RimWorld

RimWorld

jordanleemn Mar 6, 2023 @ 11:06pm
How many pawns do you generally have?
I stop at 10 even that causes my computer to start stuttering(prisoners random animals trade caravans don't help that problem either)
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Showing 16-24 of 24 comments
marcusaddamsson Mar 7, 2023 @ 2:56pm 
Gosh... so many pawns! Personally, I find my interest in a given playthru is *inversely* related to how many pawns I've got. Too many... and I lose interest. I need the 'connection' to each pawn, either positive or negative.

Speaking of which, am I the only one around here who actively plots against one (or more) of my pawns. "Remember when you 'pigged out' when we zero food? 'cuz I do. Remember when you got into that social fight and bit off my best pawns arm? 'cuz I do. I remember... oh yea, I remember.
Steelfleece Mar 7, 2023 @ 3:40pm 
For a time I was doing 20-40 person colonies, but then I got to rather like smaller groups. These days I tend to start with one well-rounded colonist and a dream, and wind up with single digits due to only turning the best of the prisoners. I get pretty attached to the good ones.
marcusaddamsson Mar 7, 2023 @ 4:13pm 
Yea, I've been really gettin' into the micro-colony. I try to put as much 'wealth' into pawns as I can, maybe a few horses/pack animals to help drag stuff to town... but that's it. And each of my pawns has a specific role(s), and they're pretty good at it. That doesn't mean 20s in skills per se.. like an ascetic jogger with zero talents is a great asset: stick him in a closet somewhere, and he's your dedicated mule/roomba and other odd jobs that need done quickly... not like he's got anything better to do. Plus, if you ever finally drag some really kick butt genes from that legless hussar you've been keeping to feed your vampire... well, pawns can get really good really quick with the right genes later in life.

I think that's why I really enjoy the kids. Assuming you get the max learning, it almost doesn't matter what comes up... it's all good. And once you pull him out of the growth vat as an adult, that pawn is *yours*.. you built him from the ground up.

I recall this one kid... never got to see her get to adult... but she had like 8/9 skill in crafting, knockin' out my blocks like it was nothing. I had already installed her mechlink, I was just waiting for her 13th birthday so she could finally 'smith' and be the mechanitor she was born to be. Then bad stuff happened. But we don't talk about that. :(

In fact, in that same doomed colony... I had one of pawn I *always* wanted to have, just didn't. She was one of those tortured artists.. she had two stars in art... *and* (this is the trifecta) she was good with plants. Meaning she can cut the 100 wood she needs to make art, which to me is very useful.
Last edited by marcusaddamsson; Mar 7, 2023 @ 4:48pm
Veylox Mar 7, 2023 @ 4:27pm 
I used to have like 7 max, then bumped it up to 20-ish

I prefer lower numbers but having replacement for every job and being able to caravan out with brute force regularly is good fun

I usually don't recruit past a certain point though, I keep low numbers for a while until one or two couples form, and then I naturally transition into raising kids until I have the appropriate colony size, that way I only recruit perfect pawns

If you feel like you don't have enough connection with pawns in a double-digit colony, try bottom left portrait mod or the new dynamic portrait mod, either of them will instantly make every pawn memorable, you'll be able to tell at a glance who they are and what they've been up to until now, thanks to visual memory
Last edited by Veylox; Mar 7, 2023 @ 4:32pm
Robo Mar 7, 2023 @ 6:33pm 
I used to enjoy playing with smaller colonies because there's less pawns to keep track of and my system couldn't run it at the time, but like almost everybody else here, there's more things that you can do with more people. Caravans no longer become a "Lose everything" issue where you lose your only researcher, doctor and cook, since your OGs can stay home while the expendables can go out and brave danger with little risk on your part.

Not only that, but the storyteller makes it hard to maintain a small colony as they throw skilled pawns, or at least able pawns that can take the grunt work off of your important pawns (E.g. cleaning, hauling, etc.)
Last edited by Robo; Mar 7, 2023 @ 6:36pm
Vagineer1 Mar 7, 2023 @ 6:44pm 
I tend to stick with smaller colonies with smaller groups of people. Like maybe 10 or so. Any more than that and I find it rather annoying to have to deal with all their clothing and gear and whatnot, I do like to give each colonist a unique gear set so they don't all look the same. Unless I'm going for a military style colony which means it's jumpsuits, armor vests and helmets for everyone.
gigamelon1981 Mar 7, 2023 @ 9:20pm 
Less than 10
Progressive Dad Mar 14, 2023 @ 6:50am 
32 colonists, 200+ animals, a couple of mechs and an average of 20 visitors at any given time. I play on a large map and my base covers about 75% of it. No issues with slowdowns, but I don't check TPS.
ChewBacaWaka Mar 15, 2023 @ 1:57am 
My general playthrough is 5-10 Pawns 300-500% threat level. 5+ mechs to help with hauling and cleaning. Lucifer bugs (mod?) to keep pawns healthy and maybe a thrumbo if I can get inspired taming when they pass through. Animals quickly eat into your frames, while farming, doesnt. Go vegan for frames. I tried 5 Sangaophages with some thralls but that's hardmode+ at 300-500% threat level.
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Date Posted: Mar 6, 2023 @ 11:06pm
Posts: 24