RimWorld: Difference between revisions

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* Raiders don't generally destroy colonies, heat waves do. You can make a masterpiece of a base and it will still get destroyed because all your food spoiled in the heat and everyone is getting heatstroke in their masterfully decorated rooms because it's 500 degrees F outside.
* Raiders don't generally destroy colonies, heat waves do. You can make a masterpiece of a base and it will still get destroyed because all your food spoiled in the heat and everyone is getting heatstroke in their masterfully decorated rooms because it's 500 degrees F outside.


* Research is really important. Make sure you've got a research workstation set up and that somebody has research enabled on their job list. By default it's the lowest priority thing, so you might want to tell your researcher to not clean or haul (or alter the priorities in manual mode) so that they put more of an emphasis on doing it. One of the techs you can research adds a new power-dependant research bench that's much better (and another one later adds a separate object called a multi-analyser that you need to place in proximity to the research bench to learn advanced techs).
* Research is really important. Make sure you've got a research workstation set up and that somebody has research enabled on their job list. By default it's the lowest priority thing, so you might want to tell your researcher to not clean or haul (or alter the priorities in manual mode) so that they put more of an emphasis on doing it. One of the techs you can research adds a new power-dependant research bench that's much better (and another one later adds a separate object called a multi-analyser that you need to place in proximity to the research bench to learn advanced techs). Nothing is stopping you from building two research benches and having two people do research at once. Or three. You get the idea.
** Nothing is stopping you from building two research benches and having two people do research at once. Or three. You get the idea.


* With hostages and pod crash landings, 'rescue' means they leave after you treat them, to keep them in the colony you have to capture them (in a room with bed set to allow prisoners) and convince them to stay.
* With hostages and pod crash landings, 'rescue' means they leave after you treat them, to keep them in the colony you have to capture them (in a room with bed set to allow prisoners) and convince them to stay.
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== Defense ==
== Defense ==


* Make perimeter walls with only one entrance, at least for early game raids the enemies will only go for the entrance and you can funnel them in.
* Make perimeter walls with only one entrance, at least for early game raids the enemies will only go for the entrance and you can funnel them in. Don't worry too much about 'future-proofing' your walls by giving yourself huge amounts of room to expand, you can always deconstruct them and reuse the materials later.
** Don't worry too much about 'future-proofing' your walls by giving yourself huge amounts of room to expand, you can always deconstruct them and reuse the materials later.


* The little automated gun emplacements aren't that strong, but enemies prioritize them so not only does it help control the places your enemies attack, it keeps your colonists alive a little longer.
* The little automated gun emplacements aren't that strong, but enemies prioritize them so not only does it help control the places your enemies attack, it keeps your colonists alive a little longer. They also have a chance to when they have sustained too much damage. This isn't necessarily a bad thing - the AI tends to go after them first, so a lone turret far out in front of your defenses may draw raiders in close for the fireworks. If eight raiders surround that turret and beat it to death, you're looking at eight dying or dead raiders after it goes off.
** They also have a chance to when they have sustained too much damage. This isn't necessarily a bad thing - the AI tends to go after them first, so a lone turret far out in front of your defenses may draw raiders in close for the fireworks. If eight raiders surround that turret and beat it to death, you're looking at eight dying or dead raiders after it goes off.


* When someone does go crazy you want to make sure you tell your remaining colonists to drop their weapons before taking down the madman, bruises will easily heal but cuts and bullet holes will not.
* When someone does go crazy you want to make sure you tell your remaining colonists to drop their weapons before taking down the madman, bruises will easily heal but cuts and bullet holes will not.
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* Raid difficulty is heavily based on how lavish your settlement is. Find some gold in them there hills during the early game? Leave it there. It's safer if it needs to be mined in order to be stolen anyway. If you put it in a stockpile or build gold tiled floors out of it or something, you'll raise the overall value of your settlement. Unless you've got colonists on the brink of a major breakdown, stick with a spartan lifestyle for the early - and maybe even mid-game.
* Raid difficulty is heavily based on how lavish your settlement is. Find some gold in them there hills during the early game? Leave it there. It's safer if it needs to be mined in order to be stolen anyway. If you put it in a stockpile or build gold tiled floors out of it or something, you'll raise the overall value of your settlement. Unless you've got colonists on the brink of a major breakdown, stick with a spartan lifestyle for the early - and maybe even mid-game.


* If a faction is just pissed-off enough to be hostile toward you, capture some of their attackers, heal them, then set them free. Each one that gets off the map successfully gives you +15 with that faction. After a couple of jerks take off walking, the faction may be so grateful to have their people back that they stop attacking you.
* If a faction is just pissed-off enough to be hostile toward you, capture some of their attackers, heal them, then set them free. Each one that gets off the map successfully gives you +15 with that faction. After a couple of jerks take off walking, the faction may be so grateful to have their people back that they stop attacking you. Before letting them go, consider giving them peg legs and wooden hands, <s>especially</s> even if they don't have any missing limbs. It's a great way to train your surgeons.
** Before letting them go, consider giving them peg legs and wooden hands, <s>especially</s> even if they don't have any missing limbs. It's a great way to train your surgeons.


== Electronics, etc. ==
== Electronics, etc. ==
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* Batteries and several other electronic things will explode or short out if they're rained on, so you'll want to make sure they've got a roof over them.
* Batteries and several other electronic things will explode or short out if they're rained on, so you'll want to make sure they've got a roof over them.


* Batteries in particular will also explode because fuck you regardless of where they're stored. I like to keep them in a little form fitting stone-walled cell to keep them from burning my house down.
* Batteries in particular will also explode because fuck you regardless of where they're stored. I like to keep them in a little form fitting stone-walled cell to keep them from burning my house down. The larger the circuit, the worse the explosions, so consider having separate parts of your base on completely separate circuits, if you have enough ways of generating power.
** The larger the circuit, the worse the explosions, so consider having separate parts of your base on completely separate circuits, if you have enough ways of generating power.


* Lights are great for morale, but use an absurd amount of power. Try to only use them in high traffic areas.
* Lights are great for morale, but use an absurd amount of power. Try to only use them in high traffic areas.