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My only real drawback is wood. I get trees growing ASAP, and once I get a few harvests, its not bad. I also have the VGP mod, so I can substitude bamboo for wood. Weaker, but grows fast and fits the early job until I can get stonecutting going (I usually do tribal).
I wish Terra Project was finished... Really love the Spike Mountains and various Cave biomes he added. The Volcanic wasteland from Nature is Pretty Sweet is pretty awesome as well.
Realistic Planets is also a great mod that adds a couple of biomes that feel very vanilla but also gives you a lot more options in biome generation while modifying vanilla biome generation so it makes more sense.
I dont liek the extreme ones.
Monoxide: The lack of wood is my biggest concern, because also tribal. But since it comes with a lack of cold it might be doable. The prospect of "heat waves slow down your crops" instead of "winter kills your crops until you can build greenhouses" is very alluring, I gotta say.
Preechr: It's not so much "No! Not mods!" and more "ehh, not mods yet." Like I did eventually start using mods on FO4 but only once I felt like I really had a good feel for the vanilla game after playing it for a few years. (The parts I like to play anyway. I don't usually finish out the main quest line cause I'm not interested enough in it to spare the time from town building.) Extra biomes, maybe LOTS of extra biomes, quality of life stuff like colony manager and work tab, more variety and more complexity in faction relations, those all seem like good options for the future. But heck, I've never even kept a game going long enough to research drop pods. I'd feel like I was missing out on the vanilla experience I want if I didn't explore it in more depth before changing it.
martindirt: Yeah from the guides and playthroughs I've been checking out, it seems like sea ice you can really only survive with like intentional cannibalism supplemented by hydroponics. Which does not sound like my idea of a good time. I think there's a tribal extreme desert guide in the wiki that recommends cracking the ancient danger in the first quadrum just hoping it'll be bugs so you can eat them and get jelly and a good sized ruin to live in. Which *could* be fun but also frustrating if it's mechs instead or you end up not being able to kill the bugs successfully.
I am typically 100% opposed to mods. However, RimWorld really lends itself to small piece meal mods. It really makes the game shine as you can change what YOU specifically want on a small scale.
There are also several mods that just make certain functions easier (the allow tool mod lets you select a LOT of things at once opposed to individual clicks). Another thing I like is the Manager mod that lets you create a new job type (Manager) who then designates trees to be cut, food to be foraged, or animals to be hunted based on your colony's stockpiles. You arent making the game easier, you are just setting thresholds for your pawns to follow.
Point being, you can maintain the vanilla feel while making the game work better for you. I highly recommend at least poking around the workshop. There are a lot of quality of life mods that maintain the difficulty, while making certain pieces less tedious.
Deserts are unique in that they can be both hot and cold. Next time try finding a desert tile where its cold. See how that experience goes for you ;)
(Pre) industrial quantities of fun*, I imagine. A cold arid shrubland could be a good fit.
I remember laughing out loud at the "need warm clothes" popup in my current test run going "the temperature is going to reach -5C." Might kill a few crops I spose.
Lots more under-mountain building to conserve wood and temperature plus walled growing zones with skilled growers who can get trees going early seem like the way to go.
Tried out a few Tropical Rainforest games but I prefer colder winters and snow on the ground.
Currently playing on Boreal Forest with 20 growing days. Two out of the four naked tribals, came down with the flu on the 15th day, highest lvl medical between all of them was 5. It was fun scouring the whole map for a few Herbal Medicines. I feel like I found more herbal medicines on Tundra maps. lol. Jasper, one of the infected, barely survived with 2% immunity ahead of the disease. So far my pawns have experienced a heat wave that brought temps up to 45C during the summer and a cold snap + volcanic winter at the same time that brought the temp down to around -30C during Fall.
Using the Random Site button doesn't work for me because I'm very specific about what I want for my map. I prefer the stone types granite, marble and slate. I enjoy the change of scenery, so I prefer to have actual seasons over permanent winter or permanent summer. Being relatively close to other factions for caravans is a nice bonus.
...not the accidental kind.... that can't be helped
Usually, I choose a small hill configuration with marble for beauty, granite for resistance and slate or sandstone for the exterior floors, just to have some color variety.
Since I tend to build vast colonies surrounded by walls I avoid rivers but I like coasts, although I usually choose the position primarily looking for many hostile camps and towns around it, wherever it might be. I like attacking other factions, especially the baddies.
Like many players, I started with the temperate forest, but I wanted a little more challenge without going to the extremes like ice sheet or desert.
Tropical Rainforest and Temperate Forest I play occasionally. I have to be in the mood for it.
Desert, Extreme Desert, Ice Sheet and Sea Ice are too empty for me. Too much sitting around and waiting.
The Swamp and Bog biomes my least favorite biomes. Too much shrubbery and marshy soil makes expanding slow and tedious. And the frequency of diseases is rather annoying as well.
TLDR, mountains are really freaking defensive, not to mention temperature seemed really easy to maintain.
I miss that save, accidently deleted it right before I was getting ready to build a ship.