RimWorld

RimWorld

Wish Granter Dec 19, 2021 @ 3:11am
Dumping wealth. (Early game)
Currently trying new Idea still of 1 bigger Ice sheet colony and one supply colony.
Keep loosing on like close to 400% cas loosing is fun no pause.

i cant keep my wealth down. Ive start with 5 pawns that have great skills (10, interest in it) but only in 2 things + fighting. Everything else is close to 0.
Average worth of 1,2k per colonist.

No animals, no jade, almost no food exept a stack of rice and simply meals, outer defense walls from bone (cheaper then stone) while half my outer walls arent even claimed as mine (they were there in ruins already). Map is 120x120 meaning less stuff being around.

No gold, silver or uran on map, 100 in stock.
At 30000 Wealth Sieges are allowed to start, That mark im not allowed to cross until I researched mortars myself.
my guys have 2 excellent, 1 master and one legendary great bow about 2000 wealth all togheter.

All I do whole day is reasearching, cooking, NOT sowing anything crazy like 5000000 devilstrand and mediating at anima tree yet my wealth sometimes just sky rockets by 5-10k for unkown reasons.

I tested and even researching electricity (which is for tribals probaly the biggest step) generated about 180-200 points. So research isnt cutting it higher by much. Even with 20 research project fullfilled I only come about 2000k wealth.

How to agressivly keep it down EARLY game. I know how to later game, drop pods, corpses burning instead of graves, etc. But early game, my map is freaking empty, there is nothing to shoot over then rice.

Floors I dont have, I build my room over dirt so I can plant roses and they contribute zero to wealth instead of pretty expensive flooring.

This is my full colony:
https://steamcommunity.com/sharedfiles/filedetails/?id=2686932479
Psycasts are not given so far to anyone, neither titles.

Got some masterwork and legendary beds averaging 2,5k all togheter, my whole furniture.
Last edited by Wish Granter; Dec 19, 2021 @ 3:15am
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Showing 1-15 of 30 comments
Hoki Dec 19, 2021 @ 4:02am 
size by itself increases wealth.
too much furniture and the walls all add a lil bit to wealth as well.

in the situation you're describing its not the valuable things pushing you over your threshold but the vast amount of tiny values you have.

research increases wealth though the impact is next to non-existent and not in a direct way (givin xp to pawns and therefore making them more valuable by a small degree).

so how to fix this:
-scale down the colony
-get rid of furniture you dont need in that amount (a bed for medical can be micromanaged instead of a dedicated one; one toilet and one well is enough for the most part on that size)
-abandon items you dont need via caravans or gift them to other factions. this could also include the high quality weapons
Wish Granter Dec 19, 2021 @ 4:09am 
Originally posted by Hoki:
size by itself increases wealth.
too much furniture and the walls all add a lil bit to wealth as well.

in the situation you're describing its not the valuable things pushing you over your threshold but the vast amount of tiny values you have.

research increases wealth though the impact is next to non-existent and not in a direct way (givin xp to pawns and therefore making them more valuable by a small degree).

so how to fix this:
-scale down the colony
-get rid of furniture you dont need in that amount (a bed for medical can be micromanaged instead of a dedicated one; one toilet and one well is enough for the most part on that size)
-abandon items you dont need via caravans or gift them to other factions. this could also include the high quality weapons


hmm yes thanks. That bed medical is masterwork too. Tried to punsh it to reduce wealth but they fixed that. I reduce toilets and wash bins great tip!
Hoki Dec 19, 2021 @ 4:13am 
Originally posted by Wish Granter:
That bed medical is masterwork too. Tried to punsh it to reduce wealth but they fixed that.
hence my recommendation with the micromanaging. make the bed for one of the pawns and shuffle them when ever needed.
Wish Granter Dec 19, 2021 @ 4:17am 
Originally posted by Hoki:
Originally posted by Wish Granter:
That bed medical is masterwork too. Tried to punsh it to reduce wealth but they fixed that.
hence my recommendation with the micromanaging. make the bed for one of the pawns and shuffle them when ever needed.
yep
Astasia Dec 19, 2021 @ 5:01am 
All floor tiles on the map count against your colony wealth. You can't claim or unclaim them, so all the floors in ruins just automatically count as yours at map start.

Resources in stockpiles count against you twice as much as resources in buildings/floors though. If it's a floor tile that returns resources when removed then removing that floor wont actually reduce your colony wealth until you take those resources and destroy them somehow.
Spack Jarrow Dec 19, 2021 @ 6:04am 
5-10k isn't much wealth , this doesn't matter that much you're gaining more Threat trough surviving and regular difficulty scaling. This much wealth you shouldn't worry too much about.

When You build walls so far , the area around the walls is your home zone , take that into consideration.

you mean 20k wealth? at 2000k You'd be maxed out , but your colony looks normal to me.

At the stage you are , you shouldn't worry , the difficulty will increase steadily , because of over time ramp up mechanism and adaptation(which is added for surviving and playing better).

The major contributor at this stage is the pawn count to be perfectly honest.
I think 5k is like 3-4 raid points. Which isn't worth a single raider I believe. The stuff starts mattering when your wealth gains in 20-30k's.

Watch your pawns "Expectation" this is a good indicator which "wealth stage" you're on.
Low expectations means your wealth has low impact.

This is why I hate Rimworld's difficulty Ideology, it makes players play less and feel punished for expanding and playing the game the standard way. But the expansions trick the player into making more buildings and items that do nothing , but increase wealth.
Last edited by Spack Jarrow; Dec 19, 2021 @ 7:09am
Astasia Dec 19, 2021 @ 8:27am 
Increasing wealth through normal gameplay isn't a concern on intended difficulties, you just balance some of it into defenses/equipment and you are fine. The OP says they are playing on 400% scaling though, which either requires abusing the AI or cheesing the wealth mechanic.
coyo7e Dec 19, 2021 @ 9:19am 
Staying below 30k is pretty dang tough, wow.
Wish Granter Dec 19, 2021 @ 10:54am 
Originally posted by Astasia:
Increasing wealth through normal gameplay isn't a concern on intended difficulties, you just balance some of it into defenses/equipment and you are fine. The OP says they are playing on 400% scaling though, which either requires abusing the AI or cheesing the wealth mechanic.

yeah I rolled on the wheel what I get and it turned out 400%. My only concern is like said that sieges start. Cass likes sieges, right after sickness.

With tribal start its hard to deal with sieges containing bolt action rifles.
Since for some reason raiders with same weapons always land 1 hit kill shots on my pawns no matter the armor while I have to hit a naked tribal 17 times with a minigun so he dies.
RNG was never on my side.

Guess I have to rush as fast as possible to mortars now or get some lvl 16 planter on a caravan near my base.

Does a expert planter also forage while the caravan is resting? So with high enough level the f.e lvl 14 planter can substain her/himself on a standing caravan?
Last edited by Wish Granter; Dec 19, 2021 @ 10:55am
coyo7e Dec 20, 2021 @ 11:37pm 
Caravan foraging return is based both on the local season/climate as they travel, and their growing skill. 14 is pretty high so they would probably do fine for at least half the year unless you're traveling on an ice sheet or something as you mention.

I wouldn't like, put 4 people in a caravan and cross my fingers that the one with growing skill will get enough berries to keep everybody healthy... Plus food poisoning sucks - if I could disable foraging for caravans as a toggle while setting up their supplies and mounts etc to carry along, I probably would do so a lot of the time just to avoid food poisoning, and to not have to deal with the little stacks of berries and stuff I end up with when I get back home.

edit: aha found it in the wiki https://rimworldwiki.com/wiki/Caravan#Foraging


Each colonist can forage 0.09 nutrition per day per level of Plants at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.

Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners bionic eyes or archotech eyes can help increase forage and hence let your food stocks last longer.

In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a "Faction Type: 170%" line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.
Last edited by coyo7e; Dec 20, 2021 @ 11:47pm
Wish Granter Dec 21, 2021 @ 12:22am 
Originally posted by coyo7e:
Caravan foraging return is based both on the local season/climate as they travel, and their growing skill. 14 is pretty high so they would probably do fine for at least half the year unless you're traveling on an ice sheet or something as you mention.

I wouldn't like, put 4 people in a caravan and cross my fingers that the one with growing skill will get enough berries to keep everybody healthy... Plus food poisoning sucks - if I could disable foraging for caravans as a toggle while setting up their supplies and mounts etc to carry along, I probably would do so a lot of the time just to avoid food poisoning, and to not have to deal with the little stacks of berries and stuff I end up with when I get back home.

edit: aha found it in the wiki https://rimworldwiki.com/wiki/Caravan#Foraging


Each colonist can forage 0.09 nutrition per day per level of Plants at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.

Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners bionic eyes or archotech eyes can help increase forage and hence let your food stocks last longer.

In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a "Faction Type: 170%" line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.

uh thank you. I have a tribal start. So as long as I send a person with a tribal backround on the caravan with planting 11 he will be able to substain himself. Nice info, thank you.
coyo7e Dec 21, 2021 @ 4:49am 
I didn't realize that tribals got that huge bonus either. Now I'm kind of curious to try making a vegetarian colony that doesn't farm and instead sends out foraging caravans regularly, lol! They'd probably get greased by a random ambush within a year but it'd be interesting to try it.
Wish Granter Dec 21, 2021 @ 5:20am 
Originally posted by coyo7e:
I didn't realize that tribals got that huge bonus either. Now I'm kind of curious to try making a vegetarian colony that doesn't farm and instead sends out foraging caravans regularly, lol! They'd probably get greased by a random ambush within a year but it'd be interesting to try it.

tribals may start without tech but they nowhere of being defensless. Masterork recourve bows can easly pierce standard flak jackers and even decapitate helmet wearing enemys.

But that caravan stuff is a interesting therory. Just have some caravans with pemmikan or meals run in circles around your colony and have somone collect the berries all the time ;D
coyo7e Dec 21, 2021 @ 11:31am 
TBH I ignored tribal scenario for a long, long time because I had no clue what I was doing in the game. Once I kinda got a clue though, free pemmican research and 2 extra pawns goes a long, long way and I was able to get a couple tribal colonies quite far along.. The research thing just meant I always wanted an extra researcher compared to my normal playstyle. Bows are really pretty good as well (I love hunting with a greatbow, OHK'ing megasloths and stuff is rad) but they do tend to fall off quickly in raids, or god help you, running into mechs earlyish.
Wish Granter Dec 21, 2021 @ 11:57am 
Yep. Having 5 strong perks at beginning is strong.

Also the alone factor that you can get all your 5 pawns on tier 6 Psypower which is only possible on highest rank in the royal ranking which needs large colonies just to keep one happy, and that without crossing 30k wealth, meaning you cant even get smt like a siege ever and only like 4-5 raiders all few days.

Just free lvl 6 psycasters everywhere with anima tree 17/24H meditating, as meditating fills theire recreation, even if they "Bored of it", since they sit there like 8 hours in a row even with 99% boredom they still get full recreation, as they do it so long.
Last edited by Wish Granter; Dec 21, 2021 @ 11:58am
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Date Posted: Dec 19, 2021 @ 3:11am
Posts: 30