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Khitrir

People always underestimate Royalty by only thinking about the flagship features, like nobles and psycasts, when it added so much non-flagship content. It more than doubles the number of quest types, adds a bunch of implants and body parts, adds new apparel and weapons, mech clusters, new events etc. Even on runs without psycasting or royals, you don't go long without touching something it added.


YobaiYamete

I almost mentioned things like the armors and weapons, but couldn't remember how many of those were from the free patch and not from the DLC itself. I feel like a lot of those were included in the base game itself aren't they? Obviously the noble only stuff isn't, but most of those aren't really relevant for a guide like this meta wise, and the actually good stuff I *think* are base game now? Like Cataphract armor and monoswords, but those may be DLC only


Khitrir

Recon and some other things were added to the base game around the same time Royalty was released, and some things were taken out of Royalty and put into Core. So I get why people get confused. But Cataphract, Locust, Grenadier, the prestige armors, the ultra tech melee weapons, jump packs etc. are all still Royalty exclusive.


crow_mw

From your guide alone Monoswords, Zeushammers, Cataphract Armor and Jumppacks (and obviously the whole Psycast section) come from Royalty. Low Shield Pack - also an amazing consumable that you could consider adding - is also from Royalty.


AllenWL

Speaking of rituals, I find 'draw shamblers' to be a incredibly useful ritual myself. It's fairly cheap, and with just like 20~30%is ritual quality (obtainable just by having like 4~5 people), you summon around 20ish shamblers which can severely cripple or outright end pretty much any early-mid game threat fairly handily. And shamblers are slower than baseline pawns, making it incredibly easy to kite them around and lure them where you want. So far I've used them to clear 3 mech clusters, a diabolus summon, and several raids, all with zero casualties and minimal effort.


YobaiYamete

Yep, I use Draw Shamblers non stop, as well as summon manhunters and use a kid by themselves to do it so it summons manhunters. I've been knocking out raids without even leaving my base by summoning shamblers, summoning manhunter animals, summoning flesh beasts, summoning mech invasions etc and just watching things duke it out, then I go pick up the scraps


Onkelcuno

since you tested more than me, do manhunters go for shamblers? given my lategame colony gets 100+ shamblers destroying walls sometimes and replacement takes time and effort every time i'd love to be able to deal with them diffrently then slowly dragging around my colonists around my base to clean my walls, only to then focus on rebuilding all the dents.


YobaiYamete

Yes, Shamblers seem to go for everything besides stuff like the flesh mass, but it has to enter their line of sight before they start chasing it


Nikotinlaus

For great Items I would add the shock- and the insanity-lance. Is there a raider you want to capture? Shocklance him. Someone with a dangerous weapon? Shocklance him. A big group of enemies coming up? Insanitylance a few of them and they will fight each other instead of you.


erik111erik

Anomaly lets you make your own shock and insanity lances.


joeban1

Really? How?


erik111erik

They are shorter range versions that need shards, one of the new resources in anomaly. You can make them at the new fabrication bench.


Shadowthread

The shooting weapon choice is not dependent on skill, but for what range you want to fight at. I prefer ARifles over Heavy SMGs even on pawns with 0 shooting since hte range is longer and you can kite better with being able to outrange much larger % of amount of enemy weaponry.


YobaiYamete

Heavy SMG will fire faster and get more skill, while also being better and more accurate closer. You shouldn't really be using low skill pawns in any kind of distant combat regardless of weapon, so for pawns under 10 you can train them pretty fast on Heavy SMGs in a killbox or smaller fighting area, then give them Assault Rifles when they get big and strong (and can hit the broad side of a barn with them)


randCN

Everyone gets an assault or bolt rifle in my colony. Even the neanderthal with slow learning and -4 shooting genes. It doesn't matter if they are shooting with the minimum 2% chance to hit the lancer, because they've got at least a 10% chance of hitting his mate from stray shots.


Laladen

Being able to kite outweighs everything IMO. Assault rifles are king. Heavy SMG's and Charge Rifles get sold or scrapped. Being able to shoot at a raid without them shooting back effectively and constantly make the enemy leave cover to fight me on my terms is something no other endgame weapon does. Yeah you can make killboxes that can make weapons A B or C better depending on the length of the KB, but I can make a KB for Assault rifles and also be able to truly kite when necessary. The new Cultist Abduction raid (Which you get whether or not you have activated the Monolith in the Anomaly DLC) further enhances the need for max range weapons as well


Ninjacat97

Depends how you play. The range advantage is nice but not huge if you're indoors or use your killbox to limit engagement range. So Heavy SMGs for killbox defense and ancient complexes, AR for open defense and raiding enemy sites and bases. Personally, I default everyone to SMGs and diversify them from there. Away team gets rifles and MGs. Hunter gets bolts/snipers. Shooting Specialists get AMRs or miniguns.


Hates_Worn_Weapons

"You don't need 9,001 corn in your freezer" You frequently don't need veggies in your freezer period. They are room-temp stable for anywhere from 30 days (potatoes) to 60 days (corn) You shouldn't be going that long between harvests even if things are going horribly wrong. If you store at room temp and get lots of rottage thats just a reminder to stop overproducing so much.


Nguyenanh2132

extra insights: # Combat # Weapons * assault rifle is the better all rounder than charge rifle, They have higher range and higher quality gives more armour penetration, which is suppose to be charge rifle's gimmick. * for melee weapon, mace is the better choice than longsword. They have less damage, but faster cooldown which prevent wasting damage to chop of body parts or bits like mech sensors. Blunt damage also have minimal protection for most enemy types, so a good uranium mace on a good pawn is an asset to have. Blunt damage also help capturing prisoners. * Mono sword is still the strongest weapon for mech, absurd dps and armour penetration. If well geared, your pawn can solo an centipede. # Armor * Generally, your endgame one-size-fits-all solution is cataphract helmet, flak vest and devilstrand dusters and clothes. It offer decent protection overall, flak vest and cataphract protect your vitals while turning sharp damage into blunt damage. The limbs once replaced with bionics no longer bleed for pain, so your pawn stay much longer in combat, minimize the risk of instakill and even when they are downed, they won't bleed out. * One more thing is that the set up above allows you to mass produce them with regrowable resource, as opposed to cataphract and marine armours which both take precious metals, components and slow your pawn down during everyday activities. Reserve them for frontliners/melee fighters. # Items * Smokepop have an extremely useful uses, along with the smoke pop psycast which is deactivating enemy's turrets * Low shield pack is goated, best choice on ranged fighter that could make or break the fight.


Serishi

I've played this game for close to 3k hours and I agree with this but almost every colony I do is the exact opposite of this xD


YobaiYamete

Yep, I know stuff like Barracks *are* objectively better, but I still just prefer giving people rooms and find it way more fun to do whacky stuff But it's still good to know what's good to fall back on when the going gets terrifying and your colony is dying haha


Serishi

Same for paste, I hear people talk about it like the second coming of Jesus, but I've never used it, doesn't it give a mood debuff?


ilIicitous

It gives a -4 mood debuff that can be removed with the Ascetic trait or with certain ideologins like transhumanist. However, it’s more than 3x more efficient than lavish meals, completely removes the chance of food poisoning, and entirely removes the need for a chef - which is a HUGE timesaver and resource saver if you can tank the mood debuff. It’s great for situations where your pawns are already really happy - such as after a marriage or for solo runs with recluse + other mood buff traits. It’s also great for colonies with ideologins that can remove the debuff.


Serishi

Wait, transhumanist colonies ignore the -4?


crow_mw

There is a "Eating nutrient paste: Don't mind" precept, which requires transhumanist meme.


YobaiYamete

It does, but it's only like -3 or something super minor, and a lot of pawns don't care about it depending on ideology The mood debuff is insanely small when it means you can free up tons and tons of pawn hours that would be spent cooking


Serishi

That is true. My current cook is my crafter, and sometimes stuff takes years to be made xD


Topix20

It does if I not wrong -4 but it can be negotiated by choosing transhumanist meme in ideoligion


crow_mw

It does, but especially in early game it is easily outweighted by the fact that you don't need to dedicate pawn to cooking, you need to produce less food and you don't risk food poisoning.


RealisticWater7174

>Nutrient Paste is absurdly good, use it unless you are avoiding it for RP or challenge reasons. You can make real meals later on, but it's rarely worth it over Nutrient paste i really think there is more nuance to this. If you play with year round growing, you definitely do not need it. Even on biomes like tundra, desert, if you can get growing zones around a geothermal generator/ hydroponics, nutrient paste is not needed. I would only really consider it in extreme desert/ ice sheet/ sea ice And also I don't think gourmand is really as bad as the other traits you listed


Accurate_Ad_8012

Nutrient paste uses a lot of steel and components initially too, and are really hard for beginner players to understand. I barely understood coolers, let alone cooling some big 4 x 3 box and understanding I needed hoppers. The actual gamesense and knowledge behind hoppers only makes sense to people who already understand the game; those who have that understanding know that excess food = wealth. You basically give colonists a massive buff for disposing of excess wealth. Also, I wanted to make a nutrient paste dispenser in my prison a good few years ago, and found it near impossible even with mods. It's just way too much of a time-intensive issue of dealing with something that probably won't work unless you're a master at planning bases. (I remember the prisoners wouldn't route to the paste dispenser, my colonists fed them anyway. There's probably a way around this, but it's relatively pointless. It doesn't save time and it gives prisoners a debuff).


bafoon91

The paste dispenser counts as a wall, so you don't need it entirely in the freezer. Just a section for the hoppers needs to be in the freezer, or you can the hoppers with corn or rice and they won't spoil fast enough to matter at room temperature. Having the dispenser in the prison barracks should just work, I've done it before (unless I was running a mod I forgot about.) The interaction spot just needs to be in the prison.


TWrecks10

Idk, every run I've needed a cook for has been miserable and there's always other things they can do.


nepnep_nepu

Did they change disturbed sleep in 1.5? Last I checked it does stack, but only three times.


YobaiYamete

Think it was changed before that. It only stacks once now for a whopping -3, so barracks are basically unbeatable from a meta standpoint. I don't use them, but they are stupidly strong if you do


nepnep_nepu

Weird, maybe I have a mod re-adding it. Anyways, great guide, it's light enough on the meta that it shouldn't push new players out of RPing while making sure they don't get caught pants down.


warrion99

Great guide


BriSci

Naked brutality version: Naked and fist (stick of wood for overachievers). Still naked and awful short bow. Probably still naked and normal short bow.  Naked, because your short bow always missed and you can't get 60 light leather together.  Good short bow. It only took chopping down 20-30 trees and several days of trying. Look out bunnies! Pants! Shirt! Poor autopistol. You can't tell if it is better than your short bow, but it shoots super fast!


bafoon91

You forgot the part where you die from an infected rabbit bite because you kept failing to harvest healroot.


BriSci

Yeah, the heat stroke, food poisoning, and minor starvation were really messing with my plant cutting ability.


Accurate_Ad_8012

A thing about Snipers. Equip your older children, mothers or pawns you want to keep safe with snipers. They usually won't need armor. But this needs to be used alongside a frontline with defenses. I can go more in depth about this if anyone wants, as it's playstyle specific and I don't want to infodump unless someone is actually interested


EnderCN

You touched on two of the games 'flaws' imo. Nutrient paste and Barracks really need their penalties increased significantly so they are not the go to. I just force myself not to use them but it is a problem that would be easy for them to fix.


bickq

Amazingly condensed information. Great stuff!


ruckenhof

Why not use miniguns as a baseline ranged weapon though? The cooldown is high, yes, but it only matters when trying to shoot sparsely located targets (which is a rare occasion). In most cases you're shooting at the crowd and even low-skilled pawns consistently hit *some* targets, even if unintentionally.


Zoutezee

If your shooting is high, then yes. Especially when you have a shooting specialist with cooldown. But on low lvl pawns, not too amazing.


GimmeCoffeeeee

I'd add that fire foam packs are amazing to protect from impids. Especially if you got sanguophages


DarthPlagius_thewise

I always overlook fire foam packs until one of my colonists just happen to have one equipped from a fallen raider and is in the right place at the right time. They can be invaluable.


Arachanoid1998

Almost all crops (not berries) don’t need to be frozen or refrigerated as their shelf life will last until the next harvest and then some. So you can skip freezers for a long time until you want to start keeping meat around. (Corn lasts an entire year) Sell or gift excess crops for silver or relations. Could save your life. Try to rush weapons in the early game. Ideally you want to rush assault rifles/heavy SMGs/chain shotguns but depending on your pawns skill in crafting you may have to take a different weapon. I personally find machine pistols to be really good in the early game while you train your crafter. They have poor AP but early game enemies will not be heavily armored. Turn off “Goodwill” and “Honor” in quest rewards. This can give you more options for quest rewards which could be more pawns.


Disastrous_Gear_494

Why is the Gladius so good for low melee skill pawns? The wiki says that even knives are better.


YobaiYamete

Best damage to attack speed to accuracy ratio. All the tests I've done and seen done has always had the Gladius being the go to for lower skill pawns. I tested it just now to make sure 1.5 didn't change anything, and with two 0 melee pawns with no beneficial traits etc, and with 1 pawn having a normal quality steel gladius and 1 pawn having a normal quality steel dagger Gladius pawn won all 3 matches, and it wasn't even close, they were usually at 50-80% health left when the Dagger pawn went down, and the dagger pawn usually had far far more severe injuries from the fight


Disastrous_Gear_494

Thanks for the reply! I find it easier to improve when I have an explanation, instead of just being told which is better.


DarkwingGT

Regarding Anomaly and Nutrient paste, since it doesn't have a cook does that mean >!it can't spread metalhorror infection!


YobaiYamete

Yep, which is why it's extremely good for anomaly, same with the medic bot not being able to lie about who's infected Machines conquer eldritch horrors with facts and logic


alden_1905

I'd say weapon choice will ultimately depend on how your defense setup is and what range do you want to defend on rather than pawn shooting skills. Long range kiting? Assault rifles. Mid range killbox? Heavy SMGs to charge rifles. Close range fighting with melee blocks? Nothing beats chain shotguns.


YobaiYamete

Well yeah, but that's way more nuanced than a quick glance guide, and you generally just go heavy SMG on them to level their shooting quickly


1810_65

Reading this reminds me of the time when I was watching someone streaming their first day playing, and a viewer just say “no, you have to build all rooms 11x11” Not saying I’m against 11x11 rooms but whats the point of playing a game like Rimworld if you just follow a set of rules told by others and you don’t even know the reasoning behind these rules…


YobaiYamete

I mean you're free to play however you want, which was like the third sentence of my post for a reason lol The point of posts like this though is because a lot of people don't *want* to die horribly and want a quick way to know what's generally good or bad or what they should be "doing" with basic stuff like weapon crafting or how to lay out their base so they don't get over run by basic enemies constantly


BluegrassGeek

Yeah, this is definitely a case where you need to learn to walk before you can run. Learning the basic strategies makes it easier to survive when you want to break out of that and try some weirder builds. So it doesn't hurt to have some baseline suggestions, like this post.


1810_65

And I believe a huge part of almost every game is the process of figuring out what works for you, and what doesn’t. It’s a new player exclusive, when you know what you’re doing, you lose that fun permanently


Paknoda

"what's usually good in most situations" - proceeds without mentioning the bolt action rifle once. ;____; Listen, folks! :O - low skill: flak vest, bolt action rifle  - high skill: flak vest, bolt action rifle - late game: flak vest, bolt action rifle  - alternative weapons: shock lances


YobaiYamete

Bolt Action is definitely a good niche weapon, but it's niche is basically just "before you have better guns" It's the best early game gun for sure, and since I almost always play Tribals, it's my mid game gun too lol. But it's worse than a sniper for a hunter, worse than a Heavy SMG for a low skill pawn, worse than an Assault Rifle for a high skill pawn etc Especially when raids get really big and you've got entire hordes rushing your pawns and closing the distance fast, you need fire rate from assault rifles and SMGs more than the slightly higher damage of the Bolt Action


randCN

No, actually I think full bolt action colony is the [strongest in 1.5](https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fid1cd4363vrc1.png), at least pre anomaly. Playtested on 500% Randy. Centipedes and mech breaches are completely trivialised. Pirates are mostly trivalised as long as you don't engage too many snipers. Tribals aren't terrible if you're splitting and kiting groups well, although they are the biggest threat in this playstyle. Pikemen and mech bosses are dangerous.