• Discandied@rimworld.galleryOP
    link
    fedilink
    arrow-up
    7
    ·
    2 months ago

    I have not finished this colony, but am burned out after a previous long playthrough. I may start a similar colony in a few months when I have the itch to play again.

    The colonists are a genotype with debuffs in all skills apart from melee and social, + have the slow study gene. They are great at melee, robust and have strong melee damage, as well as being 50% larger than an average pawn. The slaves do nearly all the actual work. Death by downed is at 50% so we take lots of prisoners and slaves are the main export and basis of our economy. I planned to give all prisoners the beautiful gene to make them more profitable, but had not quite got that far.

  • janNatan@lemmy.ml
    link
    fedilink
    arrow-up
    5
    ·
    2 months ago

    What’s the point of the empty circular rooms around the edge of the colony? Is it something to do with melee combat? I’ve never done a melee only colony.

    • Discandied@rimworld.galleryOP
      link
      fedilink
      arrow-up
      5
      ·
      2 months ago

      It’s to do with melee blocking. If raiders go through more than one door they don’t go into collision mode, which means they all pour through in a clump and force colonists defending the doorway back into the base, which can be fatal. That means it is not safe to use the entrances in the walls for melee blocking in this base, as thry have multiple doors. In the towers, however, there’s space for colonists to defend a single doorway safely, if they defend the outer door of the tower. There’s still more doors behind them, however, meaning the base isn’t protected by just one easily broken door.

      Hope that makes sense - it’s hard to explain about collision as it’s quite unintuitive.

      Edit: also I think it looks kind of cool.