Difference between revisions of "Colonist"
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===Needs=== | ===Needs=== | ||
− | The | + | Colonists have basic needs that, if not met or if met beyond expectations, affect their [[Thoughts]]. |
+ | |||
+ | The needs, both shown and not shown in the Needs tab, are: | ||
+ | |||
+ | * [[Rest]] - the need for sleep. | ||
+ | * [[Saturation]] - the need for food. | ||
+ | * [[Beauty]] - the need for a desirable place to live. | ||
+ | * [[Clearance]] - the need for space to move (natural claustrophobia). | ||
The Needs tab also shows the current effectiveness of the colonist, and also whatever filth they are carrying around with them (dirt, sand, ect.) | The Needs tab also shows the current effectiveness of the colonist, and also whatever filth they are carrying around with them (dirt, sand, ect.) | ||
[[Category:Characters]] | [[Category:Characters]] |
Revision as of 05:15, 10 July 2014
Colonists are the new people of each RimWorld colony. Each colonist has specific skills, limitations set and a character background. In general, colonists are every human except for raiders/travelers/prisoners. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.
Creation
Main Article: Characters
Upon creating a new colony, a screen where 3 colonists can be randomized individually is shown. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name, age, and traits all seem to not have any effect on the colonist.
Backstory
Each colonist will have two parts to their backstory: childhood and adulthood. Each trait has a small story to go along with it, with the name of the colonist filled in for each story. Each different backstory has different effects on the colonist such as: increasing stats, decreasing stats, and disallowing certain tasks. Such information is important to consider when creating the first three colonists for the new colony, as future colonists can sometimes be hard to come by.
Childhood traits | ||||
---|---|---|---|---|
Medieval Lordling
-1 Construction -1 Growing -1 Mining +4 Social |
Urbworld urchin
+2 Shooting +4 Melee |
Midworld nerd
+4 Research -3 Social |
Vatgrown soldier
+4 Shooting +4 Melee -4 Social Warden disabled Doctor disabled |
Medieval slave
+2 Construction +2 Growing -3 Research +2 Mining |
Frightened Child
+3 Cooking +3 Medicine Firefighting Disabled |
Shelter Child
-2 Construction +3 Research -2 Mining +2 Social +3 Medicine |
Caveworld Tunneler
+1 Construction +6 Mining -2 Shooting Researching Disabled Crafting Disabled |
History Student
+2 Social +2 Artistic +2 Crafting |
Trader's Child
-2 Construction -1 Growing +1 Social +1 Crafting |
Son of a Huntress
+2 Shooting +2 Melee +2 Cooking +1 Medicine +1 Crafting Researching Disabled |
Coma Child
-2 Construction -2 Mining +5 Social |
Scout
+1 Construction +3 Shooting +2 Crafting Researching Disabled Art Disabled |
Caveworld Tender
+4 Growing +2 Mining -3 Shooting |
Farm Boy
+2 Growing +3 Mining +4 Melee -3 Social -2 Cooking |
Feral Child
+2 Growing +4 Melee +1 Crafting Researching Disabled Warden Disabled |
Mechanoid Nerd
+2 Construction +3 Research -2 Social +2 Crafting |
Sickly Child
-2 Construction +4 Research -2 Melee -2 Social +5 Medicine |
Student Socialite
+6 Social Cleaning Disabled Hauling Disabled Art Disabled Crafting Disabled Plant Cutting Disabled Mining Disabled Growing Disabled Repairing Disabled Constructing Disabled Cooking Disabled Doctoring Disabled |
Pampered
+2 Research -3 Melee +3 Social +3 Medicine Cooking Disabled |
Student Engineer
+2 Construction +4 Research -2 Mining -2 Cooking -2 Artistic +4 Crafting Cleaning Disabled Hauling Disabled Plant Cutting Disabled |
Aspiring Pop Idol
-2 Mining -4 Shooting -4 Melee +4 Social +4 Artistic Cleaning Disabled Hauling Disabled Plant Cutting Disabled Mining Disabled Growing Disabled |
Amateur Engineer
+2 Construction +2 Research +1 Mining +1 Shooting Cleaning Disabled Plant Cutting Disabled Growing Disabled |
Vatgrown Medic
+3 Shooting +3 Medicine Art Disabled Crafting Disabled Cooking Disabled Warden Disabled |
Disciplined Farmer
+2 Construction +3 Growing -1 Research +2 Mining Cooking Disabled Warden Disabled |
Street Child
+3 Social |
Rebel Slave
+1 Construction +1 Growing -2 Research +2 Shooting +2 Social +2 Crafting Art Disabled Mining Disabled |
Noble Ward
+4 Research -1 Shooting -2 Melee +3 Social Cleaning Disabled Hauling Disabled Plant Cutting Disabled Mining Disabled Growing Disabled Fire Fighting Disabled |
Core Dilettante
+2 Research +2 Social +2 Artistic Cleaning Disabled Hauling Disabled Plant Cutting Disabled Hunting Disabled |
VR Addict
+2 Research +1 Shooting +1 Melee +1 Artistic +1 Crafting Warden Disabled |
Wild Child
+4 Shooting +6 Melee -2 Social -3 Cooking Researching Disabled Cleaning Disabled Art Disabled Doctoring Disabled |
Urbworld Hooligan
+2 Shooting +3 Melee -3 Cooking Plant Cutting Disabled Growing Disabled |
Urbworld Criminal
+2 Shooting +3 Melee +1 Medicine |
Fire-Scarred Child
+1 Mining +1 Melee -2 Cooking Cooking Disabled Fire Fighting Disabled |
Awkward Nerd
+5 Research -2 Melee -2 Social +4 Crafting Fire Fighting Disabled |
Hillbilly Prodigy
+2 Shooting +2 Melee -2 Social +2 Medicine Cleaning Disabled Art Disabled Warden Disabled |
Military Child
+2 Construction +3 Shooting +1 Melee +2 Medicine -3 Artistic |
Construction Grunt
+4 Construction +1 Social +2 Crafting Cleaning Disabled Plant Cutting Disabled Growing Disabled |
Farmer Boy
+1 Construction +4 Growing +1 Mining -3 Social +2 Crafting Warden Disabled Doctoring Disabled Fire Fighting Disabled |
Test Subject
+2 Research +2 Melee +1 Cooking Plant Cutting Disabled Mining Disabled Growing Disabled Warden Disabled |
Stable Boy
+2 Mining +2 Melee -2 Social +2 Artistic +1 Crafting Warden Disabled |
Cat Herder
+2 Social +3 Cooking Cleaning Disabled Hauling Disabled |
Shunned Girl
+2 Shooting -2 Social |
Vatgrown Assassin
+2 Construction +4 Shooting +1 Melee Art Disabled Plant Cutting Disabled Growing Disabled Cooking Disabled Doctoring Disabled |
Officer Cadet
+1 Growing -3 Research +3 Shooting +3 Melee +1 Social +1 Medicine -3 Artistic Researching Disabled Art Disabled |
Adulthood traits | ||||||
---|---|---|---|---|---|---|
Medieval lord
-5 Construction -5 Growing -5 Mining +5 Shooting +5 Melee +7 Social Cleaning Disabled Hauling Disabled Cutting Disabled Mining Disabled Growing Disabled Constructing Disabled |
Deep space miner
+3 Construction +7 Mining +2 Melee |
Military commissar
+3 Shooting |
Colony settler
+4 Construction +4 Growing +4 Mining |
Medieval farm oaf
+8 Growing +3 Mining Researching disabled |
Urbworld entrepreneur
+3 Research +6 Social |
Navy scientist
+8 Research |
Playing
The game starts of with three colonists being dropped in on escape/transfer pods (as can be somewhat seen on the right) on the map. This is how the majority of colonists are introduced onto the map, although some will also walk into the map from the border. Colonists have a wide variety of outfits based on their job, which is determined by their backstory. In general the less manual-oriented colonists will have lab coats on, while the more labor-intensive colonists will wear a solid color.
Equipment
Main Article: Weapons
Colonists can be equipped with various items which are shown on their information panel while individually selected. They can only be equipped with one item at a time, and their skill with that item is determined by their skill with Shooting. An example of this can be seen below.
Overview
The overview screen allows the setting of what tasks each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. With the default prioritization, the priority of the tasks is preset, and can't be changed. An example of this can be seen below.
As of build 243, one can prioritize a colonist's actions manually. To do this, one goes to the Overview menu, and checks the Manual Priorities box in the upper left-hand corner. The colonist has the numbers 1-4 in each check-box available, with 1 being the highest priority. If two or more tasks have the same prioritization number, then the colonist will do the task on the left of the menu first.
Thoughts
The Thoughts tab shows whatever your colonist is thinking, whether good or bad. These thoughts can increase or decrease happiness, increase or decrease fear, or sometimes do a mixture of the two.
For a more detailed list of thoughts, click here
Needs
Colonists have basic needs that, if not met or if met beyond expectations, affect their Thoughts.
The needs, both shown and not shown in the Needs tab, are:
- Rest - the need for sleep.
- Saturation - the need for food.
- Beauty - the need for a desirable place to live.
- Clearance - the need for space to move (natural claustrophobia).
The Needs tab also shows the current effectiveness of the colonist, and also whatever filth they are carrying around with them (dirt, sand, ect.)