


Forage amounts are determined by a colonist's Plants skill. In biomes and seasons where it's possible to do so, tribes forage at a rate of 170% while traveling. Starting a stable food supply is a high priority because you start off with very little food.

Since your tribe is slow to research many projects, you may want to start soon. Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.Medical: Treating the sick and injured, which happens a lot in neolithic cultures.You need a couple heavy hitters in the ranged department, and as many who can help as possible. There are only 12 skills in Rimworld, and you'll find that you want every one. Dumb labor: Hauling and cleaning, no room for slackers.Violence: For food and (unplanned) self-defense, a "must have" for your entire starting tribe.Trait-limited general ailities you want to avoid any trait that limits these: But if you keep these goals in mind, it will be easier to only deviate from the plan for a character who really is worth making an exception. In practice, you may find yourself making exceptions for a really excellent character whose positive synergies balance out their negatives. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing.Īll the following are suggestions to keep in mind. You can spread skills across the whole party. Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios.
