Quote from: jpinard on February 08, 2017, 06:01:20 PM
You nailed some points.
- Playing on "Some challenge" with "Phoebe". I begrudgingly had to back down to her from Cassandra as I just could not keep up with the pace of disasters.
- I have no tactics or ideas for defending against raids. They've been a nightmare. In the lower left was my attempt to have a place to run when the next raid hits to defend and shoot. But it's probably too far away?
- I had never considered separate stockpiles for stuff. But it has been very frustrating as it takes my colonists forever to grab what they need to bring it back to make stuff. In fact I have a mod that allows from more items to be stacks. I chose to double stack numbers instead of going 10x like most of the stacking mods. It just felt like the right balance.
- I have had a terrible time procuring enough medicine. In fact I just got these meds before I took this screenshot (Summer Year 2)
- In all my other games I've had like 10 people by this point. I'm worried I will not fill things out very well but maybe I don't have to be as concerned playing with Phoebe. I'd like to switch back to Cassandra though.
- The freezer is actually pavement. So I did save my sterile tiles for kitchen and hospital. Is my kitchen way bigger than needed? Do I need to have separate hospital rooms or can I cram even more beds in there?
- I'm way behind in research because I've been so worried about getting a surplus of food. Like I mentioned, I really hate watching my people die of starvation and even more-so my pets. Which leads me to a question of, how are people surviving with like 1/10 the amount of farmed space that I'm using?
Thank you so much for taking time out of your day to help me. I really appreciate it
Answers point by point:
- Cassandra can be a bit overwhelming, especially when you are just getting started in Rimworld. Don't worry about it, you'll know when you are ready for some challenges
- Against normal raids it helps to create a choke point (e.g. by building a wall around your base and leaving 1 opening) and trying to kill them there with the assistance of traps and turrets (kinda cheesy for some, but effective!). Strategies for other kinds of attack are a bit dependent on your map/personal preference. I suggest you look a bit around in the forum as these have been discussed multiple times before. (Your attempt is probably better than nothing, but not really that effective
)
- Well, I personally really like to have many specialized stockpiles. This helps keeping materials close to where they are needed and boosts productivity - at the cost of a bit more micro-managing on setup and sometimes hauler work time (though you can get animals to do that for you).
- Currently, the medical system is a bit of a pain point. Penoxycycline basically eliminates some diseases for you, but without it your chances aren't very good. I try to get 2-3 penoxycycline per colonist early, and expand that stock later. Medicine (any of herbal, normal or glitterworld) amounts depend on your general plan for your colony: If you wanna play a lot of doctoring or direct combat you'll need more than if you're going to sit safely behind a killbox. You could add some more growing space for healroot and try to buy every neutroamine you can afford from traders.
- The number of colonists you have (along with your general wealth) corresponds directly to the strength of raids you'll have to face (it actually goes as far as some players rejecting any pawn that doesn't have good traits/stats on higher difficulties because of this mechanic). Sometimes less is more
Other than that, first make sure you can afford that many colonists, otherwise you will get problems.
- Okay, I wasn't 100% sure which floors you used in the freezers (since they look kinda similar when below stockpile zones).
That said, your kitchen size is only slightly larger than required for a "spacious interior" moodlet (with the current furniture in there, you'd need ~53 tiles of space and you have 60). OTOH, if your colony grows much bigger (so you'd need 2 cooks, although unlikely for the time being), your kitchen would be prepared for a second stove.
You can cram more beds into your hospital, but I'd suggest investing into hospital beds for that (when you can afford them, as they require 10 normal meds each). It's also a bit of a trade-off: While colonists are in the hospital, they might get negative moodlets when they are disturbed during sleep or for not having their own room, but generally your pawns won't be using your hospital for long (if one colonist has to use it for a longer duration, it could be beneficial to give him/her an own "hospital room"). - Don't worry too much about your technological progress: Once you have the essentials (e.g. penoxycycline, geothermal generators, turrets) you can take your time with the rest.
A surplus of food isn't a bad thing (unless it rots during heat waves!), especially if you unexpectedly get 2+ new colonists to feed just after the growing season ended. This also depends a lot on the map you're playing on (places with year-round growing periods need to store much less food and thus can save on growing spots) and how much you're hunting (you can survive without growing anything at all if you can get enough meat from hunting/breeding). Also, they might feed their pets (and sometimes their colonists!) with human flesh (which gives every non-cannibal colonist a mood debuff, so it isn't recommended) on the more extreme maps, as raider corpses are rather easy to come by with a solid defensive setup.
Also, people tend to use the type of crops that's most efficient on the terrain: rice for hydroponics, potatoes for gravel, corn for rich and mostly for normal soil (with maybe some rice or strawberries in year 1 to get the food supply started).
Also, if you are much into pre-planning bases (for some advanced bases), you might want to take a look on "supply chains" (which jobs require which resources, and what jobs are dependent on their results). If you can plan your workshop and stockpiles around that, you can really improve efficiency due to less walking distances for each task. One of these supply chains might look like this:
animal corpses (freezer) -> butcher room -> meat (freezer) -> kitchen -> food stockpile (freezer) -> dining room
These might be different areas in the same freezer, or different freezers altogether (as needed/player preference). Of course, while butchering you also get leather, which is required for tailoring and constructing, and you'd need some vegetable raw food "input" to make fine meals in the kitchen, ... (you get the idea)