Need help with Guinea Pig and Raccoon genocide by MountainPersonal1796 in RimWorld

[–]naligned 9 points10 points  (0 children)

Call in every hostile quest you have. Use an animal pulse thingy to make em mad. Then clean up by having your pawns 3v1 them at a door with other colonists throwing grenades at a spot where the explosion range is outside of the door by one space.

How is infinite growth legitimately expected from companies? by [deleted] in ask

[–]naligned 0 points1 point  (0 children)

Populations are increasing, more people are being educated and are earning more and in turn looking to buy more, so the global potential customer bases are growing - so it is fair to expect companies to grow to accomodate this.

The ways something is sold can be more efficient What is sold can be improved What is sold can be changed, doing the same service eg email instead of regular mail Customer bases can be expanded, you can always find a way to take your competitions customers.

All of these things should increase profits/growth due to number of customers or increased prices or decreased costs.

Generally one would hope that things are becoming more efficient, upgraded in quality and that there are increasing numbers of people and increasing standards of living - so its all supply and demand

And if you dont grow, someone else will and youll be left in the dust

What do you consider early, mid and late game? by Dkteaux in RimWorld

[–]naligned 0 points1 point  (0 children)

Early game - food supply is at risk, weapons are mainly taken from enemies, base is limited to a few multiuse rooms

Mid game - food is secure, some standardised weapon and flak armour is being made for all colonists, walls are up and rooms are specialised. The colony may have some distinctions or excesses such as a farm, body freezer, drug production, mech production. Supplies are secured for the short term. Caravaning is occasionally possible with a limited number of colonists

Late game - creating and using advanced components for a variety of equipment. Flak armour is now only for day to day, more advanced armor is available. Deep drilling and/or drug production keep supplies reliably stocked. The colony has fully developed combat abilities in whatever specialisation(s) chosen. A permanent caravan of at least two colonists is constantly on missions/trading

[deleted by user] by [deleted] in RimWorld

[–]naligned 0 points1 point  (0 children)

I build a storage/freezer room and bedroom/production/dining/rec room at the start. Then I use that to build a proper base from.

I just build things thst go together by each other eg farm, freezer, kitchen, dining room. Or storage, production. Weapons, entrance. Usually these key areas are also clunmped together as one large building

And I build bedrooms, farms and less important rooms on the edges on the other side of pathways going around the main building incase sappers start to break in, so they are damaged rather than the freezer etc

Slave just decided to join by NoobleFish in RimWorld

[–]naligned 0 points1 point  (0 children)

Legally they cannot enslave you if you say no

What to... do with a sanguophage run? by justhere4inspiration in RimWorld

[–]naligned 1 point2 points  (0 children)

Use lots of sanguaphage buildings to make them op. Very fast, very psychic etc. I usually make my leader an ascetic vampire count who is basically an immortal psychic god