Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you are super good at avoiding damage and do a lot of scavenging, you want survivors focused on maximizing the efficiency you get from resources as well as keeping your base consumption low.
If you are not as good at avoiding damage, you probably want some viable follower survivors as well as base facilities that give extra health/stamina or some extra combat radio options.
I personally always pick somebody with munitions knowledge, so I get the most out of ammo crafting. Cause I like shooting guns.
I do have some with agriculture so that was a plus. I'm still learning. Trial and error I guess. Thankfully none of my people have died yet but I did have to kick 2 people out already cuz one was wasting meds and the other was an instigator.
btw, if you keep their morale high, they won't waste resources or start conflicts. Only a problem if their morale is low.
Man I should have never moved bases lol. Everything was perfect in that second base they give you. Perfect spot and all. I'm too far in the lumber mill to turn back now. Might as well push on.
When you have a Lounge 3, you can go to Enthusiastic morale where no-one's complaining, and everything goes faster, including skill improvement. This at the cost of noise - you will get 3-minute sieges every time and therefore need to equip your NPC crew with good guns.
Edit: This for when you don't necessarily want to finish the Legacy mainquest quickly, or at all. If you do, then going to 12 and maxing out everything is a waste of time.
Edit2: If you go for Legacies and their Boons, I guess 7 is the sweet spot. Then all 6 NPCs will be active when you defend the base, and no-one is "hidden".
It's 2 food per person per day on Lethal. Not sure about the lower difficulties anymore.
A Garden 3 produces 3 Food. A Compost Bin spends 1 Food to double that. An Agriculture specialist can then sprinkle it with seeds to also double that, but each bonus is based on the basic production. So 3 + 3 + 3 = 9 (-1) Food. This should be enough to keep 8 survivors with Food. A Bag of Fertilizer produces 0,5 food less than this in practice.
You don't have to guess. Click on the base storage in the base menu and you should get a complete overview of the base's upkeep and production.
dont get confused about the ups and downs of your resources. the game dont does that ones a gameday but split the numbers to twice a day. what means when you have +2 food per day you get two times +1 at a gameday (noone and midnight)
Mechanic (fixing your vehicles)
Nutritionist (cooking feasts and health/Stamina bonus)
Munitions (makes more ammo for less)
Hygiene (with a hygiene standards hero bonus to get +150 plague resitance)
Surgeon (for health bonus)
Some survivor that helps morale. (Even better if they have sleep Psychology and give beds)
Though I typically go eight and have:
Sewing (for health and item stack size bonus)
Scrum Master (for speeding up some base actions)
...though these are more of a nice to have. The top six I deem necessary.
Then I start each game with some one with computer skills, but I send them to my pool or kick them after I have upgraded my command center. It is also helpful to temporily have some one with knowledge of gardening so that you can upgrade food outposts to level 3. Once that is done there is typically little benefit to keeping them around, though.
If I decide I want to use the heaven device I bring in recycling to cover the parts cost...but I rarely use it.
If you bring Red Talon skills in...I would rate gut packing higher. It makes it so you can have less of a need for food outposts netting the same effect since you can use the outposts for something else and less of a worry if food did get low....and functions as a cook for feasts. The hacker can just to the relatively useless command center actions.