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Deconstruct ruins on the map when you can, especially any with floors. They're adding to the map's total wealth.
Too much food? Gift it to other factions. Allies don't add to wealth, but they're valuable nonetheless. Get rid of weapons and excess clothes that way too.
Be picky about pawns you recruit. There'll always be more raiders.
As far as growth my issue is I like to build base and can go overboard and end up with so much building wealth too high.
I might be too particular with my pawns as I can go 2-3 years with out recruiting any one and by year 5 have only 6 people.
My survival tactics is go get at least 1 emp and smoke grenade/launcher from trade/craft/raid to deal with mechs. Then get heavy SMG (the best gun in the game) and lastly flak armor for everyone.
Base wise I set up like a town with lots of roads and paths and that my combat zone. No city wall, no kill box.
That struck me as an odd reason to give up on a save. Is there a reason why you couldn't just use another kind of stone? Or, if you seriously don't have any kind of stone, just use wood until you are able to get stone again? (yes you have to rebuild the wooden part of the wall after every wildfire, but still better than not having a perimeter at all).
Oh it was not only this! I was kinda done with it after losing 2 colonists as well one due to plague and was one of my starters lmao
I put my defenses up almost immediately. If I start in a pure flat tile, I usually do the main room, with a stockpile and three beds in it, a table, a cooking thing, a butchering thing, then I plant my rice, THEN I put up defenses. So it's usually by day 3 or so. The first raid is ridiculously easy, so you have some time. But I clearly don't start going high pop before setting up a perimeter wall, the wall is done by week one, with wood first, I replace it later.
You have no reason to go stone first unless you're in a tile with low access to wood. Wood is basically an infinite resource on regular biomes, so you just set up a wall and then change it to stone once your stonecutting gets going.
I usually stay low pop for a while, but I don't feel like I'm selective, getting to 20 naturally would require several years of in-game time, OR making prisoners all the time, which you can't afford early on. It's fine to recruit pawns since they increase manpower more than they increase raids, but getting to 20 without having ANY defense set up is alien to me, I don't even know how you achieve that. I usually stay a year or two with 4 to 8 pawns max simply because I don't find anyone interesting to recruit
Cassandra is harder than Randy btw. Usually more raids with her. Randy can do you dirty but on average, he's more chill.
So ya, when it comes to recruitment I would just say, be more discerning. Fewer colonists is slower wealth generation, is less resources needed to keep them fed/geared, and is generally a stronger colony with the better traits. You don't have to wait for perfect traits, early on especially it can be useful to get a few recruits that are just "decent" to accomplish things like hauling and cleaning and to help with combat. Once you get up to around 6-8 though it's not a bad idea to just stop accepting anyone unless they are really good.
Pawn value, affected by things like skills or traits, is generally completely trivial and ignorable. Good pawns are always good to have.
Note that this only does anything if you then consume or remove the stone blocks after. Building wealth counts as half of item wealth for scaling purposes, deconstructing gives you half the resources, so deconstructing a floor and then leaving those resources on the map is a net wealth decrease of 0 as far as game scaling is concerned. With the exception here being flagstone floors which have no resource return. Unclaimed buildings do not count toward your wealth, but floors are always "claimed." Lastly I'd like to point out this is overall a trivial amount of wealth on the map unless you use a mod to add extra ruins or fancy floors or resources that can be used in ruins. With mods it can definitely be a serious concern though, if you start the game and look at your day 1 wealth and it's at like 100K+ you might want to get a move on trying to destroy some of those ruins and their resources.
Generally, I use the materials from those early dismantled ruins to build initial defenses in the case of stone blocks that aren't marble, starter furniture with the marble, and the steel goes right in to expanding the power grid. If I hit the jackpot with a ton of marble ruins, they get recycled into pretty interior walls and floors for the colony before even needing to start cutting blocks. Plus any secondary builders can skill up deconstructing before getting put on something they may flub.
Building, I tend to build a wall around my base out of whatever I have on hand, wood if need be, then either upgrade it to the best stone on the tile, or expand and set up a second set of walls if I need more space once I have the stone available. If I end up using wood, and it burns down, oh well. Build some more. My contructors can always use the experience.
Upgrade your colonists whenever you can. Unless you are playing with body purists, selling off all your spare stuff and buying any sort of bionic is going to be a net gain. You gain on the pawn's wealth value, but the number of items it takes to buy bionics, or archotech items, is going to drop your colony's value nicely. Don't be shy about grabbing aesthetic noses or love enhancers either. They aren't as nice as a bionic leg or arm, but the social impact and mood gains can offset penalties for extended periods of combat or when you just have to force that one pawn to sew pants all day.
every pawn is a useful resource
you cant have too many unless you are on a map that can not support enough food for some reason- even so you can always send out a hunting party to a nearby tile if needed
learn to use your pawns efficiently. otherwise I have no idea what the issue is here