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If you're looking to get everyone together, group recreation activities might help.
It's not always a good idea to force friendships between non-couple pawns if you have "high turnover" and the pawns aren't social fighting too much, as they'll suffer a mood penalty on the death of their friends. That said:
For couples or pawns you want to couple up it's important to give them an opportunity to spend time together. The same works for friendships.
As mentioned above, pawns have a hidden compatibility score that will cause their relationships to strengthen or deteriorate.
General techniques:
Put them together:
Pawns in the same workspaces will chat, so having them work together builds strong relationships. This can also break relationships. For example, if you have two researchers and one of them is married to a grower but spends all day chatting and deep talking with the other researcher, you might have a breakup on your hands. I recruit slowly and cautiously with this in mind. In my current run my researcher, Hammond, is staggeringly ugly and I waited years until I found a kind woman (improbably named Aquagirl) with a passion in intellectual. Now they're the happiest couple in colony as they chat all day while researching (I think they have a high compatibility rating as well). Hammond is also volatile and was in a permanent bad mood because constantly hit on another pawn, but he's happy as a clam now.
Separate them:
Once a relationship sours it's better to separate them because they'll keep fighting. I had a couple break up after one of them got disfigured and tried to get them back together while they were still angry with each other. The relationship bottomed out at -87 / -45! I kept them separate for about 30 days until the -50 "broke up with me" debuff wore, then word-of-loved them and set them to working together. Now they're engaged.
Recruiting:
Your recruiter will form a good relationship with the prisoners through their chats, so if possible have specific pawns doing the recruiting. The +20 "recruited me" bonus is permanent AFAIK, so I usually choose which pawn to recruit with if I have a choice and turn the others off wardening. In the case above with the researcher I only had female pawns doing the recruiting.
Jobs:
The easiest couples to keep together are those that spend the day working together.
Rec:
As mentioned above scheduling rec time together can help (or hurt) relationships.
Trait compatibility:
Ascetic and kind pawns don't get a penalty toward ugly/disfigured pawns or a bonus toward beautiful/pretty, so keep this in mind when thinking about relationships. Some traits like bloodlust make pawns more likely to social fight and others, like abrasive, make them more likely to insult, so plan accordingly.
Schedules:
Aside from the "in the dark" temporary moodlet there's no penalty to having pawns sleep during the day (or sleep four separate times, for that matter), so if you have a night owl/regular couple change the regular pawn's schedule. This also works for keeping abrasive pawns from bothering others.
Specific techniques:
Rescuing:
Being rescued gives a +15 relationship bonus toward the rescuer, so if possible think about which pawn rescues a downed pawn.
Zoning:
You can zone pawns into an area when you want them to construct, deconstruct, mine, grow, clean, etc. They'll chat while they work (for better or worse). You won't get a huge bonus unless you do it often, but it's worth doing when the opportunity presents itself.
Word of Love:
If you're playing Royalty "word of love" is a powerful cast for starting/maintaining relationships. It only lasts about 15 days, but if you combine that with the other techniques you can keep even shaky relationships strong. Also works in platonic relationships.
Physical augmentation:
Aesthetic noses and aesthetic shapers can help out, especially with disfigured pawns, but keep in mind that the bonus is universal, so you can inadvertently encourage affairs. The love enhancer can really help to keep relationships strong and moods high.
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