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I always custom make my initial group. Endlessly rerolling the RNG colonists is not my idea of fun.
Cooking? I've done several colonies where my highest cook was like 3 with no passion. Sure there was some food poisoning, but I soon got a new recruit that was able to take over.
It's always good to start with at least one good combat person (preferably shooter imo), but I've done some low starting combat runs that turned out okay.
I think my only general must have starting stat is Contruction...5? So you can make the wood generator.
I think a Researcher isn't something to stress too much about in your initial picks, but in the end it's all a matter of preference.
As for undesirable traits...yeah that can bone you sometimes. I HATE anyone with Incapable of Dumb Labor, I feel it REALLY sucks when you're just starting out. Later on when you've got 5+ people already, having one or two with it isn't a problem, but starting with it kinda blows.
On Prepare Carefully...I've just looked it up, and I gotta say, it looks like a LOT, and unless you use points limitation, it would just be broken (unless you hold yourself back of course). If you use it to make colonists within the limitations of normal character generation, and you were gonna reroll for god-people anyway, may as well, just to save you time, but I doubt I'd ever use it, but then again, I have impulse control issues...
In the end, play your way.
That would be true for a non-Tribal start. With the Lost Tribe a good starting cook is essential.
I used to reroll pawns for like half an hour or more to get the right combination of things I wanted.
With Prepare Carefully, I just set the background, passions, traits I want.
There is no advantage unless you cheese it and jack up all the skills and passions or whatever, but if you just focus on realistic starting pawns, it doesn't hurt anything, just saves time.
I also enjoy choosing my starting animal instead of having it random. I like doggos. :>
I do the exact same thing. Doing nothing but press the reroll button for up to half an hour just to get a colonist that is just somewhat decent is not my idea of fun.
Prepare Carefully all the way.
My requirements have gone down over the years. This is my ideal group.
#1: Shooter, construction, mining (I like mountain bases). I need at least one guy who can shoot straight, for defense and hunting. Since they're not going to fight all the time, they need to be busy... ie, mining to make the base bigger & building stuff.
#2: Farmer. Hunting won't keep you alive for long, need a farmer. Plus if they're a cook too.
Annnnny other useful skills on this pawn are just a bonus.
#3: Researcher. Only way to get out of the beginning issues is research, research, research. Plus if they have any other decent skills (crafting pairs well, need to be able to actually make guns etc when they research it).
Social, medical, animals are helpful. I take em if I roll em, but I've made do before with horrible scores on all of those.
Personally I'd take Construction, Plants, Medical, and some skill in combat to begin with. Good Construction lets you access traps, generators, and other stuff easily, and mitigates the risk of valuable components/resources being wasted by failed construction; additionally, you could go the nutrient paste route many seem to prefer and skip Cooking entirely. Plants skill can help cut down trees faster so your builder has materials to quickly setup a proper camp with furniture, and works faster on planting (harvests more and wastes less too). Medical for treatment of injuries and diseases, combat skills for the times when you can't avoid combat using traps (like that Nimble guy who walks all over them, RIP naked brutality run).
Beyond that, just keep a lookout for people to recruit with Intellectual, Social, and Crafting. Animals isn't strictly necessary since basic useful animals like yaks can be tamed with zero skill.
I'll definitely avoid pawns with disabilities like no dumb work, non violent, etc, and definitely no addictions (those are hard to deal with early on).
That said - if you are going for a legit run, there are some pawns that are plain useless, that is bound to happen with random generation.
But the number of skills that you absolutely, positively MUST have from the start is not that much - that is honestly, plants and medical. And you need semi decent combat abilities, so you don't get completely mauled by manhunting fox or something.
But that is about it.
Construction? You will be doing it a lot, and you will train it quickly - just make sure you don't construct anything with early components too early, when failure is happening often.
Cooking? Against, easily trained on need. Science and social, the same.
Mining is also not necessary, just very handy.
Now let's see the why do you need to have combat:
So you can survive early raids and animal attacks, simple. You want one of them to be better in melee.
Medical - you will get wounded, a lot. And early on infections will be deadly.
Plants - simply because you need food and healroot - unless map has ton of foragables and long/all-year growing period.
From other skills - you may want someone with reasonable construction and crafting skill, as resource and time saver.
Good passions are more important than skill levels.
It is nice to have reasonably balanced setup, but it is by no means a must.
As for traits for pawns - just avoid combinations that prevent violence and or certain jobs. Old pawn are fine, unless they are so old that they are on the brink of death.
Avoid addictions and chronic diseases.
The rest is manageable - unless you get very attached to your guys.