I don't care much for efficiency in layout, really. Both of those can grow over time, so best to plan on it, leaving space for future expansion. Before I started using stacking mods, the only real consideration I felt was necessary when laying out a base was expandable cooler and storage areas. To do layouts, and you can stack the little widgets on top of one another to make a base made of concentric circles or a ring of circles or whatever. Lately I've been trying to amuse myself with wacky base designs, and I like circles. So they can work better, but mainly so they can outrun any surprise attack. And if at all possible all outside workers have bionic legs or better. Outside workers in the best civvy clothes with dusters. It does not impede their skill, only their walking speed. Not so much to kill the enemy, as to draw fire from those infernal drop-raids, while my guys scurry into a defensive position.Īll my sitting workers (researcher, cook, crafter) are in full armor all the time. Break up that 142-man raid into 10 separate 15-man microraids.ġ or 2 killboxes well inside my perimeter for the serious assaults.īase outside corners tend to have a miniturret each. Sandbags and boulderfields way out there to scatter the incoming enemy into less coherent groups, far enough out so that they don't use the boulders for cover.Ī small number of little turrets and minefields scattered out there, for same purpose. Very far-flung simple fence with trap corridor for lesser threats and to make incoming raids pathing a bit more predictable. Everything has at least a primary store, and a backup store. This goes for components, weapons, armor, wood, fuel, mortar ammo, medicines, even cloth. If an unlucky mortar strike, fire, temper tantrum or infestation eats up my component store, they will have eaten at most half, usually 1/3 of my supply. ![]() For drugs, it makes zoning and access control much easier. ![]() The fuel, ammo and drugs storehouses are not in the main base, but have their own little spot. This saves an *enormous* amount of hauling time. When my builder needs some steel, he isn't walking all the way back to base, he just strolls over to the local ministore. Tiny wood, steel, stone stockpiles all over the place. This means flat terrain, smaller number of larger rooms in a blockhouse layout, surrounded by crop fields. I tend to layouts that optimize labor efficiency. I tend to have a "general plan" for the layout, but that rarely survives an encounter with the rest of the plans Rimworld has for me. ![]() That means I have to correct for mistakes, plan around changing elements, figure out how to overcome design problems, etc. The most important thing for me is that the base's general design is something I have to develop as I play. (I have yet to build a base entirely in a mountain.)Īn "idea" base is whatever survives, is generally built organically, as the situation demands at any time, definitely not entirely "pre-planned" because that removes a nice dynamic element I have to content with, and I always tend to include a "Major Construction", project when my colony matures a bit, in the form of two heavy walls encircling the colony with turrets placed in between them and a maze of traps with a few turrets and a "firing range" there for my defending pawns. But, I don't look to them for their use as a base, just natural terrain block that I have to deal with.
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