes before winter starts. It is about time you get rid of tainted tattered clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot. You can also make some comfortable [[human leather]] [[armchair]]s and [[animal bed]]s.
  
 
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]
 
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]
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* Research complex furniture.
 
* Research complex furniture.
* Make [[bed]]s.
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* Make [[beds]]s.
 
* Replace your walls with stone.
 
* Replace your walls with stone.
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.
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* Replace the cloth parkas for better insulating parkas.
 +
* Research electricity.
  
 
=== Notes ===
 
=== Notes ===
  
Winter makes caravans even worse than already is, despite that, you can never stop trading, neither can you stop doing quests.
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Winter makes caravans even worse than already is, despite that you can never stop trading, neither can you stop doing quests.
  
Time to make improvements. If you got at least two rooms and all the workbenches you need you can start replacing your walls with stone so raiders will not try to set it on fire. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.
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Time to make improvements. If you got at least two rooms and all the workbenches you need you can start replacing your walls with stone so raiders will not try to set it on fire. Also replace those [[bedroll]]s with [[bed]]s.
  
Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) or [[thrumbofur]](cold insulation 34).
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Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30), [[thrumbofur]](cold insulation 34).
  
Your best bet is [[thrumbofur]] [[parka]]s with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]].
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Your best bet is [[thrumbofur]] clothes with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice eventually and you should already have a [[Muffalo]] with you for [[wool]].
  
 
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]
 
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]
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== Fifth agenda ==
 
== Fifth agenda ==
  
* Research electricity.
 
 
* Set up defenses.
 
* Set up defenses.
 
* Set up power.
 
* Set up power.
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=== Notes ===
 
=== Notes ===
  
Your second year will be just as hard as the first one. You still gotta harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.
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Your second year will be just as hard as the first one. You still gotta harvest and eat your enemies while trading their organs and [[human leather]] [[duster]]s for materials for your base.
  
You probably already learned to live from trading and quests by now and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].
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You probably already learned to live from trading and quests by now and may add another colonist. You should not expect to finish electricity before the end of the second year. Because of that your food will spoil in the second summer, you can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].
  
Now however, you got more people and you gotta set up some kind of defense because raiders will be more numerous. This place is wide open, you wanna make an enclosed environment where you can shot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony_Building_Guide#Killbox|killbox]]. Once you finish electricity, you can finally use those [[mini-turret|turrets]] that you got from enemy outposts. If you could not bring any [[battery]] home from quests you will have to research them now.
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Now however, you got more people and you gotta set up some kind of defense because raiders will be more numerous. This place is wide open, you wanna make an enclosed enviroment where you can face raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony_Building_Guide#Killbox|killbox]]. Once you finish electricity you can finally use those [[mini-turret|turrets]] that you got from enemy outputs. If you could not bring any [[battery]] home from quests you will have to research them now.
  
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.
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When you are setting up power keep in mind that [[solar generator]]s you will not work at all during winter in sea ice.
  
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].
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With eletricity, you can finally make a [[eletric stove]] so you may stop buying [[wood]].
  
 
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]
 
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]
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* Research air conditioning.
 
* Research air conditioning.
* Make a [[Colony_Building_Guide#Freezer|freezer]].
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* Make a freezer.
 
* Research nutrient paste.
 
* Research nutrient paste.
* Make a [[nutrient paste dispenser]].
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* Make a dinning room.
 
* Research microeletronics.
 
* Research microeletronics.
* Make a [[comms console]].
 
  
 
=== Notes ===
 
=== Notes ===
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Your third year will come with lots of improvements and you can finally start feeling like you are playing a normal map.
 
Your third year will come with lots of improvements and you can finally start feeling like you are playing a normal map.
  
Your first priority after electricity is air conditioning so you may stop losing all your food on summers. Once you done researching it, make a [[Colony_Building_Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since now food lasts forever.
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Your first priority after electricity is air conditioning so you can stop losing all your food on summers. Once you done, make a freezer. That will even allow you to accept more people in your colony since now food lasts forever.
  
Then you wanna make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.
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Then you wanna make a dinning area with the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completly prevents food poisoning and reduces your food consumption by 40%. You may even accept another [[Muffalo]] in your colony now to speed up trading.
  
 
Then, to increase your trading opportunities you want a [[comms console]]. Any [[Trade#Bulk_goods_trader_2|bulks good trade ship]] that shows up will be a blessing to your colony development.
 
Then, to increase your trading opportunities you want a [[comms console]]. Any [[Trade#Bulk_goods_trader_2|bulks good trade ship]] that shows up will be a blessing to your colony development.
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=== BONUS: Buy [[Joywire]]s ===
 
=== BONUS: Buy [[Joywire]]s ===
  
You might have noticed by now that your worse enemy is not the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can not stop it, since without it you will lose your main source of food and your two main sources of [[silver]] which is [[human leather]] [[duster]]s and organs.
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You might have noticed by now that your worse enemy is not the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still you can not stop it since without you will lose your main source of food and your two main sources of [[silver]] which is your [[human leather]] [[duster]]s and organs.
  
Now that you have a little extra [[silver]], you can buy a solution which is the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.
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Now that you have a little extra [[silver]], you can buy a solution which is the [[Joywire]]. Overall, in such a stressfull colony such implant it well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.
  
 
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]
 
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]
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=== Notes ===
 
=== Notes ===
  
You are on your fourth year and have yet to plant something, so you start wondering if you even need to plant anything at all.
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You are on your fourth year and have yet to plant something, so you start wondering if even need to plant anything at all.
  
 
A [[Colony_Building_Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony_Building_Guide#Greenhouse|greenhouse]] is as small as possible to take less power and covered by double walls to increase insulation.
 
A [[Colony_Building_Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony_Building_Guide#Greenhouse|greenhouse]] is as small as possible to take less power and covered by double walls to increase insulation.
  
The [[Colony_Building_Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also, plant [[smokeleaf]] and [[psychoid plant]] so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.
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The [[Colony_Building_Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first you wanna plant some [[healroot]] so you may harvest organs without using good medicine. After you wanna plant [[smokeleaf]] and [[psichoid plant]], so you may make [[smokeleaft joint]]s and [[psichite tea]] to reduce the overall stress in your colony. Then you may plant some food.
  
Without the cannibalism you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.
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Without the cannibalism you may turn your [[human meat]] into [[chemfuel]] for [[chemfuel powered generators]], or use [[wind turbine]]s and sell the [[chemfuel]].
  
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you better research them so you can make more of them by yourself.
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You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you better research them so you can make them by yourself.
  
 
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony_Building_Guide#Greenhouse|greenhouse]].]]
 
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony_Building_Guide#Greenhouse|greenhouse]].]]
  
== Eighth agenda ==
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== Eighty agenda ==
  
* Research and build a [[long-range mineral scanner]].
+
* Research long-range mineral scanner.
 +
* Make a [[long-range mineral scanner]].
  
 
=== Notes ===
 
=== Notes ===
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There is one last thing worth focusing in sea ice. The [[long-range mineral scanner]].
 
There is one last thing worth focusing in sea ice. The [[long-range mineral scanner]].
  
The scanner works normally on sea ice and if you set a colonist to work on it full-time it can pick up locations of minerals faster than you can retrieve it. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.
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The scanner works normally on sea ice and if you set a colonist to work on it full-time it can pick up locations of minerals faster than you can retrive it. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.
  
However, you should keep in mind that minerals are heavy so you need lots of [[Muffalo]]s to carry it. Like a whole 8 [[Muffalo]]s and 6 colonists to mine [[Uranium]]. Which is why is better to make it after your [[Colony_Building_Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.
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However, you should keep in mind that minerals are heavy so you gonna need lots of [[Muffalo]]s to carry it. Like a whole 4 colonists and 5 [[Muffalo]]s. Which is why is better to make it after your [[Colony_Building_Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.
  
 
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]
 
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]
  
== Tenth year ==
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== Many years later ==
  
Did your base turned out the way you expected? If your final base turned out like what you wanted from the beginning then you are good at planning.
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Did your base turned out the way you expected? If your final base turned out like what you wanted from the begnning then are good at planning.
  
 
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]
 
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]
  
 
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[[Category:Gameplay]]

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