Chris Winters Dec 31, 2013 @ 1:52am
[A-3b] Traits, Jobs, Happiness - Guide and Suggestions
Hello there!

I've spent quite some time researching, it seems I found some patterns here - but I guess it's not all of them yet. If you found something that I missed, feel free to add.

So everyone has two traits at the moment and everyone has one job they like best, based on these. Example character.. Tony here is very brave and very gregarious. This means he will either like being a bartender or a security guy. Try one, if he gets deeply sad there, try the other job.

So let's talk jobs:

Builder
It seems nobody is happy being a builder for long, but "brave and neat" characters seem to stay happy the longest, while "chatty" or "gregarious" people tend to get sick of it very soon.

Technician
I'm using this as a placeholder since it has the most potential for quickly fulfilling the "Duty" need, especially after meteorite strikes.
Apparently "neat" people are very good at this and like it a lot, too.

Miner
It seems nobody, and I mean seriously nobody likes being a miner.
"Chatty" or "gregarious" people even hate it, while "brave and neat" as a combination tends to hold out the longest, very much like Builders.

Security
Only the "brave"st will survive.
It's kinda hard to keep these guys happy, but if you let them explore your own base from time to time by setting a 5-man-beacon on your main hallway, they get experience and duty fills up a little. Also works on meteor strikes, once the beacon gets deleted they spread out and can fight fires.
Best practice so far was to build airlocks with a "work area" which has a door to a refinery and a door to the main hallway (and two doors into space, if your security loses a fight you can open these to defeat raiders). That way you can beacon-send the security in this kinda docking bay and let every raider in. They will wait for the raiders there and do their job.
Patrolling fulfils the duty need, but *only* for those guys that actually like being a security guard in the first place. If they prefer something else, they will get bored from it. Regularly check on this.

Bartender
"Gregarious" people are the ones we need here. "Chatty and gregarious" people will be the best at it. Regularly check if your best suited people stay happy.. if they get bored, you may have too many barkeepers or too few tables. Could also be the case the one you check just prefers gardening, double check this by comparing barkeeps.

Botanist
"Chatty" seems to be the way to go, since plants must apparently be spoken to.
You need only so many botanists though, so check if they get bored.


Mood management

It kinda pays off to let people switch jobs now and then.
My regular patterns are:
Miners - Builders, helps keep them at least a bit happy if you switch back and forth.
Botanists - Barkeepers, it needs some time to work out who prefers what.
Everyone - Technician, helps keep your base runnning and gives people that are overly bored something to do for a while. Remember to transfer them back.

Observations
a) There should be at least some people actually liking being a builder or miner.
b) >50% of my people are technicians and get bored. People need more jobs. I know there will be doctors and nurses at some point, but how about just being a civilian? Amusement could outperform the need for Duty if it gets satisfied enough (over 100%) to prevent these (and the security guards) from getting bored. Another line of work could be Administration, suited for everyone that is not itching to be a miner or builder, with offices as rooms plus chatty and neat as traits (since we have too many botanists and techs). Command could be a thing for Officer jobs, who would be brave and neat and could get a command center thing as a room.
c) Security should have sort of a training facility or office with security cam monitors to keep Duty satisfied.
d) Looking forward to janitors.. all the raider blood stains (from keeping Security entertained) in my docking areas might scare off visitors *lol*
e) Another job I could imagine for people is Ambassador. Same requirements as barkeeps/botanists, so gregarious or chatty. They could get a conference room to work in, with a couple of chairs and stuff, I think you know what I have in mind here and which sci-fi series this would refer to. :)
f) Traders will be very cool, I have an idea for building their shops right here.. why don't you make it so that you can assign a room to be a trade zone. When a trader drops by he will unlock one "shop" item in the objects group for trading zones. This way you could setup a zone already, with neon light signs and whatever.. and any traders bring their own shop with them that you can then place. People could also go there to trade their items and meet strangers while they're at it.

I hope this helps :)
If you happen to find a wa to keep Miners or Builders happy, I'd like to know!!

Yours,
Chris
Last edited by Chris Winters; Dec 31, 2013 @ 5:33am
Showing 1-7 of 7 comments
< >
yippeecayyeah Dec 31, 2013 @ 2:03am 
/+1 and then some.
Kaelum (Meep) Aug 4 @ 6:16pm 
Dude, great ideas here. And about those unhappy miners and builders, it is usually good just to have everyone hanging out in a rug/plant/monitor spammed room.
arbhall Aug 10 @ 3:02pm 
I make the linking hallways between major rooms my life support areas, it lets me upgrade the anti viral easily and close to where they need to be. I also fill the halls with monitors, fire extinguishers and plants.
Kind Doctor Goebbels Aug 19 @ 9:17pm 
Big bar on 20+ persons - and all your problems will be gone. Alcohol, drugs and fresh natural meal - that's what your settlers really need more.
arbhall Aug 19 @ 9:39pm 
Originally posted by Kind Doctor Goebbels:
Big bar on 20+ persons - and all your problems will be gone. Alcohol, drugs and fresh natural meal - that's what your settlers really need more.
oh yeah, i agree. I can usually seat everyone, but I have discovered if you make enough 02 for everyone plus 10 to cover shoddy techs, and then only enough of everything else to cover 1/3 to high end 1/2 of the entire crew. They tend to then work themselves into shifts to use the, gym, bar, science labs and so forth. Which keeps everything running really smoothly, I also tend to have fully 1/4 to 1/3 technicians. Im currently running with 45 people, it seems pretty stable except the odd raider that somehow manages to kill only technicians, scientists and botanists. Nightmare to get things going smooth after a bad raid like that.
I survived a previous raid that killed 27 of my 35 people, which was just hellish to recover from. I ended up closing down 1/4 of my station, and converting everyone left alive to technicians to keep things going till more people arrived.
Chris Winters Aug 21 @ 6:31am 
Sounds like a really bad raid.. they usually come up with only a few people.
Try cancelling outdoor tasks when they do, and then you have only 2 options.
A, they come on foot, and will use the airlock your returning workers use.. send security there to wait for them. Or b, they come via raiding ship, in which case you assemble security in a corridor along its flight path, and try to guesstimate where the docking takes place. Let your security wait for them there.
If raiders come using a derelict / spacecraft with real walls, using double walls on your base prevents a docking and will have them revert to option a.
Last edited by Chris Winters; Aug 21 @ 6:32am
arbhall Aug 21 @ 1:08pm 
Originally posted by Chris Winters:
Sounds like a really bad raid.. they usually come up with only a few people.
Try cancelling outdoor tasks when they do, and then you have only 2 options.
A, they come on foot, and will use the airlock your returning workers use.. send security there to wait for them. Or b, they come via raiding ship, in which case you assemble security in a corridor along its flight path, and try to guesstimate where the docking takes place. Let your security wait for them there.
If raiders come using a derelict / spacecraft with real walls, using double walls on your base prevents a docking and will have them revert to option a.
the sad thing is this, the biggest raiding party Ive ever had was 4 raiders. They just came up in an area that pinched two others where people were. Between my botany field and one of my science labs, and a residential area. Security responded, but not before all the botanists, scientists in that region either already in with them, or had to go through them to get out. Then security arrived one at a time, which ment of course all 9 of them died killing only one raider. Even trying to gather them with a beacon they kept heading off for the raiders one at a time. Was like watching a Jet li movie only the raiders were Jetli.
Showing 1-7 of 7 comments
< >
Per page: 15 30 50
Date Posted: Dec 31, 2013 @ 1:52am
Posts: 7