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!'''Shooting''' | !'''Shooting''' | ||
− | | Hunt || Shooting | + | | Hunt || Shooting tamed animals<br>Hunting animals unable to revenge || || Hunting wild animals |
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!'''Melee''' | !'''Melee''' | ||
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!'''Crafting''' | !'''Crafting''' | ||
− | | Craft, Smith, Tailor || Destroy apparel at smelter | + | | Craft, Smith, Tailor || Destroy apparel at smelter || Produce poor-quality products to sell/deconstruct || |
|- | |- | ||
!'''Artistic''' | !'''Artistic''' | ||
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==== Lack of passion ==== | ==== Lack of passion ==== | ||
Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*. | Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*. | ||
− | : (* assuming no other learning modifiers - see [[ | + | : (* assuming no other learning modifiers - see [[Traits]]) |
Training up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training from Level 6 up to level 8 is 2.5x as much work, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast. | Training up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training from Level 6 up to level 8 is 2.5x as much work, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast. | ||
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Outside of the Hunting task, a special case of deliberately slow "hunting" is to [[drafting|draft]] a colonist and have them attack a specific target. Some resilient animals, such as a [[grizzly bear]], [[rhinoceros]], [[elephant]], [[megasloth]] or [[thrumbo]], can give a lot of shooting skill by kiting them* and continually shooting them with a low-damage weapon. You need to be very careful with this approach because those animals can do a lot of damage if given the chance to get into melee range. Also, this approach does require constant micromanagement, and you, as a player, won't easily be able to oversee other manual tasks in the colony in the meantime. | Outside of the Hunting task, a special case of deliberately slow "hunting" is to [[drafting|draft]] a colonist and have them attack a specific target. Some resilient animals, such as a [[grizzly bear]], [[rhinoceros]], [[elephant]], [[megasloth]] or [[thrumbo]], can give a lot of shooting skill by kiting them* and continually shooting them with a low-damage weapon. You need to be very careful with this approach because those animals can do a lot of damage if given the chance to get into melee range. Also, this approach does require constant micromanagement, and you, as a player, won't easily be able to oversee other manual tasks in the colony in the meantime. | ||
− | A special benefit from it is, that you get a 750% increase in xp, if the enemy is in | + | A special benefit from it is, that you get a 750% increase in xp, if the enemy is in agro mode (haunts the shooter) instead of 90xp per shot with the shortbow, you get 765 for the same shot, no matter if it is a hit or not. |
: (* "Kiting" is a general tactic where the player attacks a target and then runs away, encouraging the target to chase them - the image is a kite being pulled by a kite-flyer, the kite following but never catching the puller. Assuming the player's pawn is faster, they can stop, quickly shoot again, and then keep running, repeating the process indefinitely. This requires constant oversight. Kiting can also be used to lure a target away from an area, or into a specific area for other purposes, such as an ambush, mechanical [[trap]]s, or to fight with a third party.) | : (* "Kiting" is a general tactic where the player attacks a target and then runs away, encouraging the target to chase them - the image is a kite being pulled by a kite-flyer, the kite following but never catching the puller. Assuming the player's pawn is faster, they can stop, quickly shoot again, and then keep running, repeating the process indefinitely. This requires constant oversight. Kiting can also be used to lure a target away from an area, or into a specific area for other purposes, such as an ambush, mechanical [[trap]]s, or to fight with a third party.) | ||
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If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s | If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s | ||
− | [[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually have a ''negative'' beauty value, so they actually make the environment more ugly. Great to put into the bedrooms of [[ascetic]] colonists, but should be deconstructed or sold otherwise. | + | [[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually have a ''negative'' beauty value, so they actually make the environment more ugly. Great to put into the bedrooms of [[traits|ascetic]] colonists, but should be deconstructed or sold otherwise. |
Use the material that you can spare the most of; [[wood]] is often a good choice. Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists. | Use the material that you can spare the most of; [[wood]] is often a good choice. Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists. | ||
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'''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly. Spread out the procedures over multiple doctors and days. | '''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly. Spread out the procedures over multiple doctors and days. | ||
− | Whether caused by [[Ailments| | + | Whether caused by [[Ailments|iinjury or included from the start]], it's often an improvement to a colonist to replace a damaged limb or organ; a heart with even minor [[Ailments#Artery blockage|artery blockage]] can cause a fatal heart attack at any moment. See various links on [[artificial body parts]] for costs and improvement/penalties the post-operative patient will acquire. |
==== Animal patients ==== | ==== Animal patients ==== | ||
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:: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage. There is no prosthetic liver. | :: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage. There is no prosthetic liver. | ||
− | : Removing any organ will give all colonists without the [[Psychopath]] or [[Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].) | + | : Removing any organ will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].) |
=== Mining === | === Mining === | ||
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=== Social === | === Social === | ||
− | + | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. | |
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− | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier | ||
Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve. The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation. | Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve. The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation. | ||
− | Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive | + | Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive. Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills. |
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