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Or can I do that with 1 colonist?
I just find the more you add at some point, you start to loose track of people, if they are doing what they should, harder to adapt and improvise to catastrophes, and way worse warriors, while the raids still scale with the numbers of colonist.
In any way is easy to check just see how big balls are your raids, if you can dispatch them easily and want more shiny things or go for a starred quest somewhere else, then go for it, if not, maybe rethink your combat strats or cut down in things you hoard. If you are not playing on commitment mode, there is nothing to fear, if you are playing in commitment mode then keep an escape plan for your pawn always, sacrifice the colony if you have to, at least with colony with 9 or less pawns, at least in late it's pawns the most valuable thing, they have the high skills, the cybernetics, the psylinks, rebuilding another base takes nothing with them now.
Stop all recruiting until you find a niche that needs filling.
The vanilla game is more-or-less balanced for 12-14 pawns. Your tech level, defenses, equipment, wealth, caravan capabilities, pack animals, weather/biome, etc... all impact "everything else." Just plan on 12-14 pawns being what the game is balanced around.
(That seems to be the appropriate amount for vanilla play these days. Originally, it may have been a couple of pawns less than that.)
PS: I have no clue what the DLC is balanced around or if the intent there was to keep it similar in progression/playstyle as vanilla.
Do you know if that is 12-14 in one colony? If i have 2 colonies with less than 12-14 but more combined would that affect balance? Thanks.
Vanilla and wall light only play here.
More the better. Mark some as useful and others as useless. Use useless colonists as cannonfodder during battles. You can also play as psychopath, canibal, with bloodlust and murder colonists to increase your mood massively.
each colony has their own wealth and their raids scaled accordingly hence you can think of it as 12-14 per colony.