RimWorld

RimWorld

How do you spread skills and jobs in 3 people colony start?
I did the build:

first colonist - cook,plant,research,warden
second colonist - handle,hunt,craft
third colonist - build,mine,plant

The rest of the skills/jobs I leave for future colonist additions

It more or less works but I can barely get any research done because the first colonist is overburdened with the other tasks, is there a better way to allocate the skills?
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Zobrazeno 115 z 18 komentářů
I struggle with the same thing. I find that cooking takes up almost a whole pawn. Especially with the slower cast of fine meals. I use the same setup you describe above but I really haven't gotten out of mid game yet. I see same thing where I get to year 2 and have not done much research because the pawn is busy cooking and cleaning all day. I have a two stove setup now where I first organize a hunting party, and then I just set apart a day for meal prep where everyone helps to make meals and I make like 40-50 meals in a really clean kitchen and once i make those I shut the kitchen down for 2-3 days and focus on research etc.
Put the colonist with the highest intellect and/or passion on research. Depending on how fast you want to research, you either just have a researcher who does other quick tasks like crafting or just a dedicated researcher who does nothing but research. Also, for other tasks, you want to assign them to colonists who have passion for them as they level up faster if they're doing something they like.
Lax 31. čvc. 2021 v 5.34 
I hardly ever start researching until I have 4-5 pawns usually. But this is probably not the most efficient way to do things. As the colony seems so preoccupied with virtually everything else.
Ill try to have every pawn have two jobs, plus hauling and cleaning if those two dont need doing. As more pawns get recruited people get specialised. For example you want your constructor and crafter to be max level to churn out them masterworks, bonus points for production specialist (+1 quality)
I do the Mining/Construction/Crafting on one, Plant/Animal/Cook on the second, and Science/Medical/Social on the third. Art can be handled later by a new recruit.

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.
di eshor ribly původně napsal:
I do the Mining/Construction/Crafting on one, Plant/Animal/Cook on the second, and Science/Medical/Social on the third. Art can be handled later by a new recruit.

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...
As others said. Don't go for research until you have at least four or five people in your colony. Only build and craft what you really need at this point.

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.
Naposledy upravil Mr. F; 31. čvc. 2021 v 8.15
Construction, planting and maybe mining(Backup skill instead on some maps) are the core work skills.

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.
Naposledy upravil thebadman; 31. čvc. 2021 v 8.31
Mr. F původně napsal:
As others said. Don't go for research until you have at least four or five people in your colony. Only build and craft what you really need at this point.

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.
But what if I am playing in a colder biome and need electricity and need to research batteries,solar panels etc before winter? or do you just spam wood fire generators?
If its really cold biome in first place then you would have been spamming fires or wood generators a bit anyway, though wind turbines might be enough as they are very efficient for power, just not always reliable enough.
Darkstar původně napsal:
Mr. F původně napsal:
As others said. Don't go for research until you have at least four or five people in your colony. Only build and craft what you really need at this point.

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.
But what if I am playing in a colder biome and need electricity and need to research batteries,solar panels etc before winter? or do you just spam wood fire generators?

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.
My latest tribal start i got really lucky and didn't change a thing about the 5 starter pawns. Tunneler/Darkness/Cannibals/Nudist etc.

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.
Naposledy upravil Makeithappen; 31. čvc. 2021 v 9.12
Darkstar původně napsal:
di eshor ribly původně napsal:
I do the Mining/Construction/Crafting on one, Plant/Animal/Cook on the second, and Science/Medical/Social on the third. Art can be handled later by a new recruit.

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...

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.
Darkstar původně napsal:
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...
I'm not actually sure if the crafting skill affects the speed of stonecutting but since stone blocks have no quality it's ok to have just anyone do it.

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.
di eshor ribly původně napsal:
Darkstar původně napsal:

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...

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.

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.
Naposledy upravil Makeithappen; 31. čvc. 2021 v 9.31
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Datum zveřejnění: 31. čvc. 2021 v 5.22
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