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This may not be the answer you wanted, but if you go into the custom difficulty settings, you can turn down or completely remove the ability of raiders to die instead of being downed. This can do wonders in allowing for lots of new recruits.
Like I've learned when you have beggars show up, you can give them what they're asking for, then you can scoop at least one person up from their group as they're leaving the map. (and totally spend too long trying to scoop someone who's unwaveringly loyal, couldn't imagine who's done that) and yes the game says you betrayed them, but your people have the charity bonus active, and no betrayal mood penalty.
Last group that came in was child beggars so i scooped a 10 year old Hussar, and a 4 year old with no traits or passions yet so we can raise them right. just ignore the fact we did end up stabbing the 4 year old yttakin with a spear so they could fall down, but will end up with a great education.
Expanding on Archotype's post, when your population is very low, you tend to see more transport pod crashes, wanderers joining and slave trader caravans. Those tend to dry up around 8 population if I recall. (If playing a cannibal cult, keeping population low will get you free food more often. Not that I'd ever suggest that.) Beyond that, Ideology rituals, raiders, and if you have plenty of time but want healthy, top-notch colonists, raising kids from Biotech, are all ways to get more colonists without mods.
So really this sounds like a case of cognitive bias, although I do agree that past the first few months the game tends to go dead silent on joining events
It's not so much time as population. Try running a solo game. Assuming you don't get overrun, if you can stay solo for a while (and disable 'wanderer join' in the scenario), the slave traders and transport pod crashes are endless. You will start to be concerned with just how many of the spacecraft traveling through the system are slave traders compared to other ships.
I do get some pauses with my solo colonists, but they're not long.
Obligatory The Weather Girls song moment.
I've considered a solo cannibal run. Constant free delivery, don't even have to pay gratuity. Just need a mod that reskins transport pods into those Chinese takeout boxes.
I do have, but try to not use Rimdeed as it "feels a little cheaty" but whatever, you could make that argument for any mod i suppose.
I was just trying to figure out why I get nearly half my colonists way later on. I'm only talking about events that give you a colonist directly. X joins, wildman/woman, quests that reward a new colonist etc.
I know the Storyteller wants you to have about 8. Take my current game, I'm in year 6 from a standard Crashlanded, blood & dust Cassandra. I started with 3. Captured the first raider, got a drop pod and then got a kid through a quest. So I'm at 6 within the first year. The next one wasn't until year 5 when I got 3 more. I wasn't at threshold and yet Cassandra wouldn't give up any more.
Yes, I could have captured more or used a ritual to get more (i typically don't play with ideologies unless I'm doing a tribal start) but since I didn't, the game should be tossing the odd event at me now and then.
I will definitely play around with custom difficulties, thanks again for that suggestion.
Thank you all. Have fun and stay safe out there on the Rim.