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đ Biomes & Terrain
đī¸ Biome Difficulty Ranking Essential
Your starting biome directly determines your game experience. Here is a ranking from easiest to hardest, based on beginner-friendliness.
| Biome | Difficulty | Characteristics | Verdict |
|---|---|---|---|
| Temperate Forest | Trivial | Year-round or long growing season, abundant wood and animals, moderate temperatures | Best for beginners |
| Arid Shrubland | Trivial | Year-round growing, fewer trees but enough, hot but survivable | Second pick for beginners |
| Tropical Rainforest | Easy | Year-round growing, extremely rich resources | High disease rate (malaria/sleeping sickness), need a good doctor |
| Boreal Forest | Medium | Short growing season (20-30 days), cold winters | Need heating + greenhouse, plenty of wildlife for hunting |
| Swamp | Medium | Fertile soil + year-round growing | Difficult to build on, high disease rate, slow movement |
| Tundra | Hard | Extremely short growing season (10-20 days) | Barely any farming, rely on hunting and trading |
| Desert | Hard | Hot year-round, but no wood, no animals, no fertile soil | Every inch of arable land is precious |
| Extreme Desert | Very Hard | Almost no plants or animals | Survive on cannibalism + trading |
| Ice Sheet | Very Hard | Perpetual winter, no growing season | Survive on cannibalism + geothermal greenhouse |
| Sea Ice | Hell | Nothing at all, not even stone | Pure masochism |
đ Biome Difficulty Spectrum
See at a glance each biome's survival difficulty, growing season, and temperature range.
đēī¸ Terrain Type Selection Guide Essential
Besides the biome itself, the map's terrain elevation is just as important. Pay attention to these options when choosing your landing site.
| Terrain Type | Advantages | Disadvantages | Best For |
|---|---|---|---|
| Flat | Easy to build, unlimited expansion | No natural cover, exposed on all sides | Great for beginners learning base layout |
| Small Hills | Some hills to mine and take cover behind | Not enough mountain for a fortress, low infestation risk | Good balance |
| Large Hills | Plenty of mountain for natural walls | Moderate infestation risk | Recommended for intermediate players |
| Mountainous | Almost all mountain = strongest defense | Frequent infestations + time-consuming mining | Best for fortress builders |
| Coastal | Ocean on one side = one less direction to defend | No resources on water, takes up map space | Great combined with mountains |
đĄ Starting Recommendation
Beginners: Large Hills + Temperate Forest = the safest start. Mountains, trees, fertile soil â offense and defense in one package.
Beginners: Large Hills + Temperate Forest = the safest start. Mountains, trees, fertile soil â offense and defense in one package.
đ Hidden Factors That Affect Your Choice
Many beginners don't realize these details are what truly determine whether you survive the early game.
- đǍ Stone Type: Granite > Limestone > Sandstone > Slate â wall durability varies by 3x. Granite walls have 1000 HP, Slate only 330 HP. Check what stone spawns on your map before settling.
- đą Soil Fertility: Regular soil 100% / Rich Soil 140% (dark green patches, prioritize these) / Gravel 70% (only good for haygrass). Scan the map for dark green soil before planning your fields.
- đŋ Marble vs. Sandstone: Marble has +1 beauty (great for sculptures and floors), Sandstone is the fastest to mine. Early game with limited labor, go with sandstone.
- đ Rivers: A river means a natural speed bump for enemies plus watermill generators (stable 1100W clean power). But rivers take up map space and can split your base â plan ahead with bridges or choke points.
- â ī¸ Ancient Dangers: Don't break into those ancient structures (pale gray walls) right away. They might contain dormant mech clusters that will wipe out an early colony. Wait until you have guns and armor.
- đ¤ī¸ Roads: A road passing through your map means more frequent trade caravans. Settle near roads â trade routes determine whether you survive the winter.
- đ Latitude: Closer to the equator = hotter, year-round growing. Closer to the poles = colder, even permafrost. Check the latitude lines on the world map before choosing â don't blunder into an ice sheet unknowingly.
đĄī¸ Seasons & Temperature Survival Guide Must Learn
RimWorld's weather and temperature mechanics are where beginners most often crash and burn. Understanding them in advance is key to surviving them.
| Weather Event | Effect | Threat | Countermeasure |
|---|---|---|---|
| Heat Wave | Spikes temperature +20°C | Pawns get heatstroke, can die indoors without AC | Passive cooler (needs wood) + cowboy hat + restrict work hours |
| Cold Snap | Drops temperature -20°C | Crops freeze, pawns get frostbite | Campfire + parka + indoor farming (hydroponics or greenhouse) |
| Volcanic Winter | Global cooling -10~-20°C, lasts months | Crops grow extremely slowly, solar panel efficiency drops | Stockpile food early + geothermal power + supplement with hunting |
| Toxic Fallout | Map-wide toxic fallout, outdoors = poisoning | Can't go outside, animals die, plants wither | Everyone stays indoors + rely on stockpiles + build roofed corridors between buildings |
â ī¸ Extreme weather events can stack
Cold Snap + Volcanic Winter can reach -60°C. Stockpiling food and wood in advance is critical â don't wait until it hits to prepare.
Cold Snap + Volcanic Winter can reach -60°C. Stockpiling food and wood in advance is critical â don't wait until it hits to prepare.