The steel ikwa should be given to your best melee pawn, followed by the wooden club. One short bow should be equipped by the most skilled shooter, and the other by a less skilled shooter. The pila can be given to moderately skilled shooters, as they can deal heavy damage if they hit but don't have much range, and the long time between shots means that you'll regret missing with it. Your tribe starts off with a low-tech selection of weapons. You appear with supplies scattered around, hungry and malnourished, the pemmican (400 units) will only last for the first day and the second morning and before everything starts off a lot of it would've been eaten. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs. ![]() An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. This is a bit more situational than the others, depending on the colonist's skills. Movement / manipulation penalties: Old injuries also reduce the effectiveness of the injured part.But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist). The pain from old scars will remain constant until you can reliably replace body parts via surgery. High pain levels: Be sure to hover over each wounded character's wounds and see how high their total pain level will be.An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet. Addiction: Addiction is very difficult to manage in the first in-game year.Even a character with amazing traits and skills may not be your best pick if their physical or mental health is poor, because you will lack the resources needed to help them manage their conditions. Tribal starting characters have a higher chance to be malnourished, have chemical addictions, or have scars from old wounds. A crude herbal bandage is better than nothing. In an emergency, everyone needs to be able to attempt doctoring. Can't be violent: There are likely to be situations where you've only got one pawn able to stand, and they'd better be able to hold a weapon.Everyone needs to be able to refuel passive coolers in the summer and campfires in the winter. Can't do dumb labor: Everyone needs to clean.But if you have to cut a corner for the early game, this (and Artistic) may be the one. Animals: Some of the best trading items, a source of extra lift for caravans, and early "combat support".Social: Convincing captured prisoners to join forces with you, as well as bartering for resources.Crafting: Crafting weapons and clothing.Cooking: Cooking food without giving your colonists food poisoning.Mining: Obtaining metallic resources such as steel for building better equipment, and quickly digging a safe hole to hide in.Construction: Building a shelter for your tribe, beyond any caves you mine out.Desert and Tundra have very little wood you'll need a grower with skill 6. Healroot does not grow in Tropical Swamps you'll need a grower with skill 8 to sow it. Forage amounts are determined by a colonist's Plants skill. In biomes and seasons where it's possible to do so, tribes forage at a rate of 170% while traveling. Starting a stable food supply is a high priority because you start off with very little food. Plants: Growing food crops and cutting plants. ![]() Since your tribe is slow to research many projects, you may want to start soon. Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.Medical: Treating the sick and injured, which happens a lot in neolithic cultures.You need a couple heavy hitters in the ranged department, and as many who can help as possible. There are only 12 skills in Rimworld, and you'll find that you want every one. Dumb labor: Hauling and cleaning, no room for slackers.Violence: For food and (unplanned) self-defense, a "must have" for your entire starting tribe.Trait-limited general ailities you want to avoid any trait that limits these: But if you keep these goals in mind, it will be easier to only deviate from the plan for a character who really is worth making an exception. In practice, you may find yourself making exceptions for a really excellent character whose positive synergies balance out their negatives. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing.Īll the following are suggestions to keep in mind. ![]() You can spread skills across the whole party. Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios.
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