RimWorld

RimWorld

Emolk Nov 20, 2018 @ 2:29am
Lost tribe should start with more food: thoughts?
Playing lost tribe on desert and places with not much starting food is a pain in the ass. I have always only played hardest difficulty as lost tribe, and just now i had a look at crashlanded. 57 packaged survival meals? Holy christ.
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Showing 1-13 of 13 comments
Jaasrg Nov 20, 2018 @ 2:37am 
Feel free to change it then.
adobo Nov 20, 2018 @ 2:59am 
Tribals don't have the much in food preservation and live day to day with food they can get that day. Who'd have think?

Maybe you should, i don't know, migrate somewhere else that you can live off the land.

Playing on a higher difficulty on a difficult terrain and a difficult start ends up being difficult? What a surprise!
avil Nov 20, 2018 @ 3:07am 
Tribals have a special trait: they gather double the forage than crash landed do. If you insist on staying in desert as tribal, you're shooting yourself in the leg.
Last edited by avil; Nov 20, 2018 @ 3:47am
Astasia Nov 20, 2018 @ 4:07am 
That's one of the main points of the tribal start. You have basically no food and your people are starving and suffering from malnutrition. You can't just sit back and ignore food for a week like the easy start.
Immortalits Nov 20, 2018 @ 4:55am 
Originally posted by avil:
Tribals have a special trait: they gather double the forage than crash landed do. If you insist on staying in desert as tribal, you're shooting yourself in the leg.

This. As tribal, you must start in a life friendly biome, at most tundra or savanna (or whatever it is between boreal forest and desert). If you want hard start for tribal, but still playable, then go for rainforest start... and die from early game plague or malaria XD
Tribal's challange is the slow reserch and long early game phase, nothing else.
After you've finished stonecutting, you should go straight for electricity - microelectronics, solar panels, batteries and cooling systems; spiced up with watermills maybe for early game, then you proceed as a regular game, however you like to proceed, it will become the same, just slower, but because of slower start, you can't do any extreme biomes with them, because you can't truly rush some mandatory reserches like in an easy mode game.
M.K. (Banned) Nov 20, 2018 @ 7:05am 
Usually when I play Tribes, I adjust the start.
So you are the remnants of a Tribe, that got wiped out by "gods from the sky" (mechanoid invasion)?
Surely that didn't leave you time to pack a picnic lunch!
.
My normal tribal start is:
5 tribals, wearing tribal clothing.
No weapons. Assumption is that the weapon-bearers got targeted first.

No food, no metal, no materials. running from a killing machine loaded down would be suicide.

No pets. Pets were 'emergency rations', 3 days ago.

moderate-advanced malnutrition. Your tribe is running terrified. They would run as far as they could, before circumstance forces them to stop.

On the flipside, I allow many,many,many rerolls for character. Only the very fittest,strongest,healthiest individuals would manage to get away and last this long. The weak/sick/psycho would have fallen by the wayside a long time ago.
Telegabee Nov 20, 2018 @ 7:30am 
I use prepare carefully mod, and my rule for tribal start is to not go over 10000 points when editing my pawns and equipments.
Security Cam #7 Nov 20, 2018 @ 7:41am 
The brutal naked start makes you start with completely no food so you need to start foraging right away.

Tribal start gives you some food, pets and FIVE people to easily forage the whole map in a single day.
You get bows and a pila, which you can use to hunt creatures.
You should start planting rice immediately.
If low on food, kill your pets or sell them and buy food.

This start after all is meant to be harder than the standard crashlanded.

Like people have said, tribals have a better foraging outcome. It is very noticeable during caravan travels where if you send people with good plants skill they can survive with just foraging. Sometimes even without pressing the "rest" button (it doubles your forage rate)
Last edited by Security Cam #7; Nov 20, 2018 @ 7:42am
Immortalits Nov 20, 2018 @ 7:41am 
Originally posted by Telegabee:
I use prepare carefully mod, and my rule for tribal start is to not go over 10000 points when editing my pawns and equipments.

I turned off the point calculating system, becaue it ofthen bugs the mod for some reason for me.
But I personally have a 10 man tribal setup, pawns will be 14 years old, each grabbing to their 150 / person pemmican and a simple shortbow, 2 warrior son also holding 1-1 metal spears and thats all along with the regular 450 wood and 350 steel around them.
people are all in couples, their tribe sacrificed themself to the younglings, all of them are restricted by age to only have young age backstory bonuses other than that, everyone has 12 stat points and finito. Traits are 'kind' + 2 small or 1 big trait (like industrial +35% work speed is a big one, the +20% work speed is a small one, undergrounder is small one, etc.), they're the chosen children :)
Naturally only a simple tribal clothing made of cloth as apparel.
Now they've build up a fortress and rushing down siege camps with masterwork charged snipers armored in masterwork marine armors pumped up with luciferium :D
Last edited by Immortalits; Nov 20, 2018 @ 7:43am
kevinshow Nov 20, 2018 @ 8:31am 
I tried a 3 naked colonists in desert (custom scenario). I forgot that desert is not exactly like arid shrubland, which at least has some initial animals, plants, cactus that you can get going easily.

It took a few restarts of learning what I needed to do to survive, but I eventually made it, including even a few times of eating human meat (but not having cannibals). I just took several hits of mental breaks more often than with a regular colony, but fortunately no one suffered fatalities.

So I think you can make the tribals survive in the desert also, or at the least, a few may die, but if you're willing to take some extreme actions, at least one of them can survive and by replacing the others, it's not any different from a normal base start where you are replacing colonists that don't make it.

However, you can also change from starting scenario options, such as giving your colonists more food. There was a time in the early days of learning this game, when I started with 500 ship chunks on the map, and that made it really easy to get steel and components.


Emolk Nov 24, 2018 @ 11:54pm 
Originally posted by majikero:
Tribals don't have the much in food preservation and live day to day with food they can get that day. Who'd have think?

Maybe you should, i don't know, migrate somewhere else that you can live off the land.

Playing on a higher difficulty on a difficult terrain and a difficult start ends up being difficult? What a surprise!

'Who'd have think?' Obviously not you, since you cannot use words correctly.
Emolk Nov 24, 2018 @ 11:55pm 
Originally posted by avil:
Tribals have a special trait: they gather double the forage than crash landed do. If you insist on staying in desert as tribal, you're shooting yourself in the leg.

Gotta make this game hard somehow. Playing on other terrains is wayyy too easy.
M.K. (Banned) Nov 25, 2018 @ 2:40am 
Originally posted by hi guys welcome to my minecraft:
Originally posted by avil:
Tribals have a special trait: they gather double the forage than crash landed do. If you insist on staying in desert as tribal, you're shooting yourself in the leg.

Gotta make this game hard somehow. Playing on other terrains is wayyy too easy.

True, very true.
Even with naked survivor start, all terrains except the permanent winter ice are easy, and even that is could be possible.
.
Where I find the challenge in the game is not with startup, but towards endgame where you get rich and the enemies get greedy and send huge raids every day.
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Date Posted: Nov 20, 2018 @ 2:29am
Posts: 13