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Topics - BLACK_FR

#1
Temperature penalty do not apply to simple research bench. Seems to work for all other benches.
#2
Saw it just now. Even wiki wasn't updated yet. Did you notice that change?

Changelog would really be nice in my opinion.
#3
Bugs / 1.0.2059 Pawn never do meditation/prayer
October 31, 2018, 02:27:23 PM
In most of my runs (not all of them) my starting pawn never do meditation/prayer. You can reset pawns recreation choice by drafting/undrafting so I can quickly check if that's really the case.
Is there any restrictions on meditation/prayer or is it a bug? I have only one pawn so he has solitary bedroom.
#4
Bugs / 1.0.2059 Incorrect raid size
October 28, 2018, 03:58:44 PM
As was discussed in this topic there is threshold for where wealth is starting to affect raid size. As was discussed in this topic https://ludeon.com/forums/index.php?topic=43206.msg427423#msg427423 it's 14000 "raid wealth" (where building wealth is halved).
But I got increased raid with raid size with 11670 wealth (5266 for items, 6888/2=3444 for buildings and 2960 for two pawns).
So is it a bug or did that mechanic changed in 1.0 compared to 0.19?
#5
General Discussion / Guide to mastery of the game
October 19, 2018, 10:42:52 AM
My interest in game is a challenge. From the beginning I started to play on maximum difficulty that I could manage (https://ludeon.com/forums/index.php?topic=41992) and very soon even hardest difficulty wasn't enough (https://ludeon.com/forums/index.php?topic=45664). I think that current balance is making game too easy for skillfull players but as final version 1.0 was released there is no point to whine about it.
So this guide is designed to improve skill for any player on any difficulty. Because all of this techniques were known to Tynan before release (https://ludeon.com/forums/index.php?topic=45723) it means that there are no exploits here, all mechanics were tested and are working as intended.

For myself I will start new run with all sane artificial difficulties that I could think of to make my game more challenging and fun at the same time. I hope that someone could implement balance changes that will make game actually challgenig for good players (there is my request for that person in mod section - https://ludeon.com/forums/index.php?topic=45867), but there are no replies to that yet. There are few mods in that direction that you can use (see below).

For now if you are interested in this type of game, here is list my list of artificial restrictions:
- I use Realistic Degradation and Quality Values mod for balance purposes (in this mod hp of weapons and apparel affect it's stats)
- I use EdB PrepareCarefully mod to create starting pawn. I create pawn with only backgroung "Abductee", with no traits, zero skills and no interests
- I forbid myself to get any other new colonists
- I start on custom merciless Naked Brutality start with Tribe Faction. No save/loading of course
- I start on flat temperate forest with 20-days growing period and average temperature about 0°С. Game considers it "permanent winter" but it's not really is
- I forbid myself to move to better biomes
- I disable all events that I consider "good" or "neutral" (neutral events make bad events appear less often) except for traders. I disable resource pod crash, psychic soothe, self-tame, ambrosia sprout, farm animal wander in, wanderer join, transport pod crash, chased refugee, thrumbos pass, meteorite impact, herd migration, wild man wanders in, ship chunk drop, visitor grougp, traveler group, man in black, aurora, trade request, bandit camp request, incapacitated refugee quest, prisoner rescue quest, peace talks, escape ship quest
- I restrict myself from certain actions that I wouldn't do in real life in same situations (like organ harvesting or releasing naked prisoner into freezing temperature)
- I consider current wealth mechanic regarding buildings and items as broken (even if Tynan don't think so) and don't reduce health of buildings OR items to prevent wealth generation (more of that below). I play as if it affects their utility
- My goal is to launch ship with my starting colonist

If you can think of other ways to make game more challenging without making it less interesting - tell me. I understand that I can make it more challenging by tinkering with stats like research speed, learning speed or market value of all items. But I don't think that it makes game more interesting.

All relevant mechanics could be divided into several topics. They are written for merciless naked brutality with one pawn only, you can ajust it if your conditions are better.
Wealth and threats
Main mechanic of the game. You can check your wealth on history-statistics tabs. For threat strength it uses those numbers with number of building wealth divided by two (I will call it raid wealth). It counts all items with value on the maps, all structures (except unclaimed walls) and all floors (ancient ruins floors give you starting building wealth that you see on this tab).
When you are below 14k raid wealth you always have lowest threat possible, from 14k to 400k you add about 15 raid points for 1k wealth (you can check exact formula in this discussion https://ludeon.com/forums/index.php?topic=43894, this number is for merciless difficulty with no deaths and injuries, it is lower otherwise), one raider is "cost" 30-60 points.
So you can ignore wealth until you hit 14k raid wealth threshold and then start to manage it.
1. Get health of all items and buildings low. All items efficiency is not dependent on their health (icluding weapons and armor). So you should let items deteriorate before putting them in the storage. That way you remove almost all wealth from them. Same goes for buildings. You should melee attack them a little (not too much because of zzzt events). It works especially good with art, you can get sculptures basically for free and always have +15 mood buff in the room for beauty, buff for impressive room and VERY fast recreation source.
You can play easily using only this method alone.
2. Get rid of all unneeded stuff. You should save only those items that you are using or that are needed in case of emergency. Best way to do it is to sell it (you always need money) if it isworth something or let it deteriorate into oblivion if it doesn't. Always destroy unused weapons, 20% sell multiplier makes them unsuitable for selling. You can uninstall all the flooring on the map and use it to make art (which you can sell or damage and leave for yourself).
3. Don't have too much silver. You can always invest it into medicine, neutroamine, components or improve relations. If you invest in items don't forget about first advice.
4. In the late game you can use dead-man armor. Mood is not an issue then and 10% wealth multiplier is pretty good.
5. Be very picky about new pawns. They give big leap in wealth (more wealth - bigger leap).

Raids/threats
1. Design your base so that you can be completely indoors if needed (including acces to food storage and bedrooms). Stay indoors when manhunter pack comes in. It's easiest way to deal with it.
2. For starting raids you need just a few steel traps. Open one door when raid starts, put trap near it and wait while raider will come unto it and die. If he is incapacitated strip him (to sell apparel later), finish him and haul him to dumping zone. Close the door, make new trap and you are good. When you need to move your traps, don't reinstall them, use unistall-install to avoid 0.4% chance to die on it yourself.
3. When your raids will become bigger make outer wall with doors every 15-20 spaces with "trap entrance" which is corridor filled with traps.
4. For later game you can make some turrets to help the defense. They are especially needed if raiders avoid trap defense. Make sure that you make walls between them to avoid chain reaction if one of them explodes and put sandbags before them to make some cover. Also remove all possible cover for enemies.
5. Have some animals for fighting purposes, they will be needed for drop pods raids.
6. If you have access to belt shield you can use 1 of your pawns as running bait while other pawns shoot baited target.
7. Train your shooting. For that go hunting regularly.
8. Train your melee. For that you can go melee hunting for animals that usually leave only bruisers (like bucks or alpacas).
9. Use ally help using comm console for hard raids. That way you are basically trade silver for temporary firepower which is good deal with hard raids.
10. Have at least one long-range weapon like bolt rifle or sniper rifle. You will need them in sieges and versus mechanoids (you should kite mechanoids to you trap entrance).
11. At bare minimum make vests and advanced helmets for pawns protection.
12. It's good idea to research and have at hand go-juice for hard raids. Risk of addiction is worth it.

Disease prevention
It's most dangerous threat in early game. So you should start the game with that in mind.
1. Gather all healroot near the base (~25 is enough). Create and delete stockpiles to take gathered medicine with you.
2. Buy some normal medicine asap.
3. Capture prisoner and start training your medical skill performing surgeries on him (install and remove denture or peg leg). If you have 0 skill at the beginning just beat your prisoner by hands and then tend to him to get minimum necessary skill for surgeries. Get your 4k xp every day, train skill to 11-12 than release your test subject.
4. Research normal beds as your first research project.
5. Research drug table and penoxycyline next. After that you should  be under penoxycyline all the time.
6. Make some pemmican so you are not worried about cooking food when disease hits.
7. If you got plague or malaria or sleeping sickness before you got penoxycyline follow this protocol: you should be all the time in the bed, getting up only for eating (if you are ravenously hungry it slows immunity gain) and treating yourself. For treatments use best medicine first (while you have best manipulation). See how good you treatment was and decide if you want to make new treatment 3 hours early or not. Be aware about stages of disease, don't be incapacitated out of bed.

Food, rest and mood management
1. Always watch for your pawns mood. They should never be in risk of break, combined with orther threats that can be deadly.
2. Deal with all basic needs to remove mood debuffs. Keep you recreation at maximum. If your pawn go to threshold of mental break send him to work in the room to get him some comfort and beauty bonuses.
3. Make some psychite tea for emergency mood buff.
4. Make some art (see wealth management section) to have +15 mood from beauty, mood buff from room statand source for very fast recreation.
5. If you have cooking skill make fine meals (you have to go hunting anyway).
6. You can "trade" mood for extra food. Just forbid all the food and eat when you have ~1% of  hunger bar. That way you can save up to 40% of food by the cost of temporary mood debuff. It's relevant in the early game, but too micro-management intensive for mid-late game.
7. You can "trade" mood for extra working time. Just set schedule for work only and go to bed when you have ~1% of rest bar. That way you work up to 40% more by the cost of temporary mood debuff. It's relevant in the early game, but too micro-management intensive for mid-late game.
8. You can draft/undraft pawns to change there chosed mood recreation method to choose best one without tolerances (or reset any other activity you want).

Other tips:
- If you play with transport pods enabled than you should strip falling survivors, their apparel is quite valuable
- If you acquired greandes you can destroy all unneeded stuff with them. Works well for corpses after raids, you don't ever need smelter or crematorium
- You can also get rid of them by creating caravan, dumping all trash when it moves and immediately going back (works well if you have cargo animals)
- You can also use grenades to damage your artifacts that can't deteriorate to reduce their wealth contribution
- You should give your colonists hats with social buff to increase their relationship
- If you are in a dire situation with food (for example you run out of it during toxic fallout) you can wait it in caravan. Just create it to nearby location and then immediately stop for better food foraging
#6
Ideas / Tribute-demanding raid
September 27, 2018, 01:59:00 AM
It's good idea to add raids where raiders demand tribute to leave you alone. You can give them money or valuables or suffer their raid. And having pawn with high social should reduce amount you have to give. Actually you can make that option to all raids.
#7
Mods / [Mod Request] Balancing wealth and raids
September 25, 2018, 11:43:06 AM
In this topic in general discussion https://ludeon.com/forums/index.php?topic=45664.0 and in this topic in suggestion https://ludeon.com/forums/index.php?topic=45723.0 I pointed out to several weaknesses of current balance and how it can be taken advantage of. Using good play you can make game on hardest possible difficulty (merciless naked brutality with no good events and pawn with no skills) so easy that it has no real challenge. 1.0 is realesed so this screwed balance will remain screwed. Let's change that!
I don't know how to make those changes myself, but I know what changes are needed and where excatly in code they will be located. So I ask for cooperation from someone who can make this mod happen - I'm ready to provide all the information and make testing.
List of proposed balance changes:
1. We need to rework wealth system: make minimum wealth threshold be dependent on diffuculty, make efficiency of most items be dependent on their health and for those items where health is not important make their wealth not dependent on health too, make ancient ruin floors claimable.
2. We have raid strength system that is based on wealth. We need raid strength system that is based on time. I can provide necessary numbers but I don't know how to implement them. You should choose what system will be used at the start of the game.
3. We need an option to add raid strength based on research. This change is not crucial.

I hope that someone will help to make this mod possible. Balance is very important.
#8
Bugs / [0.19] Unfinished items don't count to wealth
September 25, 2018, 10:33:24 AM
Whey you start new bill your unfinished item doesn't count to wealth. I assume it's a bug and it should count as much wealth as resources that were put in (so your wealth doesn't change when you start the bill).
#9
In this topic in general discussion https://ludeon.com/forums/index.php?topic=45664.0 and in this topic in suggestion https://ludeon.com/forums/index.php?topic=45723.0 I pointed out to several weaknesses of current balance and how it can be taken advantage of. Using good play you can make game on hardest possible difficulty (merciless naked brutality with no good events and pawn with no skills) so easy that it has no real challenge. There was no reply from Tynan and crew to my suggestions, so it means that they can be never implemented.
I don't know how to make those changes myself, but I know what changes are needed and where excatly in code they will be located. So I ask for cooperation from someone who can make this mod happen - I'm ready to provide all the information and make testing.
List of proposed balance changes:
1. We have raid strength system that is based on wealth. We need raid strength system that is based on time. I can provide necessary numbers but I don't know how to implement them. You should choose what system will be used at the start of the game.
2. We need an option to add raid strength base on research.
3. We need to rework wealth system: remove all ways to hide wealth like stacking unfinished items or storage in transport pods, make minimum wealth threshold be dependent on diffuculty, make efficiency of most items be dependent on their health and for those items where health is not important make their wealth not dependent on health too, make ancient ruin floors claimable.

I hope that someone will help to make this mod possible. I think many streamers that think they are good players will use it.
#10
Ideas / Very needed balance changes (0.19.2009)
September 18, 2018, 02:20:52 PM
New wealth and raid system is not very good. Detailed way how it can be abused is described here: https://ludeon.com/forums/index.php?topic=45664.0.

So here is a list of changes that can make balance very good (cool thing about them that they won't make game of average player harder but it will remove all main weaknesses of previous system):
1. Rework wealth generation. Make ancient ruin floors claimable like ancient ruin walls (it's stupid that you can and should deconstruct them in order to make raids less powerful). Add efficiency to most of the items dependent on the health. Weapons should have less accuracy, food should have less nutrition, art should have less beauty, workshops should have less work speed and so on. For those items where changing efficiency is a bad idea (see erdrik reply below) remove wealth reduction.
The way you can now reduce wealth without any drop in utility of items is ridiculous.
2. Rework minimum wealth threshold. Make it dependent on difficulty. Make it 28k on peaceful, 14k on rough, 0k on merciless or something like that.
3. Make threat multiplier that increases with time! Make an option to choose between raid strength that scales based on wealth and raid strength that scales based on time. You can choose one of them or both (in that case raid strength should be increases by both multipliers). You can change that multiplier for different difficulties (with 1 for lower ones). It should be the case that you can't just chill indefinetly on low wealth levels, you HAVE TO develop your colony.
4. Make an option to add raid strength/wealth with new research. You can count it as 0 on lower difficulties, but on higher difficulties it should be a factor. It's not good that I can basically research ship without making complex base. It should be the case that if I'm progressing with research (which represents progress in the game) I HAVE TO face harder threats and develop my colony accordingly.

Other than that I really want to see rework on cleaning mechanic. It's so annoying that there is a gap between time mess appears and time that you can actually clean that up. Please, please remove that gap, it creates nothing other than frustration.
#11
Back in B18 I completed merciless naked brutality without good events (like resource pod crash or wandered joins) on tribe start with no lost colonists and made a guide https://ludeon.com/forums/index.php?topic=41992 .
B19 bringed many changes so I decided to repeat that run. In new version there was big wealth rebalancing that is discussed here https://ludeon.com/forums/index.php?topic=43894 (general discussion) and here https://ludeon.com/forums/index.php?topic=43206.msg427423#msg427423 (more technical discussion).

I started new run and understood that game became so easy that you can complete it with 1 pawn with virtually no risk at all (after first 2% of the game). Sad part that you don't need to face most of the events, you don't need to be in a risk (even in the hardest possible scenario), but hard risky events are what make game interesting. You can artificially create new challenges for yourself, but the fact that its not game that is throwing them at you but yourself makes them less fun.
There is quite hard and engaging start into merciless naked brutality, where you need micro-managing and taking advantage of every mechanic, but after that you can stop micro-managing and breeze through the rest of game like you can do on peaceful difficulty.

So this post is designed to help people who struggle with game on any difficulty at any time (you can employ tactics that you comfortable with; if you employ them all it will be an easy ride). It's also designed to point out all imbalances that I could find. I would like that they would be fixed. I want hardest possible difficulty to be actually hard!

So let's begin.

Wealth and threats
Main mechanic of the game. You can check your wealth on history-statistics tabs. For threat strength it uses those numbers with number of building wealth divided by two. It counts all items with value on the maps, all structures (except unclaimed walls) and all floors (ancient ruins floors give you starting building wealth that you see on this tab.
When you below 14k raid wealth you always have lowest threat possible, from 14k to 400k you add about 15 raid points for 1k wealth (you can check exact formula in discussions of wealth above, those numbers are for merciless difficulty with no deaths and injuries, it is lower otherwise), one raider is "cost" 30-60 points (you can check it here https://rimworldwiki.com/wiki/Raider).
So you can ignore wealth until you hit 14k threshold and then start to manage it.
1. Get health of all items and buildings low. In new version all items efficiency is not dependent on their health (icluding weapons and armor). So you should let items deteriorate before putting them in the storage. That way you remove almost all wealth from them. Same goes for buildings. You should melee attack them a little (not too much because of zzzt events). It works especially good with art, you can get sculptures basically for free and always have +15 mood buff in the room for beauty, buff for impressive room and VERY fast recreation source.
And that's how you win the game.
THE END
Just kidding.
2. Get rid of all unneeded stuff. You should save only those items that you are using or that are needed in case of emergency. Best way to do it is to sell it (you always need money) if it worth something or let it deteriorate into oblivion if it don't. Always destroy unused weapons, 20% sell multiplier makes them unsuitable for selling. You can uninstall all the flooring on the map and use it to make art (which you can sell or damage and leave for yourself).
3. Don't have too much silver. You can always invest it into medicine, neutroamine, components or improve relations. If you invest in items don't forget about first advice.
5. In the late game you can use dead-mans armor. Mood is not an issue then and 10% wealth multiplier is pretty good.
6. Don't take useless pawns. They have quite good leap in wealth.

Raids/threats
I actually didn't face any serious raids or threats in b19, so I checked only trap defense. I will put tactics from b18 but it can be out of date. If that's the case than I will update it when people correct me.
1. Design your base so that you can be completely indoors if needed (including acces to food storage and bedrooms). Stay indoors when manhunter pack comes in. It's easiest way to deal with it.
2. For starting raids you need just few steel traps. Open one door when raid starts, put trap near it and wait while raider will come unto it and die. If he is incapacitated strip him (to sell apparel later), finish him and haul him to dumping zone. Close the door, make new trap and you are good. When you need to move your traps, don't reinstall them, use unistall-install to avoid 0.4% chance to die on it yourself.
3. In B18 when my raids became bigger I made outer wall with doors every 15-20 spaces with "trap entrance" which is corridor filled with traps.
4. For later game I made some turrets to help the defense. They are especially needed if raiders avoit trap defense. But with new traps I'm not sure about that, may be traps are better. If you do make them, make walls between them to avoid chain reaction and sandbage before them to make more cover, remove all possible cover for enemies.
5. Have some animals for fighting purposes, they will be needed for drop pods raids.
6. Train your shooting. For that go hunting a lot.
7. Train your melee. For that you can go melee hunting for animals that usually leave only bruisers (like bucks or alpacas). But be careful.
8. Use ally help using comm console for hard raids. That way you are basically trade silver for temporary firepower which is good deal.
9. Have at least one long-range weapon like bolt rifle or sniper rifle. You will need them in sieges and versus mechanoids (you should kite mechanoids to you trap entrance).
10. At bare minimum make vests and advanced helmets for pawns protection.
11. It's good idea to research and have at hand go-juice for hard raids. Risk of addiction is worth it.

Disease prevention
In current version it's most dangerous threat in early game. So you should start the game with that in mind.
1. Gather all healroot near the base (~25 is enough). Create and delete stockpiles to take gathered medicine with you.
2. Buy some normal medicine asap.
3. Capture some prisoner and start training your medical skill performing surgeries on him (install and remove denture or peg leg). If you have 0 skill at the beginning just beat your prisoner by hands and then tend to him to get minimum necessary skill for surgeries. Get your 4k xp every day, train skill to 11-12 than release your test subject.
4. Research normal beds as your first research project.
5. Research drug table ane penoxycyline next. After that you should  be under penoxycyline all the time and that's endgoal.
6. Make some pemmican so you are not worried about cooking food when disease hits.
7. If you got plague or malaria or sleeping sickness before you got penoxycyline follow this protocol: you should be all the time in the bed, getting up only for eating (if you are ravenously hungry it slows immunity gain) and treating yourself. For treatments use best medicine first (while you have best manipulation). See how good you treatment was and decide if you want to make new treatment 3 hours early or not. Be aware about stages of disease, don't be incapacitated out of bed.

Food, rest and mood management
1. Always watch for your pawns mood. They should never be in risk of break, on merciless it is devastating.
2. Deal with all basic needs to remove mood debuff. Keep you recreation at maximum. If your pawn go to threshold of mental break send him to work in the room to get him some comfort and beauty bonuses.
3. Make some psychite tea for emergency mood buff.
4. Make some art (see wealth management section) to have +15 mood from beauty, mood buff from room and source for very fast recreation.
5. If you have cooking skill make fine meals (you have to go hunting anyway).
6. You can "trade" mood for extra food. Just forbid all the food and eat when you have ~1% of  hunger bar. That way you can save up to 40% of food by the cost of temporary mood debuff. It's relevant in the early game, but too micro-management intensive for mid-late game.
7. You can "trade" mood for extra working time. Just set schedule for work only and go to bed when you have ~1% of rest bar. That way you work up to 40% more by the cost of temporary mood debuff. It's relevant in the early game, but too micro-management intensive for mid-late game.
8. You can draft/undraft pawns to change there chosed mood recreation method to choose best one without tolerances (or reset any other activity you want).

I think that covers all main topics. And now I want to talk about how to make game more balanced. Goal of the balance is that the game offers interesting game for harder and easier difficulties with the same in-game mechanics. Now many mechanics are imbalanced to the point that they are easily exploited and that is not good. Answering the question like "why don't you just ignore wealth management tips to make your game harder?" I say that I'm not very fond of making unnecessary difficulties for myself. My interest is in overcoming them, not creating them. But I'm happy when easy/cheesy tactics are fixed and I want that to happen. I hope that pointing to the weak mechanics that can be taken exploited will help with that.

So here is a list of changes that can make balance very good (cool thing about them that they won't make game of average player harder but it will remove all main weaknesses of previous system):
1. Rework wealth generation. Make ancient ruin floors claimable like ancient ruin walls (it's stupid that you can and should deconstruct them in order to make raids less powerful). Add efficiency to most of the items dependent on the health. Weapons should have less accuracy, food should have less nutrition, art should have less beauty, workshops should have less work speed and so on. For those items where changing efficiency is a bad idea (see erdrik reply below) remove wealth reduction.
The way you can now reduce wealth without any drop in utility of items is ridiculous.
2. Rework minimum wealth threshold. Make it dependent on difficulty. Make it 28k on peaceful, 14k on rough, 0k on merciless or something like that.
3. Make threat multiplier that increases with time! Make an option to choose between raid strength that scales based on wealth and raid strength that scales based on time. You can choose one of them or both (in that case raid strength should be increases by both multipliers). You can change that multiplier for different difficulties (with 1 for lower ones). It should be the case that you can't just chill indefinetly on low wealth levels, you HAVE TO develop your colony.
4. Make an option to add raid strength/wealth with new research. You can count it as 0 on lower difficulties, but on higher difficulties it should be a factor. It's not good that I can basically research ship without making complex base. It should be the case that if I'm progressing with research (which represents progress in the game) I HAVE TO face harder threats and develop my colony accordingly.

Other than that I really want to see rework on cleaning mechanic. It's so annoying that there is a gap between time mess appears and time that you can actually clean that up. Please, please remove that gap, it creates nothing other than frustration.
#12
General Discussion / Curing gut worms
September 12, 2018, 08:19:05 PM
As I understand now quality of treatment of gut worms affects how many treatments will be needed to cure them. Does anyone know how it affects it excatly? Almost a year I can't cure them treating them by the clock (with crappy treatment quality).
#13
I don't know if it's a bug, but it looks like it.
Pawns don't reinstall traps without walking on them. That means that they will die sooner or later while doing that.
Uninstalling works fine, this problem is only with reinstalling.
#14
General Discussion / New wealth system in B19
September 01, 2018, 01:16:15 PM
In bug section Tynan said that wealth system (and raid strength) was changed (at least there was added threshold for wealth of buildings). Does anyone know how this new system works? Only information that I have is here https://rimworldwiki.com/wiki/Raider .
#15
Bugs / Ghost building wealth (0.19.2009)
September 01, 2018, 01:04:01 PM
When you start new game with any scenario or settings there is big colony wealth on the map (around 3000-6000) attributed to the buildings. There is no builidngs yet (random walls are not counted; if you claim them they add even more wealth). That bug wasn't present in 0.18 version. It's really annoying when you play naked brutality on merciless.
#16
I just finished my custom "Naked Brutality" scenario with several complications for harder challenge. After that I wanted to share my experience and give several tips that can make your gameplay better. Unfortunatelly I played on B18 version so with new 1.0 version not all tips will apply but most of them will. May be I will do update if I dare to make another run on 1.0.

First of all about my custom scenario. I always play on Cassandra extreme permadeath with tribe faction. I think that Cassandra is most challenging one (Randy is too kind in my opinion most of the time).

I used some mods but all of them were quality of life and didn't affect vanilla balance (cleaning area, cooks can refuel, wildlife tab, quality builder, stack merger, research tree). Only one that  could affect balance is Prepare Carefully. I made pawn without a traits using only 709 points. It's basically all zero skills with normal interest. The reason behind balance is that if you make pawn without interests than it's reasonable to get rid of him as soon as you got any other pawn and if you give him some training in any skills than you making your game easier.

I also disabled some incident's that felt like cheating: Wanderer join, chased refugee, self-tame, farm animal join, resource pod crash. More challenge - more fun, right?

I played on plain temeperate forest with 30-day growing period and reasonably cold winters.

So, let's begin with tips:

Wealth management
Main thing that you have to understand is that strength of threats is determined mainly by wealth of your colony (https://rimworldwiki.com/wiki/Raider). So you have to keep it as low as possible. If you are planning to use some item and it's health is not relevant to it's usage you can let it deteriorate to reduce it's value before putting it to a storage (food, meds, some artifact etc). Be aware that precipitation greatly accelerates deterioration, so don't lose anything important.
Don't save weapons for trade because of their 20% trade value multplier, just destroy them. If you are making apparel or other item for selling you can delete bill when it's almost done and store unfinished item without adding value to colony (and finish them when trade caravan arrived). Don't take in bad colonists, each of pawn adds ~1.5 raider (42 points to raid strength). Don't make excessive stock, only food should be excessive (after proper deterioration). You can have only dusters as cloth with some tribal headdress for interaction benefit and sell everything else. You have armor and vests for raids that was worn by corpse, 10% multiplier is pretty good. Don't remove scythers blade before you have trade caravan that will buy it.

Raid defense
Structures
You should mainly focus your attention on preparing for raids. I formulated 3 main stages of base defense: 1) two steel traps at the entrance to main room (it can help with first few raids) 2) walled base with point of entry with 6-8 steel traps 3) adding few turrets inside the base
Because of wealth management I never needed more than 6 turrets for defense (even when I was finishing ship).
Animals
Animals are great help to defense especially in the early game. As I started with 0 skills an animal training the only option are alpacas. They are ok in fights and also give you wool that can make good dusters. You have to have them because you can't go melee yourself (because of risk of scars or instadeath) and you have to have way to deal with sappers and in-base drops.
Other help
When you research comm console start using friendly help! That way you can defend sometimes not even participating in fights. You just have to "pay" for the help with silver. Also you can heal some of the downed allies to get some reputation back.
You pawns
It's good to have at least one dedicated melee and all others as shooting masters. Optimal way to train shooting skill is to use on every animal that became mad. You stay at door, shooting with worst possible weapon (at first - 1% short bow, then 1% autopistol) until animal is close enough to attack than hide in a room and repair hits on the door. Repeat until you get day limit. You can also aggro predators that way for double benefit (shooting training and making map safer). At mid game you can acquire better weapons from raider. You should have 1 sniper rifle (or at least bolt-action rifle) for mechanoids kiting. At late game you can craft mingun (best weapon in the game). Don't forget to let it deteriorate it below 10%.
As armor goes you will need vest and advanced helmets for fighting. You can get power helmets from raiders. If you make them yourself they will cost a lot.
Manhunter packs
Just stay inside base until they rest. You should make your base so that you can do so.
Mechanoids
Kite them to your steel traps entrance or just kill them from afar. Be aware that scyther charge lance shots can be deadly.
Sieges
Kill them from afar using sniper rifle. One way of killing them is to handle boomalope beforehand and then send her to their base to wreck them upon death.

Disease prevention
Plague, malaria and sleeping sickness are deadly for tribal early game. I research penicillin before electricity for that reason. Before you get there collect decent stock of herbal medicine from wildroot and than train you doctors (preferably - several, ideally - all) to 12-14 skill. Try to buy some real medicine. You can do it by performing operations (installing-uninstalling legs and jaws to prisoner, each operation requires 1 medicine). You can do it 1-2 times a day because of learning limit. You can train 2-3 skill needed by beating prisoner with fists and healing him. Be aware that unsuccessful operatin damages body (if you are installing legs) or head (if you are installing jaw) so let relevant part heal a bit before operating again to prevent prisoner death.
In the mid-late game let all pawns be on penicillin all the time (it cost only 2 neirotamine every 5 days which is very easy deal).

Research tree
As tribal first thing to research is complex clothing, then beds, then penicillin and go-juice (for hard raids), then microelecronic basics, then gun turrets, then geothermal generator, then drop pods and chemfuel generator, then miniguns, then components assembly (you shuld start to make advances components early because they cost a lot of work to do), then deep drilling, batteries and scanner, then ship (I skipped intermediate steps to save space). Basically you don't need anything else but you can research devilstrand, air-conditioning smelter and anti-fire things.

Other tips
-use draft/undraft to change pawn's joy activty to choose better one
-be ready to go for an AI core. In early game make some pemmican. In late-game make drop pods
-for better logistics use stockpiles to move things as needed (especially useful when you are gathering wildroots)
-for better cover for your pawns and turrets use open doors instead of sandbags. They give better protection
-you can destroy corpses by using grenades (ofc with >10% health to reduce wealth). Before that you will need graves. If you have several animal you can make caravan, drop all goodies and bodies (or some of them) and quickly return
-in early game or in crisis you can micromanage a lot. For example food bar is going 50% slower when pawn is hungry and 75% slower when pawn is urgently hunger. So you can save a lot of food if you forbid all of it and manually order to eat befor starvation begins. Same goes with rest. The only way limit is pawn's mood.
-have some pekoe at hand to help with mood in time of need
-be attentive to small things that you can forget that can ruin your run (like not checking predators hunger before going mining and so on)
-try to reduce risk for pawns as much as possible

If you see a way to make new run more challenging without making it uninteresting - let me know. Also I'm willing to answer any questions because I think I have fairly good grasp of the game.
#17
Question above.