Beginner-Friendly Vanilla RimWorld - Ep 10 (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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re: alliances and trading:
The basic rule for RW survival is "turn wealth into defense." Alliances and trading are your main ways to do that.

If you make an alliance (75 relationship points) you remain allied until you reach 0 or -1. By the time you reach the mid game and have a comm's console it's easy to call in a trader (-15 relationship points), trade, then gift them enough to keep the relationship status high. Once you have an economy going and are buying and selling things regularly, it's easy to get relationship points because you earn points from trading (something like 1 relationship point per 1000 silver traded (buying or selling)). After you get transport pods you can just fill them up with random junk (raider weapons, old clothes, surplus food and leather) and send them to other factions as gifts.

Quill doesn't caravan much, maybe as a result of being burned playing the alpha and 1.0, in which caravanning was kind of borked. It's MUCH better now. Caravanning to other faction bases allows you to sell your goods at a higher price (also resulting in more relationship points), gives you access to MANY more items, and allows you to get rid of your excess wealth faster. If you're worried about caravans getting attacked, send out small ones (1 pawn, 1 pack animal, less than 10, 000 wealth). Small caravans have a lower chance of being detected, and if attacked there will be just 1-2 raiders or a few mad animals. Locating your colony on a road makes a big difference in caravan time. I usually locate my base on a road within 10 hexes of 3 or more potential trading partners. I do about 5-10 caravans per year.

ichifish
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I’m playing on Xbox and your vanilla series has really help me out. I’m using trained wolves to do my hauling of materials. Keep up the great work.❤

MultiBlamm
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I for one am incredibly proud of Quill for remembering to take Skye off plant duties when Honey returned 😂

technocardy
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3:11 - All predators should hunt for natural game or your tamed animals before they ever hunt a human. I believe the only real exception may be if a human is far closer to the predator than any available creature, wild or tamed.

14:05 - While that is true, it takes an extremely long time for that to happen. It could be different in the most recent patches, but from my experience it's taken nearly 2-3 full seasons for a rough faction to lose 10 goodwill. Of course, that doesn't mean you should ignore it outright, but unless you're playing very risky with their goodwill in some way (frequent requests over the comms, or too many instances of natural visits losing members) it shouldn't be a serious problem.

14:50 - Correct on both counts. Granted, I rarely see even my single permanently hostile pirate group and see hostile mechanoids more often than not, but if you do make all the possible factions friendly, them and the mechs are your only enemies.

Also, even if the peace talks fail, they are still a big source of social experience and well worth the trip.

23:25 - as an addition to all of this talk, I also had a dumping pile of rock chunks at the entrance to keep enemies from using cover there (though you're better off using something without HP like steel/gold/plasteel/etc.), as that forces enemies forward into the killzone. Plus, if you place your people and static defenses at the halfway point of that stockpile zone, it will allow for them to come almost all the way forward before being struck and possibly finding new cover from destroyed walls or chunks. Just something to consider.

But Quill is right that you should plan your killbox based on the weapons you're using.

27:43 - That would be an interesting thing to include, but no, caravans met on the road are not ones you can meet in your home base. However, I think it'd be a really cool idea to incorporate that into a mod or the base game.

31:15 - I actually did something similar in my game, where I have various 1x2 tables in my base for people to eat at and avoid the ate without table malice. I prefer not to leave them outside, but definitely having little rest stops is helpful if your colonists will be too far away to eat at a table.

JonathanScarlet
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Loving this series as a nice change of pace. But I also love the highly modded runs like the cat cafe.

xxacidmv
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Your videos are so dense with education. It is awesome. Thank you for these!

ikanaclast
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What I wonder, is if he notices that the turrets are not actually connected to power. I think he destroyed the cable under the switch when deconstructing before, but I'm not sure. We'll see soon enough :D I love this playthrough Quill :)

mcmanon
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You have a great speaking voice and are quite skilled at gameplay!

Buddylovesu
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I made it through hurricane Ian and got power back just in time for the latest upload lol

EnderGraff
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Never knew that about gifts! I’m enjoying the series

beastateverythin
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would it make sense to roof and floor the hallways between the storage and the other buildings?

YuVW
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Using roof to prevent tree growing in front of a door is not cheap, it is free

sorronmies
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preferred weapon ... macmillan tactical 50 and rdx rounds .... dont care what your behind or in ... youre done .. and if its only a stone wall your gone in a mist

kaboom-zfbl
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I think if rimworld were a zombie apocalypse game I'd throughly enjoy it

djtrifaro
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also.. am i the only person who has never cared about the microscopic slowdown of pawns walking past a tree by a door, or '2 tile hallways in case they bump into eachother' ? i mean i do the 3 tile hallways because it looks nicer, but the super small slowdown is absolutely nothing.

Riftweaver
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No apol. ness. I love your vids regardless

warrengibson
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geothermal is south east of your kill zone

kaboom-zfbl
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is he ever going to notice that southeast room has no power?

Riftweaver
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Technically you do need one mod, CORE, in order to play. Just try disabling it. See what happens.

commanderfoxtrot
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I can't stand this dudes voice and how he pronounces stuff but I'm going to try to tough it out for the rest of the series lol

sp-ce