Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Then there's also making a really nice barracks or giving them all impressive bedrooms, which will be a lot more work but brings a great mood increase.
I'd say having lavish meals or high quality beds is actually not very important, most mood improvements end up coming from certain rooms being impressive (high beauty values).
Have multiple tables throughout. Ate without table debuff is a killer.
Plant flowers everywhere.
Have a dedicated artist, preferably with burning passion for artistic, and put sculptures in every room, of good quality or better. The bigger the sculpture the better, but you can't but huge ones in bedrooms.
Make sure they all have at minimum slightly impressive bedroom (the sculptures help), but it should have the end table and dresser. Use carpet it possible, and make it at least 4X4 in size. If in a cave, smooth the floors and walls. I agree with Flotch that impressive beds don't do much.
Also I agree in having a huge, impressive dinning room and rec room is essential in a big colony.
Most importantly is pay attention to your pawn's bios. A night owl at night gets a huge buff. Pawns doing the task they have burning passion for get a huge buff. Transhumanists with bionics, etc. Give them what they specifically want and AVOID BAD PAWNS! Don't recruit depressive, very neurotic, etc. They'll always break. I also avoid body purists, because in a long enough game chances are they will need a bionic replacement, and a the debuff a body purist gets from a bionic is huge. IMO pyros and chemical fascination pawns aren't nearly as bad as the ones who get debuffs from their personality traits.
100 whew just how big is you farm man
or you have other mean to feed them?
You should have at least one artist in the beginning and if you know that you want to have many colonists you should start training this artist as early as possible.
Small statues for the beginning and mass-produced push the skill quite a bit. This is of course a strain on your resources but in the long run it is worth it. If the artist is later on master level from lvl 16 and more you can start writing a Art book (mod) and train more artists quickly. If you have 3 or 4 artists out of 50 colonists you can always count on a luxury bonus for all colonists and replace the small objects with medium ones with large ones. That makes a big difference. And it saves a lot of drugs and the dangerous proximity to addiction, which can turn good colonists into weaklings who freak out in fights or run to the next drug use instead of fighting.
Art costs raw materials and time but makes everything better.
Some pawns can go crazy and be locked up until they calm down without any issue. But, it's when it hits your medical team or your farmers that you need to worry. Aint nothing worse then a plague hitting your colony and all your doctors are busy wandering the map, hiding in their rooms or digging up dead bodies and leaving them in the rec room making everyone else unhappy.
As far as the A.I goes, I've found that some pawns have better A.I where's others don't. That's just part of the fun. The game it's self openly says some pawns are less then worthless and some aren't. If the A.I was super smart all the time it wouldn't be all that interesting or difficult.
One little tip I've found messing around with larger colonies is it's not a bad idea to have a day shift and night shift that way stuff is always being done. Of course that comes down to if the pawns have any traits that lend themselves to basically never seeing the sunlight again.
Really the greater challenge comes from smaller colonies. Diseases aren't communicable so that's one big hurdle you wont have to worry about. Let's say if you got a colony six and one person is down with the flu, that's a big deal. Potentially even a game ender depending on who gets sick. But, if you have a colony of like 20, one person isn't going to make or break anything.
Always have a relief pawn though just in case. Someone goes down, they can move in and pick up their slack until they either replaced or able to work again.
https://steamcommunity.com/sharedfiles/filedetails/?id=2296886566
Here's a video of that base.
https://www.youtube.com/watch?v=ZA3e3HCTaqI
I will say the game kind of sucks now compared to when I made this video. This was all from Rough difficulty about six months ago, and now if you play on Losing is Fun difficulty (the hardest) you'll never see raids like you see in this video. I've played Losing is Fun for the past month just to get huge raids, but at worst I'll get like 16 centipedes. I don't know why they changed the game to make it so easy all of the sudden.
Also theres no need to make sure every single pawn is always working, it can get way overwhelming and somewhat boring in a tedius way. Enjoy the ability to make long trips on the world since 7 pawns traveling for 9 days from your 20+ colonists is not a big deal since you should have good defenses by then compared to when you have 5 pawns and send 2 on a caravan thats half your firepower early on.
Once I get to multiple rows of colonists 25+ I typically increase everyones joy time to either 2 or 3 hours once a day in a row. USually the end of the day before sleeping for the boost to mood since good chance they actaully eat before sleeping because of the extra rec time.
On higher difficulties I'm guessing the quests are too difficult to only do with 2-3 well-armed fighters, but on Strive all of the quests so far have been complete pushovers, without my 4-man assault squad suffering more than a slight bruise or scratch here and there.
-Be selective about adding pawns to your colony. Be wary about adding pawns with significant flaws ( such as abrasive or addictions ) because they require more management time than they are worth.
-The exile button is your friend, rescue missions can be your foe.
-The pawns that disclose little about themselves when they want you to rescue them tend to be rubbish. Rubbish as in you'd pay someone to be rid of them.
* Fire hazzard control.
-Every room should have an easy to reach Foam Popper. I repeat, every room and easy to reach! It can be no good to have them far from the door where you cannot reach them when the flames are on the loose.
-Go ahead and place fire foam poppers in your halls and store locations,
-Wood is for harps. Wood is not for walls. I'm not too keen on wooden furniture either, but that is not crucial.
-Fire Foam Poppers do not trigger themselves. You must instruct a pawn to do so.
-I don't think fire foam popping counts as firefighting, so here is one fire fighting task pyros can do for you. Try at your own risk, I do not accept pyros as pawns.
* Streamlined food management.
-Greenhouses with a sunlamp, 2 solar panels, 2 heating element, 1 standing lamp, 1 table, 2 stools, and a foam popper, set to growing corn are a reliable and steady source of food all year round. the heating elements and standing lamps ( not the sunlamp which is connected to the solar pannels ) of 2 greenhouses should be supplied with their own 1000 watt generator ( wood or fuel, your choice ).
- Greenhouses can become true infernos when they are ablaze, so as always, make sure there is a fire popper you can reach!
-notice than the table and 2 stools alleviate the No Table debuff and the standing lamp cures the darkness problem. Additionally, pawns work slower in the dark, in the open and in the cold, so this setup minimises the amount of pawn labour needed to grow food AND the mood problems.
-Also, harps! Harps are awesome for their cost.
-CORN REQUIRES NO FREEZER. Just store in any convenient dry, roofed place, and it will keep for a Rimworld year.
*Learn to love your Nutrient Paste dispenser!
- no food poisoning, ever!
-no need to obtain qualified cooks! If you can get good cooks, more power to you, but Nutrient Paste requires no cooks.
*Pawns require 8 hours rest ( yeah, there are exceptions, but just go with 8 out of 24 ), and your pawns should be scheduled to sleep in shifts. Thus, the amount of pawn labour available is more or less steady throughout the day-cycle.
- Schedule sleep. DONT schedule other things. Let the pawns manage other things themselves.
-annoyingly enough, the base game has no hotbunking. ( Modders, please take note! )
*Entertainment Matters.
-Pawns left to their own devices and given enough options, WILL keep their entertainment bar decently filled. If you place your recreational facilities in nice rooms, they acquire a mood buff that lasts for a day.
-I know it makes no sense to gaze through a telescope with a standing lamp next to it, but do add that standing lamp to the outdoor location where the telescope is.
-Also, harps. Wherever people congregate to perform some task, be it work, entertainment, stargazing, or dining, PLACE A HARP.
-The only place where you DEFINETELY want no harps is the bedroom.
*Health Care Planning is a must.
3 pawns, one hospital bed. ( just any old reserved bed if hospital beds are not on your techlevel ). No excuses!
* I did not intend to carp on about harps, but if there is one way to grind up your crafters that does not deplete your stores of stone, metal and textile ( just wood that grows everywhere ), it is crafting harps! Most towns will gladly buy any old harp your caravan to them, so there. All other things equal, smiths and tailors just are not efficient until they reach level 9, so grind out harps to get them there.
====================================================================
In summary, fire foam poppers, corn, 3 shift sleeping, nutrient paste, hospitals, harps.
* I play with relatively few mods, but the mods that I use tend to be Human Resource Management related. Sorry, I meant Pawn Resource Management.
To preserve my sanity
https://steamcommunity.com/sharedfiles/filedetails/?id=2068500103
To know the score
https://steamcommunity.com/sharedfiles/filedetails/?id=2017538067
To know the role of any pawn at one glance - badge them!
https://steamcommunity.com/sharedfiles/filedetails/?id=2112663412
Get to know your pawns in detail
https://steamcommunity.com/sharedfiles/filedetails/?id=2255104042
Splitting up tasks for prioritising.
https://steamcommunity.com/sharedfiles/filedetails/?id=2245161494
And setting the proper schedules (sleep hours, an hour or two for rec, meditation if psicaster, etc), policies (food, clothing, etc), and work priorities (numbers not just checkboxes.. with them doing work they are passionate about as higher priority than other tasks..)
One thing I found is the low skill bland paws make for good janitor/haulers leaving the workers/guards to do the major tasks (you'd be surprised how useful it is to put a pacifist that doesn't do much on just hauling and cleaning tasks... there is a reason mods exist to have people haul and focus on cleaning)
There are a few ways; using zones and permissions, you can restrict pawns to only be able to live/work in specific areas. By designating zones for each pawn, or breaking your pawns up into smaller groups and assigning each group to their own spaces, you can structure the chaos of your colony a little bit.
You can also choose to have multiple simultaneous settlements, and have some colonists on the road in caravan(s) to reduce the strain on any particular settlement.
Thanks for all the tip ill try get 50 pawn for a start