New colony this time crashlanded, Cass - rough, large hills, temp forest 30 day grow period.
Things started out pretty rough two raids close together with already injured pawns meant one went down. The healing times from wounds felt longer. This playthrough I decided to accept every chased refugee, do prisoner missions and note down how many raiders and how many lived to be recruited and their traits. I wanted to see how things were now rather than my usual way of rejecting most refugees especially if I am already hurt. This time I accepted everything.
I had really bad luck on this run. No poison/psychic ship till the end of the second year, very few traders including trade ships, no ancient danger on my map (I checked before writing this). This made getting the multi analyser hard. In other playthroughs I have had up to 6 adv components at the same point in time. Luck can go both ways I guess. I've not yet really got this far down the research tree having played mostly tribal starts thus far. I needed bionics due to an early 9 point eye scar in one of the first raids and the later 2 feet and 2 legs (limb loss was a recurring theme even with everyone in heavy fur dusters and flak chest and legs, not had that much of an issue on my tribal runs with plate and devilstrand clothes.) I felt quite constrained in getting the bionics I needed and at the time of writing I still haven't made any due to lack of gold for a long time.
Here is the list of raids and pawns events I got and some notes about the ones I saw.
raid - 1 tribe - lived - abrasive, too smart, indoorsman, captured, went berserk and died in the fight.
Escape pod - allied - self tended, walked off map before rescue
raid - 1 tribe, died
escape pod - frail ambrosia addict - left to die - ugly, sanguine, no good skills
escape pod - sanguine fast learner - spacer - captured - low but useful skills for my colony
raid - 3 tribesmen - 2 dead - great memory, masochist, psychopath, - captured - only 2 flames
escape pod - ally - recued - beautiful fast walker - ok skills
chased refugee - accept - pyromanic, chem interest - terrible skills - regret accepting (6 man tribal raid foloowed him) he was captured by the raiders somehow
raid - 2 pirates - 1 dead other ran
raid - 4 outlanders - 2 dead 2 ran
incap refugee- guarded by 2 pigs - quick sleeper, body purist - good number of passios average skill lvl - sent al 4 colonists leaving base undefended except for colony yorkie named Friendship. Forgot the prisoner, return journey took 3 days (half a day to get there), prisoner starved to death n a pool of their own vomit.
raid - 4 tribesmen - all dead
incap refugee - 77 years old not going to take the risk on this one.
Food poisoning causes one colonist to get caught by manhunting ostriches, gets an infection in his foot, end up amputating.
raid - 5 outlanders - all dead
escape pod - space refugee - steadfast, greedy, psychic hypersensitive - captured
raid - 6 pirates - 4 dead 2 ran
Prisoner dies dring prison break
Raid - 7 pirates - 3 dead one downed 3 ran (downed pirate got up and on being clubbed with a rifle ge died as well)
raid - 6 sappers - 4 dead 2 ran
chased refugee - jealous, steadfast, lazy - decent passion and skills (doc and art, no dumb labor) - 8 outlanders chasing - 2 downed anc captured one to be released (depressive + low skills) rest died or fled
Raid - 7 outlanders - scattered drop pods - 1 downed rest dead 2 fled - gay, misandrist, greedy - great skills and passions - captured for recruit.
Raid - 10 pirates in drop pods - 5 dead rest ran. Bad set up for the fight, no time to prepare meant two colonists got downed to grenades (poor positioning on my part)
poison ship - 2 scythers 2 lancers -
raid - 4 scythers drop pods scattered.
raid - 15 out landers split two groups 10 and 5 - 2 downed and captured one to be talked to the other released (chemical fascination, indoorsman, nightowl - making drugs for profit so he has to go) pretty, caful shooter, slowpoke - need a janitor
[attachment deleted due to age]
Things started out pretty rough two raids close together with already injured pawns meant one went down. The healing times from wounds felt longer. This playthrough I decided to accept every chased refugee, do prisoner missions and note down how many raiders and how many lived to be recruited and their traits. I wanted to see how things were now rather than my usual way of rejecting most refugees especially if I am already hurt. This time I accepted everything.
I had really bad luck on this run. No poison/psychic ship till the end of the second year, very few traders including trade ships, no ancient danger on my map (I checked before writing this). This made getting the multi analyser hard. In other playthroughs I have had up to 6 adv components at the same point in time. Luck can go both ways I guess. I've not yet really got this far down the research tree having played mostly tribal starts thus far. I needed bionics due to an early 9 point eye scar in one of the first raids and the later 2 feet and 2 legs (limb loss was a recurring theme even with everyone in heavy fur dusters and flak chest and legs, not had that much of an issue on my tribal runs with plate and devilstrand clothes.) I felt quite constrained in getting the bionics I needed and at the time of writing I still haven't made any due to lack of gold for a long time.
Here is the list of raids and pawns events I got and some notes about the ones I saw.
raid - 1 tribe - lived - abrasive, too smart, indoorsman, captured, went berserk and died in the fight.
Escape pod - allied - self tended, walked off map before rescue
raid - 1 tribe, died
escape pod - frail ambrosia addict - left to die - ugly, sanguine, no good skills
escape pod - sanguine fast learner - spacer - captured - low but useful skills for my colony
raid - 3 tribesmen - 2 dead - great memory, masochist, psychopath, - captured - only 2 flames
escape pod - ally - recued - beautiful fast walker - ok skills
chased refugee - accept - pyromanic, chem interest - terrible skills - regret accepting (6 man tribal raid foloowed him) he was captured by the raiders somehow
raid - 2 pirates - 1 dead other ran
raid - 4 outlanders - 2 dead 2 ran
incap refugee- guarded by 2 pigs - quick sleeper, body purist - good number of passios average skill lvl - sent al 4 colonists leaving base undefended except for colony yorkie named Friendship. Forgot the prisoner, return journey took 3 days (half a day to get there), prisoner starved to death n a pool of their own vomit.
raid - 4 tribesmen - all dead
incap refugee - 77 years old not going to take the risk on this one.
Food poisoning causes one colonist to get caught by manhunting ostriches, gets an infection in his foot, end up amputating.
raid - 5 outlanders - all dead
escape pod - space refugee - steadfast, greedy, psychic hypersensitive - captured
raid - 6 pirates - 4 dead 2 ran
Prisoner dies dring prison break
Raid - 7 pirates - 3 dead one downed 3 ran (downed pirate got up and on being clubbed with a rifle ge died as well)
raid - 6 sappers - 4 dead 2 ran
chased refugee - jealous, steadfast, lazy - decent passion and skills (doc and art, no dumb labor) - 8 outlanders chasing - 2 downed anc captured one to be released (depressive + low skills) rest died or fled
Raid - 7 outlanders - scattered drop pods - 1 downed rest dead 2 fled - gay, misandrist, greedy - great skills and passions - captured for recruit.
Raid - 10 pirates in drop pods - 5 dead rest ran. Bad set up for the fight, no time to prepare meant two colonists got downed to grenades (poor positioning on my part)
poison ship - 2 scythers 2 lancers -
raid - 4 scythers drop pods scattered.
raid - 15 out landers split two groups 10 and 5 - 2 downed and captured one to be talked to the other released (chemical fascination, indoorsman, nightowl - making drugs for profit so he has to go) pretty, caful shooter, slowpoke - need a janitor
[attachment deleted due to age]