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Nahlásit problém s překladem
So you start with one guy who does your mining, building, and crafting, one guy taking care of your crops, animals, hunting, butchering, and cooking needs, and your medic guy also doing wardening and research for downtime. At least one of the two combat specialties is also a bonus.
It's specializing a bit, yes, but you also don't run into the issue of your pawns trying to decide which of the 80 tasks they're supposed to be doing. New recruits fill in and relieve the stress on their workloads.
How do you mix construction and crafting? everytime I try it feels clumsy to me. When I eventually switch to stone buildings, I need constant stream of stone blocks and its difficult when the builder is also the stonecutter, it can take days to complete a building, but maybe I did something wrong...
Make constructions depending on your biome and map layout. I usually go for wood at the start, because it is an easy obtainable ressource, even though you need a lot of it. If you can, make use of natural stone walls/ mountains for your first rooms, so that you only need to build the missing wall segments Later on, when everything is running fine you can replace structures the way you like.
From my own experience, the first one or two seasons in the game (usually spring and summer) is heavily focussed on doing/ building only the things, you "really" need, when there are only 3 pawns.
Research and art are good to have as backup skill, especially art as its easily capable of ~20-30 mood swing, probably strongest earlygame skill in areas with wood.
Crafting, social, cooking and medical is something you want passions but might not make use of them for quite long time. By mass producing pemmican you can get cooks even without passion.
Does not matter much which colonist have passion in what as long as they have at least 1 core work skill and/or unused backup skill.
Colder biomes are of course harder to handle. At the start I would absolutely go for wood generators and even campfires too, to keep the place warm. It could help to make bigger buildings with several rooms for sleeping, dining, etc. at first (instead of seperate structures), because they are easier to heat (e. g. open up doors to make the heat flow between the rooms, pawns don't need to go out that often, etc.).
I agree it's a bit tricky, because you have to handle several things simultaneously in short time: warm rooms, food, warm clothes, etc. but it's doable when you concentrate on the things that are necessery to survive. Electricity for warming up rooms: yes. Electricity for work benches: Not at the start.
1. Artistic / Medical
2. Mining / Plants
3. Mining / Crafting / Animals
4. Cooking / Construction / Crafting
5. Construction / Social / Intellectual
Passion and double passions skills with 1 decent shooter and mediocre melee passions.
1 was my hauler and cleaner when nothing was going on. Healing when needed and spending long hours with art. (slothful, wimp, kind.)
2 was my planter/cutter and assisted with mining granite and marble. (Depressive, Neurotic.)
3 was my dedicated miner and animal caretaker. we got lucky with self tame group of chickens and cows, donkeys. We started with a horse. So not much recruiting at first.
(Slow Learner, Abrasive.)
4 was my cook. Later I got a dedicated cook and helped on construction jobs if I could. (body purist, beautiful)
5 was my Architect, Warden, and Trader. Never did get much research in until later.
I eventually teched out electricity so I could put a freezer in. It freed up a lot of labor after that and I could keep up with the demand for food. I was feeding prisoners most of the game so far. I did get a researcher/animals and 2 other cooks. One of them was 5s mother so of course I recruited her. Construction/Cooking/Social.
After that i got some more planters, a crafter finally and someone in 17 shooting. I'm pretty much where I want to be at with 12 pawns as far as covering skills.
I've been using prisoners for duels, sacrifices, but for the most part my moods have been in the green due to handling mood with impressive rooms. Took awhile and I kinda relied on tea and smokeleaf for about a quadrum or so. Now its fairly stable.
Still having issues with starving animals even though the nutrition pen system says I have enough. I even expanded the pen and still chickens go hungry at night. *shrug*.
Id say the only bottle neck was food early on, but fungus made this easy. I didn't worry too much about tunneler/darkness debuffs to mood early on since I get the initial optimism and low expectations. I knew I had to have moods figured out once those went away. So statues, smoothing out room tiles for each pawn, and growing what i needed. First few days most were in a barracks together and I can pretty much get a roof over their heads and starting their normal jobs day 1.
The key was just not overwhelming them with tasks. Get one project done at a time.
By the time you switch to replacing your wood structures with stone you should have captured someone for the scrub crafting work like stone cutting and smelting, or you could wait to do the replacing until after you have cut sufficient amounts of stone blocks. The point is to have three semi-specialized pawns that support each other while you build the rest of the colony to fill your needs. You don't even need a pawn with passions in crafting for the scrub work, just anyone with 4-5 points will do just fine.
Think of your first three pawns as managers in your future empire: you have your Chief Engineer overseeing mining and industrial operations, you have your Agricultural Manager overseeing farming/ranching/food production, and you have your Chief Science Officer in charge of research and human resources (lol).
You have a little extra leeway with the tribal start's 5 pawns. They may research slower, but the extra manpower helps spread the skills and jobs out. More pawns fixes all your clumsy and sluggish feelings.
I either have crafting as a last priority for everyone so they do it in their spare time or have a useless pawn/slave do it indefinitely. Just make sure you set any actual crafting bills to only allow your best crafter in order to avoid low quality products.
Capture the first people you see in the game. They aren't going to be hostile, but it doesnt matter since your hurting for someone to fill a role. In that setup your social character will have something to do inbetween other tasks instead of being a burden with no survival skills in the early game aside from medical. You really want to avoid getting these guys hurt early anyway.