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Nudism in a super cold winter area is gonna require indoor farming, sunlamp and dirt walled off as well.
With great nudism, comes the great waiting game of just ignoring winter, and doing things midspring-midsummer
Sorry for all the edits, dealing with a raid as I type. Coolers, 2 in the same room can usually handle a heatwave. micromanaging them with draft till their heatstroke level goes down into that room also helps. (Only reason i mention this, is some people forget you can do this during a raid as well. setting up a small staging camp)
As for the heat? Hats. Wide brimmed hats. FWIW -- toques also help in the winter for them. Head wear does not count against them. It won't be enough... but it will help. If it gets too damned hot/cold you might just need to hunker down. Be sure to keep an adequate pantry for such occasions.
You could also relocate your colony to a nice southern temperate forest that has very little extreme weather.
Also... if you want to be gamey... edit your scenario so that your guys will have the "Nudist" forced trait. They'll get a big mood buff for being nude. Pawns that are nudists by ideology do *not* seem to have this morale BUFF. They just get penalties for not being nude. I believe the "nudist" mood penalty also applies on top of the penalties you will get for not being nude if you have the nudist ideology... so... the downside to that trait there should you need to wear some clothes for a bit.
There is a Ideology Rule stating "Extreme Temperatures" reading: "Extreme Temperatures dont affect us". Choose that, more then fair, it gives you way more play room. Of course it wont save somone standing in the snow at -40 Degree.
I have 2 ACs for all my bedrooms which are in the mountain. Walls and floors all smoothed out with vents connecting the air flow of each room. 2 ACs for my freezer. I had a 5 tribal start.
As far as clothing they can wear most hats. It doesn't go against their nudist ideology. Torques seem to be fine. metal helmets are a decent defense until I get flax helmets. expect to lose limbs fingers and toes with these guys.
When it comes to raids Ive used spike traps, choke points at doors and got lucky with some nice guns from quests. I also was able to craft some excellent and mastercraft slab beds for my hospital. The 1.3 field doctoring has been a big help. I'm constantly capturing and recruiting and getting slaves and plan to use them for the more difficult encounters. I have them all sleep during the day and only go out at night so the darkness debuff from the sun doesnt get me.
I have 1 guy that isn't in my ideology, but he has the best room and he takes the day shift and wears clothes. No fights have broken out with him and he doesnt seem to be suffering from mental breaks yet.
I was going to dev mode and remove nudist awhile ago since I got sick of not having clothes or possibly just take on an impossible quests and end their story. But they keep on surviving. I'm going to take this as far as I can go before I get bored or they die I guess.
That's because tunneling + darkness is pretty much easy mode. You get free indoor growing with fungus that generates a positive mood effect.
Anyone can do that though. If you turn fungus into fine or lavish vegetarian meals it's a net positive mood boost, and you can roof over huge areas of soil to grow as much nutrifungus as you want year round using only campfires for heating it in the winter if needed. The only thing tunnelers get out of it is being able to plant it under mountain roofs at reduced fertility, safe from mortars, more infestations.
There's a mod for someone...
Early game will be the hardest. Cold is easier to deal with than heat.
The other big issue you are going to have is w/o armor your pawns will be quite fragile. e.g. even a short bow can 1-shot a pawn if it gets lucky and hits the brain/heart. Combat animals/dryads and turrets probably all become more important to minimize chances of death.