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Arent you a lovely troll.
Goes like this:
Intense, Randy
Cover the entire screen except the bottom sliver so I can see where "random location" and "start" are. Then click random 3 times and start.
At this point in a17 and back, I would read who I got and reroll 1 person (I play tribes, so 1 of 5). Then go in.
Now in A18 I don't reroll anyone, I just find the most useful 5 from the 8 given (doesn't always go great), and start. Current playthrough is 5 years in with 1 base that runs itself now and raids/mechs/bugs seem unable to break it, also I'm starting a second outpost for trade.
Fun side note: Randy is REALLY against this second outpost getting underway. The map's been loaded for about a season (15 days), had 3 raids one of which was a mech raid, a manhunter pack, 2 single mad animal events and a toxic fallout is now covering the area. None of that is an exaggeration, it's been a killing field. 4 of my people died out there while my home base has had 0 colony deaths all game. I have not been able to do much more than put up a flimsy wood wall and the launch pods to launch my pioneers back home while the fallout clears. But it's injected a lot of fun back into the run which had become somewhat automatic.
This is my 4th a18 run, the others were not so fortunate.
EDIT: more details
I always hand tailor my starting pawns to the scenario using Prepare Carefully, but for the most part I don't make them good at anything. They are just generic low skill pawns with a passion in everything and incapable of nothing, that way they can fill any role I need them to but most random pawns I get are going to be better at specific tasks. The game just feeds you new pawns up to 6-8 or so, so it really doesn't matter what you start with, and picking pawns that aren't awful just means you don't have to instantly banish them and wait for the next freebie colonist. That's why I never bother with random pawns.