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
Ever wondered if you should build that second base in RimWorld? Yes, it's possible – and this guide will show you how to do it without losing your mind (or your colonists). We'll start with a Quick-Start tutorial for the eager, then dive into detailed strategies, DLC nuances, and mods that make multi-colony management easier. If you're new to RimWorld, make sure you've mastered the basics with our beginner's guide before attempting multiple colonies.
Quick Answer:
You can establish a second colony by increasing the "Max number of colonies" setting (default is 1) and then sending a caravan of colonists to [Settle] a new site on the world map. This lets you run two bases at once. It's great for expanding your resource production or challenges, but be prepared for double the events and micromanagement.
Fast Facts & Recent Developments
- Multiple Colonies are Off by Default: By default, RimWorld limits you to 1 colony at a time for performance reasons. You can change this in the Options -> Gameplay menu by moving "Maximum number of colonies" up (max 5).
- Performance and Difficulty: Running two colonies is essentially running two maps simultaneously – it can tax your PC and your attention. Players report the game doesn't crash with 2-3 colonies, but it will run slower and requires a lot of pausing.
- Recent Patches: The 1.4 update (Biotech) added an option for mechanitors to bring their mechanoids when leaving a map. And 1.5 (Anomaly, Apr 2024) introduced a "Create new wanderers" feature if you lose all pawns.
- Community Consensus: Most players say only start a second colony if you have a specific goal (e.g. a mining outpost) or you're up for an extra challenge. Mods like Outposts and Set Up Camp are very popular alternatives.
Quick-Start Guide: How to Create a Second Colony
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Enable Multiple Colonies in Options
Open the Options menu, go to Gameplay, and find "Maximum number of colonies". Increase this slider to 2 (or more, up to 5). You can do this from the main menu or in an active game.
RimWorld multiple colonies interface concept - this is what managing multiple bases looks like!
By default it's set to 1 – you must change it, because RimWorld will not let you settle a new base if you're at the limit. -
Pick a Good Location
Switch to the World Map and evaluate nearby tiles. Decide why you want a second colony:
- If it's for mining resources, find a mountainous tile
- For farming, maybe a year-round growing zone
- For strategic positioning, perhaps a spot closer to friendly factions
Avoid settling right next to your current base if you want both to get separate trader visits. -
Form a Caravan with Colonists and Supplies
At your original colony, click "Form caravan". Choose 2-5 colonists who will pioneer the new base. Send at least one good builder and someone who can fight.
Recommended Supply Checklist:
Item Quantity Purpose Survival Meals 10+ per colonist Food while establishing farms Medicine 10-15 Emergency treatment Components 10-20 Power and workbenches Wood/Steel 100+ units Initial construction -
Caravan to the New Tile
Select the world tile you want and choose "Settle" (it becomes clickable now that you raised the colony limit). Confirm, and the game will generate a new map for Colony #2.
Congratulations – you now have two colonies! 🎉 -
Establish Basic Shelter & Security
On the new map, quickly set up a shelter. You brought wood/steel – use it to build a small house or even a quick barracks. Get some beds or bedrolls down so your people don't sleep on the ground.
For defense, even a couple of traps or a single turret can save you if a raid hits Colony B while you're busy elsewhere.
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Monitor Both Colonies
Now you'll notice on the top of your screen, you have two colony name tabs. You can click those or use keyboard shortcuts (<> keys by default) to swap between colonies.
Important: Pause (spacebar) when switching your focus, especially if one base is mid-crisis. -
Establish Supply Lines
Eventually, you'll want your colonies to support each other. Set up a caravan route or drop pods to send goods. For example, if Colony B is a mining outpost, periodically caravan the mined steel/plasteel back to Colony A. For detailed caravan management tips, check our caravan trading guide.
You can also use transport pods for one-way deliveries (later you can research pod launchers on both ends for round-trip).
Should You Build a Second Colony? Pros, Cons and When to Do It
Benefits
- Access to New Resources/Biomes: Mine resources unavailable at your main location or grow crops in different climates.
- Strategic Positioning: Forward bases for raids, closer to quest targets, or better trading positions.
- Population Management: Split colonists to divide wealth and face smaller raids individually at each colony.
- Redundancy: If one colony falls to disaster, the other survives (not a total loss).
- Increased Trading and Events: More opportunities for trade caravans and story events spread across multiple locations.
Challenges
- Micromanagement Hell: "Playing multiple instances of the game at once" – doubling your management burden.
- Simultaneous Threats: Possibly dealing with raids or disasters at both colonies at the same time.
- Little Gain for More Effort: Without a clear purpose, you might split resources for no real advantage.
- Performance Lag: More colonies = more pawns, more pathfinding, more active maps. The game simulation load increases.
- DLC Complications: Ideology roles, rituals, Royalty titles, and Biotech mechanics add extra complexity across multiple bases.
Rule of Thumb:
Start a second colony only when your first colony is stable – you have surplus food, decent defenses, and can afford to send away a few colonists and supplies without jeopardizing Colony A. If Colony A is still struggling, fix that first; two struggling colonies will just be twice as hard. For tips on optimizing your main base layout and room quality, check our room impressiveness guide.
Managing Two Colonies: Tips and Tricks
Divide and Conquer (Roles for Each Colony)

An example RimWorld colony layout with labeled zones - proper organization is crucial for multi-colony success!
One effective approach is to specialize your colonies. Give each colony a distinct role so that you mentally compartmentalize tasks and resources:
Resource Colony vs. Main Colony
Your original base remains the "main" – with your primary housing, storage, high-tech research, etc. – and the second colony is a resource outpost.
Economic Hub vs. Farming Village
One colony focuses on cash crops/animals while the other handles industry (weapon manufacturing, research). They trade with each other frequently.
Pro Tip: Name Your Colonies Clearly
Instead of "Colony 1" and "Colony 2," name them "Mount Silver (Mining Camp)" and "Riverdale (Main Base)." When a raid letter pops up, seeing the name with the role can immediately remind you which colony's which.
Time Management and Attention Splitting
Pause is your best friend. In two-colony play, you'll need to pause frequently to manage events and switch contexts.
- Alternate Focus in Chunks: Spend a game-day or two focused on one colony, then switch. Don't feel bad about playing slower.
- Leverage Alerts & Letters: The game will alert you if something major happens in either colony. Make it a habit to read the colony name on alerts.
- Synchronize Critical Moments: When one colony is in a full combat situation, consider pausing the other colony's activities by drafting everyone.
- Use Zones and Schedules: Restrict pawns to safe zones in the colony you're not actively watching to prevent accidents.
Colony Defense and Security Strategies
Independent Defense
Each colony should be able to hold its own at least for a short time. Even a single turret or a couple guard dogs can make a difference.
Wealth Control
Keep your second colony's wealth low. Don't leave gold or art or tons of silver sitting there. The colony's wealth influences raid size.
Emergency Retreat Plan
Always have an exit strategy for each colony:
- For an outpost: maybe a pack animal with beds and food ready so if needed they can caravan out instantly.
- For main base: drop pod to send non-combatants away if overrun.
- Abandon colony option (from world map) – if 50 raiders show up and you know you can't win, just bail.
DLC Considerations: Ideology, Royalty, Biotech
Ideology DLC
Leaders & Roles
Only one leader, one moral guide, etc. per faction ideology. Solution: either live with one colony not having a leader present or split ideologies.
Ritual Buildings
You might have to build two churches, two ritual rooms, etc., unless you transport folks for ceremonies. Each colony needs its own ritual spots, altars, etc. to avoid "no altar" debuffs.
Royalty DLC
Multiple Nobles
You can have nobles in different colonies with no issue. The only hitch is you need appropriate throne rooms for each. Married nobles can share a throne room which helps if they're in same colony.
Royal Aid Across Colonies
If a noble in Colony B calls for aid (troopers or aerodrone strike), it only helps Colony B. But note: the favor cost or cooldown is global, so your noble in Colony A cannot call aid if the one in B just did.
Biotech DLC
Children
You might centralize childcare in one colony – perhaps the safer or more resource-rich one. Note that a parent away from their infant gets a mood debuff ("Separated from child").
Mechanoids
Each mechanitor has a range limited to their map. The 1.4 patch gave a prompt to set mechs to escort (follow in caravan). ALWAYS do that if taking a mechanitor to another colony. For more on Biotech's advanced systems, see our archite capsules guide.
Summary: Each DLC adds complexity that multiplies with colonies. It's manageable, but you have to recreate certain facilities and roles or decide to centralize them. RimWorld doesn't impose a fixed way – it just gives you the problems and you figure out solutions.
Using Mods and Tools to Simplify Multi-Colony Play
Vanilla Outposts Expanded
The star mod for multi-colony enthusiasts who don't want the micromanagement. Updated for RimWorld 1.5 as of Aug 2024.
How It Works:
In VOE, you don't actually manage a second colony map constantly – you send a caravan to found an outpost. That outpost yields resources over time based on how many and what pawns you assigned.
- Resources are periodically sent to your main base
- If attacked, a temporary map is created for defense
- Great for benefits without micromanagement
Set Up Camp (SYR)
This mod is all about temporary camps for caravans. It spawns a small map which lasts as long as you want (or a limited time if you set).
Perfect For:
- Quick mining expeditions
- Hunting during long caravan journeys
- Creating temporary forward bases
- Salvaging from map sites without permanent settlement
Empire Mod (VFE – Empire)
For those who want the full multi-colony experience with added depth. This mod (recently updated in 2025) lets you claim multiple settlements and introduces an entire faction system.
Features:
- Manage tax income
- Defend territories
- Assign governors
- Almost turns RimWorld into a 4X strategy game
Tip for Using Mods Carefully:
If you already started a game and built a second colony the vanilla way, switching to a mod mid-run (like enabling VOE) is possible but you shouldn't "convert" an existing colony into an outpost easily. Better to decide on mods at game start if possible.
Real Player Anecdotes: Multi-Colony Stories
The Isolated Mining Camp
One player, WhiteRider, shared how they set up a one-man mining colony a couple tiles from their main base. They sent a miner to live in a tiny hut scavenged from an ancient ruin, just to mine steel for the main colony's hydroponics.
It worked great for a while – until a manhunting pack of terrifying genetically-modified creatures hit the mining site. The lone miner barricaded in the shed for days, while back at main base they scrambled to send help. They hired mercenaries via Comm Console using the Royalty permit system, saving the miner just in time.
Moral: Be prepared for things to go wrong simultaneously. Without those hired mercenaries (a creative solution), that story could've ended in tragedy.
Forward Base Gone Wrong
A player set up a small second colony specifically to serve as a launch point for attacking a nearby pirate base. They left just 2 colonists there with some defenses. The raid on the pirates went fine, but while their main attack force was away, that little forward base got a surprise mechanoid cluster drop on it.
Those two colonists couldn't handle multiple mechanoids waking up. One died, the other fled in a shuttle back to main. The forward base was lost. However, because they evacuated, the wealth lost was minimal (they purposely didn't store much there). They later returned with a bigger force to clear the mechs and re-settled the outpost.
Moral: If you make a military outpost, defend it or be ready to lose it. Sometimes you have to cut and run; that's okay as long as your people survive.
The Archipelago Experiment
A more unique case: a player with a mod that added many small islands world map did a "multiple small colonies" run – essentially each colonist had their own tiny island base, specializing in something, trading by boats (mod).
They roleplayed it as an archipelago colony network. It actually worked because each mini-colony had 1-2 people and low events, and the mod facilitated easy transport. The main issue was sheer slowness of swapping to 4 different maps all the time. They said it was fun but very slow-paced.
Takeaway: RimWorld can support even unusual multi-colony scenarios, but the more you add, the more patient you need to be with the pace.
Action Steps Recap
Patch History: How Multi-Colony Support Evolved
Alpha 16 (Dec 2016)
Multiple Colonies introduced! Before this, you could only ever have one colony active. A16 raised it to up to 5 by player option.
Beta 18
Adjusted events so that abandoned colonies leave a permanent "Abandoned faction base" marker to prevent re-settling exploit.
Version 1.1 (Mar 2020)
Royalty release added new mechanics affecting multi-colony through throne rooms, titles, etc. Also added the Shuttle system helping to transfer pawns.
Version 1.3 (July 2021)
Ideology added complexity: roles and rituals across colonies became a consideration. Update 1.3.3117 made multi-ideoligion colonies more viable.
Version 1.4 (Oct 2022)
Biotech release added the escort mechanoids prompt when mechanitor leaves map, a big QoL fix for mechanitors managing mech armies across colonies.
Version 1.5 (Apr 2024)
No explicit multi-colony feature changes, but performance optimizations and the search bar (hotkey Z) for items on map was added, which helps find things across each colony map quickly.
Mods Evolution
By 2023-2025, mods like Vanilla Outposts Expanded (2021) and Set Up Camp became stable and widely used, essentially forming an alternate patch history for multi-colony gameplay in the mod scene (e.g. VOE updated in Aug 2024 to work with 1.5).
Frequently Asked Questions
How many colonies can I have in RimWorld?
By default, RimWorld limits you to 1 colony, but you can increase this to a maximum of 5 in the Options menu under Gameplay settings. The game warns against using more than one for performance reasons, but most modern PCs can handle 2-3 colonies without major issues.
Do events scale separately for each colony?
Yes, each colony has its own wealth, population, and threat counter. This means raids at each colony are scaled to that particular colony's wealth and population, not your total faction. You can get separate raids at each colony, potentially at the same time.
What happens if I abandon a colony?
When you abandon a colony, it leaves a permanent "Abandoned faction base" marker on the world map. You cannot re-settle this exact spot. If there are colonists present when you abandon, they'll form a caravan automatically. Any items left behind can be recovered by visiting the abandoned site later, though they may deteriorate over time.
How do I share resources between colonies?
Colonies don't share inventories automatically. You must physically move items via caravans (slower but cheaper) or transport pods (faster but requires research and resources). Each colony maintains its own stockpiles. However, research is shared faction-wide, so tech unlocked in one colony is available to all.
Is there a way to have the benefits of multiple colonies without the micromanagement?
Yes! Mods like "Vanilla Outposts Expanded" let you establish resource-generating outposts without having to micromanage a full colony. "Set Up Camp" offers temporary mini-maps for short-term activities without settling permanently. These options give you many of the benefits with much less overhead.
Conclusion
With careful planning and these tips, running a second colony can be one of the most rewarding projects in RimWorld. It adds a new layer to the story: now you're not just a colony – you're a faction with multiple settlements carving out a life on the rim.
Whether you choose to go full vanilla with two complete colonies, use mods like Vanilla Outposts Expanded for a lighter approach, or dive deep into empire building, expanding beyond your first settlement opens up new stories and challenges.
Now get out there and settle that second base!
Last Updated: June 2025 | Compatible with RimWorld 1.5 "Anomaly"
Including information for all DLC: Royalty, Ideology, Biotech, and Anomaly