In this *short* narative you will be given a walkthrough of rimworld, told from the point of a self proclaimed expert.
Next thing to do is click the Tutorial button. Which really makes this guild seem obsolete. It teaches you how to make a world and survive the basics. This guild, however, goes more into depth as to the expertiese of rimworld; the finer points.
Now, knowing how to play the basics you find, once again, you are at the Main Menu. Press the button labled “Options”. In the middle columb their is a button at the bottum with the words “Permanently Disable Dev Mode”. This permanently word seems intimidating, what if I want to beco- NO! Using dev mode takes the fun out of RimWorld- Disable it.
After you have played the Tutorial, read the Fiction Primer, and Disabled Dev Mode, you can finaly get into the meat of rimworld- the New Colony Button. This button is the one you will press the most. This is the one you will have a love-hate relationship with. The new colony button is what you will turn to, good times and bad. Mostly bad. Come to think of it, rimworld is usualy bad….
Crashlanded is the basic package. The three of you landed on this planet, and need to survive. Simple enough. Three colonists, some decent tech, mid-world supplies.
Lost Tribe is a trade of tech and supplies for two extra colonists. However, lossing the ability to freeze food that comes with the Crashlanded tech will make this scenario quight difficult.
The Rich Explorer trades two of the three colonists from Crashlanded for slightly better tech and a tad bit better supplies.
Naked Brutality trades two out of three colonists and all of your starting supplies (even the clothes on your back) for a sence of pride in your ability to survive…. if you can make it past early game that is….
Cassandra, shes great. She will have a curve of difficulty which scales to your colonies wealth (more on colony wealth-difficulty scale later). She will send events in a patern of good-bad-good. She has a lovely predicatbilty about her which makes her a player favorate.
Phoebe, dispite having an impronaouncable name (Fu-bee? Foo-ba?) is the ‘easy’ story teller. Playing with her is similar to Cassandra, but with more time between events. This gives it a more ‘natural’ feel, but also makes for a rather boaring game. Play at your own risk.
Randy. You love him, you hate him. He, unlike the other two, doesn’t have a good-bad-good patern. He is, as the name suggests, random. The events happen at random times (sometimes at the same time- toxic fallout + solar flare + heat wave = thanks randy). They can be good or bad, its all random. He makes for the most interesting story- if you can tolarate him and adapt to adversity.
The seed is uneventful, and can be random. Generating a 100% globe allows for the best selection of landing sites, and doesn’t take as long as the game claims. Keep rainfall and temperature at default.
Now you are thrust into reality in orbit of this planet. You *could* land near the equador and have year around growing seasons, but its more challanging fun to start with only 30/60 day growing season. This allows for winter, everyone loves winter.
Starting at a river or a road is not important, trade is late game, and with the settings you have you wont survive till next spring. What is important however are the mountain tiles. Starting with hills puts more mountains in your colony, and act as natural defences, they also can be striped of valuble ore, such as pre-made-steel, and pre-assembled-componants. Starting in a mountan tile compleatly covers one side of the map with stone. This makes it so raiders can’t get behind you, and allows you to dwarf fortess the **** out of this game. However, make sure that there are NOT any caves. Caves contain nasty bug hives, which should be avoided. DO NOT TRY TO STEAL THE INSECT JELLY WHEN THE BUGS ARE SLEEPING. This is risky, can wake the bugs up, get your harvester killed, and send the bugs on a murder spree.
These are the main contributers of the skills and passions of a pawn. The backstory can make a pawn good, or bad. They determin what the pawn is incabable of, and what they are the best at.
What your pawn can’t, or won’t do. Pawns incapable of Voilence should be treated with distain, voilence is the only universal language on the rim. Pawns incapable of skilled labor are trash. Pawns incapable of firefighting should be taken with a grain of salt.
These are what makes your colonist speacial. They can give buffs or penalties to skill, they can affect the pawns stats and incapabilities, or they can make a good pawn useless by being Pyromaniac/wimp.
These are ongoing conditions that affect the colonist. Scars give a mood debuff, addictions make a pawn useless early game.
As you see the drop pods fall, and your new best frendimies come out, it is time to start the game.
You need to give your best shooter the bolt-action, the second best shooter the revolver, and that third dood can have the knive. Give your best shooter (here after ‘shooter’) the flak pants, helmet, and flak vest. This will make it so we wont get one-shot-killed by the nearest tribal archer.
Kill your starting pet, even if it is bonded. Said pet is a waste of food, and would make a really nice cat-leather hat. Who ever the pet is bonded to will survive.
Go ahead and sweep the map with the allow tool (found in the orders tab) and order the deconstruction of the crashed ship chunks.
For this you will need to build a barrack, with a heater, for them to sleep, and a freezer/storehouse, for your food. Once you have all three of these met (freezer, barack, storehouce) you need to build a productorium (pro-duct-ori-um). Inside of the productoriom you will need a butcher table, an electric stove, an electric tailor bench, a stone cutters table, and a research bench.
Once all of the above conditions have been met you will need to move up on the Human Heirarchy of Needs; security. Build a steel wall around you colony with only one empty tile to enter and exit (hence forth, the main gate). Make sure that anywhere at the edge of the map can get to the main gate. If the raiders can not get to the main gate, they will break down the wall. Put a two layers of steel doors at the main gate (hence forth- the seige doors) Keep these doors locked open under normal conditions. If you get raided DO NOT CLOSE THEM. if you close the main gate welst under raid the attackers will dig into your walls- bad. If there is animal insanity however, then you should close them. This will keep the animals out.
Or if you want to survive, you can tell the colonists to “Get knotted!” and build a barrack, a nutriant paste despencer, a horse shoe pin on the outskirts of town (if you are feeling generous), and a comunity heater in the barrack.
Colonists in a good mood have a chance to get an ‘insperation’ which can have a good boost to their stats for a few days. Most though are downright useless.
Colonists in a bad mood can sometimes have a mentle break. Depending on the intenisty of their bad mood it can be anything from hiding in their barack till they pass out, to eating all the colony food, to murding people. Or they can simply give up and go in a coma for a few weeks. Getting past this initial break will give them Chatharsis, which will prevent them from having another break for a bit- unless they are in a REALY bad mood, such as if they just had to murder and canabilize their spouce.
Appertenlty these poeople get in a bad mood if forced to butcher and eat other humans!?! They also get in a bad mood if you harvest and sell prisoner organs (that is one of the most profitable buisnesses on the rim! Do you know how much an alchaholic will pay for a new liver?). Human leather makes for nice hats. In a hat-or-be-hatted world like this, colonists with a ‘moral compase’ die (and get subsiquently hatted) first.
Food is very hard to get durring winter, so you will need to have a good amount stored up in your freezer. Consider building a Nutrient paste dispencer to conserve ingrediance. The colonists wont like it, but its better than starving.
If you dont get things like parkas and hats durring summer, it will be hard to leave the heated barack durring winter. Luckaly, you have an electric tailoring bench in the productorium. Hunt a few muffalos and make three bluefur parkas. This will sheild your colonists from the cold.
Dont worry, the first winter is always the worst. The second winter (if you survive till then) is also the worst. The third winter after that is the worst as well.
Occasionaly a drop pod will crash down near the colony, containing either a person or supplies. If it is a person you can rescue them, at witch point they may join the colony, or you can capture them, this takes a prison bed, and you will have to feed them without them providing for the colony. If you do caputer a refugee, then their faction will attack you, rather than trade with you. You can sell captured refugees into slavery, but that will hurt colony moral, and it will often cost more to feed the slave then you get for selling them. If supplies drop, then you can freely gather them without angerying any factions. These pods arn’t the only thing that fall from the sky, sometimes ships parts will too! Two kinds will, psi ships, and poisen ships. Psi ships will give a mood debuff to all colonists, and gradualy gets more intence, poisen ships slowly kill the plants around it. Atempting to destroy these ship parts only works with wepon fire, and will spawn mechanoids. Attack them at your own risk, you may just have to find a new home if you are too under prepaired.
Occasionaly a psychic wave will come over the colony. These can be good, such as the psychic sooth (a +16 mood), bad, such as the psychic dron (a -16 mood) or very bad, such as psychic animal insanity wave (makes all the animals of a certain species try to kill you (close the seige doors)).
Occasionaly there are weather events such as flash storm (a realy intence dry thunderstorm), toxic fallout (going outside will kill you, all your crops die, all the animals die, this can last for several weeks, its kinda like a super deadly winter. Randy will only throw this at you on the harder difficulties, and only if he is feeling particularly sadistic.) Volcanic Winter (its just a less intence winter, but at a random time. Note, volcanic winter and normal winter can stack to be a super cold winter.) Blight (all your crops slowly die, not particularly dangorus if delt with quickly.)
The richer your colony, the bigger raids you get. Starting a new colony, you only have very small raids (usualy only one or two people armed with cludgles and knives) but as you develup you will experiance bigger and badder raids. Be wary, art works tend to be a large boost to colony wealth, but having a pretty statue wont deffend the colony.
NOTICE, do not be afraid to increace colony wealth for fear of raids. If you plan correctly, have a moarder gun, have a seige wall, have cover, ect. then raids should not be an issue. If you stay poor forever then Randy will just kill you in some other way, like crashed ship parts.
“But why, O’ wise auther, do I need silver? What is the point of decadent wealth, if I produce everything I need right here in the colony?” To that I say accualy you have a point.
The main sorce of trade is either cash crop, like cottan, being a space-drug dealer (don’t do drugs, kids), or producing and selling apparal, arts, and other like goods. You can try to be a nomadic trader, but that is nigh impossable due to the crushing price penalties agenst the player.
To leave the planet, and ‘win’ the game, you will need a ship. There are only two ways to get a ship. Build one yourself, or get one from my good ol’ pal Charals.
If you build one, then it will take a ton of research (it IS rocket science after all) it will need Uranium and a Persona Core. The Persona Core is one of the hardest items in the game to get. It is an AI which is needed to power your ship welst you are sleeping. Uranium is a difficult resorce to aquire, but can be purchest from orbial traders, or mined from deep wells.
If you are contacted by Charals, he will tell you he already has a ship, if you come and get it. For that you will have to make a muli-year trip across the planet to get it, which is probably in some ice sheet. Even if you do manage to get there using transport pods, you still have to defend the ship for a full season while Charals is warming up the engines. Durring these 15 day peroid you will be assulted day and night by raiders who ALSO want to get off this rock.
If you do manage to build a ship, or use Charal’s ship, then you are rewarded with a short pharagraph stating, rather anti-climaticly, that you are just going to sit around for a few thousand years till you find a headonistic utopian ‘glitter world’. (or crash on some other planet along the way)
Theres a mod for everything. I mean realy. All the way from RIm of Maddness, Tiberium Rim, RJW, alpha animals, and thats not to mention all the other compleat overhauls to the game mechanics, like Grim Reality, Combat Extended, Psycology, Rimfeller/Rimatomics. You are never a TRUE Rimdweller untill you have gotten 100+ mods in you load order, and get the jokes about loading times.