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RimWorld => General Discussion => Topic started by: BladeOfSharpness on July 23, 2019, 06:33:52 AM

Title: Please help, I can't stop recruiting colonists!
Post by: BladeOfSharpness on July 23, 2019, 06:33:52 AM
I can't resist, each time a colonist with some nice perks is around (a downed bandit, a guest, a quest giver, anyone), I try to recruit him.

I'm now at 27 colonists, but I know I'll not cease recruiting them until Rimworld explodes and my computer too, haaalp!!!
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Kirby23590 on July 23, 2019, 07:00:00 AM
Okay, Just i will tell many things...

I can help slap you out of it... All you have to do is stop. Like yes, and instead of recruiting them. Harvest their organs or just kick them out when they are fully head and get free goodwill instead if they were not from a pirate faction.

I mean i recruiting a lot of colonists also increase the size of the raiders and the danger the more colonists you got. I mean i rather make the guests happy and keep getting goodwill, and not get a pawn with good stats from a faction that i'm allied too and heal them up and let them go...

It's not easy, but i rather keep a personal cap of 12 or 20 colonist max instead of something like 100 or the computer gets memory slow downs. And yeah i also have a prisoner ransom mod that let's you ransom prisoners get tons of silver there's that. But i rather heal them up and let them out and get goodwill and not accumulate wealth like that.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Canute on July 23, 2019, 07:07:57 AM
Just create a caravan with all these people you currently don't need and let them have an outdoor picknick.
If you let them rest at the right spot they can feed themself with berries.
And once one of home-pawn's die you can send a replacement back home.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Limdood on July 23, 2019, 02:28:51 PM
What's the problem?  Large colonies work just fine....as long as you can make things for the extra colonists to do....huge growing zones, repetitive and never-ending crafting bills, frequent raids on your enemies' settlements, etc. 

If you've got 27 colonists and you have like 10 idle all the time, then there's a problem.  But you keep recruiting and do it in a directed fashion...it slows down the process but makes sure that each new colonist is valuable.  Analyze what job you could ACTUALLY use another pawn on.  For me, it's often cooking, but if i only have 2 colonists who are great at shooting and animals together, and i'm consistently trying to clear-hunt a temperate forest, it could be shooting and animals.  It could be just animals if you have a fishing mod.  It could be plants if you are turning your base into a gigantic plantation, or crafting if you've GOT a lot of resources, but those dusters/drugs just aren't getting made fast enough, it could be you're suddenly realizing 2 good doctors isn't enough for 27 pawns.

Whatever the case, find the skill your base MOST needs at any given moment to keep up with it's expanding population and focus solely on recruiting pawns with THAT skill.  For me, I try to get 2 cooks for a 6-8 person colony....as I expand, those 2 cooks are good enough...until I get to around 11 pawns, then I find I need more in the kitchen to keep up with the influx of dead animal carcasses, so I look for cooking skill pawns.  I tend to use crafting just for my own pawns and for fulfilling trade offers and drugs...I don't craft apparel to sell - so I try to get a pair of crafters until I've got about 10 colonists, then I'll grab a 3rd until around 14-15 colonists, and grab a 4th (and final) crafter after that.  I like a 6+ skill doctor per 5 pawns, and a 10+ skill doctor per 10 pawns.  A decent plants skill pawn (8+ skill) per 5 colonists.

In that way, I'm able to keep expanding more and more and more, but I'm recruiting pawns that will service my growing population, rather than sit idle as I recruit my 12th construction skill pawn.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: fritzgryphon on July 23, 2019, 03:26:33 PM
Even if your colonists have good stats, there is always a worst colonist. 

Brutalize that one to keep the game's adaptive difficulty down.  When the colonist becomes too broken to be useful, let them die in the next raid to further bring the difficulty down.  Then do this to your next-worst colonist and repeat until reaching your target population.

Note: Friendly-fire downing no longer affects difficulty. It has to be enemy damage (I think).
Title: Re: Please help, I can't stop recruiting colonists!
Post by: B@R5uk on July 23, 2019, 04:28:13 PM
You always can transport pod any useless pawns to friendly settlement as gift. This method is humane and profitable at the same time. High standing allows you to summon friendly raid to counterattack some dreadful centipede swarm. Just try it once and you will pleasantly surprised at their abilities.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Kirby23590 on July 23, 2019, 08:57:20 PM
Yeah i also have 25 or 30 colonists... But like that they can be more idles just eating the food storage and even some of the good colonists can be unnecessary and just do nothing or their bad traits start to outshine them like going in food binges or their mental breakdowns...

Just nothing something ridiculous like having 70 or 80 colonists is like way too many IMO. If your computer starts to slowdown with too many colonists then start giving your guys that you don't like a vacation to banishment and happiness or what B@R5uk said, putting them in a transport and launch to existing friendly faction for a new home for em'...

@B@R5uk i will try that one, and kick out jimmy the pyromaniac or joey the hated jerk abrasive to the friendliest outlander neighbor, for some goodwill since i mostly summon my allies for help when large raids come or calling in their caravans.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Bozobub on July 25, 2019, 12:12:10 AM
@Limdood:  Why do you need so many cooks?  I know you're a better player than me, but I only need 2 not-terrible cooks to crank out pretty ridiculous amounts of surplus; 15 colonists is easy-peasy.  Do you only cook Fine meals, maybe?

If not, I guess it's your base layout?  Anyway, I'm curious ;D.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Limdood on July 25, 2019, 10:56:02 AM
I cook a LOT of pemmican, which is significantly slower than meals.

I also DON'T have fluffy's work tabs installed, so I have no way to assign butchering a higher priority than cooking, and I'd like that to be the case.  When I don't have 2 cooks in the kitchen 24/7, the carcasses tend to pile up, as the cooks prioritize the stove over the butcher table. 

I also make absolutely nonsensical amounts of surplus food.  I tend to tell my colonists to make simple meals until I have 50-100, fine meals until i have 200-300, and pemmican until I have 6000-12000 (I use stack mods so I don't have 100 stacks of 10 or 75 food all over).  It's excessive, and I certainly get punished in the form of larger raids, but it's a hard habit to break.

So maybe i'm not a better player :D
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Pangaea on July 25, 2019, 04:26:21 PM
Why do you need that much food? And more generally, do people actually manufacture stuff 24/7?

Generally I make some hats and dusters/parkas now and again, and sell off a bunch when a trader drops by, or I take a rare caravan (for instance due to quests). But if my crafters and artists were producing stuff non-stop, I'd very quickly run out of storage, and I do have quit a lot of storage.

Okay, being able to store 500 meals in one tile or something would help, but presumably you can't store e.g. hats in one tile even with mods, so storage will become an issue. And ofc wealth. And if you sell stuff all the time, won't you just end up with oodles of silver?

Tbh, I just sell off surplus raw material instead, even food. A ship comes by, and we can sell off a couple thousand alpaca fur or something like that and free up some storage room.

As for colonists, it's hard to NOT recruit good people, but try to only restrict yourself to people who are a true benefit to the colony. Bad traits? I'll let you bleed out, thank you. One-trick ponies? Bleed. Can't fight? Drown in blood.

Give me lots of tiny fires on their profile and some high skills, and I'm much more likely to take them in.

If you are stuffed to the rafters with colonists, you can always use them as target practice for the enemy. If you're lucky a big raid downs them and carry them off, or kill them. Or I suppose you can parachute them into a friendly colony like suggested above. I've yet to build a transport pod so not sure how that would work out :D
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Canute on July 26, 2019, 01:51:38 AM
I agree to him. Far to much meals for just 15 pawns.
Special since you can't sell regular meal's anymore, you should just made a stock for 2 days 15 pawn * 2 meals * 2 days.
Ofcourse that don't count for pemmican, since you can sell that and need it for caravans and when the cook for ill/wounded.

I rather would let the cook brew some psychite tea instead.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Limdood on July 26, 2019, 11:41:56 AM
1) it's my own personal preference for playing.  I'd rather have oodles of food handy, so a toxic fallout happens?  who cares!  I have 300 meals stored up and another 20 days of pemmican!  I do regularly stockpile and sell off pemmican. 

2) which brings up "if you sell it, don't you have oodles of silver instead? and that impacts wealth!"  Well....yeah.  But a) you sell things for less than they're worth and buy them for more than they're worth, so turning a few thousand pemmican into steel through a trader WILL bleed off wealth, and b) That money doesn't sit around.  I constantly request traders and upgrade my base.  I craft high end armor and weapons in the late game, replace steel traps, constantly sell off food and other renewable products to buy out traders of their steel and plasteel.  I DO reinvest the constant and constantly increasing influx of wealth into new constructions, projects, equipment, and defenses.

Is it the most efficient way of playing?  absolutely not!  But -to me- it's much more fun than penny pinching every resource item, damaging my own weapons and furniture down to 1% to cheese the wealth mechanic, and ending up getting inconsequential raids because i "beat" the economic and hidden rules game.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Pangaea on July 27, 2019, 01:25:25 AM
True. Nothing wrong with that, I just wondered. What's so awesome about sandbox-y games like this is that we can play however we want.

I also prefer to have a backup of pemmican, though I've stuck with 2000 for 12-15 pawns. Nice to have if you get toxic fallout of both cooks get their limbs blown off. I also like to play the game mostly vanilla, though, so even 2000 pemmican takes up a decent chunk of room, and I don't want to start adding oodles of mods that inevitably unbalances the game.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Gadfly on July 27, 2019, 10:50:54 AM
I recruit everyone even the bad ones, soon I can trade over the entire world.

Then once I can build the ship I build multiple ships over time, and send off the bad ones first.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Limdood on July 27, 2019, 11:03:20 AM
Quote from: Gadfly on July 27, 2019, 10:50:54 AM
I recruit everyone even the bad ones, soon I can trade over the entire world.

Then once I can build the ship I build multiple ships over time, and send off the bad ones first.

That's cool.  I've never considered building ships as a "release valve" for the poorer colonists and continuing playing.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Canute on July 27, 2019, 12:53:33 PM
Most nation only recruit their best people as astronauts, but you do it opposite.
You populate the universe with dummies while keep the genius at home ! :-)
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Limdood on July 27, 2019, 04:46:23 PM
Now we know:

1) who crashed the ship.
2) who sent the ship
and
3) why our starting pool of colonists is always the most dysfunctional bunch of misfits you could ever imagine.

It's all Gadfly's fault...
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Shurp on July 28, 2019, 05:01:16 AM
Wait, the Rimworld colonists are Golgafrinchans???!!!  NOW it all makes sense!!!
Title: Re: Please help, I can't stop recruiting colonists!
Post by: RicRider on August 07, 2019, 06:33:23 PM
You could always use the less useful ones as a mood booster. Just have some bloodlust pawns beat a few of them to death with wooden clubs. It can be quite amusing! Also, when they go on mental breaks and run for the drugs, just have some of the other pawns gang up and beat them unconscious. That will end the mental break and keep things chaotic so you end up with a few less pawns after a season or two.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: B@R5uk on August 08, 2019, 11:54:53 AM
Am I the only one, who carefully selects pawns for colony for them to be very friendly with each other?
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Pangaea on August 08, 2019, 01:44:09 PM
Probably not. I just try to get pawns with decent skills that covers all the basics, and then try to get them without injuries so they don't have pains. Plus if I get non-terrible traits on them as well, but I don't want to spend an hour "re-rolling".

After those starting five (I prefer to use the tribal scenario), I try to be selective in who I recruit. If they're not useful for anything or have horrible traits, I don't want them. If they can genuinely contribute -- sure, you are welcome. Otherwise you can bleed out, thank you very much - or maybe I'll make the bother of picking you apart for organs. Might come in use later. Although it will lead to the entire colony flipping out for a week or so :D

Once I rescued a 90 year old woman that dropped from the sky. She had a bad back, couldn't see, and loads of other horrible stuff. Healed up okay, but even as healthy she was in such a state that she could barely make it off the map. Never seen anything move that slowly.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: B@R5uk on August 08, 2019, 02:15:40 PM
Quote from: Pangaea on August 08, 2019, 01:44:09 PM...She had a bad back, couldn't see, and loads of other horrible stuff. Healed up okay, but even as healthy she was in such a state that she could barely make it off the map...
Hahahaha! Like this? Every time she tried to leave she got malnourished or a little bit of heat stroke (it was game on hot biome) and collapsed on spot. It took me to make special healing room on the edge of the map for her to be able to leave.

[attachment deleted due to age]
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Pangaea on August 08, 2019, 02:55:10 PM
Hahaha, yep, something like that  ;D

Thankfully my crock made it off the map on her own without any more help, although she got pretty hungry before she got to the edge. Movement speed was 0.10 cells per second or something like that. Almost imperceptible.

One of my current pawns took a shot to the brain and it's at 4/10. That alone means she can barely move and any small extra condition will incapacitate her, like food poisoning. And since she moves so slowly, she can get malnourished on the way from a cleaning job to the freezer. Another time I had to pick her up in the freezer because she fainted there (while picking up a meal after eating) due to tiredness.

Oddly enough she's still a decent shooter and constructor, but her value to the colony is a faint shade of what it once was.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: RicRider on August 08, 2019, 04:07:15 PM
I once got an octaganerian out of my hospital with a shot of luciferium. It gave him just enough consciousness to get off the map (although it still took him 3 hours).
Title: Re: Please help, I can't stop recruiting colonists!
Post by: B@R5uk on August 09, 2019, 10:19:22 AM
Well, aside from usefulness and absence of bad habits I'm using dev mod to check if potential new pawn is socially compatible with majority of my others pawns. Also lately I like kind trait very much. My last colony has almost half of pawns with this nice trait despite naked brutality start. Someone can say it's cheating to check hidden stats with dev mode, but for me it's crucial information devs "fogotten" to implement in the game.
Title: Re: Please help, I can't stop recruiting colonists!
Post by: Pangaea on August 09, 2019, 03:06:17 PM
We all play how we like of course, nothing wrong with that.

For me, though, I like to just play the game and take what happens on the chin. It's more fun in the long run than hunting for perfection in base design, non-injuries and non-deaths and so on. Social fights and marriage break-ups can certainly be frustrating (like when two pawns starting beating each other's brain out when the whole crew was on the way to take on a mech ship), but it gives the game more flavour as well. It's a crew of randomly gathered colonists from diverse backgrounds. Some in-fighting is probably expected.