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RimWorld => General Discussion => Topic started by: Rhadamant on July 25, 2017, 08:45:55 PM

Title: Tribal Survival Community Challenge
Post by: Rhadamant on July 25, 2017, 08:45:55 PM
Hi RimWorlders!

For those who are unfamiliar with me, I've setup a few community challenges in the past, living on an ice sheet in super cold conditions and living in a horrible desert. Here I am again with a challenge for anyone willing to try it!

The Tribal Survival Community Challenge will definitely be a twist in how you probably usually play RimWorld. You'll start off with two tribe members, no resources, weapons or anything else. Here's a little community challenge youtube video that highlights everything for you in 120 seconds or so.
https://www.youtube.com/watch?v=ohmoB0n9NJE

The rules are simple:

The challenge is to eventually make it to the AI's ship and blast off for a game win. No rush, however, take as twisted and winding journey as you'd like.

Challenge Save File:
https://drive.google.com/open?id=0B2GIi1Vb-lZtWlh1Skk0VFNNMGc

Scenario:
http://steamcommunity.com/sharedfiles/filedetails/?id=1089766145
Or find it under "The Exiles"
Title: Re: Tribal Survival Community Challenge
Post by: Dartonian on July 25, 2017, 09:10:01 PM
I'm down, should I post YouTube videos and keep yall updated on it?
Title: Re: Tribal Survival Community Challenge
Post by: Rhadamant on July 25, 2017, 10:16:36 PM
Totally up to you, I'll be entertained either way.
Title: Re: Tribal Survival Community Challenge
Post by: SpaceDorf on July 26, 2017, 05:42:10 AM
Sounds like a challenge.

The question though about the rules :

Harcore ?
Mod Restrictions ?
And what If the AI is not reachable by land ? because no electricity means no drop pods.
Title: Re: Tribal Survival Community Challenge
Post by: Rhadamant on July 26, 2017, 10:32:06 AM
I'll be playing Hardcore, no mods (the only mod I have displays temperatures in both C and F). I think the AI should always be reachable by land, but if it is not .. oh boy .. I suppose you can use drop pods. I don't think that'll be a problem though, I think it's scripted to be reachable.
Title: Re: Tribal Survival Community Challenge
Post by: mebe on July 26, 2017, 01:24:45 PM
Count me in, enjoyed watching and then, eventually, completing your Sea Ice challenge and this one sounds fun too.
Title: Re: Tribal Survival Community Challenge
Post by: Rhadamant on July 26, 2017, 02:48:40 PM
Hey mebe, I'm glad you liked that one. This one is a little less challenging I think, but still fun.
Title: Re: Tribal Survival Community Challenge
Post by: mebe on July 26, 2017, 02:55:13 PM
Quote from: Rhadamant on July 26, 2017, 02:48:40 PM
Hey mebe, I'm glad you liked that one. This one is a little less challenging I think, but still fun.

Just watching your first installment now - notice you are manually adjusting plant cut, I always leave that a priority 1 because if I queue up some cutting I almost always want it done now, not at some random time in the future.
Title: Re: Tribal Survival Community Challenge
Post by: Dargaron on July 26, 2017, 04:38:39 PM
So, I am weak, and the last time I touched the "Extreme" button, my computer actually started laughing at me (I think it also displayed a "Watch out, we have a badass over here" meme. Is it bad that my computer has learned sarcasm?). Is Extreme mandatory? Is there a category for "runners-up" on a lower difficulty (say, Rough)? Also, do we need to start in Temperate Forest? I went for a Boreal Forest before realizing that might be a problem...

Guns are off the table: I take it you also can't buy prosthesis and plug them in? Not that I have the silver for it, but one of my pawns already lost a leg :-(. Are we limited to peg-legs, or can we buy the Simple legs/arms?

Finally: for some reason, even when I'm using your scenario, electricity itself is still researchable. Is that WAD?

I guess this will be an excuse to "git gud" with my trap-making skills...
Title: Re: Tribal Survival Community Challenge
Post by: Names are for the Weak on July 26, 2017, 05:14:50 PM
Also, the world ought to be set to 100% size, to make the journey longer.
Title: Re: Tribal Survival Community Challenge
Post by: Rhadamant on July 26, 2017, 10:24:29 PM
Quote from: Dargaron on July 26, 2017, 04:38:39 PM
So, I am weak, and the last time I touched the "Extreme" button, my computer actually started laughing at me (I think it also displayed a "Watch out, we have a badass over here" meme. Is it bad that my computer has learned sarcasm?). Is Extreme mandatory? Is there a category for "runners-up" on a lower difficulty (say, Rough)? Also, do we need to start in Temperate Forest? I went for a Boreal Forest before realizing that might be a problem...

Guns are off the table: I take it you also can't buy prosthesis and plug them in? Not that I have the silver for it, but one of my pawns already lost a leg :-(. Are we limited to peg-legs, or can we buy the Simple legs/arms?

Finally: for some reason, even when I'm using your scenario, electricity itself is still researchable. Is that WAD?

I guess this will be an excuse to "git gud" with my trap-making skills...

If you don't want to do it on extreme, no worries. The scenario editor doesn't allow you to disable research, just disable construction. I disabled every object that's constructed from Electricity, but I could not disable research without mods.
Title: Re: Tribal Survival Community Challenge
Post by: The Nickman on July 26, 2017, 11:47:39 PM
Hey man, I'll probably give this a go.  I thoroughly enjoyed watching your youtube series on the Ice Sheet, and I also had a few attempts at playing it, but never got very far haha
Title: Re: Tribal Survival Community Challenge
Post by: Rhadamant on July 27, 2017, 11:13:39 AM
Hey The Nickman, this challenge should be a bit easier than Ice Sheet I think. Good luck!
Title: Re: Tribal Survival Community Challenge
Post by: Dargaron on July 27, 2017, 12:15:12 PM
Quote from: Rhadamant on July 26, 2017, 10:24:29 PM


If you don't want to do it on extreme, no worries. The scenario editor doesn't allow you to disable research, just disable construction. I disabled every object that's constructed from Electricity, but I could not disable research without mods.

Ah, that makes sense. I was worried I hadn't downloaded the scenario correctly.

So, what's the word on Simple Prostheses? I'm about to make my first leap to a new colony spot, and in the meantime, I'm selling anything I can't carry (which is quite a lot and, sadly, includes the beer  :(). Thus, I actually have silver now.
Title: Re: Tribal Survival Community Challenge
Post by: Wanderer_joins on July 27, 2017, 03:18:37 PM
It would be nice if we could set a condition to reveal the hiden ship, like 100k wealth or a time condition in the scenario editor, otherwise nice challenge to deal with ships and sappers
Title: Re: Tribal Survival Community Challenge
Post by: Rhadamant on July 27, 2017, 03:44:51 PM
The ship usually shows within the first few weeks. It shouldn't take long for the AI to contact you. I agree, however. If you can set the planet killer event, you should be able to schedule the AI event.
Title: Re: Tribal Survival Community Challenge
Post by: Names are for the Weak on July 27, 2017, 04:39:54 PM
I'm going to attempt this, wish me luck!
Title: Re: Tribal Survival Community Challenge
Post by: Names are for the Weak on July 27, 2017, 06:55:13 PM
Two unfortunate exiled tribesmen, after weeks of wandering the treacherous lands of their homeworld, finally found a suitable place to call home, a temperate forest at the foot of a mountain. Banished from their tribe for forbidden love, their names were Mole and Dog. Mole spent her childhood exploring the caves near her home village for various resources, which is how she earned her name. As an adult, she became the village weaver, creating beautiful tapestries, clothing, and toys that made her popular with her fellow tribe. Dog was a child born to another village, which was destroyed by a rival faction in a raid. Being one of the few survivors, he vowed to avenge his dead friends and family, and spent his childhood leading one-man guerilla attack in his quest for revenge. Over years of attrition, he finally managed to kill every last person in the raiding village, finally quenching his thirst for vengeance. Upon hearing about his deeds, another tribe invited him into their numbers, sensing his potential to be a great warrior. They nicknamed him Dog, in reference to his incredible loyalty for his old home. He wrote down the stories of his childhood tribe, the tales of his revenge raids, and of course, the history of his new home. He became revered for his storytelling abilities, and was fully accepted as one of their own.

However, both of them were banished for violating an age-old rule in the tribe - outsiders could not marry those born into them. Natural members had to procreate with other natural members, and outsiders had to procreate with other outsiders. However, both Mole and Dog secretly held this rule in contempt, and were attracted to the intelligence of the other. One day, news of their affair went loose in the village, and they were expelled in short order.

The first thing that the tragic lovers did once agreeing to settle at this mountain was to start digging a small cave to sleep in. Mole had forgotten many of her methods of navigating the caves from her childhood, and thus had to start digging a hole to reside in. Meanwhile, Dog started planting a plot of potatoes, as a farm would be extremely useful later. He also started to harvest some of the wild berries in the area to at. In between mining and dazing out of hunger, Mole crafted a small bow for Dog to hunt with. Unfortunately, since they had no butcher table, they would be forced to eat the animals Dog brought back raw. She also made a steel club for him as a sidearm.

After mining a proto-bedroom for the two of them, Mole mined out a production area for when they had the time and resources to start manufacturing things properly. She also made a research bench, which Dog immediately used to start studying the art of stonecutting. Before he got far, though, the rats and other small game he had been eating raw over the past several days got to him, and he flew into a beserk rage. Terrified, Mole ran away, not wanting to confront him out of fear of killing him. She waited for hours before he finally collapsed out of exhaustion. He seemed to be in much better form once he woke up, but she wasn't. Shortly after Dog overcame his murderous impulses, Mole experienced some herself. But instead of running away to wait it out, Dog equipped his club, planning on knocking her out. He ran over to fight her, and she looked at him with murder in her eyes. But before either of them could do much harm to each other, the entire world went black. Actually, it was more dark grey. But that wasn't the important part. Both of them froze, seeing nothing, experiencing nothing, with only their thoughts in a senseless void. They would remain in that state for the rest of eternity, stuck in the agony of sensory depravation, their minds slowly wasting away into total insanity.

TL;DR, My game glitched out and stopped working.

Title: Re: Tribal Survival Community Challenge
Post by: mebe on July 29, 2017, 11:55:59 AM
Quote from: Rhadamant on July 27, 2017, 11:13:39 AM
Hey The Nickman, this challenge should be a bit easier than Ice Sheet I think. Good luck!

Not totally sure of that, those sapper raids have been pretty punishing, 2*grenade + 1 molotov in the last one vs. 3 great bows and a pacifist. Not pretty. It's made me remember that tribals need a little love (IMO).

All of my 3 fighters have managed to pick up burn scars on their eyes from a player error induced stockpile fire - think I will have to restart. I notice there is no permadeath on this one - intentional?
Title: Re: Tribal Survival Community Challenge
Post by: Wanderer_joins on July 29, 2017, 03:04:40 PM
Sappers are the worst in this challenge.

Another thing this challenge puts light on is the very short tech tree of tribespeople. As soon as my guys have modern cloths i no longer feel like tribal and on the other hand there is no basic armor or helmet for tribespeople to research, or heat insulating cloths.

Like the fueled cooking stove, it doesn't feel primitive enough.
Title: Re: Tribal Survival Community Challenge
Post by: Boston on July 29, 2017, 04:01:04 PM
Quote from: Wanderer_joins on July 29, 2017, 03:04:40 PM
Sappers are the worst in this challenge.

Another thing this challenge puts light on is the very short tech tree of tribespeople. As soon as my guys have modern cloths i no longer feel like tribal and on the other hand there is no basic armor or helmet for tribespeople to research, or heat insulating cloths.

Like the fueled cooking stove, it doesn't feel primitive enough.

1) Even Neolithic peoples knew how to weave cloth and manufacture all the clothing labelled "complex' in-game.  Jackets, pants, shirts, all have been around for at least 10,000 years.

2) Are you saying a wood-fueled stove isn't primitive?

Part of the issue, not just with this challenge in particular, but the whole 'tribal' system in general, is that not having modern technology and equipment doesn't mean one is lesser.

I've cooked a three-course meal using little other than a Dutch Oven suspended on a stick over a fire, a flat rock heated in said fire, and the embers from said fire, which would basically be the in-game campfire. In-game, you need a stove in order to do that. I've carved a longbow using little more than an axe and a knife, yet in-game you need a smithy to do that. I've sewn a jacket on my lap, using nothing more than a needle and thread, yet in-game you need a tailor station to do that.

Title: Re: Tribal Survival Community Challenge
Post by: Wanderer_joins on July 29, 2017, 04:14:54 PM
I'm saying the wood-fueled stove doesn't look primitive, and dusters/ cowboy hats don't look neolithic.
Title: Re: Tribal Survival Community Challenge
Post by: Boston on July 29, 2017, 04:16:40 PM
Quote from: Wanderer_joins on July 29, 2017, 04:14:54 PM
I'm saying the wood-fueled stove doesn't look primitive, and dusters/ cowboy hats don't look neolithic.

Why does it have to look primitive?

Of course, I don't disagree, but I just want to pose the question.
Title: Re: Tribal Survival Community Challenge
Post by: Ynemo on August 02, 2017, 09:50:19 AM
Hey, i really like the map on which u start this challange. And rules are really cool, at last gonna try club made from jade )
So can i expand my community convincing prisoners to join it?
Title: Re: Tribal Survival Community Challenge
Post by: Dargaron on August 02, 2017, 03:30:46 PM
Progress update (such as it is):

First attempt: Most successful. Started in Boreal Forest/Large Hills. Managed to survive for a couple years in my standard base (modified because I don't need room for, like, all the workbenches). Managed to stockpile 1k silver, 2k Pemmican, and made a mad dash southward, buying Pemmican along the way to boost my range. I made it to the southern edge of the tropical region, settled in a Rainforest/Mountainous tile, and promptly died of plague. Herbal medicine, why must you fail me?!

Second Attempt: Started in Boreal Forest/Mountainous, built a rectangular base with stone outer walls and wooden interior. Neglected weapons tech, and got killed by a three-man pirate raid because clubs and shortbows don't cut it.

Third attempt: Like a nub, I didn't notice that both my starting pawns were incapable of doctoring. *Facepalm.* Died to rat-induced infections. Remember kids, pay attention during character generation, or pay with your life later!
Title: Re: Tribal Survival Community Challenge
Post by: Naia on August 05, 2017, 07:38:11 PM
Ohh noo, please stop this Rhadamant !

I'm still waking up from panic attacks at 3 am in the morning. Whit nightmares that Engie just had a Zzzt event and now the heaters are shutting down.

I'm surely going to regret it, but will give this challenge a try nevertheless. Will of cause be playing with the save provided and the rules specified.
Title: Re: Tribal Survival Community Challenge
Post by: Dargaron on August 07, 2017, 05:04:47 AM
Whew, finally made it* with the fourth attempt.

Spawned in Tundra/Large Hills in the southern hemisphere (was worried I wouldn't have enough wood, but that panned out). The ship spawned remarkably close...except there was a range of Impassable Mountains separating me from it, which meant I had to go the LONG way around. The travel planner estimated a trip of 120 days.

I didn't take pictures of my first two bases, but I made a mad dash North (into Arid Shrubland), then cut East, each time building just enough shelter to be comfortable and start stockpiling all the Pemmican for another thirty-day trek.

The third base was an experiment based on my usual design: since I didn't need much of a workshop, I made the whole thing one long corridor, with living space, work space and storage lined up one after another.

(https://steamuserimages-a.akamaihd.net/ugc/844841386259865371/282864F138CB58C0342665668C853B6AFF9AA53F/)

This is the base as I left it: fully furnished and with a bit of food in the pantry, since I couldn't carry both that and my silver (turns out, I should've just left the silver, since no one had any Pemmican/Survival Meals to buy!).

The final base was a sleeker version of the previous one: since I didn't need a research bench, I shrunk the workspace to the bare minimum (Smithy/Tailoring Bench, Butchering Table/Stove) and extended the storage. I abandoned that one at the start of winter (it actually SNOWED in Arid Shrubland! Imagine that!) since the ship was in tundra, and by the time I arrived, it would be midsummer.

(https://steamuserimages-a.akamaihd.net/ugc/844841482377559763/E6B8326C146BA3074E5B814A12952CCD97B86887/)

I noticed too late that the base makes it look like my colonists are living inside Optimus Prime.

I like to imagine that other tribals eventually found these bases: abandoned with signs of a struggle, but no evidence of a successful break in. They'll ask themselves, "Who built this place? Who abandoned their walls and workshops, their storerooms and stockpiles? Who was here, and what drove them to leave?" And the answer will be: a hypercompetant lady named Purple (seriously, her name should've been Kim Possible, because she could do anything except research and animal handling) and her husband Tiger (who spent most of four years hauling, growing, and making stone blocks).

*Admittedly, I was two difficulty settings too low. Now to try on Extreeeeme!

Off-topic: Is there a way to put these images in spoiler tabs? IIRC, that's usually the polite thing to do, but there's no spoiler button.
Title: Re: Tribal Survival Community Challenge
Post by: mebe on August 08, 2017, 03:30:35 AM
Have a stable and well protected base in roughly the same spot as Rhadamant's and am working really hard to keep the wealth down but the game keeps throwing me curved balls - 4 scythers and a flame 'pede are not fun with bows (so hard to make them attack). Last raid was 14 all armed with decent ranged guns.

I seem to be losing body parts quicker than gaining new recruits (we're up to 4 and 3 tame muffalos). Decision seems to be how long to stay here before moving on.

Kind of feel this scenario with no guns/technology leaves the tribe feeling pretty defenseless against most raids - just hide behind the traps and hope they rush them.
Title: Re: Tribal Survival Community Challenge
Post by: Wanderer_joins on August 08, 2017, 08:19:30 AM
Quote from: mebe on August 08, 2017, 03:30:35 AM
Decision seems to be how long to stay here before moving on.

I'm seven years in , still on the starting map.

Going to the ship is relatively easy, i've not really a good location for the AI ship, but within two seasons you can go around the Rim, set an outpost, then within two seasons you can cross boral forest/ tundra/ icesheet to reach the ship.
The hard part of the challenge is setting a base able to withstand end game raids.
Title: Re: Tribal Survival Community Challenge
Post by: mebe on August 09, 2017, 03:04:31 PM
I am 156 days in and there are five of us now (plus 4.5 muffalo), the raids and events are getting increasingly large despite me burning everything that burns and leaving everything else out to rot.

Winter is just setting in and people are getting bored, think i will use it to refresh the pemmican and head off in the spring for a new base.
Title: Re: Tribal Survival Community Challenge
Post by: mebe on August 15, 2017, 02:37:27 PM
Hmm well the best laid plans and all that.... failed badly on a sapper raid and lost a colonist and one of the remaining ones lost and eye so we are down to 3 suitable for fighting, although one of those has lost a foot and another has lost a leg.

So we decided to stay, purge the base of anything valuable and hope to recruit someone before leaving.

On the plus side I've binned pemmican altogether - it adds too much value to the colony. I have a small number of simple meals cooked each day and the rest goes into survival meals which don't seem to add wealth nearly as much (309 and counting).
Title: Re: Tribal Survival Community Challenge
Post by: Naia on August 17, 2017, 11:39:53 PM
Completed the challenge. I was my first time ever using the caravan feature. For me this game have always been about settling somewhere, build the best base possible and then work with the map and resources you got. The whole idea of moving somewhere else, have never appealed to me.
So doing a challenge like this, where you are "forced" to play differently and figuring things out as you go along, is fun.
The ship was spawned halfway around the globe, so it was a very long journey.


My first base as it looked shortly before leaving. Looks quite identical to what others have posted already. ( missing on screen is 4 Muffaloes grazing East )
(https://s28.postimg.org/5q2srwka1/Base1.jpg) (https://postimg.org/image/5q2srwka1/)


I got a good start, whit Newton and Seanna falling in love ( again ), so that gave a good mood boost early on.

After a  few seasons Rusty joined, he was being chased by pirates. While he did have both dumb and skilled labour disabled, he had passion for research, animal handling and could shoot well. So he filled those gaps nicely.

After many raids, we finally managed to capture and get Brooks to join. She spent her youth as a coma child, so naturally never had much of an education. But she was healthy and could do anything, and my hope was that she and Rusty could fall in love ( since Rusty was in poor mood most of the time, after being rejected by Seanna over and over )

I was hoping to get a few more colonists, but as it usually goes, all the good ones ended up dead and only the addicts whit bad back survived.


I took my time to prepare everyone whit a full set of devilstrand clothing and great bows. It also took a few years before a Muffalo herd finally entered the map.
All in all, we spent 3 years on the first map getting ready. Left with 4 colonists and 4 Muffalo.


Second base as it looked shortly before leaving.
(https://s4.postimg.org/ofum4hwh5/Base2.jpg) (https://postimg.org/image/ofum4hwh5/)

Since it was my first experience whit caravans, some mistakes was made. Turns out that all the haygrass, that was brought along for feeding the Muffaloes was of no use. Travelling speed was also very slow, I'm suspecting that the beer, smokeleaf and having pregnant Muffaloes all contributed to reduce speed.
So the first journey only lasted about 8 days, then I had to settle again. It was a temperate forest biome.
Base layout was smaller. There was plenty of wildlife to hunt and some good growing zones. All focus was on getting more food prepared. The haygrass brought from the first colony was made into kibble ( another mistake it turns out ) But at least it gave some cooking skill.

Senra and Seara joined the colony. They we're both part of a large tribal raid. The raiders failed and had to flee, leaving behind two bruised and downed tribe members. After good medical care and many stories told by Rusty, they both agreed to join.

Senra was a real housewife type, so she happily spent most of her days farming and cooking, often together with Newton.
Seara was more of an all rounder. Not particularly interested in anything specific, but he was good at running around making sure everything worked, or bringing stuff to where it was needed.

Enough devil strand had been brought from the first colony, that  both could get a full set of clothing made by Newton. He also made some warm Muffalo parkas, in chase they would be needed later on the journey.

Rusty tamed two grizzly bears and trained them to defend him.

This colony saw a relativity low number of raids, ( most events was manhunters )   
But the raid that came was powerful. A large tribal one, a pirate raid with sappers and a mechanoid ambush. Things could have ended here, but luck was on our side.

We spent a year, almost to the date on this map, preparing for the next part. Left with 6 colonist, 5 Muffaloes and 2 grizzly bears.



The next part of the journey started off very slowly. Everyone was healthy and food supplies for more than 40 days, but the first part was travelling off road trough forest biomes. That part took about 2 weeks.
Luckily we only met a few friendly caravans. We did accidentally walk into some nesting Cassowary, that we had to fight, and later we got caugth by some mad Cows stampeding, but some quick bandages and we could resume travels.

Then we hit a road network. First a dirt road and later ancient asphalt. Suddenly it felt like we were racing across the map.
We passed near many villages, and had encounters whit the people living there. Mostly more friendly caravans, but also a few hostile encounters whit tribe people and pirates. The Grizzly bears turned out to be really helpful for this part. Rushing forward, they took most of the incoming fire.
They did get pretty beat up each time, but Seanna did her best to patch them up afterwards.

After nearly 40 days on the road, we was getting close to the ship. It was decided to make one last stop to re supply the dwindling food stock before moving on.
This however nearly ended the challenge.

Third base, shortly before leaving.
(https://s30.postimg.org/82yflkjjx/Basw3.jpg) (https://postimg.org/image/82yflkjjx/)

The supposed target biome was a Temperate forest, but somehow we settled in a desert biome
( not sure what happened, perhaps I settled before moving properly into the forest zone )
What's worse, it was middle of the winter.

So what should have been a quick pit stop, turned into several months of tough survival and proper base building.

The biggest problem was the lack of food. There was no growing and only a few creatures to hunt.
The Muffaloes and a bear cub born during travel, had to be slaughtered to get trough the winter.
But with little else left to do, time was spent on making bricks for sturdy walls and mining steel for traps.

After many months the snow finally cleared, and crops could be planted. Only the two grown Grizzly bears was left, and since they had been so good for defence so far, I did want to keep them alive.
The ship was only a few days travel away, so a few stacks of simple meals and pemmican would have to do.

Left the map whit 6 colonists and 2 Grizzly bears. Arrived uneventful at the ship and everyone is now sleeping peacefully in their crypto sleep caskets among the stars.

The End.









Title: Re: Tribal Survival Community Challenge
Post by: mebe on August 20, 2017, 05:04:06 PM
My experiences are not at all like Rhadamants!

We held out as long as we could in base one, the raids got ever more difficult and the feeling it was all going to collapse soon grew, we waited for an extra year beyond when we had intended to leave, it gave us a new crop of Devilstrand and success at finally recruiting someone, Crab. He was only ok but we needed an extra shooter with two good eyes. Base one was pretty impregnable (other than sappers) but we ended up leaving it in a hurry:
(http://www.howegrove.com/base1.jpg)

So we had this huge amount of survival meals at this point and set out with high hopes only to realise what a long way it was, 72.6 days! OK maybe the meals wont last, we may need to top things up along the way:
Base 2:
(http://www.howegrove.com/base2.jpg)
Base 3:
(http://www.howegrove.com/base3.jpg)
Base 4:
(http://www.howegrove.com/base4.jpg)

Lot of bases, a lot of luck. On base 3 we were attacked by a big band of pirates podding in right on us, two in the base the others outside. Fortunately the poison ship we'd been wondering how to deal with was in range of the front door - problem solved, sword unit meet mechs.

On base 4 we decided to settle and instantly (as soon as we settled) were attacked by pirates, fortunately they hung around preparing a bit and with the help of go juice we slung up some pillars and sandbags and with the help of some last ditch animals we saw them off.

Seanna and Newton got together, lived happily for a while and then split up, Newton was happy but Seanna was pissed. They seemed to be ok with each other toward the end but never got back together.

So, in our travels we were ambushed by manhunters 4 times, the boomrats caused us the most problems, the cats the least, bucks not so much. We must have _really_ pissed off the Sword Unit pirates as they also decided to ambush us 4 times, once demanding we give them ransom to let us on our way.

Eventually we got here:
(http://www.howegrove.com/finish.jpg)

Special thanks go to Polar Bear 1 and Polar Bear 2, we had to abandon Polar Bear 1 after he lost some limbs but there is no way we would have made it without them.

Days passed since your arrival: 447
Title: Re: Tribal Survival Community Challenge
Post by: BlueWinds on August 26, 2017, 05:24:20 PM
Just failed my first attempt. Blame lays in the hands of my greed, a pack of helpful outlanders, and an unlucky thrumbo.

Everything was going just fine, but since there's an Ancient Danger on the map, friendlies kept arriving (due to the A17b bug). And then a thrumbo showed up. And, I silly thing that I am, was like "hey, we may be two tribals with shortbows, but I've got a dozen well armed outlanders here... we can take it!" Indeed we could. Half of the outlanders died, but the majestic beast lay dead at our uninjured feet. We danced. We butchered it. We turned it into pemmican. It was delicious. We got +15 relationship for rescuing one of the outlanders it had downed.

Then... the raids. We beat off the next raid, five pirates armed with shotguns, assault rifles and SMGs. It was tough, but we did it, gaining another colonist in the process. Then the next raid. Six pirates, again heavily armed. We beat them off with our shortbows. It was close, and two of the three of us went down, but we won.

Desperately attempting to finish Smithing research so we could upgrade to greatbows, the next raid doomed us. Two sniper rifles, two survival rifles and a machine gun. Ouch. Our shortbows were no match."Was Casandra Extreme always this brutal?" I asked myself.

Then, I realized what had happened, and opened the colony wealth display. The Thrumbo horn and fur composed roughly 3/4s of the total value of our colony. You could see the unfortunate day we hauled in its horn and butchered it there, clear as day.

Greed. Outlanders. Thrumbo. #ColonistLife
Title: Re: Tribal Survival Community Challenge
Post by: b0rsuk on August 27, 2017, 04:15:06 AM
So the only way to get extra colonists is from ancient danger rooms. Should take a few tries and some luck.
Is taking scyther blades considered corpse looting ? It would be cool to have worker ants and warrior ants.
Title: Re: Tribal Survival Community Challenge
Post by: Dargaron on August 27, 2017, 10:30:37 AM
You can also recruit captives.
Title: Re: Tribal Survival Community Challenge
Post by: mebe on August 27, 2017, 02:40:32 PM
Quote from: b0rsuk on August 27, 2017, 04:15:06 AM
So the only way to get extra colonists is from ancient danger rooms. Should take a few tries and some luck.

Ahh I didn't think about that! hung around for a whole extra year to get a new recruit.