

You can sometimes intervene to get them to do a certain task pronto, and during combat situations you get direct control too, but for the most part your colonists are their own complex people who will generally do the things that appeal to their personalities. Eventually, you may even split off a part of your tribe to start a new colony elsewhere in the world while the rest of it remains at the original one.Īll the above is complicated by the fact that you’re not directly controlling your colonists, but rather establishing queues and priority lists of orders for them. You’ll establish trade routes or rivalries with other factions, send expeditions out on quests for resources, and grow out your colony (mainly by capturing people from rival colonies). Your decisions in research will dictate whether your colony becomes a technologically advanced one harnessing the latest renewable energy resources, a militarist dictatorship, or maybe just a rabble of hedonists who grow psychoactive plants in the fields, get high on them, then sell the rest to visiting traders. You expand your compound, prepare its defences for the inevitable raiders, and learn to use the land – be it jungle, tundra, or grasslands – to your advantage. If they are turned off they will not consume fuel.Starting with a small group of survivors, each with their own complex past, neuroses, pathologies, and needs, you build out your colony on a tiny corner of a planet populated with other tribes and factions. This can allow your backup batteries to discharge slower or even recharge. Backup generators: Have some fueled generators that you bring online only if there’s not enough power in the colony.Only reconnect it when your main grid has run out or the reserves need charging.

Once charged, flick the switch to isolate them from the rest of the power grid.

Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn’t enough to power your base while your now empty batteries recharge. Eventually, every colony with electricity will suffer from a conduit explosion. Some colonies rely on wind or solar power to power everything. Some events will cause you to lose power if you are unprepared. It takes a lot of time to mine out separate rooms and clear stone chunks.

Requires most space and building materials overall.Requires a large, continuous area of buildable land, making it not ideal for swamp biomes.Fires can spread all over the base if flammable materials are used.Does not require large patches of continuous land.Saves building materials and some space.In mountainous maps, dig inside the mountains. RimWorld Base Types Superstructure baseīuild everything in separated buildings, just like a small town. This guide is the ultimate go-to guide to building your colony, for all stages of the game.
