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Rolling for [[Skills#Passion|passions]] (one or two flames) in a skill is just as important as rolling for a high skill, because they will level up faster. | Rolling for [[Skills#Passion|passions]] (one or two flames) in a skill is just as important as rolling for a high skill, because they will level up faster. | ||
− | Having a colonist skilled in | + | Having a colonist skilled in '''Cooking''' (cooking food), '''Social''' (recruiting [[prisoner]]s, trade), '''Mining''' (harvesting [[ore]]), and '''Intellectual''' (faster research) is also useful to have. You don't need every single one of these skills, but having most/all of these covered can hasten your advancement in the early game. |
: (That leaves 4 skills not covered; if you get them, great! But none are needed at the start, nor should be worried about for a quick start... | : (That leaves 4 skills not covered; if you get them, great! But none are needed at the start, nor should be worried about for a quick start... | ||
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::* Art: Beauty can wait until survival is covered.) | ::* Art: Beauty can wait until survival is covered.) | ||
− | Remember, your [[characters]] can only do one thing at a time, and they need time to eat, recreate, and sleep. While skills like Shooting and Medicial won't be used all the time, remember that a full-time Planter can't be a full-time Cook. In this type of situation, you | + | Remember, your [[characters]] can only do one thing at a time, and they need time to eat, recreate, and sleep. While skills like Shooting and Medicial won't be used all the time, remember that a full-time Planter can't be a full-time Cook. This doesn't mean that you should abandon characters great at 2 things. In this type of situation, you might want to have another colonist good at Plants and/or Cooking. |
'''Traits'''<br> | '''Traits'''<br> |