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- RimWorld Starting Colonist Guide - How to Pick Colonists [2024, 1.5+]
RimWorld Starting Colonist Guide - How to Pick Colonists [2024, 1.5+]
A straight to the point RimWorld guide that explains how to pick your starting colonists! This RimWorld Tutorial guide covers general rules for choosing pawns as well as specifics for each of the four standard RimWorld scenarios (Crash landed, Lost Tribe, Rich Explorer, Naked Brutality). You can use this and the rest of the RimWorld guides in this series as a general knowledge bank and Rimworld Walkthrough.
If you are interested in more RimWorld guides please let me know in the comments or by hitting the like and subscribe buttons. I really do appreciate it!
You can also check out more of my RimWorld Guides here: https://www.youtube.com/playlist?list=PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO
In addition, I have a ton of crazy, max difficulty, no-pause allowed challenges on the channel (both with and without mods). Here are two of my favorites:
500% No Pause Cassandra (No Mods) - https://www.youtube.com/playlist?list=PLQWnHloPSfq75G7UeRG5DP-pxVgNbFlwu
500% No Pause Randy (QOL Mods) - https://www.youtube.com/playlist?list=PLQWnHloPSfq5G3GNZ3T5xmZbO9sbmTPQR
I am also LIVE on Twitch Wednesday through Sunday! Come hang out, watch, participate, or quietly lurk! Everyone is welcome.
0:00 - Intro
0:42 - Choosing Colonists
5:03 - Crashlanded Scenario
6:28 - Lost Tribe Scenario
9:06 - Rich Explorer Scenario
10:08 - Naked Brutality Scenario
12:02 - Recap / Conclusion
12:35 - Outro
More RimWorld Guides: https://www.youtube.com/playlist?list=PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO
---------- WATCH LIVE ----------
Adam is LIVE on Twitch Monday through Saturday! Come hang out, watch, participate, or quietly lurk! Everyone is welcome.
For RimWorld content, Adam streams challenge modes of the game such as no-pause losing is fun difficulty.
---------- CONNECT ----------
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---------- THE GAME ----------
"A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more."
---------- CREDITS ----------
Channel: AdamVsEverything on Twitch
Channel Mods: count_me_out, crazycaitycat, ivaxava, phoenixhinotori, raix1122
Editor: AdamVsEverything
Game: RimWorld
Developer: Ludeon Studios
---------- INFO ----------
This RimWorld guide / RimWorld tutorial teaches:
RimWorld Guide / Tutorial - How to choose starting colonists
RimWorld Guide / Tutorial - How to pick starting colonists
RimWorld Guide / Tutorial - Which starter colonists to choose
RimWorld Guide / Tutorial - Which starter colonists to choose
RimWorld Guide / Tutorial - Starter colonists for Crashlanded scenario
RimWorld Guide / Tutorial - Starter colonists for Lost Tribe scenario
RimWorld Guide / Tutorial - Starter colonists for Rich Exploerer scenario
RimWorld Guide / Tutorial - Starter colonists for Naked Brutality scenario
RimWorld Guide / Tutorial - Best starter colonists
RimWorld Guide / Tutorial - Best starting colonists
RimWorld Guide / Tutorial - Best starter pawns
RimWorld Guide / Tutorial - Best starting colonists
#RimWorld #RimWorldtutorial #RimWorldGuide
Video Summary & Chapters
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Video Transcript
Hey everyone, Adam here with another RimWorld guide.
A quick apology for the delay on these new guides, I flipped my stream schedule a full
twelve hours and it's been wreaking havoc on my sleep schedule.
But anyway, now you know which map to play on, which storyteller you want to choose,
what the different difficulties do, all that stuff, but you're asking yourself, which scenario
should I choose and how in the world do I decide which pawns to take?
Well this guide is going to answer just that.
In this RimWorld Starting Colonist guide, I'm going to be talking about the traits,
It's skills and passions that are best for each starting scenario in order to give you
the best chance at success.
As I talk about the first scenario, I'll also go over some general advice that will apply
for every start you do.
even custom scenarios.
All right, let's get started
with the first scenario offered to you, Crash Landed.
This is your standard starting scenario
and lets you begin with three colonists who,
as the name suggests,
crash land in drop pods onto your chosen map.
In addition to the three colonists,
you'll also start with some weapons, medicine, clothes,
and a little bit of food and material, and a pet.
In the character selection screen,
you'll see three selected colonists
and 5 left behind colonists. You only need to worry about rolling 3 good pawns, and can
use the left behind spaces as a sort of storage for well rolled pawns just in case you don't
find anything better.
As you start to reroll your starting colonists there are a few things to keep in mind. The
first is that traits are more important than skills, and passions are more important than
skill numbers. This is because you can always increase a skill level, but without mods you
cannot change their traits or passions.
So as I reroll I have my eyes specifically on the traits list. Instead of specifically
looking for a set of 3 god-like traits, I'm more concerned that they have no detrimental
traits. You can see my tier list of traits in an upcoming video, but for now just try
to make sure they do not have something that will decrease mood for themselves or other
colonists or decrease the amount of work they can do, like slothful or gormond.
Once you've landed on a pawn with no flat out negative traits you want to look at their
capabilities.
Sometimes these are an extension of their traits or backstory, but not always.
At this stage of the game with only three people we want to make sure that no one is
incapable of violence or dumb labor.
It's also a smart idea to make sure that you have some people that can fight fires.
Now, we will look at health and age.
Basically, you don't want to take anyone with existing health conditions.
There are some small caveats to this, for instance, taking someone with a painful scar
on their torso who's a masochist, but in general we don't want to see any pre-existing
conditions.
If the pawn has tons of great stats and traits, we may make an exception, especially if it's
something we can fix before mid or late game and doesn't slow the colony down much, such
as a cook or researcher with a peg leg.