Beginner-Friendly Vanilla RimWorld - Ep 15 (No Mods, No DLC!)

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RimWorld mods are GREAT, but the base, vanilla gameplay is also excellent -- and a great way for new players to learn the game! This is going to be a combination Tutorial / Let's Play series!

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New to the channel? I do Let's Play videos -- these are like walkthrough guides of gameplay with continuous English commentary trying to explain my decisions and what strategy I use. If you're looking for hacks or cheats, you're in the wrong place!
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poor Kiwi. loses his owner, gets thrown out of the house for bleeding all over the floor and then gets into a brawl with a pack of rabid dogs.

owbu
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Poor, injured Kiwi still doesn't have a fancy pet bed anywhere near its bond partner, and sleeps outside, on the ground, with the rest of the animals.

bluethumper
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A few suggestions: 1. Check all of your end tables. They have to be orthogonally adjacent to the pillow end of the bed to work. 2. Stone blocks in front of doors will slow the speed to enter/exit the room. 3. It's possible to set the crematorium to cremate rotting animals, thus clearing up the stockpiles a bit. 4. Packaged survival meals doesn't have to be in the freezer. 5. Selling animals is a good way to get money. 6. To avoid trees growing in the kill box add fields to grow crops. That way the area is actually usable as well.

kristerlarsson
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For new players, I highly recommend you set up your colony on or near a road close to at least two trading partners. At the end here Quill is looking to send out a caravan, but he's kind of screwed himself. If you're close to trading partners you can easily send several caravans a season to turn your wealth into defense. If you're on a road within 5-6 tiles of a friend you can send a caravan there in back in one day. Quill's sitting on probably 500 silver worth of milk (which is super valuable), and has no place to store it (because he's go 50 useless meals taking up space in his freezer). But caravanning is going to be harder because he's so far away from neighbors.

ichifish
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31:33 Sell the Muffaloes... Sell the Muffaloes... Sell the Muffaloes...
Quill didn't sell the Muffaloes. 😔

The hauling isn't happening because there's no place to put them. Your stockpiles are full. You don't need the meat either so selling the Muffaloes for Silver would have been a better deal. I routinely tame animals and sell them as a way to generate money. It can be quite lucrative if you have a good animal tamer and lots of colonists with passion for Animals. The extra animal entities will slow your game down on slower systems though.

DuelScreen
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You have no storage, so the hauling jobs are not happening, all the food spoils. Spend 10 minuts reorganizing your base.

With the comms you can also gift and contact other to lower hostility.

timk
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another tip, when manhunter animals appear, they show in the wildlife with a red thunder symbol, so it is easy to flag them to be hunter and know if there is still any on the map

naruarthur
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Wealth does have specific break points in form of expectations. You can't see the wealth levels, but you see the expectations rise when crossing the thresholds. I'd try not to go much above medium until very late game.
Sky-high expectations + Psychic drone = Mass mental breakdown

autolykos
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Wealth management:
There are two reasons to control wealth, expectations and raid strength.

Expectations: Expectations (the mood buff received from having low colony wealth), do have hard limits: less than 15K is extremely low (+30 mood buff), less than 30k is very low (+24), less than 45K(?) is low (+18), moderate might be 60 or 75K, etc. Sorry, don't remember the exact amounts. You shouldn't worry about this too much as long as you improve rooms, meals, and rec opportunities, etc. as you go along (but see below). Just make sure that your pawns are usually working in jobs they have a double or single passion for and don't overwork them.


Raid size: Raid strength directly correlates to wealth, and it's a real incentive to keep your wealth down. The raid point calculation figures out how much wealth you have and then turns that it points that raids use to "buy" raiders and their gear. Basically, the wealthier you are, the bigger and badder the raids are. This is a self-correcting system: if a raid stomps you down, the next one will be weaker. You can check the wiki for the raid point calculation, but the basic rules for how wealth affects raid are:

1. Don't have huge stockpiles
Resources on your map can add a lot of raid points. The value of stored items (stone blocks, meals, uninstalled "buildings" (furniture, art, etc.), food, items, apparel, etc., is calculated one-for-one and add a lot of unnecessary points to raids. Don't collect stuff you don't need, like Quill does (like 50 extra meals, a bunch of components, huge piles of drugs or medicine, etc.). Send trade caravans regularly to turn excess wealth into defense (weapons and armor, artifacts like insanity/shock lances, etc.). Don't wait for traders to come to you.

2. Installed buildings (walls, floors benches, art, etc.) are calculated at half value
Your buildings and furniture are the least of your worries. You can keep wealth down by making these smaller and simpler (and also get higher mood buffs from low expectations), but unless you're playing at losing is fun or above it's not really necessary. Just don't build everything out of silver or gold or make luxurious rooms until you can defend it.

3. Pawns add more as wealth increases
Pawns have a value based on their skills, health (including bionic enhancements), and traits. A baseline pawn with starting skills is about 1, 200-2, 000 wealth; a fully enhanced high-skilled pawn is around 20, 000. The wealthier the colony is, the more each pawn adds to the raid strength. This usually isn't an issue unless you have a high proportion of pawns who are bad at combat. But if you recruit five pawns quickly and double your numbers from 5 to 10 expect the next raid to be big. If you're already wealthy, the bump will be bigger.

ichifish
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Honey will not be able to harvest Ambrosia (or cut trees) outside if she's bound to the safe zone 24/7

my-alias-obviousleh
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Leave the sowing and growing, and send out a 1 man caravan with 2000 corn and 2000 potatoes for either silver or rep.

SmartAceHole
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This colony's main product appears to be milk buckets.

ichifish
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Maybe you should make anouther stock pile area then? It seems like you would need it real soon :P

vincentivarsson
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Seems like that weapons trader was a good opportunity to gift away some of your wealth for an alliance

veri
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The visitors went literally inside the base when they were leaving

WiredDrummer
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Stuff is not getting hauled cause storage is full. And it looks like traps aren't being built.

discocrisco
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Time to open the danger-circle soon? :)

WartornNOR
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Grrr, power keeps going in and out and you keep the useless crematorium powered up.

stamasd
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hi quill, love your content, quick question: around last year I bought a 4K display for my pc and since then being the videos uploaded at 1080p they are a bit grainy and foggy, do you plan to upload at 4K or 1440p in the future?

Augustus_Imperator
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Typical Quill. No sense of balance at all so wastes tons of everything due to rot/lack of storage. There IS a middle

JCrook