1 million+ wealth colonies

Started by Pangaea, November 15, 2019, 05:19:32 AM

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Pangaea

On and off I've read the 1.0 unstable feedback thread, and after noticing this quote from Tynan (over a year ago in fairness), I decided to send him an email yesterday, to which he suggested to write it on the forum too. Hence this thread :) Hopefully it can be useful for them. If you have high-wealth bases too, please offer some feedback about it here.

Quote from: TynanHow are you guys getting million+ wealth levels? What do your colonies look like? How are you playing - just to grow indefinitely?




The current colony has 44 pawns and countless animals, has suffered one death and is almost 10 years old. Current wealth is ~1.2 million.

Storyteller: Adaptive Cassie (a mod)
Difficulty: Savage
Scenario: Customised Tribal (banned some events, added others, plus 25% Transhumanist trait chance)
Biome/hilliness: Temperate Forest, Mountains
Savefile: https://ufile.io/oajth3jd
Mods:
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>AllowTool</li>
    <li>ModManager</li>
    <li>CommonSense</li>
    <li>Achtung</li>
    <li>BetterPawnControl-2.0.2</li>
    <li>Vanilla Bionics Expansion</li>
    <li>Numbers</li>
    <li>WorkTab</li>
    <li>Pharmacist</li>
    <li>PickUpAndHaul</li>
    <li>DefensivePositions</li>
    <li>MedicalTab</li>
    <li>AnimalTab</li>
    <li>WhileYoureUp</li>
    <li>RimworldSearchAgency</li>
    <li>MoreHarvestDesignators-1.0</li>
    <li>ShowDrafteesWeapon</li>
    <li>StackXXL</li>
    <li>Adaptive Cassie storyteller</li>
    <li>DontBlockDoorMod</li>
    <li>TraderDismissal</li>
    <li>RecipeIcons</li>
    <li>BionicIcons-master</li>
    <li>RF - Packed Lunches</li>
  </activeMods>

Have attached a screenshot of the bulk of the base, plus the most recent save game. A group is out caravanning, and 75 animals just attracted the plague, so looks like the doctors will have their hands full for a while :D

This is an "under the mountain" base, and I'm using a killzone, which I consider a necessary evil when not employing wealth control.

I do use some mods, but relatively few compared to many it seems, especially in terms of added content. Not sure if it works well to load the save without any mods, apart from reduced wealth because I have doubled the stack sizes for textiles, steel and food from Stack XXL. Those would then get reduced to default sizes. One possibly important change is a storyteller mod called "Adaptive Cassie". From what I understand it's a little more lenient in the early game, possibly tougher in the late game, and it removes the cap on raid points. Recently I popped open a ship and out flowed 35 centipedes and 45-odd others (game stops counting at 80), which adds up to at least 21200 (see points HERE, i.e. "combat power"). I noticed the "fun points" graph (in dev mode) tops out at 2000 (/10), indicating the cap. This storyteller is also more lenient during caravans, which I really like because I enjoy to engage with the trading and quest aspects, and later mining trips.

Have thoroughly enjoyed this save, and seeing as I almost always play at 1x speed, I love getting into the life of the pawns and micromanaging everything. Well, I imagine stuff happening at least, and posted a few snippets here: https://ludeon.com/forums/index.php?topic=49438.0

Have never had as many bionics as in this save, so that is part of the wealth, and never had this many pawns either. Other than that, I like to stack up backup food and resources, and make clothes out of textiles which are then used to trade for other things. Naturally, in this save defences are sturdier as well, so part of the high wealth probably comes from that, and sapper crews keep poking holes, so then I must act.

Mortars are important against sappers and mechs (soft them up), as taking on crews with tens of doomsday rockets is not what I would call safe to flank ;-) Main fighting against mechs happen in the killbox (for better or worse -- I find them a necessary evil against such huge raids). Basically lob mortars against them until they get too close to the base's walls (due to inaccuracy they can easily do more harm than good). Then order everybody to fire at the machines and cross your fingers no pawns die. Very recently (last two mech raids), I've opted to try something new, namely to load EMP shells in two of the mortars and lob at the mechs. Some turrets will almost inevitably get stun-locked (see inaccuracy point), but with a good hit it's possible to stun lock a bunch of mechs too -- for a time at least. Nothing hit against the recent 88 scyther-only raid, but we managed to deal with them anyway.

Anyway, I hope this might be useful, and thanks for the brilliant game.

PS: If you read this and have not posted before or only a few times, please offer your feedback here or elsewhere. Tynan loves feedback from 'new' players.


The overview of the base looks like this, although there are some more crop fields further north and south.






ReZpawner

@Tynan The savegame I linked you earlier had approx 915 000 wealth.

Mycolonistshateme

I have a million wealth + world, just escaped on the ship. I actually had nearly 2 million silver alone, from raiding cities mostly. The tribal raids were so bad i had to make peace with them or my game would crash... less mods will be used next playthrough.

Will attach photos later