Wealth actually accumulates itself pretty easily without any drugs and jade statues. I don't mind a challenge but what you said is basically a suicide that would be really hard to defend against if you don't use cheesy tactics like a kill box (which eliminated the danger of a raid if done properly and makes the game even more boring in turn)īy the way, wealth in hundred thousands is pretty much nothing compared to having few million of wealth. For me enjoyment =/= breaking everything I spent hours on. I want to enjoy a game, and enjoyment is subjective. Build up a massive drug empire and mass mine jade around the world making statues, make your wealth in the hundred thousands, and try some of those raids again. That's why I added forced raids to my scenario every 5 days to keep the game more interesting. Sometimes some dirt appears, pawn cleans it and is back to idling again. In late game I have many pawns just idling and few researches doing research, because there's nothing to do for them. This results in pawns being busy during their whole working day and requires more micromanagment than later. At the start you usually have too many things to do while not having many pawns to do them all at once. Originally posted by Smelly Fish:Actually in my opinion it's the complete opposite. It's extremely challenging and you'll be on the edge of your seat for a very long time. If you want really hectic, try out an Ice-Sheet start. One injured colonist that has to rest in bed can end up being the reason the colony is wiped in the next thirty minutes. If you do, you'll likely end up spending all your resources just dealing with that "One Thing" only to have your colony collapse or be overrun when the next mediocre-difficulty event hits. Of course, they'll all be doing triple-duty in the early-game compared to your mid-game setup when you have more pawns to play with.Ī worthy note: You can't afford to have a serious issue in the early-game. Want your progress to go faster? Spend a ton of time min/maxxing your starting colonists. (IF you're brave enough to wait that long and devote the resources towards that one chair, that is. You may have to order five chairs built just to get one decent one to install. It takes "forever" to build a wall with pawns who have crappy building skills. What does slow things down, though, is the fact that most colonist's skills are too low to have a significant impact on their progress at that point. On the player's end, it should be pretty hectic. IMO, the game doesn't start out "slow." It's a pretty hectic period and the player is going to be issuing a ton of commands/orders. ISn't there some kind of mod that makes the start more interesting? And the map itself is always plane with just trees and some rocks scattered around. Since you only have 3 guys the game starts slow. One of the most fantastic perks of the rice crop is that it is the fastest-growing. Its boring there is nothing special going on the start should be fun. Devilstrand is a valuable fabric obtained from the devilstrand mushroom. With tribals, you generally can't get electricity in year 1 unless you really dedicate your researchers and colony development.Originally posted by CANADIAN TAPEZOID:At the start of a new Rimworld it's so uninteresting. You may be able to train a level 9 grower by planting the other stuff: healroot, cotton, potatoes, corn etc. Naturally, you must start with a skill 9-10 grower. One guy was level 6 with passion, another 5 with no passion. I constructed door in a ruined building and ordered two tribals to research devilstrand immediately. Then you either grab what you can, or build room above it and put a sunlamp. You can harvest prematurely once it passes the 65% grown threshold. Basically your only chance to grow it outdoors is with early harvest. This is my year 5500 devilstrand (first year):ĭevilstrand is very tightly balanced and to get it in the first year, you really have to know what you're doing.
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