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Yeah, one of the lighter difficulities might be better for what I want to do.
What tribal and medieval based mods do you suggest? I don't really know of any.
I'm thinking I'll do a spot that doesn't have year round growing. I want that time management factor to be in play for growing.
I was thinking of one of the desert-like biomes as I've never played on those. Will I be able to grow grass for animals on that?
Tribal Essentials Modpack is pretty great, and then there is Medieval Times which adds a ton of pre industrial stuff and factions. Then there is Rimworld:Medieval Edition which is like Medieval Times but it removes all guns and future tech, including factions/mechs and replaces them with custom factions. I would suggest using Tribal and Medieval Edition just because it's a completely new experience than playing vanilla.
Also Boreal has decent growing areas along with a lot of water and marshes but tough winters.
Just looked at Tribal Essentials and Medieval Times. I'd never seen either of those and man they look awesome. I sorta want to try a tribal village now. Would you recommend using them both loaded at the same time? I mean, I'm guessing you can transition from Tribal to Medieval through research?
I was thinking maybe not Boreal. I like that setting, but I always do that one. Harsh winters are always fun though. What difference does wate rand marshes make though? Just because they take up space? I'm guessing I can't clear them out if I stay low tech.
Yes you start at tribal and can progress through all the way to future like techs. I imagine they should both run fine together, just make sure you load up hugslib or whatever they need first.
Awesome. Thanks for the help. Going to be good.
and the seeds please + patch for vegetable garden for some actual challenge in the farming
then you have to check if you can really do a final planting before winter comes
and once you advance far enough to have some indoor growing it might be tempting to travel to a desert and grab jourself some agave seeds
If you accidentally forget partway through, you can always turn on dev mode and lightning bolt interlopers.
Yeah, I've got Vegetable Garden installed as well. What challenge does the patch add? I had a bit of a problem with Seeds Please on my last game because seeds were way too expensive and not enough traders had them. The version that is up on the workshop now is supposed to make them cheaper and more plentiful, I think.
I dunno about indoor farming. After hearing about this tribal essentials mod, I'm thinking I want to do a colony that is purely tribal in a Jungle biome. I've never tried that biome before and it looks cool.
Then I stumbled on that MarsX mod. Looks ♥♥♥♥♥♥♥ unreal. Feels like I've discovered three whole new games in one tonight haha.
else you wont get seed for any of the VG mods plants
and you are supposed to get seeds when you harvest your crops
so if you plant too late in the year and your crops die from cold you lose your seeds and ability to have those crops
in my tribal playtru i lost my potato seeds to raiders burning down my farm after a bad year coldsnap, forcing me to scavenge for berries and change my farms into berry farms until i could trade wine for some snowbeet seeds
carefull in jungles they are a hell of desease
You only get a certain amount of seeds back, right? it's not 1:1?
And yeah, I wonder how it'll go full tribal in the jungle with disease. I'll probably stick to the natural, cheap medicine. Hopefully that's enough.
but it should give some profit in seeds so you can slowly expand your farms but you should also leave some seeds as an emergency stockpile
if i had cut my potato farm in half after things went wrong the first time instead of hoping that things wouldnt go wrong to the second planting i could have rebuilt slowly
One more question I just thought of: if I do a tribal or medieval start, will I still get the advanced traders and raids? Not sure I like the idea of being a tribe or being medieval and have people come at me with guns or set up mortars.