RimWorld

RimWorld

Violeta Nov 3, 2018 @ 1:07am
Do you still keep all research if you abandon colony?
My map has had all the steel mined in its 4-5 years as my extreme desert colony. A lot of the steel went into fall traps and everything else (Extreme desert = nearly no wood) early on.

My tribal colony is pretty far from deep drills or anything, research wise. With only 1 ally faction. And the raiders are often 20-30 guys in full flak (Some in marine armor) and they are eating 2-4 stone fall traps each now. Which is getting harder to replace as we've cleared most of the map and have to send my haulers to the map's edges for stones.

I have about 20 colonist, 4 prisoners, 5-7 camels, its spring and I'm thinking of moving.
Last edited by Violeta; Nov 3, 2018 @ 1:08am
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Showing 1-15 of 18 comments
Immortalits Nov 3, 2018 @ 1:20am 
Put some of your large batches of valuables, like cloths, leathers or even silver outside of your base and let raiders grab them.
This solves the actual raid and also reduces the ammout of raiders in the next raid, concerning, you don't produce even more value befora that happens.
Raid difficulties are ONLY relevant to your base's summarized value.
You can't do anythin with production buildings other than making them out of the cheapest materials, but you can minimize your storages, because unnececerrily large storages are what magnets in large and hard raids... and large golden masterwork/legendary statues...
Also, don't use too high quality expensive armor/clothing, they are strong, but the most important thing of your defence is your weapons and your sandbags, use some armor, but don't overdo them, like plasteel full plate masterwork armor and the likes, flak vest and clothing is just good enough.
Violeta Nov 3, 2018 @ 1:34am 
My base's value is its food, hundreds of spike traps, and art to make rooms not give colonist mood debuffs,

Theres really not much to give up besides colonists, what they wear, or camels. And I use the camels to carry steel back from the town. And the fur to make clothes for the extreme desert.

Its about 30 mouths to feed between colonist/camels/prisoners so I like to have 2000-5000 corn, 100 simple meals for food.
Last edited by Violeta; Nov 3, 2018 @ 1:37am
KalkiKrosah Nov 3, 2018 @ 1:42am 
I would move. Try moving via drop pods first. Send a few builders that way and maybe a cook. Establish a small base and then shoot over a few more people once the living conditions have improved. You can airdrop some of your supplies over in between the people drops. Once you feel like all your necessary valuables are either at the new location or packed on the backs of your camels, you can make the trek on foot with the remainder of your group. That's how I handled moves when I was doing nomadic playthroughs.
Violeta Nov 3, 2018 @ 1:45am 
I don't have drop pods, only high tech thing unlocked is the electronic research table I think. And so far my colony could only afford 2 with the shortages. And having to rebuild 3 wind turbines the raiders blew up.

You know, tribal research is slow.
Last edited by Violeta; Nov 3, 2018 @ 1:46am
Violeta Nov 3, 2018 @ 1:57am 
Kind of feel like banishing some people before I move. I got 2 brawlers (Did you know brawler is unhappy with a ranged weapon?! BECAUSE I don't think anyone in the entire world knows that!) uck, every raid I'm sick of micromanaging those two to pick up a gun. And an incapable of violent guy.

Maybe knock my colony down to 10 pawns. Or open the ancient danger and throw some pawns into cryo on the new map.


Edit

I've got it, I'll send half the colony on a crazy mission to attack a raiders settlement. I've never done that before since you couldn't in the past.
Last edited by Violeta; Nov 3, 2018 @ 2:35am
Immortalits Nov 3, 2018 @ 2:43am 
Even if you move, the only thing you will achieve through that is that you lose the value of your base... which you will have to build back anyways, fill up storages to a certain degree, etc, so in the end, you'll be in the same spot, you just start with more people and less production.
[BWCC] xrolliox Nov 3, 2018 @ 2:54am 
I think some of you forgot that he has mined out all his steel and doesn't yet have deep drills, meaning that he cannot produce more steel to keep up with the potential demand of needing it. Irrespective of raid size, base wealth etc. You need to move.

If you start a satellite colony first just to get something up and running and slowly move your other colonists over you should be good. You won't lose your research.
Violeta Nov 3, 2018 @ 2:55am 
Originally posted by Immortalits:
Even if you move, the only thing you will achieve through that is that you lose the value of your base... which you will have to build back anyways, fill up storages to a certain degree, etc, so in the end, you'll be in the same spot, you just start with more people and less production.

If I move I'll have all the resources to buy more time to research. And to research better. I can also settle near a town to the non-ally, but still neutral faction to try to also ally with them to call in double the caravans.

You build up a lot of goodwill trading on average.

My next location I'll start with turrets, electronic research table, ect already researched.
Violeta Nov 3, 2018 @ 3:24am 
Originally posted by xrolliox:
I think some of you forgot that he has mined out all his steel and doesn't yet have deep drills, meaning that he cannot produce more steel to keep up with the potential demand of needing it. Irrespective of raid size, base wealth etc. You need to move.

If you start a satellite colony first just to get something up and running and slowly move your other colonists over you should be good. You won't lose your research.

Nah, the game says 2 colonies is "unbalanced" (Despite all the factions in the game have multi settlements) so I'm just gonna have the less useful 10 pawns attack a pirate settlement for science. I'll outfit them in the tainted mercenary armor and all that too.

Thrumbo pants, hyper weave shirts, the few that I have. Maybe the assualt riffles and sniper riffles too.

But yeah, this area is empty

https://steamcommunity.com/sharedfiles/filedetails/?id=1555357359
Last edited by Violeta; Nov 3, 2018 @ 3:55am
Violeta Nov 3, 2018 @ 7:05am 
So..... my colony of like 20 pawns, 4 prisoners, is now 8 pawns.

It took 1-2 hours just to pack the caravan to leave because endless mental breaks. (From dead colonist/banished colonist/ect)

But you know the best part? After I left and hit abandon, I went to the nearby town again for extra food for the trip and they had 1k steel in stock.
Cornemou Nov 3, 2018 @ 1:47pm 
Originally posted by The Devil's in the details:
Originally posted by xrolliox:
I think some of you forgot that he has mined out all his steel and doesn't yet have deep drills, meaning that he cannot produce more steel to keep up with the potential demand of needing it. Irrespective of raid size, base wealth etc. You need to move.

If you start a satellite colony first just to get something up and running and slowly move your other colonists over you should be good. You won't lose your research.

Nah, the game says 2 colonies is "unbalanced" (Despite all the factions in the game have multi settlements) so I'm just gonna have the less useful 10 pawns attack a pirate settlement for science. I'll outfit them in the tainted mercenary armor and all that too.

Thrumbo pants, hyper weave shirts, the few that I have. Maybe the assualt riffles and sniper riffles too.

But yeah, this area is empty

https://steamcommunity.com/sharedfiles/filedetails/?id=1555357359
Maybe if you didn't build your base with steel... but with an aboundant ressource you would not have that problem. You can just start a mining base just 2 case next to your base, mine, and put iron in your base.
KalkiKrosah Nov 3, 2018 @ 1:59pm 
Originally posted by The Devil's in the details:
I don't have drop pods, only high tech thing unlocked is the electronic research table I think. And so far my colony could only afford 2 with the shortages. And having to rebuild 3 wind turbines the raiders blew up.

You know, tribal research is slow.

Are you using manual priorities? In tribal games I designate a researcher on day 2 and have them researching non-stop from the time they wake up to the time they go to sleep. Electricity is not my main focus most of the time but it is still one of the first things I focus on. Drop pods are researched shortly afterwards.
Violeta Nov 3, 2018 @ 2:43pm 
Originally posted by KalkiKrosah:
Originally posted by The Devil's in the details:
I don't have drop pods, only high tech thing unlocked is the electronic research table I think. And so far my colony could only afford 2 with the shortages. And having to rebuild 3 wind turbines the raiders blew up.

You know, tribal research is slow.

Are you using manual priorities? In tribal games I designate a researcher on day 2 and have them researching non-stop from the time they wake up to the time they go to sleep. Electricity is not my main focus most of the time but it is still one of the first things I focus on. Drop pods are researched shortly afterwards.

On day 3-4 everyone but two people were dead. The extreme desert started with only 2 iguanas, my tribe people started with 2 cats and a capybara. The rice grew very slow. And the one person who survived well via on tribe canabalism had incapable of plants and and doctoring. So I thought it was a wipe when the other person needed rescue as the other survivor would not feed them, but while they had medium malnutrition or something, they mainly passed out from major food poison. If malnutrition had hit extreme before they got up, would have lost.

Then once I got about 5-8 pawns, a melee only raid wiped all but two out again.
Violeta Nov 3, 2018 @ 2:53pm 
Originally posted by Cornemou:
Originally posted by The Devil's in the details:

Nah, the game says 2 colonies is "unbalanced" (Despite all the factions in the game have multi settlements) so I'm just gonna have the less useful 10 pawns attack a pirate settlement for science. I'll outfit them in the tainted mercenary armor and all that too.

Thrumbo pants, hyper weave shirts, the few that I have. Maybe the assualt riffles and sniper riffles too.

But yeah, this area is empty

https://steamcommunity.com/sharedfiles/filedetails/?id=1555357359
Maybe if you didn't build your base with steel... but with an aboundant ressource you would not have that problem. You can just start a mining base just 2 case next to your base, mine, and put iron in your base.



There was 1 cactus on like the entire map for wood when I started and my only pawn with growing high enough to plant cactus died early on. At first I barely used steel, but that again almost caused a wipe. Because not that long in randy spawned almost twice my number of colonist, brawler only group who outsped and swarmed everyone, then beat them to a pulp. The man in black spawning, was the only reason it wasn't a full wipe. And not that long in randy gave my base a bug infestation.

If I hadn't started making everything out of steel, including lots of fall traps, would have lost. The floor was steel because food poisoning was very common with the bad cooks. Wood was so rare, My guys couldn't even make recurve bows. Still don't have great bows researched because how bad it was getting wood this game till mid game. You need like grow skill of 8 to plant cactus and its still a very slow thing to plant.

Randy my first year was very, very, raid happy. Heatwaves, cold snap, infestation...When I got little bits of wood the heat wave usually made it have to go to wood coolers or camp fire.
KalkiKrosah Nov 3, 2018 @ 3:36pm 
When the soil is bad you're better off planting potatoes. Potatoes are more resilient in that they are less affected by soil quality. They grow quicker than rice in bad soil.

As far as melee only raids you can play peek-a-boo with them and thin out there numbers that way. Raids turn tail and run after you kill or down 51% of the invading force so early on you only need to focus fire on 5 of the 8.
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Date Posted: Nov 3, 2018 @ 1:07am
Posts: 18