![]() Remember to upgrade it once the colony gets going. Resources deteriorate from being unroofed and outside, so putting a roof over them removes at least one of these penalties. You can add a couple of walls on the corners to make it safer from roof collapse. It’ll only take 5 resources to build since roofs don’t cost anything and it’ll be a good enough starter storage. A quick and cheap structure to store materials and food can be made with a 9x9 roof and a wooden or steel wall in the middle.Resources like steel, gold and stone will not deteriorate outside. ![]() If you have some storage space inside, prioritize the perishables. A lot of resources like food, components and clothing will deteriorate when left outside.Just remember to replace them later, since they’re very flammable and not very strong against attackers. They’re cheap, easy to come by and fast to place. Starting the game using structures made of wood is a good plan.If you rescue someone from another faction and let them go after they’re healed, your relationship with that faction will get a boost. However this will make your relationship with that faction go down. If they belong to a different faction, they’ll likely not join you, so if you really want them it’s better to capture instead of rescuing. Again, check their stats and see if they’re worth your time. They will be hurt and need medical attention. So it’s sometimes not a gamble worth taking. They give you a bit of information about themselves, but you won’t know details about their skills and traits. Unless you really need extra hands, people who are being chased and call you asking for asylum might not be a great plan.If you really want to capture a raider and make sure you won’t kill them, use blunt weapons, like clubs, maces, fists or even melee attacking with guns.Leaving a raider to die has no implication on the mood of the colony, but letting a prisoner die does. An unwanted prisoner might not be worth your time and resources. Always pause the game and check if they’re worth your time before doing it. When raiders are downed and not killed, you can capture them for recruitment purposes.More people means you’ll need more food and resources, and if they don’t pull their weight that could be a problem. It might seem at first that you want as many people as you can, but it might be better to reject people sometimes.Colonists with lower skills but very good traits are better for the long run, but will make things harder at the beginning.So unless you’re having a barbecue, you should probably avoid them. Pyromaniacs, for example, will set fire to your base from time to time. Sometimes bad traits can be managed, but sometimes that’s a little harder. See if they are good or bad and worth your time. People who don’t haul or don’t care for the injured are bound to give you a headache. Avoid colonists who are unable to do certain jobs.Cooking and Medicine are also important, but there are ways to get around these. The most important skills for starting are, in this order: Growing, Shooting, Construction, Crafting, Mining and Intellectual.Scars can also be a problem, because they will give your character an almost permanent mood debuff. ![]() You don’t want a colonist with a high shooting skill and cataract or a crafter missing a hand.
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