/rwg/ - RimWorld General

prime example of meme priorities right there. instead of using your brain and considering the circumstances of the game and whatever colonists you happen to have at the moment following rules of thumb will only lead to unbalanced production, some shit will get done too much and some not at all, guaranteed.

Captain obvious to the rescue. We're not giving specific advice, but a rough guideline how to generally set up priorities.

Thank you, guys. Based on your input I'm doing some changes, I'll show the edited priorities soon.

the fact that your mistake is obvious doesn't make it wrong to correct you, nor is being self aware of ones own mistake make you any less wrong for having made it.

But there was no mistake in my post. You're just being autistic to the max.

I'm glad I've never had to manage that many guys. seems like at a certain point it's just a cycle of need pawns to build and maintain a base big enough to contain lots of pawns. guess it comes in handy when enemies come knocking, but don't enemy numbers scale with colony numbers?

you gave shit advice. this sort of abstract way of looking at the game is very common for autists, and autistics being autistic will naturally follow it and suffer. your general advice might not even necessarily be wrong but it will only work in large colonies due to margins of error canceling each other out due to law of large numbers. however colonies don't start big, they start small and you have to carefully plan roles for each peon based on how you initially rerolled them, and then try to integrate new peons without changing your current system too much, just expanding on it. also if i were autistic to the max i would've pointed out earlier that you lack the information to deduce that Salamander has double passion crafting.

Actually as rough guidelines (as said) they are helping a lot. After I got the priorities by their suggestions, I'll let the colony run a bit and see if people get stuff done.

Some small changes I'll do compared with their suggestions:
* Two wardens, Trumpet and Manuel. Manuel has burning passion, Trumpet is good, Pew should be doing other stuff as bricks, and I do need two after tribal raids.
* I can use more builders due to the QualityBuilder mod - only Trigger builds.
* Repair is set up at least 4 for everyone, while raids are going on I like to micro repair.
* Since tailoring, weapon smithing and stuff like that's bills are configured to 10+ skill (except thrumbofur parkas - 15+), people who can fuck shit up won't be able to do so. So I can spare some flexibility on that.

The enemies scale, but my defences are decent-ish and this is on Cassandra Rough (I'm trying to make a 60+ people colony, so I had to reduce the difficulty). And I got so many pirate raids at the beginning that almost everyone has either sniper rifles or charge rifles.

i wasn't talking to you so shut your whore mouth. if you weren't incapable of hacking it at this shit game you wouldn't have ended up in this mess you dirty basebuilder.