The New Wanderlust update (alpha 16) for #RimWorld added a new game ending. The website it reads:
New game ending: A friendly person offers a ship, but it is distant, across the world map. If you travel there, you can escape the planet and complete the game. But, traveling there will take a long time and you’ll need to stop at various points to build up supplies or solve problems.
With the new ending comes the ability to form caravans and travel around the world map, which has now become spherical like the real Earth instead of a 2D map. The world also has camps and bases that belong to different factions. You can go to these places to meet, trade with or attack their inhabitants.
It also added a day and night cycle to the world map, and factions can now have multiple bases. Note however that by default, your bases are limited to one for game balance and performance reasons, though you can change this in the options menu.
The new ending of the game is shown on the map by a flag. If you can make it to this flag — which is always far away from where you start, you will trigger the “successful” ending.
You may want to travel for various reasons;
- To explore new regions of the map
- To gain more resources as you may have exhausted your own
- To get better prices when trading with other colonies
- To pillage and destroy other colonies as well as steal prisoners
- To change biomes or avoid a harsh season like winter
- To find foreign animals that you can bring back to your base.
- To build forward bases closer to the ship, triggering the new ending to the game
Caravans are the group of colonists, prisoners and animals that you're traveling around with, plus your supplies.
When you form a caravan, you can choose any of the colonists, animals, and even prisoners to join you, though you do not have to take all of them. You can even travel as a lone adventurer.
Once you give the command to form a caravan, the colonists will prioritize forming the caravan ahead of everything else, ignoring their own needs even to the point of ruination. It does take time to gather supplies, especially if you are accompanied by load carrying animals, so make sure their needs are met before starting this endeavor.
You can then travel around the world by right clicking on the area you want you move to; a line will then appear indicating the optimal route for speed. The world map is composed of a series of 6-sided tiles, much like Civilization hexes.
Caravans can also be used to settle your colony in order to create a new base. If you already have a colony, you will need to have set the maximum you are able to have, via the options menu, to a greater number than the default of one. You can potentially have up to five colonies if you adjust the settings. You can also allow your caravan to re-join your old colony if you wish.
Along the way, you can choose to split up your caravan and its resources, as long as there are two or more colonists to lead the two new groups. If you change your mind, you can later merge your caravans after they have been split, provided they are close enough to each other.
When you reach a friendly faction outpost, you are able to initiate trade with them by clicking on the trade button. This will open the trade dialog window. Some faction bases have particular commodities they deal in, some have more stock and some have better prices than the traders who come and visit your colony.
It is advisable to research some of the new items that came with this update before you begin your journey. If you research the transport pod launchers and transport pods, you may find it much easier (and certainly faster) to travel long distances.
Each pod is a one-time use item that must be constructed on a pod launcher, and can hold up to 150kg. Their range is dependent, up to a maximum of 66 tiles, on the quantity of chemfuel you have put in them. The pods let you launch their contents such as items, people, or animals, across the world map and over intervening harsh terrain like an ocean or a mountain range.
Thee pods can be targeted on empty world tiles, so that you can send a caravan of people and gear farther across the route by resupplying them en route. You can group the pods together by shift clicking, or, by dragging and selecting multiple pods for simultaneous launches.
You could even launch transport pods with the required materials to make them, so your colonists can produce more transport pods, thus chaining them some distance before exhausting the supplies.
It’s also worth noting that they can be directed at enemy faction bases, so you can perform a drop-in style raid and attack on top of their base! If you are war-hungry, you could even use the pods to bring more supplies to an ongoing siege to help your colonists out.
When attacking an enemy base, I’m sure that medical supplies, mortar shells, weapons and armor will never go amiss! You can also use them to reinforce a weaker caravan with extra soldiers! With all these capabilities, it is useful to have a couple of these around at your main base in case you get stuck along your journey.
Deciding what to bring
You are only able to take a limited amount of food, which is of course important for survival. Your caravans’ ability to carry items is based on the item weights, and the sum of your colonists, prisoners and animals carrying capacity. Your colonists will automatically eat the food when necessary.
Before you choose what supplies you will need to take, you should carefully consider how much weight you have to play around with.
- Colonists can carry 35 kg each, but that is including everything they're already equipped with.
- Dromedarys can carry 66.5 kg each.
- Muffalo can carry 70 kg each, as long as they travel with you.
This makes taking animals with you very useful and tempting.
They also produce hair and wool, which can be used to make clothing items to keep your colonists warm during a sudden cold snap or winter. I would suggest bringing a few load-bearing animals along with you, so that you can keep warm and carry a lot more stuff. If the going gets really rough, you could kill off your animals for food, or to increase the rate of travel.
You should also pack quite a bit of combat gear in case you are attacked by an enemy faction, as well as medical supplies. If it's a long trip (or a rough time of year) you should pack some warm clothes. Don't wear these right off the bat, as certain items of clothing and armor will slow you down if worn, so it’s up to you to decide what is appropriate.
All of the relevant stats for the items, including movement impairment, can be found by clicking the "i" button on the items.
Valuable items, such as silver and gold, will be perfect for trading. Depending on the nature of your expedition, you might consider selling off anything you don’t want prior to the trip and spending the money on extra food. If there is no one around to sell it to, you can either pay 300 silver to request a trade caravan from a local tribe using the communications console, or take it along with you for potentially better prices.
You will want to see the speed of the animals and people that you take with you on this adventure. The speed you travel at is based on the slowest person, prisoner, or animal in the group. Many different factors can impede your journey when it comes to who you bring along.
The following things can slow you down:
- Pregnant animals
- Any person or animal that is injured or maimed
- Anyone wearing armor or clothing that inhibits move speed (like power armor or parkas)
- Young animals. Their speed varies depending on their growth stage: Fully grown(100%)>Juvenile(90%)>Baby(50%).
In addition to the people you bring, the terrain you are traversing will also modify your speed. Traveling across biomes that are sea ice or rainforest will make your speed sloth-like, while other less problematic environmental factors such as hills will slow you to a lesser degree. Some terrain, such as an ocean, is impassable except when you use of transport pods that bypass them.
Once you have started your trek across the world, you can abandon colonists, prisoners and animals along the way by click the red X. You might feel the need to do this if they are wounded and slowing you down, and it’s taking too long to reach the destination.
The game provides you with information on the current travel speed, the estimated time until arrival and the amount in days worth of food you have remaining. This can be found in the bottom left of the screen when the caravan is selected.
On the journey
You are able to plot your route through many different lands and faction bases, or, in a way that avoids everything around you. This will help shape your adventure, but you're not tied to your current destination and can change it at any time.
You can watch your caravan move along this path, but will not be able to do anything with your caravan until an event occurs or they reach a base. You can also start playing with them again by settling them on a tile (if you are able to have more than one base).
Don’t worry though, while your caravan is moving you can switch back to your main base if you have left one behind, and take care of your colonists there. You will be updated in the top left of your screen on any events that happen to your caravan while you are not actively watching it.
Events also occur while traveling when you aren’t actually at a base, camp or specific location. These events are random, like an ambush or another caravan looking to trade. If you are being attacked, the game will generate a random map to fight on. You cannot leave this map until you defeat all of the enemies or cause them to flee.
As I said, stay well-armed, as these events can be quite deadly. In my experience, the enemies I have come in contact with are usually more numerous and well-armed than I am.
The journeys are long and harsh if you are looking to relocate far away from your main base, or trying to make it to the end point. I would suggest setting up a series of smaller bases and spending some time in the new areas along the way as opposed to just taking one long trip to the end. If you wish to succeed on a lengthy trip then preparation, planning, animals, a ton of food and the occasional detour to trade are essential. If you want a head start, try using the transportation pods, but remember to put colonists in them!
If you're able to make the trek to the end flag that denotes an alternate way to end the game, an AI awaits to give you passage off the world.
It's up to you to take up his offer and make it to this flag alive! Good luck, you'll need it.