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Of course, you won't get any approval bonus for simply sharing in that manner but it stops them from being "stolen". Generally, I lock all the gates because refugees will try to steal empty wine bottles or containers because they didn't spawn with a container to store water.
I prefer to share food by dumping it in a car (or other neutral structure), it's a great way to lure the fish to the bait if you intend on harming them.
Those npc's will go there looking for food before going to your base. I tend to sell that corn to the few members of the community who I have been buying ammo and containers from since they have all that gold I gave them. Selling them larger backpacks and fitness books helps them carry more. But it does get tedious.
Agreed, suicidal npc communities is weird.
Bob has said thats one of the things he's working on next for the end game.
I double gate my walls for my community so no one can go outside and no one can get inside without me opening the gate. That solved the issue for me, but I have to rush walls before that first winter to make that happen.
edit: Yarp, did not see
I've been thinking about writing a script for a leader that will trigger when their community members role isn't good enough for their job when there is someone else that can do better. Using conversion to assign their peeps.
The problem begins when they spawn. The first person in the community is the leader, then the second person is <something>, and so forth and so on. If that NPC dies, the next "in-line" (like a hierarchy) gets the new role. There doesn't seem to be any logic check (at the moment) to assign the roles. (The rank of leader and the role of trader doesn't get reassigned after their death).
There is good news about the current lack of logic ... RNG can create a SMART community (by chance), and it can create really dumb communities (more likely). If the AI was as smart as the player then everyone would live happily ever after and there would be no game except just a killing game because it would be the only way to eliminate the opposition.
Btw ... Food Gifting exists. We can gift stew. I'm not seeing a problem with gifting food, but gifting food in the form of sharing all the time could be a bit overpowered (IMO). The NPC does get a bit of approval when we share, but they get a bit of negative respect in the form of pity.
I didn't know about the stew.
And you are right, it could be overpowered. I were thinking about gifting food only to starving people (community NPCs and refugees), not like when you gift wine or books. I mean, food gifting not always active as an option, only when the objetive is starving.