![]() ![]() This will hinder your colony to start out. Do not take any colonists with backstories that prevent them from doing 3 or more types of tasks. If they have a combination of two or more high traits (especially higher levels of usefulness from chart), keep them. Melee (N/A to colonists incapable of violence): OKĢ. Shooting (N/A to colonists incapable of violence): Good Do they have any high stats? If so, check which ones, then match to this chart: If you get someone incapable of the following:ġ. When colonist is displayed in menu for creation and in game it says:, ) Mountainous Area=Good….sometimes (can offer more protection and free walls, but it will decrease beauty of your base if built into a mountain) Staggeringly Ugly (-45 social debuff to colonists is insane, will get insulted often, breaks easy, avoid) ![]() Depressive (breaks much faster permanently, pain in the ass with someone with a trait like Too Smart) Ungodly Kinds of bad (just no….unless the rest of the colonist is god-like). Try to avoid this trait, unless they are a good shooter, in which case, equip them with a Sniper Rifle or Bolt Action Rifle to distance them from shots being fired in combat) Wimp (goes down in a few hits, and melee is very poor. Ugly (not as bad debuff to social, but you shouldn’t try to have a colonist like this) Chemical Fascination/Interest (hide your drugs when this colonist breaks, could develop addictions faster from breaking) Lazy (lower work speed, but can still be useable without making you go mad) Slowpoke (moves slower, bad for combat especially, but it’s not the worst thing in the world) Trigger Happy (great for someone wielding a minigun, but anything else is crap, lower aiming time is good, everything else is not) Pyromaniac (won’t put out fires, but starts them when breaking mental stability) Dislikes Men/Women (will start fights with specified gender more often, which is bad, but not too noticeable, kind colonists kind of counteract this) Greedy/Jealous (constant debuff, especially if you have two with the same one of these traits, do not waste resources to meet their needs) Nudist (especially in winter, they will break faster if they have to wear clothes, perfect in hot weather though) Bloodlust (sounds bad, but it’s good, no debuff for seeing corpses, buff instead, but is prone to more fighting)īad Traits to have (bad, but still reasonable). Psychically Hypersensitive/Sensitive/Dull/Deaf (depends on the situation, if using a soother, Hypersensitive/Sensitive is great, if encountering a psychic drone, Dull/Deaf is very good, situational) Very Neurotic/Neurotic (good for constructors and cookers and other tasks, perfect when paired with Iron-Willed/Steadfast) Pessimist (barely noticeable break difference) Gay (less chance to get into a relationship and get the relationship buff unless you have another gay colonist of the same gender, but it’s still ok) Prosthophobe (it’s an ok trait, just don’t give them any robot body parts) Prostophile (if you have a bionic part, this works very well, especially if they are a combat unit) Abrasive (bad social conversations, but it’s survivable) Cannibal (it’s totally wrong, but they will get buffs for eating human flesh if need be) Psychopath (it’s ok, not too useful, but can be) Meh Traits to have (ok, but not the best). Beautiful/Pretty (social buff, nice to have) Teetotaler (not tempted to do drugs, no worries about drug addictions or binges, but will not drink or use drugs for mood boosts) Industrious/Hard Worker (great work speed bonus, no break threshold increase, a perfect trait) Iron-Willed/Steadfast (great when comboed with Very Neurotic/Neurotic and Too Smart, if you get this combo, it is sure to be a good colonist.) Optimist (less potent version of Sanguine, but is still nice to have) Sanguine (always upbeat, almost never breaks, a perfect trait) Careful shooter (great for combat and for hunting, a must-have) Ascetic (no debuff for food type, gets debuff if room is good, but you don’t need to spend as many resources) Green Thumb (good for growers, mood gain from sowing plants) Masochistic (if in pain, gets a buff instead of debuff) Brawler (for dedicated melee fighters, good for combat) Too Smart (will level up skills faster, but higher breaking point, works well with break threshold reducing traits) Good Traits to have (perfect for starter colonists). Construction (you don’t wanna waste your resources building things multiple times) Skills you will need for an effective colony start: ![]()
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