Don't Let Your Second Colony Become a Death Trap: RimWorld Multi-Base Survival
Don't Let Your Second Colony Become a Death Trap: RimWorld Multi-Base Survival
Raise Maximum number of colonies from the default 1 (Options → Gameplay, slider 1–5). Form a caravan, skip tiles next to any settlement, then Settle. Both maps keep ticking. Raid size uses that map's wealth, not a combined total. Pack 1.6 nutrition per adult colonist per day. A camp is not a colony.
RimWorld 1.6.4871The older second-colony how-to covers mods and a long checklist. This page is the unwatched-map failure.
- Default max 1 · cap 5
- Adjacent tiles illegal
- 1.6 nutrition / adult / day
- Raids per map, not combined
The map you are not watching still ticks
Every loaded map is a storyteller target. Food falls, fires spread, and raids roll on the outpost while the camera sits on the first base. Jump with the colonist bar at the top of the screen. Starvation and missing-bed alerts scan every player home. The raid letter still fires on the map you are not looking at.
A second home does not get New Colony Optimism. That +10 for 8 days, then +5 hope for 8 days, only applies when you have no player home yet. Founding a branch while the first base still stands skips the mood cushion.
Home west, outpost east, caravan on the road
Raise Maximum number of colonies, then Settle
The game is built for one player home. Options → Gameplay → Maximum number of colonies defaults to 1. The slider runs 1 to 5. Moving it above 1 shows the experimental warning: split focus, extra events, and more CPU. You can change it in an active save.
- Move the slider to at least 2.
- On the first map, Form caravan. Send a builder and someone who can fight. See the caravan packing notes.
- Walk to a legal tile. Click Settle.
- Colonists drop in an open area of at least 600 cells (outdoors counts). Roof, beds, table, food, then a compact hub if you mean to stay.
Settle stays grey for a named reason
| Message | Cause | Fix |
|---|---|---|
| Your faction can only have one base. | Slider still at 1. | Options → Gameplay → raise Maximum number of colonies. |
| Reached maximum number of colonies. | Already at the slider value. Gravship-landed maps count. | Abandon a home, or raise the slider (cap 5). |
| Settlements cannot be directly adjacent to each other. | Neighbor tile of any settlement, including yours. | Move at least two tiles away. |
| You already have a base there. | That tile is already your settlement. | Pick another tile. |
| There are enemies in this area. | Settling an existing map while hostiles remain. | Clear threats, then Settle. |
| There isn't anybody there to claim the area. | No free colonist on that map. | Send a colonist in. |
Pack 1.6 nutrition per adult colonist per day
A baseline adult burns 1.6 nutrition per day. A simple meal is 0.9 and starts rotting in 4 days. A packaged survival meal is 0.9 and does not rot. Pemmican is 0.05 nutrition, 70 days to rot, 0.018 kg each. Four adults for five days need 32 nutrition: 36 simple meals, or 36 survival packs, or 640 pemmican (about 11.5 kg). Count the walk back.
Four adults, five days each way: 64 nutrition.
Raids hit that map's wealth
Storyteller threat points for a player home use items + half of buildings + pawns on that map. A steel dump at the mine is wealth. A tiny outpost with two pawns and a shelf gets small raids. The first fortress still gets large ones. Both can fire on the same day because each map is its own target.
A killbox at home does not cover the outpost. Put a door, a roof, and a hiding spot before you leave. Park the first rooms on a short walk like the kitchen chain: table, then stored meals, then beds.
Camp, Settle, or gravship
Settle
Player home. Counts toward the 1–5 slider. Storyteller raids from this map's wealth. Abandon drops an abandoned settlement with no map — you cannot resettle that tile.
Camp (Odyssey)
Not a colony. 200×200 temp map. Detection raid in 4 days at 1.5× points, then every 18–24 hours. Does not use the slider. Reform the caravan and leave.
Gravship landing creates a home without the Settle button, so it can pass the slider. That map still counts the next time a caravan tries to Settle. Two maps also mean two simulations. If the save stutters, see loading and sim cost.
Four tiles is close enough to cost goodwill
Settling within 4 tiles of another faction base warns you. Every 15 days the game applies proximity goodwill: −30 at 2 tiles, −20 at 3, −10 at 4, 0 at 5. Permanent enemies still sit on that curve. Biotech adds a pollution confirm when the tile is smoggy. Beds and dining on the new map still follow room impressiveness — a dirt shack is a mood hit, not a free outpost.
Inspection before you form the caravan
- Slider. Options → Gameplay → Maximum number of colonies at least 2. Cap 5.
- Tile. Not adjacent. Not occupied. Arrival area will be ≥ 600 cells.
- Food. 1.6 nutrition per adult per day, including the walk back. Survival packs for the road.
- People. One builder, one fighter, enough to keep the first map alive.
- First night. Roof, two beds, a table, stored meals. Door walk-through cells empty.
- Watch. Colonist bar jump. The outpost still gets its own raids.
Abandon, console, multiplayer
Abandon
You cannot abandon if every colonist is on that map and you have no caravan. Pawns left behind are treated as banished. The tile becomes an abandoned settlement with no map.
Empty mine
A player home with steel stacks still has wealth. Haul the ore out, then abandon, if the tile was only for steel.
Console
Use the same Maximum number of colonies slider. Adjacent tiles stay illegal. Both maps keep ticking.
Multiplayer
Official RimWorld is single-player. The slider is a local preference on that save.
Caravan, hub, kitchen, killbox
The older second-colony how-to is the enable-and-mods walkthrough. Pack the trip with the caravan page. Drop a compact hub and a clean kitchen before you leave. If you are still learning the basics, see the beginner page.