I have been playing prison architect for a while. Because of the similar graphics I gave this Rimworld a chance 3 days ago and fell in love with it. This video was so helpful on fine tuning my game play. Thank you !!
Even if you don't have cannibal colonists remember..humans are full of meat. It's not your fault if they die from heatstroke after landing from a transport pod. Gotta do what you gotta do to survive.
I like your strategy. But for the whole power thing, I would build in a hilly area with a river going through it. It will increase your chances in the long run.
I started in the worst desert map possible but in a ruin there was 40 k wealth that I now have I can’t transport my goods to another place what do I do
Freezers are overrated. If you simply change your cooking habits from the normal 30+ meals unpause at 20 or whatever insane amount you use to 1.5 meals per colonist (round up) unpause at 1 meal per colonist this will completely remove the need for a freezer. Vegetables will last over a month inside even in hot temperatures which is enough time for 2-3 more harvests of potatoes in bad soil. Once you turn them into a meal, they last 2 days. Stockpile less than 2 days of cooked meals and you don't need a freezer. Or better yet, use a Nutrient Paste Dispenser. Seriously, this is the most overpowered item in the game.
I disagree partially. You are completely right with your arguments though! But I feel like adding some unique features of freezers: A freezer is awesome to keep large stockpiles of food. These will come in handy in case of cold snap/Toxic Fallout/Nuclear Winter and such events. Also large stockpiles of frozen food enable you to accomodate large amounts of prisoners/captives for longer periods of time.
@@Ic0nGaming Freezers are nice, but not needed until you are making meals that require meat and vegetables. Nuclear winter/cold snaps will refrigerate/freeze your food for you if it's not stored in a room with a heater. Toxic fallout hurts everyone. All the power outage events hurts freezers. As far as prisoners go, feed them the corpses of their fallen comrades. This will start an experience farm for your colonists. Combat experience putting down the extra escape events/berserk prisoners. Medical experience patching up the combatants. Construction experience repairing damaged walls/doors/items. Social experience for the extra time it takes to break the will of unhappy prisoners. (seriously make their lives as miserable as possible. If you can get them to go berserk while in catharsis, you're doing it right). If all else fails, nutrient paste dispenser. Seriously, this is the most overpowered item in the game. It takes 6 units of food for a meal, not 10 or 15 like cooked meals do. It takes less power than a stove, no food poisoning ever, no need for a dedicated cook, so that frees up a pawn in a 6+ pawn colony. you need about 3/4 of the dedicated farmers, so when your colony gets big enough that's a couple more free pawns for other tasks. It only costs you a -4 mood penalty for eating dog food, which is easily countered by a few potted plants near the NPD, or a piece of art. Even a awful small sandstone sculpture will negate it. Later on in the game (year 2ish) yes, a freezer is very nice to have so you can stockpile food especially fancy meals for that nice mood bonus when needed. It's not something you need early game at all. Seriously, try a game where you don't build a freezer until you have the advanced research bench and the micro analyzer, you will quickly learn how useless one is early on.
@@skavies2351 I disagree on a lot of things here. You should always have about 1k vegetable and 1k meat frozen in case of emergency. I've had 2-3 season Toxic Fallout followed by winter in first 2 years of playing. I had none in-door growing at the time and even with these extra supplies I got desperate enough to make some meals from human meat, simply I because I ran out of options. (another reason to store raider bodies frozen and butcher them in time of need, the debuff lasts 7 days, but it's worth it if you butcher a lot of them at the same time and maintain good mood with drugs like psychite tea) About the solar flares, you can set the coolers to -39°C or -49°C. It will not get even near -20°C by the time solar flare is over, also good when you make your freezer inside a mountain since the temperature prevents infestations entirely. Feeding prisoners with human corpses is waste of good meat and leather you could get through butchering + making them unhappy causes them to get in fist fights which can end up in permanent damages that are expensive to replace like poked eyes, shattered nose, bitten off fingers etc. Also you risk damaging good prisoners you want to recruit. Instead feed them simple meals or nutrient paste, make them nice rooms to keep them as happy as possible, also good for when imprisoning your colonist with addiction withdrawal. For those bad prisoners you can put them in cryosleep and wake them up when you are ready to take their organs, or at least take their legs so they can't join the prisoner escape event. There is so much you can do with freezers and I personally love using them. I always have 1 Freezer for unprocessed nutrition near kitchen, 1 Fridge for meals and drugs right next to diner and 1 Hospital freezer for herbal medicine, drugs and colonist bodies I intend to revive later on. I agree on the nutrient paste dispenser being good replacement for the cooking, but your cook doesn't improve cooking skill this way and training cooking takes a long time like mining or plants so it's not terrible idea to start learning it early on. You won't need to spend entire day making meals if you put all the ingredients right next to the stove and order all finished meals to be dropped on the floor, all hauling being done by useless pawns or pets. Once you learn how to do this the right way, cooking takes just few hours a day even in +10 pawn colony, especially if your cook has +% to general working speed through perks or enhanced manipulation.
@@Laireso I do agree with your comments, but I did not fully explain why I choose those options, so I will do that now. If you choose to rebut me, I will test your challenges and decide for myself. Almost none of my tactics were developed by me, they are from interactions like this and taken from youtube videos and usually changed slightly to either be better or simply to fit my sadistic needs. 1. Eventually, yes, possibly more. I do like to have 2 full years of food frozen eventually, but not in the first year. I find rushing a freezer to not be as effective as rushing geothermal, or a coms array, or whatever I decide the colony could benefit from more in the first year. I do build my first freezer at the latest before harvest on year two, or I have pemmican and call it close enough, it depends on how the colony is going. Freezers are good, but in the first year, they are highly over rated. 2. I do use drugs for mood, but I prefer to use small wooden art statues by the nutrient paste dispenser or other places that the colony goes very often as the main source of mood control. I use psychite tea, smoke leaf and beer starting when the moods are below 30% (early on) and ending up when the moods are below 70% (late game). 3. Solar flares never last long enough to matter to your food supply even if the freezer is only 1 degree below freezing. I normally set it so that it stays at or slightly below freezing when a pawn comes in and out, so typically 30 or 28 Fahrenheit, or -1 to -2 Celsius. If I did a bad job with the air lock, I may lower it a bit, but maintaining 40 degrees below freezing is a waste of power at any point in the game. 4. Will skip prisoners for now, this deserves a lot of explanation and it will be done at the end. 5. I love freezers too. I just like other things more in the first year. The value of the freezer increases over time. They truly are not very needed in the first year or two. Even my tribal plays with pemmican will have a freezer by the start of year 3, usually more than 1. 6. My cook levels up just fine on butchering animals for the NPD, making kibble and (maybe) making pemmican. Eventually yes I will have a massive human butchering fest, but that's not until my colony can deal with a massive problem without the moods dropping below 50%. If your colony is surviving on NPD meals, cooked ones are a good way to boost morale, but even a skill 20 cook with sterile tiles and all the end game stuff has a chance of food poisoning your people. A very very small one, but if one meal is contaminated, it will spread to all of them in that stack. Ok, Prisoners... I think there are 2 types of prisoners. Ones I want to keep (rare) and experience farms. The ones I want to keep I decide if they go in a colonists bedroom or the exp farm depending on how much I want them and how much I care if they pick up permanent damage. If I want them for something that doesn't matter too much, they go in the exp farm. If I want them pristine, they go in a nice cell. Exp farms are made by getting your prisoners to have mental breaks, break outs, and other problems while they are in catharsis from the last one. To do this, we are going to make their life as miserable as possible, starting with the cell. Build a 2x2 room with no floor. Put a corpse stockpile in it and fill it with human corpses. Remove the stockpile zone, and replace it with 2 ground sleeping spots and forbid the corpses. This lets them sleep in a tiny barracks in the dark, on the corpses of their friends, bonus points if the floor is also mud, but this has no game effect. It's best to only have 1 prisoner per room, the second sleeping space can be deleted temporarily to move a cell mate out. Now we feed them human corpses for the ate corpse, and raw cannibalism mood debuff along with the no table. This is sufficient for them to have a mental break while in catharsis from the last one. The more often they break, the more experience we get. We do this for the experience farm this provides. Your doctors will get to treat a lot of injuries, and will usually have a prisoner who lost the "Innocent prisoner" tag from the last mental break so you can replace limbs with sticks and remove non vital organs or other medical exp cheezes. with no risk of the colony suffering from "an innocent prisoner died" mood debuff. The doctors will get the most out of this exp farm, but they aren't the only ones. This is the best way to level up social (besides the skill syrums). You get it very slowly over time for wardening and breaking their wills. (break resistance, not recruit, unless it's a boarder line keeper). This gives your warden A LOT more time to practice when the prisoner is completely unhappy, and is the main reason to mistreat your prisoners since this is one of the hardest skills to level up. Your fighters will get much safer combat exp, a prisoner is a much lower threat of permanent injuries than an attacker, and you get the same amount of exp attacking a malnourished prisoner with 4 wooden limbs as you do with a syther, so this risk is most definitely a good one to take. You get construction practice repairing broken doors and damaged walls from the prisoner escapes and breakdowns. Once the prisoners will is broken and you have replaced or stolen all organs and limbs release them for the faction bonus for them leaving the map alive. They can come back later in a raid, which gets hilarious when 3-4 of the attackers are blind, and crippled. So yea, abuse the prisoners and spend (not waste) the human meat on experience for your doctors, combat people, construction people and social people. I love rimworld.
I have been playing prison architect for a while. Because of the similar graphics I gave this Rimworld a chance 3 days ago and fell in love with it. This video was so helpful on fine tuning my game play. Thank you !!
Nice! Haven't found the time yet to find myself into Prison Architect but very happy to see that I was able to help! =)
I love your vibe bro.
This was quite helpful, thanks for making it.
Happy to hear that! You're welcome =)
Even if you don't have cannibal colonists remember..humans are full of meat. It's not your fault if they die from heatstroke after landing from a transport pod. Gotta do what you gotta do to survive.
I like your strategy. But for the whole power thing, I would build in a hilly area with a river going through it. It will increase your chances in the long run.
Thanks! There's never just one way to success for sure
I started in the worst desert map possible but in a ruin there was 40 k wealth that I now have I can’t transport my goods to another place what do I do
Seethe and survive
@@Sierrabravo150 thanks that really helps a year later
Freezers are overrated. If you simply change your cooking habits from the normal 30+ meals unpause at 20 or whatever insane amount you use to 1.5 meals per colonist (round up) unpause at 1 meal per colonist this will completely remove the need for a freezer. Vegetables will last over a month inside even in hot temperatures which is enough time for 2-3 more harvests of potatoes in bad soil. Once you turn them into a meal, they last 2 days. Stockpile less than 2 days of cooked meals and you don't need a freezer. Or better yet, use a Nutrient Paste Dispenser. Seriously, this is the most overpowered item in the game.
I disagree partially. You are completely right with your arguments though!
But I feel like adding some unique features of freezers:
A freezer is awesome to keep large stockpiles of food. These will come in handy in case of cold snap/Toxic Fallout/Nuclear Winter and such events. Also large stockpiles of frozen food enable you to accomodate large amounts of prisoners/captives for longer periods of time.
@@Ic0nGaming Freezers are nice, but not needed until you are making meals that require meat and vegetables.
Nuclear winter/cold snaps will refrigerate/freeze your food for you if it's not stored in a room with a heater.
Toxic fallout hurts everyone.
All the power outage events hurts freezers.
As far as prisoners go, feed them the corpses of their fallen comrades. This will start an experience farm for your colonists. Combat experience putting down the extra escape events/berserk prisoners. Medical experience patching up the combatants. Construction experience repairing damaged walls/doors/items. Social experience for the extra time it takes to break the will of unhappy prisoners. (seriously make their lives as miserable as possible. If you can get them to go berserk while in catharsis, you're doing it right).
If all else fails, nutrient paste dispenser. Seriously, this is the most overpowered item in the game. It takes 6 units of food for a meal, not 10 or 15 like cooked meals do. It takes less power than a stove, no food poisoning ever, no need for a dedicated cook, so that frees up a pawn in a 6+ pawn colony. you need about 3/4 of the dedicated farmers, so when your colony gets big enough that's a couple more free pawns for other tasks. It only costs you a -4 mood penalty for eating dog food, which is easily countered by a few potted plants near the NPD, or a piece of art. Even a awful small sandstone sculpture will negate it.
Later on in the game (year 2ish) yes, a freezer is very nice to have so you can stockpile food especially fancy meals for that nice mood bonus when needed. It's not something you need early game at all.
Seriously, try a game where you don't build a freezer until you have the advanced research bench and the micro analyzer, you will quickly learn how useless one is early on.
@@skavies2351 I disagree on a lot of things here.
You should always have about 1k vegetable and 1k meat frozen in case of emergency. I've had 2-3 season Toxic Fallout followed by winter in first 2 years of playing. I had none in-door growing at the time and even with these extra supplies I got desperate enough to make some meals from human meat, simply I because I ran out of options. (another reason to store raider bodies frozen and butcher them in time of need, the debuff lasts 7 days, but it's worth it if you butcher a lot of them at the same time and maintain good mood with drugs like psychite tea)
About the solar flares, you can set the coolers to -39°C or -49°C. It will not get even near -20°C by the time solar flare is over, also good when you make your freezer inside a mountain since the temperature prevents infestations entirely.
Feeding prisoners with human corpses is waste of good meat and leather you could get through butchering + making them unhappy causes them to get in fist fights which can end up in permanent damages that are expensive to replace like poked eyes, shattered nose, bitten off fingers etc. Also you risk damaging good prisoners you want to recruit. Instead feed them simple meals or nutrient paste, make them nice rooms to keep them as happy as possible, also good for when imprisoning your colonist with addiction withdrawal. For those bad prisoners you can put them in cryosleep and wake them up when you are ready to take their organs, or at least take their legs so they can't join the prisoner escape event.
There is so much you can do with freezers and I personally love using them. I always have 1 Freezer for unprocessed nutrition near kitchen, 1 Fridge for meals and drugs right next to diner and 1 Hospital freezer for herbal medicine, drugs and colonist bodies I intend to revive later on.
I agree on the nutrient paste dispenser being good replacement for the cooking, but your cook doesn't improve cooking skill this way and training cooking takes a long time like mining or plants so it's not terrible idea to start learning it early on. You won't need to spend entire day making meals if you put all the ingredients right next to the stove and order all finished meals to be dropped on the floor, all hauling being done by useless pawns or pets. Once you learn how to do this the right way, cooking takes just few hours a day even in +10 pawn colony, especially if your cook has +% to general working speed through perks or enhanced manipulation.
@@Laireso I do agree with your comments, but I did not fully explain why I choose those options, so I will do that now. If you choose to rebut me, I will test your challenges and decide for myself. Almost none of my tactics were developed by me, they are from interactions like this and taken from youtube videos and usually changed slightly to either be better or simply to fit my sadistic needs.
1. Eventually, yes, possibly more. I do like to have 2 full years of food frozen eventually, but not in the first year. I find rushing a freezer to not be as effective as rushing geothermal, or a coms array, or whatever I decide the colony could benefit from more in the first year. I do build my first freezer at the latest before harvest on year two, or I have pemmican and call it close enough, it depends on how the colony is going. Freezers are good, but in the first year, they are highly over rated.
2. I do use drugs for mood, but I prefer to use small wooden art statues by the nutrient paste dispenser or other places that the colony goes very often as the main source of mood control. I use psychite tea, smoke leaf and beer starting when the moods are below 30% (early on) and ending up when the moods are below 70% (late game).
3. Solar flares never last long enough to matter to your food supply even if the freezer is only 1 degree below freezing. I normally set it so that it stays at or slightly below freezing when a pawn comes in and out, so typically 30 or 28 Fahrenheit, or -1 to -2 Celsius. If I did a bad job with the air lock, I may lower it a bit, but maintaining 40 degrees below freezing is a waste of power at any point in the game.
4. Will skip prisoners for now, this deserves a lot of explanation and it will be done at the end.
5. I love freezers too. I just like other things more in the first year. The value of the freezer increases over time. They truly are not very needed in the first year or two. Even my tribal plays with pemmican will have a freezer by the start of year 3, usually more than 1.
6. My cook levels up just fine on butchering animals for the NPD, making kibble and (maybe) making pemmican. Eventually yes I will have a massive human butchering fest, but that's not until my colony can deal with a massive problem without the moods dropping below 50%. If your colony is surviving on NPD meals, cooked ones are a good way to boost morale, but even a skill 20 cook with sterile tiles and all the end game stuff has a chance of food poisoning your people. A very very small one, but if one meal is contaminated, it will spread to all of them in that stack.
Ok, Prisoners...
I think there are 2 types of prisoners. Ones I want to keep (rare) and experience farms. The ones I want to keep I decide if they go in a colonists bedroom or the exp farm depending on how much I want them and how much I care if they pick up permanent damage. If I want them for something that doesn't matter too much, they go in the exp farm. If I want them pristine, they go in a nice cell.
Exp farms are made by getting your prisoners to have mental breaks, break outs, and other problems while they are in catharsis from the last one. To do this, we are going to make their life as miserable as possible, starting with the cell.
Build a 2x2 room with no floor. Put a corpse stockpile in it and fill it with human corpses. Remove the stockpile zone, and replace it with 2 ground sleeping spots and forbid the corpses. This lets them sleep in a tiny barracks in the dark, on the corpses of their friends, bonus points if the floor is also mud, but this has no game effect. It's best to only have 1 prisoner per room, the second sleeping space can be deleted temporarily to move a cell mate out.
Now we feed them human corpses for the ate corpse, and raw cannibalism mood debuff along with the no table. This is sufficient for them to have a mental break while in catharsis from the last one. The more often they break, the more experience we get.
We do this for the experience farm this provides. Your doctors will get to treat a lot of injuries, and will usually have a prisoner who lost the "Innocent prisoner" tag from the last mental break so you can replace limbs with sticks and remove non vital organs or other medical exp cheezes. with no risk of the colony suffering from "an innocent prisoner died" mood debuff. The doctors will get the most out of this exp farm, but they aren't the only ones.
This is the best way to level up social (besides the skill syrums). You get it very slowly over time for wardening and breaking their wills. (break resistance, not recruit, unless it's a boarder line keeper). This gives your warden A LOT more time to practice when the prisoner is completely unhappy, and is the main reason to mistreat your prisoners since this is one of the hardest skills to level up.
Your fighters will get much safer combat exp, a prisoner is a much lower threat of permanent injuries than an attacker, and you get the same amount of exp attacking a malnourished prisoner with 4 wooden limbs as you do with a syther, so this risk is most definitely a good one to take.
You get construction practice repairing broken doors and damaged walls from the prisoner escapes and breakdowns.
Once the prisoners will is broken and you have replaced or stolen all organs and limbs release them for the faction bonus for them leaving the map alive. They can come back later in a raid, which gets hilarious when 3-4 of the attackers are blind, and crippled.
So yea, abuse the prisoners and spend (not waste) the human meat on experience for your doctors, combat people, construction people and social people.
I love rimworld.