![]() ![]() Every seed has unique features, some are easier to defend, and others facilitate farming.Thorn seed facilitates crop growth and power generation but poor defence. LunaKitty seed has a large river flowing between two land areas surrounded by mountains, making defence easier.Qwerfcvbgv78uu6yt5 is a Rimworld map with a large pocket in the mountains with only one entrance. Hamlet is a high defence map because it is blocked by mountains and coastlands.Maine Escape has a beautiful and defendable colony by the sea and great space for farming with a 40/60 growing period. Aardvark has a defendable pocket near the coastline and 60/60 growing period.Cactus has a large space but is less fertile due to dry temperature. Worm is a beautiful beach surrounded by waters and large fishing potential. Green is a large, fertile land with limited openings for enemy attacks.Eggplant provides fertile land for farming throughout the year but has different diseases. Knife is best for mountain bases, and its defence is easier if paths are blocked.Robert is a decent space near the coast with fertile land but is vulnerable to attacks. It is perfect for growing small colonies because of its decent soil for farming. Interstellar is a defensive map that consists of land surrounded by mountains with 1 entry point. Lyle Seed consists of coastal lands surrounded by two mountains and provides good defence.The available resources, temperature, and terrain design are the deciding factors of choosing a seed.Players need to choose an appropriate game seed that is important for unique gameplay and growth of the colony.Steel, components, silver are mining from the rocks at the initial stages. Miningįossils are mined using the order “Mine” from the “Orders” tab. Note that at colder temperatures, plants will die, then you will have to build greenhouses (Closed rooms with a heater). In the beginning it is recommended to grow rice and potatoes, but if possible it is better to plant the “Healroot” in addition. In order to start growing food, you need to designate the growing zone. It all depends on the region of your landing. Is an additional or the main source of food. For a start, sandbags, single walls and if possible turrets are suitable. In this case, it is worth building a killbox. ![]() Defenseįor defense, you need to build walls around the base so that there was is only one approach to it. At first you will not have the opportunity to immediately make luxurious rooms for the colonists, so have enough beds and a flower pot, and later you can add floors and lamps. The size of the room and its filling affect the mood of the colonist. Next, you need to put a butcher table from the production tab and an electric stove for cooking meals, as dry rations end very quickly. To store fresh carcasses and food, you need a room with a stockpile set up only for animal carcasses fresh meat and vegetables, as well as an cooler or else all food will screw up. Designate animals for hunting (If you specify predatory animals, they can attack you). To designate animals for hunting, go to Architect -> Orders -> Hunt. All this can be found in the “Power” tab. It should be placed in a room with a roof and bring the cable to it. You can also build a “Wood-fired powered generator”. You will need electricity, and the easiest way to procure energy is by building wind turbines and solar panels. We also need a dump for stone and metal debris, you can find it in the same tab, but you need to build it further, so as not to interfere with the movement of the colonists. To specify the stockpile zone, open Architect -> Zone/Area -> Stockpile zone. The radius of construction of a roof of 6 cells from walls or natural rocks. What for? The fact is that some of the resources that have fallen with you lose their durability on cells without a roof, namely: components, medicines, dry rations, wood, weapons and clothing. Next, you need to specify the stockpile zone in place with the existing roof or make your own using wooden walls as propings. Suppose we found a place surrounded by mountains. At the second such variant the base should be quickly surrounded by walls, it is desirable stone. In the best case, if the base is covered from several sides by mountains, but when there is no such possibility, it is necessary to build on the plain. Our next step is to choose a possible housing site. The skills of the colonists can be seen: by choosing the colonist -> open the “Character” tab. We give the knife to the colonist with the greater value of the “Melee” skill, a rifle with the greater value of the “Shooting” and a pistol to the latter. With the colonists fall: Knife, pistol and rifle. First, you need to give the colonists weapons in accordance with their skills. We start the game with the fact that 3 colonists with resources and weapons land on the map. ![]()
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