Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
e.g. if you start with 15+ survivors - the very first wave can be way over 100 bugs, and unless you managed to rush building a perimeter fence and a flamer killbox - it might be very brutal for your barely armed survivors.
later waves can also be very taxing on your pc, if you have more than a dozen survivors, compound is made of carbon, you have big farm and many animals and tons of resources and turrets - waves can easily exceed 700+ flyers or 1500+ landbound enemies, and game engine is not dealing with that too well.
I am using a custom moon that I made so that the survivor count has reduced impact and resources acquired have (literally) no impact on the size of enemy waves. I made it specifically because of the 'game engine' issues you mentioned.
Colonists don't just 'join' in the trading scenario, you have to use the 'contact' option on the trading pod, and the top option is to post a job offer. You then may (or may not) get someone contacting you, and if you accept them you have to pay them a salary.
That's the only way to get more people in that scenario, so use the job offer whenever it is available until you have how many you want.
I'm up to 10 total survivors in my current trading scenario run. 7 of them are now 'owners' and 3 are hirelings that I have to pay. The way I got more owners than the initial 3 is through marriage. If a 'farm owner' survivor marries one of the hirelings, they become an owner and no longer collect a salary.
Also worth mentioning, they remain an owner even if they divorce later.
Haven't tried the trade scenario yet, but I don't think you find people on expeditions there, like in the crash scenario. If I understand it correctly, you hire people for money, and they can join permanently if they marry one of you other colonists. Something like that.
(Jaggid's post above was more useful :D)
As far as I'm aware, there's not a hard limit on how many farm owners and workers you can have in your trading outpost :)
Seems to be the way to get a large base. So I am intriged to do that too and seems you have found a frutible way.
As Info: In my 10+ year Trading outpost game I had 1 marriage and that was between two of the already initial survivours. But I didn't really knew you can get new owners through marriage so i didn't try.
I will say though, that the biggest thing that seems to help with relationship building is having the people work right next to each other, a lot.
Quinn, as my main researcher for the first 3 years, was always on the research desk and I had a workbench next to it, a tailor bench behind it, and a soldering bench to the other side. The people he ended up marrying were all crafters who regularly worked at those stations.
I'm also playing a 'long' game for the scenario. I modded the cost of the ownership deed to be 25M instead of just 1M, which means this game is also going much longer than a normal trade scenario playthrough. That would be the other reason I've had so many marriages.
I'm on year 7.
What happens if two hirelings get married ? (Serious question.)