RimWorld

RimWorld

granada777 Apr 3, 2020 @ 10:23am
My list ultimate starting colonists to use with Prepare Carefully
With these 3 roles covered, the rest of your colony can be anything.

1) Ultimate Craftsman
Will single-handedly equip every other colonist, as well as build all furniture.

Traits: Tortured Artist, Very Neurotic, Gourmand.
Skills: Crafting++, Construction++, maybe Artistic++ if masterwork statues aren't enough for you

Gourmand because from what I can observe, it guarantees their minor mental break will be harmless food binges. So you intentionally keep them in a bad mood once you've grinded Crafting to level 20, and voila, semi-reliable legendary supply chain.

2) Ultimate Psycaster/Royal
Will dominate the battlefield with his spells. Centipede giving you trouble? Teleport it in the middle of your killzone. Mortar Siege raid? Cast Invisibility then Berserk Pulse.

Traits: Psychically Hypersensitive, Tough.
Skills: Social++ and whatever.

Hypersensitive is the essential one to increase the entropy pool. Without it high-level spells will fill most of your pool. Tough because they'll be under-armored due to wearing psyfocus gear. Social++ for great speeches and because with the Psychic Reader implant (+50% social impact) they'll be your primary trader. Psychic Reader can be replaced with Psychic Sensitizer, or Psychic Silencer if you don't want the headaches from royalty. If you use Psychic Silencer, then take Masochist as the 3rd trait to turn that permanent pain into a mood bonus. Make sure you get a Psychic Foil Helmet ASAP in case a psychic drone hits.

3) Ultimate Melee Bait
To be honest, from a minmax perspective another psycaster of a different gender (because of the mechanoids' ability to disable a gender's psycasts) would be better, because psycasts are so powerful. The bait role can be performed by any colonist. But here's the best baiter anyway.

Traits: Jogger, Nimble, Tough.
Skills: Melee++ and whatever.

Put a shield belt on him and have him run around drawing enemy fire, intercept enemies, etc.
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Showing 1-6 of 6 comments
Scathe Apr 3, 2020 @ 11:13am 
cool list. I don't quite min/max as much, and don't have royalty, and I play with a 4 colonist start with less resources than crashlanded but crashlanded tech. here is a totally not min/maxxed list of starting colonists that I think someone might find fun -

colonist 1) melee++, construction++, crafting+, social+.
traits - fast walker, tough

colonist 2) animals++, intellectual++, shooting+, plants+.
traits - fast walker.

colonist 3) shooting++, cooking++, crafting++, mining+.
traits - kind

colonist 4) plants++, medical++, art+, mining+.
traits - steadfast, neurotic
Last edited by Scathe; Apr 3, 2020 @ 11:57am
Athos56 Apr 3, 2020 @ 12:15pm 
This sound fun is there a way to trade colonists made through Prepare Carefully?
Cannenses Apr 3, 2020 @ 12:33pm 
Here, a perfect pawn for you lads. Meet Chris, the Techie!

https://steamcommunity.com/sharedfiles/filedetails/?id=2046631377
bulbatrs Apr 3, 2020 @ 12:49pm 
just so that you know, you can put more than 3 traits on pawns. if you gonna cheat, cheat all the way.
brian_va Apr 3, 2020 @ 2:16pm 
Originally posted by p_ledesma:
This sound fun is there a way to trade colonists made through Prepare Carefully?
go to where you game saves are, there should be a prepare carefully folder, they're in there.

those are the files, not 100% you can share and load without issue, not to mention starting items from mods could present an issue if you aren't using that one.
Last edited by brian_va; Apr 3, 2020 @ 2:17pm
BurlsoL Apr 3, 2020 @ 5:32pm 
Keep in mind, better pawns contribute more to your score and in turn makes it more likely that you will encounter harder incidents sooner.
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Date Posted: Apr 3, 2020 @ 10:23am
Posts: 6