RimWorld

RimWorld

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Short game jumpstart
   
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21 Jul, 2021 @ 9:14pm
1 Jun, 2023 @ 8:31am
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Short game jumpstart

Description
Technology is fully researched up to Electricity and all drug productions. Minimal key tech up to and including Starflight Basics are also unlocked - the goal being to leave almost all of the actual tree blank for you to pick from, while being able to choose from any major tech era right from the get-go.

To make the game go faster without needing to increase game speed manually, work speed is tripled, with further research speed is sped up another 10x, since that's the biggest individual bottleneck to progress (especially considering penalties to high-tech research for Tribal colonies).

9 starting pawns with enough starting food and medicine but no weapons nor starting or guaranteed map resources to make up for the previous bonuses - you will have to plan, adapt, survive and defend with whatever you can find at hand or manufacture yourself.

2 advanced components are provided that enable you to build one fabrication bench, to skip the RNG-heavy bottleneck.

Your faction will be a New Tribe.
Start with 9 people, chosen from 9.
Start with research: Smithing
Start with research: Microelectronics
Start with research: Multi-analyzer
Start with research: Fabrication
Start with research: Advanced fabrication
Start with research: Starflight basics
Start with research: Tree sowing
Start with research: Recurve bow
Start with research: Psychoid brewing
Start with research: Smithing
Start with research: Devilstrand
Start with research: Cocoa
Start with research: Greatbow
Start with research: Pemmican
Start with research: Carpet making
Start with research: Plate armor
Start with research: Long blades
Start with research: Drug production
Start with research: Psychite refining
Start with research: Wake-up production
Start with research: Go-juice production
Start with research: Penoxycyline production
Start with research: Beer brewing
The stat "work speed factor" will be universally multiplied by 3.
The stat "research speed" will be universally multiplied by 10.
The stat "global learning factor" will be universally multiplied by 10.

Start with:
-Packaged survival meal x200
-Herbal medicine x100
-Advanced component x10
5 Comments
tukkek  [author] 1 Jun, 2023 @ 8:42am 
Raised free advanced components to 10. Too many things late-game require them or have self-dependent requirements which make it a slog if you hit a roadblock.

Might reduce that amount later but I figured if I'd go higher than 2 might as well go for 10 and get all bases covered.

The free components are awkward but simpler than editing many recipe requirements.

The game has more than enough time- and resource-gates to require massive deliberate roadblocks and weird requirements to artificially extend game time for a dozen hours.
tukkek  [author] 21 May, 2023 @ 5:54am 
I have added 2 advanced-components to the initial inventory. I don't think that's an elegant solution but they are a huge bottleneck into late-game and entirely RNG dependent.

You still need plasteel and gold to produce more from the fabricaiton-bench and those feel like proper, organic bottlenecks instead - having all of the three at once sounds like entirely too much!

I'm tempted to remove the medicine to balance things off but this might break playthroughs on biomes without medicinal plants, which I haven't done in a while, so something to think about..
tukkek  [author] 2 Jan, 2022 @ 11:12pm 
I'm giving a big boost to Learning Factor now. This is mostly because on the worst-case scenario (big project, low pawn skills, no passions) researching takes forever even with multiple workbenches.

Increasing Research Speed further wouldn't be a proper solution because on best-case scenarios research is already lightning fast (maybe too fast, even) so hopefully this is a better approach.

Likely to be an on-going effort to find the proper balance between Learning Factor and Research Speed, given how rare worst- and best-case scenarios are.

Similarly with other skills, if you have some bad luck say, with Cooking, it can take many hours to get a single pawn to be able to cook second-tier meals.
tukkek  [author] 11 Nov, 2021 @ 9:48pm 
Bumped work from 2x to 3x - seems to be good enough, pending further testing on a more labor-intensive biome.
tukkek  [author] 23 Sep, 2021 @ 7:47am 
I rebalanced the work speed changes - manual labor was a bit too fast and research still way too slow. This is likely to be an ongoing process but I think it's going in a good direction!