Rimworld empire гайд
Official description video created by the creator of the mod.
The Empire mod is a mod created by Saakra (Wolf) for Rimworld version 1.1.
Do not be confused with The Shattered Empire added by the dudes.
- 0:55 Faction Tab
- 7:50 Creating a settlement
- 10:55 Settlement menu
- 21:33 Bills menu & Event Menu
- 24:50 Military Menu
Contents
Description [ ]
Events will periodically influence your colonies, or your faction as a whole. You must decide how best to respond to these situations. And beware, a poor guiding hand will have consequences, your faction may lose faith in your leadership entirely, and take their destiny into their own hands.
Your colonists will pay taxes, be it in silver, or goods. You can tell them where you want your taxes, and they will dutifully pay them. A fully customizable faction name and title allows you to put your own spin on your subjects. They can be feudal vassals, a megacorporation’s branch offices, or even a shining beacon of truth and liberty. It is all part of the greater story.
— mod descriptionThe Empire mod allows the creation of NPC settlements that pay taxes or resources, get attacked, assist with research, and provide military aid.
Empire Tab [ ]
This mod adds new tab on your tab section, next to your game menu. This is what "Brain" of this mods looks.
Name [ ]
When you start, you must create name for your faction, and some text what's your faction motto.
Also you can change icon of your faction on whatever you like, but for now it is not implemented.
Faction Tab [ ]
Is currently selected tab. It is the most important tab. You can see here your faction overall
- Happiness(cloud)
- Loyalty(flag)
- Unrest(fist)
- Prosperity(coins).
On the bottom of this tab there are 6 different resources.
Food, weapons, apparel, animals, logging, mining (from left to right).
This is your overall faction production, so you can clearly see what do you selling in your settlements.
Policies/Traits [ ]
Here you can set and edit your faction policies and traits.
This is important because you will define what your faction is.
After you chose some of your policies and traits you must wait until your next tax day, for approval.
Tax Reports [ ]
Here you can see all your previous taxes and tithes. So you can keep an eye for your faction economic situation
Set Capital [ ]
It does exactly what it's called. Set your faction capital. If you have more than 1 settlement (not faction ai colony) you can choose which of your settlement is your faction capital.
Tax Delivery Map [ ]
If you have multiple colonies (not maintained by ai) you can chose which of your settlement will receive taxes and tithes. You can have only 1 settlement where your taxes and tithes will be paid.
Military [ ]
The most fun one. You can create your warriors as much as you like. But keep in mind that your settlements can only have a certain number of military points.
Colony Tab [ ]
In colony tab you can see each of your settlements or you can create a new one.
Each settlement have:
- Name
- You can change it as much as you like
- That's their level and it defines their workers and Military level
- Defines how strong your military in the selected settlement is and how much points they have for their army
- if this number is higher than 80, that settlement can turn into civil war, and you will have to destroy the
- If this number is lower than 100 you can expect increasing unrest in that settlement
- this is how many silver your settlement make by selling their products
Bills Tab [ ]
Here you can see which settlement deliver what. Each settlement will wait maximum of 5 days for your repayment. If your settlement have negative income then you must pay for it before you can receive it. If you not pay then you simply don't receive your goods.
Event Tab [ ]
Here will be all your events what happened in your colony.
If you create new colony you will know exactly how long does it take to create your colony or if something happens to your colony like raid, or event that increased or decreased productivity in yours settlements etc.
Also you can see here your incoming taxes and tithes, but don't forget you must first check your bills tab, and then you will see it in your event tab.
Tax and Tithe [ ]
Tax and Tithe is set by default to 5 days. Don't forget that if your settlement is far away from you it will take much more time to deliver your taxes.
Taxing a settlement will gain you the amount of silver from the sale of the resources that the settlement produced.
Tithing a settlement will gain you the amount of that resource that the settlement produced, equal to the amount of silver shown in the expected tax gain. But in Tithe case, there's chance that your tithe will be a 50-100 silver more or less worthy. Example: You will expect 1000 silver from your settlement in tithe form. After you receive your bill you can get 900-950 silver worth tithe or 1050-1100 silver worth tithe.
Settlement Location [ ]
The location of a settlement greatly affects its resource production.
Below is a table of terrain types and how they modify yields (only affected resource types are mentioned), Note: Certain biomes have modifiers that effect their base yields such as Extreme Desert has a 1.25 power modifier)
Terrain Type Food Modifier Mining Modifier Power Modifier Flat 1.1 1 1 Small Hills 1 1 1 Large Hills 1 1.1 0.9 Mountainous 0.5 1.25 0.8 Below is a table of each biomes respective production values of resources, the values given in the table are all final values of their respective tiles (so any biome specific modifiers are added to the result too like the one mentioned in the previous paragraph), Mountainous values are only really relevant to warm biomes so the rest have been omitted; other modifiers that can affect these results are things like faction traits, events or prosperity etc (Note: Sea Ice can only be flat not that it matters)
Tile Type Biome Food Weapons Apparel Animals Forestry Mining Research Power Medicine Flat Temperate Forest 1.375 1 1 1.5 1.5 1 1 1 1 Flat Temperate Swamp 1.03125 1 1 1.5 1.125 1 1 1 1.2 Flat Tropical Rainforest 1.2375 1 1 1.5 1.5 0.5 1.25 1 1.25 Flat Tropical Swamp 0.825 1 1 1.5 1.125 1 1.25 1 1.25 Flat Arid Shrubland 0.55 1 1 0.75 0.5 1.25 1 1 0.75 Mountainous Arid Shrubland 0.25 1 1 0.75 0.5 1.5625 1 0.8 0.75 Flat Desert 0.55 1 1 0.5 0 1.25 1 1 0.5 Mountainous Desert 0.25 1 1 0.5 0 1.5625 1 0.8 0.5 Flat Extreme Desert 0.275 1 1 0 0 1.5 1 1.25 0.5 Mountainous Extreme Desert 0.125 1 1 0 0 1.875 1 1 0.5 Flat Boreal Forest 1.375 1 1 1.5 1.5 1 1 1 1 Flat Tundra 0.825 1 1 1.25 1.25 1 1 1 1 Flat Cold Bog 0.825 1 1 1.25 0.9375 1 1 1 1 Flat Sea Ice/Ice Sheet 0 0.5 0.5 0.1 0 0 1.5 0.5 0 Ocean 0 0 0 0 0 0 Settlement UI [ ]
Settlement UI is the brain of each of your settlements. You can change production, build buildings, rename your colonies etc.
Left side UI [ ]
- Name
- you can change it anytime
- Settlement Level
- defines how much workers you can have
- each level adds 1 Mil. level
- The measure of the settlement's military level.
- The military level of a town directly affects the town's ability to defend itself as well as attack external threads
- The measure of the settlement's overall happiness
- A high happiness means that any internal conflict within the settlement will lean heavily to your favor
- The measure of the settlement's overall loyalty
- The loyalty of settlement determines how willingly the settlement is to listen to you
- A high loyalty will reduce the chance of defection
- The measure of the settlement's overall unrest
- The higher unrest grows, the more likely dangerous events internal in your settlement will spark
- let it grow too high, and a settlement-wide revolt may grow
- The measure of the settlement's overall prosperity
- The prosperity of town directly correlates with the production of resources
- 50% prosperity = 50% production
- If prosperity is damaged, it will slowly accumulate over time
- destroy settlement, game will ask once more incase you missclicked
- upgrade settlement to next level
- each level give you more workers and +1 military level
- each upgrade increases the cost of the next upgrade by 1000 silver
- teleports the player to a world map and directly to the city
Right side UI [ ]
- Production
- Tax Base
- modifies how much money in taxes you will receive
- total money you produce from resources
- total money you spend for salaries
- total money you get in taxes
- each worker costs 100 by default
- 1.number is total workers currently assigned
- changes if you put more or less workers into work
- how many workers you can have without penalty on their upkeep
- maximum workers you can assign in the settlement.
- If you exceeds soft workforce, each worker exceeding soft workforce will cost more
- Is tithe?
- if you have ticked yes then you will instead of silver get that resources as tithe
- defines how easy is to gain that resource in the settlement
- base resource gain
- modifies gaining your resources
- depends on events and settlement prosperity
- Base and modifier summed up together
- final profit from each resource
Buildings [ ]
Each settlement can have only 4 different buildings. In same settlement there cannot be 2 same buildings. Some of the buildings below can be build only with the right technology.
If your settlement is unsuccessfully defended there's chance that raider can destroy every building in raided settlement or lower settlement level by 1
Policies/Traits [ ]
Policies & Traits are unique style of your empire. Do you wanna be research group? Mining group? Merchant? etc, etc. You can be! Policies and Traits determine how your empire work.
Оценок: 214 Empire Mod - Comprehensive Guide От Dark LuminaryA comprehensive guide for anybody who just started using the Empire mod or is already a Rimworld Superpower.
Please keep in mind that the mod is in active development, therefore everything is subject to change.
I'm doing my best to keep up with updates.
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Dark Luminary
Не в сети 3 мая. 2020 в 6:59 16 фев в 21:3815,296 уникальных посетителей 504 добавили в избранное
What is this mod you're talking about?
Getting Started - The Basics
Let's Get Building! - Settling Your First Settlement
Making Money - Taxing Your Settlements
World Politics - Setting Up Policies And Traits
To Arms - Setting Up A Military
Some Stuff - Some Random Notes
Game On Fire - Technical Stuff
Expand Your Horizon - Mods For The Mod
Комментарии What is this mod you're talking about?The Empire Mod allows you to create your own Rimworld faction with multiple settlements on the worldmap, that support your colony both economically and military.
These settlements are a good way to spend all that silver that you dont need, giving you even more silver or other resources in return.
Getting Started - The BasicsThere are no research or other requirements to start using this mod, so technically you can start creating your own colonies right from the get go.
The only barrier to becoming a Rimworld Superpower is silver.
Your first settlement will cost you 1000 silver, though i recommend having around 5000 on hand to upgrade your settlement and build the appropriate buildings.
IMPORTANT NOTE: The silver needs to be in a Stockpile zone or it wont be considered available for use!
Let's Get Building! - Settling Your First SettlementIn order to get started click on the "Settlement" Tab in the right lower corner of your taskbar.
This will bring up the Settlement UI.
I would recommend using the "Actions" Button first as its here where you can set you tax delivery map.
After you have done that, head on over to the "Colonies" Tab and click on "Create New Faction".
This will allow you to set the name, title and icon of your new founded faction.
On the right side you get to choose two factions traits, that will give you certain buffs, though note that some of these traits also come with negative effects.
Once you have done that you'll see that the "Create New Faction" button is now a "Create New Colony" buttonClicking on it will bring you to the worldmap where you can now choose where you want to place your new settlement:
There are two main considerations you'll want to take into account:1. Resource Production
Your main consideration will of course be the type and ammount of resources that the new settlement can produce.Note: Roads and Rivers do not influence resource production.
2. Distance and path from the new settlement to your settlement
Both the distance between the two settlements and the terrains that connects them determines the "Travel Time".This Travel Time affects how long it takes for your settlement to be built initially and how long taxes take to arrive at your base.
Note: Researching Transport pods will max Travel Time at 0.5 days, no matter the distance or terrain.
Making Money - Taxing Your SettlementsNow that you have build your own settlement and spent your precious resources on it its time to get something back.
In order for your settlement to turn a profit it has to start producing first.
To do that go back back to the "Colony" tab and click on the name of your new settlement.This will bring up your colony specific interface.
On the right side you can assign individual workers to different resources.
Keep in mind that every worker costs upkeep. That upkeep cost goes up, the more workers you have assigned. The "Total $ Profit" tells you how much silver you'll get or have to pay during the next tax cycle.
Silver or Resources?
By default all your settlements will give you silver regardless of what resource they're producing.
To change that you can check the "Is Tithe" column for that resource.This means that the obtained resources will be given to you directly instead of being counted as profit and given to you as silver.
Here for example I put all available workers into mining and turned on tithing.
Because im not getting any profits Ill have to pay my settlement 1000 silver, in return im getting whatever resource they mined for me. Also since the last update there is a small cog next to the tithing checkmark. Clicking on that will allow you to choose what resource your settlement is producing.
You will find very quickly that your basic settlement is quite limited in its ability to give you a huge ammount of resources. In order to change that you can shift your attention to the left of the colony interface and start constructing some buildings.These buildings cost silver and will help your settlement in different ways. From giving you more workers, to making workers cheaper, giving you more taxes or improving the resource gathering rate for a specific resource. Your basic settlement will start out with three building slots but can have up to eight when upgraded. A slot will be unlocked by reaching lvl: 2/4/6/8/10
Let's talk about upgrading your settlement. With each level it will cost more silver but in return you get extra workers to assign to your resources. It will also give you a military level wich we will discuss in the last section of this guide.
Getting the taxes
After your settlements have been billed their taxes you'll be informed via a blue letter. Once that happened you can go to you settlement tab again and click on "Bills"
Here you can pay or get your taxes. If you have to pay silver because you have a tithe set up (as seen in the picture), clicking on "Resolve Bill" will take the silver right from your stockpile. At that point the settlement will send you the resources over (same for silver).The time till these arrive depends on the traveltime. You can check the "Events" tab to see when the taxes will arrive.
It is recommended that you put down a "Tax Spot" wich can be found in the Misc section of the architect menu. That way the taxes appear on that spot.IMPORTANT NOTE:
1. The spot can be placed indoors without problems as the taxes dont appear via droppods.
2. ALL taxes, including animals and food will appear on that spot so be wise in choosing its location.Special case Research and Power
You will find that both the research and power resources have no option to tithe them. Thats because these resources are handled a bit differently. One thing remains the same however and that is the need to go to the bills menu and resolve the taxes once they're due.For research you will then immediately be given the research points. Note that these points wont be directly applied to your current research. They will be dropped into a pool and can be used by clicking on the "Actions" button in the main menu. That means you do not have to have a research project qeued up when you receive the research points.
For power you'll need to construct a "Faction Power Generator" from the Power section in the architects menu. This is where produced power will be sent to. The power will be given to you during the duration of the tax cycle (5 days)
World Politics - Setting Up Policies And TraitsIn addition to the individual improvements you can make to your settlements via upgrading the settlement or constructing buildings, you can also set up Policies and traits that affect your faction as a whole.
It is free to set these up and they give some nice bonuses so theres no reason not to do it.
In order to set these up you have to head to your faction tab and click on "Overview".
You will find, that in the beginning only Level 1 is available to assign. The rest require you to level up your faction first. You do that by:
- Starting new settlements (10xp),
- Using your faction to raid successfully (5xp),
- Capturing enemy settlements(5xp),
- Have settlements at the end of each tax period (1xp per settlement)To level up you'll need
To Arms - Setting Up A Military
Level 2 = 100 xp
Level 3 = 400 xp
Level 4 = 550 xp
Level 5 = 700 xpEach settlement has a military score. This score can be increased by upgrading the town, constructing certains buildings or adopting certain policies.
This score has 3 distinct effects or uses.
1.Defending your town
From time to time you town will be attacked. You will be informed about this via a red letter. The text in that letter will tell you how strong the enemy force is.If your own military score is high enough the defense wont be a problem and nothing bad will happen. An unsuccesfull defense however can result in that settlement loosing buildings or even a town level. Furthermore it will result in lower Happiness, Loyalty and Production for a while.
This is of course quite annoying when you have a settlement thats just starting out. You are however able to send your military from a different settlement to support the settlement thats being attacked. For that reason it is recommended that you have atleast one settlement with a high military score. In order to send your military to a different settlement click on the attacked settlement on the worldmap and choose "Defend Settlement" where you'll have the option to change the defending force.
Note: There is atleast some RNG involved here. I've had cases where I was able to beat a lvl 8 attack with a lvl 6 military force and vice versa.
2.Attacking settlements
Just like other factions can attack your settlements, you can attack theirs.If the attack is successfull you will get some items as loot.
3.Supporting your troops
Since the last update you are able to create custom squads wich you can call in via droppods to support you in a dire situation. Let's look at how that works.
To start creating your armies click on "Military" under the faction tab.
This will open up a new window with three tabs at the top. You have to go from the right to the left here. Start by clicking on the "Create Units" tab. Once there clicking on the "Select A Unit" button will allow you to create a new soldier.
From there you can start customizing your new soldier. To equip your soldier simply click on the labeled equipment slots. The game will show you a list with possible items you can have in that slot. Keep in mind that the availability of certain weapons or armors is dependend on research or Techlevel. E.g. to give a soldier marine armor you need to have researched it yourself.
The more and the better items you equip the higher the "Equipment cost" to field that soldier will be. More info on that later.
To create different soldiers just click on the "Select A Unit" button again wich now shows the name of the unit youre making. You can edit your soldiers at any time.
Once you have created all the soldiers you want its time to put them in formation.
For that go to the "Create Squads" tab. Again click on "Select A Squad" to create a new one.From there you'll see a 5x6 grid in wich you can place your soldiers. In order for your armies to be supported by a village they need to fit within the equipment cost. The equipment cost is determined by the military score of the village you want to assign your squad to.
You can also set a village as a reference point for the equipment cost. For that simply click on the "Set Point Ref" button on the right.
Now that you have your armies you have to assign them to a settlement. For that go to the "Designate Squads" tab. Find the settlement that you want to assign your squad to and click on "Set Squad". From there you'll get a list of all available squads. Click on the one you want for that settlement. If the equipment cost is to high for the military score of the town you wont be able to.
Note: You can assign a squad to multiple settlements.
When you want to use your armies simply click on the "Deploy Squad" button. Once you have done that you can choose the landing spot for your soldiers. (If you have transport pods researched. If not theyll walk in from the edge of the map.) During combat you can directly command the friendly units.
Keep in mind that once you used a squad it will go on cooldown before it can be used again.
(If you have the same squad in a different settlement you can still call it in from there)4.For when the guns are needed - Fire support
In adittion to friendly squads you can also request fire support in form of mortar bombardement from your settlement.For that however you need to have constructed an artillery outpost.
With that done you can head back to your military menu and click on "Create fire support".Here you can add individual shells, choose the order in wich they arrive and decide how accurate you want your fire to be.
With that done you can call in that specific strike with the "Order fire support" button from your main military screen.
Some Stuff - Some Random Notes1. You can call in Traders from your faction for free via the Comms Console
2. If you dont want your towns to be attacked by enemies, then you can go into the mod settings and disable it.
Game On Fire - Technical StuffOne important thing to note and the reason I made this section is that you shouldn't disable this mod while you're in the middle of a save. It will break and you wont be happy so don't do it.
Adding the mod midgame is fine.
Mod compatibility
There are three known mods that will cause problems:
1. Real faction guest
2. Faction discovery
Personally I've not had any problems with this mod but your mileage may vary.3. Tech Advancing
Causes problems when trying to apply reseach points to a tech as it will only work with techs of your current techlevel.-----------------------------------------------
Expand Your Horizon - Mods For The Mod
Apart from these the game is pretty well integrated with other mods from my personal experience. Modded weapons (Weapons+, Contractors arsenal, Project Armory, Vanilla Weapons expanded) can all be equipped by the soldiers when creating your own army and drop as part of the tithe. Modded animals (Alpha Animals) can also be used by the soldiers and are regular part of the tithe as well.Here Ill be listing expansion mods for the Empire Mod. Keep in mind that I dont guarantee that these mods work perfectly or at all. For troubleshooting of the expansion mods go the respective mod site.
Thank you very much for reading this.
I hope I was able to help you get into this awesome mod.
Please keep in mind that this mod is in active development wich means that things are subject to change.
Здравствуйте, начинающие колонисты! В этом гайде (руководстве) Вы найдете полное описание всех азов, необходимых для постройки своих первых колоний.
Что такое Rimworld - бесполезное мнение-0
Содержание
Генерация мира и выбор места первого поселения [ ]
Примерный вид созданного мира
После выбора сценария (так как Вы новичок, то вам стоит выбрать именно сценарий "Аварийная посадка), рассказчика и уровня сложности, идут настройки создания карты. Тут предлагают выбрать размер создаваемого мира. Так как это Ваш первый заход, рекомендуется выставить размер на 30-50% в целях уменьшения нагрузки на игру. Другие настройки оставляем по умолчанию.
После генерации мира идёт выбор места посадки. При выборе интересующего Вас места нажимаем кнопку "Ландшафт" и смотрим на все составляющие. Для комфортного начала и задействования большей части доступного арсенала игры, ищите умеренный лес на равнинах или холмах с рекой максимум среднего размера, желательно рядом с какой-нибудь из дорог или прямо на ней. Температуру рекомендуется брать примерно от -10 до +26.
Выбор стартовых поселенцев [ ]
О навыках и некоторых нюансах [ ]
Стоит выбирать поселенцев, у которых сгенерировались все важные навыки не только по уровню, но и по интересу.
Генерируем поселенцев кнопкой "Случайно" чтобы получить нового с другим происхождением, набором навыков, интересов, чертами характера.
Важные навыки для стандартного старта:
- Растениеводство (не ниже 6 уровня)
- Кулинария (не ниже 4 уровня)
- Строительство (не ниже 4 уровня)
- Медицина
- Ближний бой
- Дальний бой
- Шахтёрство
- Умственный труд
Данные навыки одни из самых часто используемых и занимают большую часть времени работы, поэтому нужно брать поселенцев с наличием интереса к каждому, чтобы при работе была прибавка к настроению и уровень навыка рос быстрее.
Второстепенные навыки для стандартного старта:
- Животноводство (не ниже 5 уровня)
- Ремесло
- Общение
(смотри статью про навыки для более подробного ознакомления)
Растениеводство нужно для быстрого сбора древесины с кустами ягод на старте и засаждения плодородных участков для дальнейшего пополнения провизии или материалов (смотри статью фермерство). Актуально на протяжении всей игры.
Кулинария 4 уровня и выше даёт возможность готовить вкусные блюда на плите, а так же повышение уровня уменьшает шанс сделать еду с пищевым отравлением. Актуально на протяжении всей игры.
Строительство 4 уровня позволяет строить стулья. Повышение уровня позволяет уменьшить шанс неудачи при строительстве, повышает скорость строительства и качество создаваемой мебели. Актуально на протяжении всей игры.
С увеличением уровня медицины увеличивается скорость залечивания ран и качество лечения, повышается шанс удачного проведения медицинских операций. Актуально на протяжении всей игры.
Ближний бой - бьём чаще, танкуем меньше. Дальний бой - выше точность (Всё это в теории и описании игры, на практике - чистая удача, которая может быть не на вашей стороне). Актуальны на протяжении всей игры.
Низкий уровень шахтерства даёт долгую добычу горных пород. С 1 уровнем навыка поселенец будет добывать породу добрую часть дня. Актуально на горных картах и в атаке чужих поселений.
Повышая умственный труд увеличивается скорость изучения на исследовательском оборудовании и скорость производства препаратов, использования сканеров глубинного и дальнего действия. Актуально на протяжении всей игры.
Вот так выглядит Бумалопа
Животноводство 5 уровня позволяет приручать некоторых полезных мирных зверей, к примеру Бумалоп (требуется следить за их здравием и делать хлев подальше от складов и основной базы). Повышение уровня ускоряет сбор ресурсов с животных и увеличивает шанс приручения. Актуально с начала середины игры.
Ремесло позволяет создавать предметы на специализированных столах, на некоторые из них нужен определённый уровень данного навыка. Повышение уровня увеличивает скорость создания предмета и повышает шанс получить предмет максимального качества. Актуально с начала середины игры.
Черты характера и недоступные работы [ ]
Список недоступных работ из-за происхождения
Не стоит брать стартовых персонажей с какими либо недоступными работами, это может очень сильно повлиять на старт колонии.
Многие черты характера дают бонусы или меняют поведение/реакцию поселенцев, но многие из них дают и огромные минусы.
Противопоказанные черты характера для старта:
- Хлюпик
- Обжора
- Слабый иммунитет
- Пиромания
Рекомендуемые черты характера для старта:
- Эффективный сон
- Живучесть
- Сильный иммунитет
- Ловкость
- Сангвиник
Рекомендуемые наборы [ ]
Стоит предположить что первое время поселенец занимающийся рубкой деревьев или колкой камней вдали от базы, большую часть времени будет тратить туда, из-за этого у него не будет времени чтобы приготовить еду.
Желательные интересы и черты характера поселенцев для старта (интерес будет указан цифрой в скобках):
Повар: Кулинария (2), Животновод (1), Умственный труд(1-2), "Эффективный сон", "Сангвиник"
Фермер: Растениеводство (2), Животновод(1-2)
Шахтёр: Горное дело (1-2), Медицина(1), Умственный труд (1-2)
Боец: Дальний бой (2), Ближний бой (1-2), Общение (1-2), "Аккуратный стрелок", "Ловкость", "Живучесть", "Кровожадность"
Медик: Медицина (2), Общение (1-2), Умственный труд (2), "Бегун", "Эффективный сон", "Хорошая память", "Сангвиник"
Повар и фермер важны со старта, третьего генерируем на свой выбор.
Пожалуй, пора начать. Сценарий "Аварийная посадка". Корабль потерпел крушение, и трое людей сумели спастись, высадившись на планету. С этого момента Вам придётся выживать и создавать свою собственную колонию.
Первые шаги [ ]
Вот такую базу можно построить в скале
Для начала поставьте игру на паузу (клавиша «Space»), осмотритесь и выберите себе место, где начнёте строительство своей первой базы. Ими могут оказаться: гейзер (зачастую появляется по три-пять штук по всей карте); средняя или большая за размером гора (для постройки базы в ней же) или просто открытая территория без препятствий на ней.
Когда Вы определились с расположением, не выходя из паузы, выберите режим планирования (клавиша «I»). Нарисуйте очертания зданий: стены, мебель, аккумуляторы и прочее, а дальше возведите всё, что воспроизвели в режиме планирования, при этом доступное вам. Обычно строится несколько помещений: мастерская; кухня, зачастую скрещенная со столовой; склад(ы); поля (грядки) и личные/общие спальни.
Дальнейшее развитие [ ]
Если на колонию нападают люди из этих фракций, они будут убегать при потере 2/3 команды.
Теперь Вы знаете, как к Вам настроены другие фракции.
Красивые комнаты повышают настроение персонажей. Если колонист назначен уборщиком, в свободное время он автоматически будет убирать здание, тем самым делать его привлекательнее.
Постройте консоль связи и торговый маяк, вокруг них разложите всё серебро для покупки и вещи на продажу. Таким образом, у Вас всегда будет доступ к нужным предметам и возможность избавиться от хлама. Продавайте ненужную одежду и дорогие статуи — это хорошая возможность подзаработать.
Дополнительная информация [ ]
Важные характеристики [ ]
Распространенные типы баз [ ]
Каждый игрок должен строить по-своему, но в этом разделе написаны виды колоний, которые встречаются чаще всего. Будут описаны минусы и плюсы каждой.
Деревня [ ]
База, построенная в стиле «у каждого свой дом». Здания возведены рядом.
- Грамотно продумав планировку можно сэкономить ресурсы;
- Просторно;
- Масштабы ограничиваются лишь фантазией игрока и физикой игры.
- Такой «деревне» требуется ограничение стеной (или даже двумя), так как в неё может проникнуть кто угодно;
- Большой вред от зарниц в случае если построена полностью или преимущественно из горючих материалов (сухих гроз);
- Без должной защиты животные-людоеды без особого труда нападут на колонистов.
Вывод: новичкам лучше начинать именно с такой колонии.
Бункер [ ]
База, построенная частично или непосредственно в горе.
- Кислотные дожди и зарницы вам больше не страшны;
- Врагам придётся постараться, чтобы проникнуть внутрь;
- Состоит из невоспламеняемого камня, вследствие практически неуязвима для внешних пожаров.
- Внутренние стены следует заменить, либо отшлифовать, горные породы сильно «бьют» по уюту;
- Полы следует шлифовать, что занимает кучу времени, но даёт 3 красоты;
- Требуются опытные колонисты-шахтёры (или придётся долго прокачивать навык);
- Проблемы с жуками;
- Возможная нехватка места. Планируйте всё заранее (районы, где 80% места занимает гора, решают эту проблемы).
Вывод: решение сгодится опытным игрокам, остальным следует опробовать другие варианты.
Монолит [ ]
База, построенная в одном здании.
- Удобно
- Экономит ресурсы и место
- Устойчиво к кислотным дождям
- Позволяет лучше контролировать температуру
- Сокращает время колонистов на перемещение
- Если используются легковоспламеняющиеся материалы, уязвимо для пожаров
- Требуется непрерывный участок застраиваемой земли, что неактуально для болотных биомов до изучения водяной помпы
- Менее гибко подстраивается под местность
- Меньшая удовлетворённость колонистов в нахождении на свежем воздухе
Вывод: отлично подходит для равнинной местности.
Выживание в разных климатах [ ]
В зависимости от биома, вам потребуются разные стратегии выживания.
Холодные биомы (тайга, тундра, ледники, морские льды) [ ]
Конечно же, я бы не стал советовать новичкам начинать выживание в холодном климате, это довольно сложно, но если вы всё же решились, тогда можете начать выживание с этого:
Для начала постройте такое здание, которое не займёт слишком много времени и ценных ресурсов (например, материалом может быть древесина или каменные блоки), в нём может находится гейзер, выполняющий двойную работу - обогревание, а позже и добыча электроэнергии. В это здание необходимо перенести все вещи, за исключением тех, что находятся слишком далеко (иначе потратите много времени). При достаточно низкой температуре строить холодильник даже и не нужно, достаточно сделать крышу, под которую вы перетащите всю еду (крыша должна быть обязательно, иначе пища начнёт медленно портиться). Если вы выбрали режим "племя", то без потерь не обойтись – в начале игры вам даётся три животных, их можно перебить и пустить на мясо - тогда и запасов еды будет больше, и потребителей еды меньше.
Прохладный климат [ ]
Если температура достаточно низкая, но повышение температуры возможно, следует построить некую "холодильную камеру", которая будет работать весной и летом во время потепления, иначе еда, хранящаяся в здании, через некоторое время испортится. Достаточно сделать здание размером хотя бы 6x6 "клеток" с кондиционером или испарительными охладителями, разделочным столом и плитой внутри. Начните добывать саму пищу, которую будут употреблять колонисты (например, изучите гидропонику или охотьтесь) и добывать сталь с компонентами - если поблизости есть достаточное количество руд или обломки кораблей, можете уже начать разбирать их. Если вы поспешили и сделали кухню (холодильную камеру) из дерева, то через некоторое время вам придётся поменять стены на каменные, а двери на стальные или пластальные - это не слишком затратно, а строение станет более надёжным. Если вы выбрали сценарий "аварийная посадка" или уже успели изучить электроэнергию, тогда можете начать изучать гидропонные фермы, если ещё не сделали этого, куда можно посадить рис, ягоды или другие быстрорастущие растения. Если же у вас нету электроэнергии, начните готовить пеммикан - он портится годами (главное, опять же, чтобы над ним присутствовала крыша). Попытайтесь приручить нескольких муффало, если имеется такая возможность - они производят шерсть, которая являются достаточно полезной вещью в таких погодных условиях, а прокормить их не так уж и сложно - они едят практически всё подряд. Посадите несколько хлопковых кустов, стригите муффало и охотьтесь на животных, чтоб сделать из их шкур (или хлопка) тёплую одежду.
Тёплые и жаркие биомы (кустарниковые степи, полупустыни и пустыни) [ ]
В таких условиях выжить достаточно просто, если знать, как сделать это.
Из шкур, которые получите, делайте ковбойские шляпы и плащи, которые выполняют достаточно полезную функцию - охлаждают ваших колонистов, позволяя им переносить более высокие температуры (если лишней шкуры будет слишком много, можете продать её или сделать дополнительную одежду на запас). Охлаждать нужно не только холодильные камеры, но и все здания, так как тепловая волна может заживо поджарить жителей. Если вам посчастливиться и выпадет случайное событие, в ходе которого к поселению присоединятся курицы, то вы уже будете иметь достаточно много яиц, которые можно будет съесть или подождать, пока вылупится ещё больше птичек, чтоб получить ещё больше еды. Поскольку куры и петухи в игре считаются травоядными, и их даже кормить не нужно, если на локации растёт достаточно травы.
Хитрости [ ]
- Защиту базы облегчают «впадины», окруженные скалами (как на скриншоте), главное очистить такие от мусора, который рейдеры могут использовать в качестве укрытия. Препятствия вроде воды хоть и замедляют врага, но и замедляют передвижение колонистов.
- Множество событий происходят случайно, поэтому Вы можете перезагрузить сохранение для их изменения. (Если вы новичок вам ничего не скажут, но опытными игроками это не приветствуется, в силу значительного облегчения игры)
- При игре в «Ответственном режиме» свободная загрузка сохранений недоступна, при этом игра сохраняется только при выходе из неё. Если произошло катастрофическое событие, нажмите комбинацию клавиш Alt + F4 для прерывания игры и загрузите сохранение при следующем запуске.
Лор игры [ ]
Если же вы хотите больше узнать о вселенной RimWorld, то можете прочитать официальный лор игры пройдя по этим ссылкам:
Тут вы можете узнать много интересно, начиная от того, как человечество покинуло землю до создания сверх разумов контролирующих целые планеты.
An introductory guide for anybody who just started using or wants to use the Empire Mod in the future. Please keep in mind that the mod is in active development, therefore everything is subject to change.
Guide to Start in Empire Mod
The Empire Mod
The Empire Mod allows you to create your own Rimworld faction with multiple settlements on the worldmap, that support your colony both economically and military.
These settlements are a good way to spend all that silver that you dont need, giving you even more silver or other resources in return.
Getting Started - The Basics
There are no research or other requirements to start using this mod, so technically you can start creating your own colonies right from the get go.
The only barrier to becoming a Rimworld Superpower is silver.
Your first settlement will cost you 1000 silver, though i recommend having around 5000 on hand to upgrade your settlement and build the appropriate buildings.
Important note: The silver needs to be in a Stockpile zone or it wont be considered available for use!
Let's Get Building! - Settling Your First Settlement
In order to get started click on the "Settlement" Tab in the right lower corner of your taskbar.
This will bring up the Settlement UI.
I would recommend using the "Tax Delivery Map" Button first, to set on wich map the taxes of your settlements appear.
After you have done that, head on over to the "Colonies" Tab and click on "Create New Faction".
This will allow you to set the name, title and icon (not implemented atm) of your new founded faction.
Once you have done that you'll see that the "Create New Faction" button is now a "Create New Colony" button
Clicking on it will bring you to the worldmap where you can now choose where you want to place your new settlement:
There are two main considerations you'll want to take into account:
1. Resource Production
Your main consideration will of course be the type and ammount of resources that the new settlement can produce.
The Production Stats are influenced by both the Biome and the elevation.
Mountains are good for mining, flat land helps with farming and good luck getting wood in the desert. I would recommend specializing your settlement to produce only one kind of resource and choosing the location accordingly
2. Distance and path from the new settlement to your settlement
Both the distance between the two settlements and the terrains that connects them determines the "Travel Time".
This Travel Time affects how long it takes for your settlement to be built initially and how long taxes take to arrive at your base.
Note: Researching Transport pods will max Travel Time at 0.5 days, no matter the distance or terrain.
Making Money - Taxing Your Settlements
Now that you have build your own settlement and spent your precious resources on it its time to get something back.
In order for your settlement to turn a profit it has to start producing first.
To do that go back back to the "Colony" tab and click on the name of your new settlement.
This will bring up your colony specific interface.
On the right side you can assign individual workers to different resources.
Keep in mind that every worker costs upkeep. That upkeep cost goes up, the more workers you have assigned. The "Total $ Profit" tells you how much silver you'll get or have to pay during the next tax cycle.
Silver or Resources?
By default all your settlements will give you silver regardless of what resource they're producing.
To change that you can check the "Is Tithe" column for that resource.
This means that the obtained resources will be given to you directly instead of being counted as profit and given to you as silver.
Here for example I put all available workers into mining and turned on tithing.
Because im not getting any profits Ill have to pay my settlement 1000 silver, in return im getting whatever resource they mined for me.
You will find very quickly that your basic settlement is quite limited in its ability to give you a huge ammount of resources. In order to change that you can shift your attention to the left of the colony interface and start constructing some buildings.
These buildings cost silver and will help your settlement in different ways. From giving you more workers, to making workers cheaper, giving you more taxes or improving the resource gathering rate for a specific resource, these 4 building slots can be used to help this individual settlement.
Important note: In order to construct a building you'll have to click on the text "Click here to construct a building". Clicking on the big question mark wont open the construction menu!
Lastly you can upgrade your village. With each level it will cost more silver but in return you get extra workers to assign to your resources. It will also give you a military level wich we will discuss in the last section of this guide.
Getting the taxes
After your settlements have been billed their taxes you'll be informed via a blue letter. Once that happened you can go to you settlement tab again and click on "Bills".
Here you can pay or get your taxes. If you have to pay silver because you have a tithe set up (as seen in the picture), clicking on "Resolve Bill" will take the silver right from your stockpile. At that point the settlement will send you the resources over (same for silver).
The time till these arrive depends on the traveltime. You can check the "Events" tab to see when the taxes will arrive.
It is recommended that you put down a "Tax Spot" wich can be found in the Misc section of the architect menu. That way the taxes appear on that spot.
Important note
- The spot can be placed indoors without problems as the taxes dont appear via droppods.
- All taxes, including animals and food will appear on that spot so be wise in choosing its location.
World Politics - Setting Up Policies And Traits
In addition to the individual improvements you can make to your settlements via upgrading the settlement or constructing buildings, you can also set up Policies and traits that affect your faction as a whole.
It is free to set these up and they give some nice bonuses so theres no reason not to do it.
In order to set these up you have to head to your faction tab and click on "Policies/Traits".
From there choose your policies and apply them. Keep in mind that it takes 5 days till they go into effect. You can check the remaining time in the events tab.
To Arms - Setting Up A Military
Each settlement has a military score. This score can be increased by upgrading the town, constructing certains buildings or adopting certain policies.
This score has 3 distinct effects or uses.
1.Defending your town
From time to time you town will be attacked. You will be informed about this via a red letter. The text in that letter will tell you how strong the enemy force is.
If your own military score is high enough the defense wont be a problem and nothing bad will happen. An unsuccesfull defense however can result in that settlement loosing buildings or even a town level. Furthermore it will result in lower Happiness, Loyalty and Production for a while.
This is of course quite annoying when you have a settlement thats just starting out. You are however able to send your military from a different settlement to support the settlement thats being attacked. For that reason it is recommended that you have atleast one settlement with a high military score. In order to send your military to a different settlement click on the attacked settlement on the worldmap and choose "Defend Settlement" where you'll have the option to change the defending force.
Important note: The defending force will be replaced, NOT added to the defence.
Note: There is atleast some RNG involved here. I've had cases where I was able to beat a lvl 8 attack with a lvl 6 military force and vice versa.
2.Attacking settlements
Just like other factions can attack your settlements, you can attack theirs.
If the attack is successfull you will get some items as loot.
3. Supporting your troops
Since the last update you're able to set up an army for each settlement. The higher your military score, the more points you have available to form your army.
This will just be a brief overview on how to do that.
I would recommend watching this video from the dev himself that explains it in more detail:
Brief tutorial: Go to your faction tab and click on "Military"
This will open a new window, where you'll want to go from the right to the left.
Click on Create Units > Select a Unit > Create New Unit
From there choose weapons and apparel for that unit. Keep in mind that the availability of certain weapons or armors is dependend on research or Techlevel.
Once you have created all the units you want you can head on over to "Create Squads".
Again click on Select a Squad > Create New Squad and put in your units you created in the last step.
Note the total squad equipment cost. The ammount of coins you can spend is dependant on the military level of your town.
- Level: 0 = 500
- Level: 1 = 1000
- Level: 2 = 2500
- Level: 3 = 5000
- Level: 4 = 8500
- Level: 5 = 13000
- Level: 6 = 18500
- Level: 7 = 25000
- Level: 8 = 32500
For that click on Designate Squads > Set Squad > (Choose your Squad)
If you want to call in the military aid click on "Deploy Squad". Keep in mind that the squad of that settlement will be on cooldown before it can be called again.
Читайте также:
- Tax Base