I'm escaping on the found ship, playing on a peaceful naked brutality.
My strategy is:
First and foremost - control for RNG by finding a seed with a starting colonist who has the Jogger trait. Otherwise, retires would be too frustrating, and I wanted a lot of them quickly to get a good time.
Search for locations where an ancient danger has good valuables for sale and there's a neutral tribe living nearby.
Quickly loot the ancient danger and abandon the location. Buy pemmican from the tribe and visit nearby neutral towns to find some go-juice.
Park myself close to the center of the map and play with the starting position until the ship mostly spawns in close and accessible locations (in particular not too north).
Before the ship spawn set a drug policy to take go-juice twice a day (its high lasts 0.7 days).
Rush to the ship and enable its reactor. Rinse and repeat until happy with the time. Then, do a full run waiting for the ship launch.
Speerdrun - https://www.speedrun.com/rimworld/run...
Splits - https://splits.io/61ez
I show the developer mode and mods being off at the end of the video.
The run was re-timed by the moderator to 23:53.367 vs my original re-timing to 23:53.38.
I periodically check for my time being beaten, but feel free to double-check if you wanna be sure.
Note: This was previously my best run for the Regular category as well, but I've beaten that later with the tribe strategy.
Note: 1.1 gives ~33s advantage comparing to 1.0.
Ship spawn: after 20 days in 1.1 vs almost 14 days in 1.0. Time passes ~8.55s / day with an inhabitat abandoned. That loses ~51s.
Ship preparation: 14 days in 1.1 vs 15 days in 1.0. Time passes ~84.1s / day. That gains very same ~84.1s.
Playlist: • Rimworld speedrunning!
-- Watch live at / partisan_terran