RimWorld – Colony Managing Tips

Tips for Getting Started

Starting with the Temperate Forest biome will help to avoid extreme weather conditions. I would highly recommend starting there, rather than a barren Ice Sheet biome.

When the game begins, equip your people with available weapons, and set their stance to ‘Attack’ rather than ‘Flee’, so they will automatically try to defend themselves against aggressors.

I like to start my buildings with a big room – wooden walls, 15×15 (13×13 internal area). Ideally near a good place to plant crops, vaguely near the middle of the map.

Roofing only reach 6 tiles out, so that 13×13 will have one tile in the centre which can’t have a ceiling. Place a wooden Column in that space. The reason being that if there is a fire that gets out of hand, when that column burns down it’ll open the room to the sky to help let heat out.

It’s personal preference. Feel free to do things differently there.

Then I’ll put a Low-priority Storage area in the room, and have my non-construction people haul any food supplies etc into that space.

At some point soon after starting, you may find that you have an incapacitated raider that you can recruit. Placing down a Sleeping Spot in a small room can let you turn that into a makeshift prison, so they can be recruited if you so desire.

As others have mentioned, building with stone walls has its perks. Because of the way temperature insulation / heat transfer works in this game, I like having double-thickness walls to the outside – so I find that building a stone shell around my wooden walls works to help protect against bushfires just fine.

You can use a Crafting Spot to make some items, including Tribalwear, if you don’t have the wood to construct a basic Tailoring Bench.

  • When setting up work bills at a workbench, you could do stuff like “make Parka, do x 3”, but you could also set up the job as “make Parka, do Until 1.” Because that job will make the item if you have less than the specified amount (1) in storage, any time a new person shows up your tailor can work on making replacement equipment for the next person.
  • With regards to meals, the Pause function in the work bills can be super-helpful. Doing “make Simple Meal, do Until 10, Pause until 5” will mean that your cook isn’t running back to begin making food if the number of meals drops down to 9 because someone isn’t peckish. They’ll wait until half the meals are gone before cooking replacements, allowing that pawn to work on different tasks during that time.

A couple of final things:

As you start out, it can help to treat it like a roguelike. Maybe you go along, hit winter, and realise that you don’t have enough food. You’ve harvested all the berry bushes, and hunted all the animals you can find. If your colony falls, you have the chance to learn from this and try again – preparing better for next time.

You may find this occurs a bunch of times, as you encounter new challenges along the way. Try not to be disheartened by this. (If it comes down to it, any animals you spawned in with are made of meat, and sometimes that’s enough to help your people get through a harsh winter). Over time, you’ll develop your own style of play and things that were stumbling blocks for you at the start will be trivial things to handle as you get better at the game.

Tips for Maintaining Mood in the Colony:

When it comes to mood, the better way to build a base is counter-intuitive; don’t make rooms for everything, the less rooms you have, the more mood you gain as a result. You do want bedrooms after a while, but in the beginning you can safely cram barracks/recreation room/production room/dining room/school/research/church etc in the SAME giant room, and floor/decorate that room alone to get stacking mood bonuses for beauty, comfort etc.

It might only be one room, but since recreation AND dining will be in there, you’ll get a mood bonus for each. Since it’s so big and packed full of stuff it’ll naturally be wealthy and spacious too, so you end up spending a lot less work/wealth/space to make it impressive than if it was divided into several rooms.

Combat Tips:

When it comes to combat people will suggest making a kill box.

I suggest you dont. It’s boarder line cheating infact there’s loads of topics of people arguing back and forth whether or not it is cheating.

Either way it’s a crutch and doesn’t let you learn how to handle combat. Your not going to get better if you always take the easy way out.

Some Common Combat Tips:

  • Sandbags suck for cover.
  • Pawn can peek out behind walls to shoot and walls give the most cover, always position your self behind walls and building corners. This including an open doorway while shooting down a hallway or walkway.
  • Don’t have your people bunched up, they can get hit by stray bullets.
  • And keep them out of line of your active shooters and turrets, friendly fire isn’t.
  • That being said it’s safe to be with in 4 tiles of a pawn shooting beyond that you risk taking a hit.

You can’t shoot at a target that’s touching you, but you can shoot at other targets while they are beating on you. So instead of having two gunners that’s engaged in melee trying to pistol whip the attackers have them shoot at each others assaulters.

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