RimWorld

RimWorld

Havan_IronOak Mar 14, 2017 @ 12:04am
Young Colonists? Do they ever get their secondary traits?
I've never had colonists that were very young before but I recently had one escape pod crash with a 17 year old and I captured a raider that was 15. Neither of these have the secondary part of their backstory (and hence not their ability bonuses/limits)

Do they ever get these secondary traits through aging?
Last edited by Havan_IronOak; Mar 14, 2017 @ 12:04am
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Showing 1-12 of 12 comments
Dire Mar 14, 2017 @ 12:05am 
Originally posted by Havan_IronOak:
I've never had colonists that were very young before but I recently had one escape pod crash with a 17 year old and I captured a raider that was 15. Neither of these have the secondary part of their backstory (and hence not their ability bonuses/limits)

Do they ever get these secondary traits through aging?


No, but YOU are training them to get better at whatever skill, so basically you're turning them into a medic/soldier/crafter ect. You're giving them there traits.
Last edited by Dire; Mar 14, 2017 @ 12:12am
Compo Mar 14, 2017 @ 1:10am 
Originally posted by Joel:
Originally posted by Havan_IronOak:
I've never had colonists that were very young before but I recently had one escape pod crash with a 17 year old and I captured a raider that was 15. Neither of these have the secondary part of their backstory (and hence not their ability bonuses/limits)

Do they ever get these secondary traits through aging?


No, but YOU are training them to get better at whatever skill, so basically you're turning them into a medic/soldier/crafter ect. You're giving them there traits.

What? They dont get their second trait? Well thats a bit ♥♥♥♥ aint it?
Pretty disappointed tbh...i have a few teens training up.
Dire Mar 14, 2017 @ 1:18am 
Originally posted by Compo:
Originally posted by Joel:


No, but YOU are training them to get better at whatever skill, so basically you're turning them into a medic/soldier/crafter ect. You're giving them there traits.

What? They dont get their second trait? Well thats a bit ♥♥♥♥ aint it?
Pretty disappointed tbh...i have a few teens training up.


Good thing about youger coloniest is there immunity is high, they aren't usally incapable of anything and they aren't getting bad backs anytime soon.
Compo Mar 14, 2017 @ 1:25am 
Originally posted by Joel:
Originally posted by Compo:

What? They dont get their second trait? Well thats a bit ♥♥♥♥ aint it?
Pretty disappointed tbh...i have a few teens training up.


Good thing about youger coloniest is there immunity is high, they aren't usally incapable of anything and they aren't getting bad backs anytime soon.

Hahaha aye true that mate!
The bad thing with them tho..they only get one trait :(
Maybe theres a possibility a mod-god will beable to sort this silly out?
Nik Return Mar 14, 2017 @ 5:19am 
It wouldn't make any sense.

They came to you in the age of 15 years. Now they are 21 and suddenly their second backstory says that they were serving in the army.

That's just an example but you see the problem. They weren't able to serve because they were with you the whole time.
KalkiKrosah Mar 14, 2017 @ 5:54am 
Some adult back stories come with more burden than benefit. For instance there is a prefab tribal pawn who I absolutely adore named Umbra "Darklight" Nighthawk.
His child back story is accursed child which is great. As as accursed child he gets +4 medicine, -1 construction, +5 research but won't mine, firefight, clean, or haul.
As an adult he becomes Shaman of the Shadows giving him +6 social, +4 medicine, -2 construction, +2 growing and +2 research. But he becomes incapable of violence, which is a major tradeoff.

Sometimes it is better that they stay as kids so that you can custom train them to be whatever you need and to raise them up according to what their passions are.
Compo Mar 14, 2017 @ 8:08am 
Originally posted by Nik Return:
It wouldn't make any sense.

They came to you in the age of 15 years. Now they are 21 and suddenly their second backstory says that they were serving in the army.

That's just an example but you see the problem. They weren't able to serve because they were with you the whole time.

Well they could have been serving in my "army" right?

Heres another EG. 15yr old joins, i stick them on cooking and growing for the next 6yrs. What wouldnt make sense to gain greenthumb or cooking mama (or whatever its called)?

@KalkiKrosah. Yep i agree, but getting a dodgy trait can also mix things up a bit :)
Havan_IronOak Mar 14, 2017 @ 9:00am 
Originally posted by Nik Return:
It wouldn't make any sense.

They came to you in the age of 15 years. Now they are 21 and suddenly their second backstory says that they were serving in the army.

That's just an example but you see the problem. They weren't able to serve because they were with you the whole time.

I agree that most of the backstories would not make sense. The thought crossed my mind though that certain backstories would naturally follow (and augment) what they were doing in my colony.

Some examples: Blacksmith, Cave Tender, Colony Settler, Exiled researcher, Adventurous cook, etc. All are mostly positive traits with a few minor negatives
Ducks on Fire Mar 14, 2017 @ 10:52am 
Why would they get adult backstories if their adult story takes place in the colony?
BoxingBud Mar 14, 2017 @ 10:56am 
I find that my young ones are destined to all have asthma though. But otherwise I sort of like that we are molding a pawn in a way.
Syndicake ☠ Mar 14, 2017 @ 3:30pm 
Tynan could add a 'colonist' adulthood to the game that they get automatically at 18 with a unique bonus like less more tolerant of stresses. Since skill bonuses make no sense.

But someone who grew up on a rimworld should have the mental toughness to match. Asthma can be caused by smokeweed I think so just have potleaf dosage scheduled to every 2 days to avoid it.
Last edited by Syndicake ☠; Mar 14, 2017 @ 3:31pm
BoxingBud Mar 14, 2017 @ 3:57pm 
I usuall roll up smokeleaf for trade, it's good silver once you get it going, the bonus is there's some kush for colonists to enjoy if the day's rough. I set the drug police to X for everything and just manually make the colonist toke if they need a break. I haven't had young colonists for a while though. Asthma isn't that bad, it's some easy medical experience too.
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Date Posted: Mar 14, 2017 @ 12:04am
Posts: 12