![]() ![]() Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination. Each caravan is represented on the world map by a yellow icon. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule a caravan can also act as a raid squad to attack other establishments. There you can decide to throw away any item the caravan is carrying.For caravans visiting you from other factions, see Trader.Ĭaravans are a group of one or more colonists who gather together for different purposes and leave the current map tile. Once they've made it a fair distance, select the caravan and navigate to the Item tab. Simply pick a colonist that's not one of your best, load them up with tons of trash (or toxic wastepacks), and have them march far away from your base. Whenever you abandon a base, it'll leave a set of ruins behind that you can always return to later.įinally, it has to be mentioned that there is no better waste-disposal service than a 1-colonist caravan. Keep in mind that you can abandon these colonies as long as they're empty, and you have one colony left on the map. Doing this might stress your micromanaging abilities as each base will have its own raids and events. You can either use this to set up a series of smaller bases around the map or create a handful of mining camps to help refresh your Steel stockpile back at home. You'll enter a colony map for the area, and you'll be able to build, mine, craft, and research just as you would in your original colony. As long as you're far enough away from another settlement, you can order your caravan to settle where ever they are. There are also some quests involving plundering ancient complexes that will require you to caravan to the location first as well.Ĭaravans are also your only way to start another colony on the same map. You can attack those camps using your caravans to score tons of lightly guarded loot. Every once in a while you may have a quest noting that some type of camp is nearby. Trading this way also lets you buy specific items much more reliably since settlements will carry a plethora of different trade goods instead of specializing in one or two types.Ĭaravans are also essential for raiding camps and completing some quests. Once you arrive at your destination, you'll be able to trade with the settlement as you usually would with traders except using the caravan inventory. ![]() Caravans have a limited carrying capacity, but i f you include some pack animals (such as Muffalo or Alpacas) you can carry much more. To trade with a nearby settlement, form a caravan and load it up with everything you want to sell. If you've been slowly accumulating a lot of trade goods and Silver, you don't just have to wait for a passing merchant. One of the best uses for your caravans is trading with nearby friendly colonies. RELATED: RimWorld: Best Game-Changing ModsĬaravans have a bevy of uses that can all completely change how you play RimWorld. You can also give these orders when you first select the settlement. For example, if you send it to a rival colony, you'll have to select the caravan once it has arrived and choose to either attack or trade with the settlement or attack it. Once a caravan arrives at its destination, you'll likely have to give it more instructions. You can also merge two controlled caravans that are occupying the same space by selecting both of them and hitting the merge button that appears. If select this dot, you can change its destination by selecting other tiles on the map screen. Once caravans have left the colony, they'll appear on the world map as yellow dots. Once you've finished deciding what to take, the traveling colonists will pack all the necessary supplies and animals, head toward the edge of your colony, and set out on their way. The packing screen will inform you of how many days worth of food you have, including food it assumes your caravan will forage. They can either take food with them or try to forage from their surroundings as they move. Keep in mind that your colonists will still need to eat out on the road. You'll even have control of what they pack for the trip. Once you choose where you're headed, you'll be asked to put together a traveling party composed of colonists and animals currently present at the base. Next, the game will ask you to choose a destination for the caravan. Select your colony, and you'll see the option to form a caravan. You'll be taken to a world map with your colony at the center. Navigate to the World menu at the bottom of your screen. Forming a caravan can seem confusing at first, but it's relatively simple. ![]()
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