Shitty Colonists

Started by Hayhorse, January 16, 2017, 09:46:47 PM

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Shurp

Don't forget that all useless colonists make excellen Lynx feed. Just dump them in the freezer and let your kitties chow down.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

CptEgo

Quote from: Shurp on January 17, 2017, 04:42:45 PM
Don't forget that all useless colonists make excellen Lynx feed. Just dump them in the freezer and let your kitties chow down.

I was just wondering about how you get rid of colonists who are an actual danger to everyone around them. I read somewhere that you can actually execute people, but that doesn't seem to be the case from what I know.

Sola

Quote from: CptEgo on January 17, 2017, 07:02:43 PM
Quote from: Shurp on January 17, 2017, 04:42:45 PM
Don't forget that all useless colonists make excellen Lynx feed. Just dump them in the freezer and let your kitties chow down.

I was just wondering about how you get rid of colonists who are an actual danger to everyone around them. I read somewhere that you can actually execute people, but that doesn't seem to be the case from what I know.

Health > Operations > Add bill > Euthanize.  Small mood penalty for a short time, gets rid of a chemically fascinated sheriff.  Worth.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

lighthoof

Quote from: Sola on January 17, 2017, 03:17:27 PM
Many people bring this up, actually.  You also don't need to keep crap colonists.
Prisoner?  Don't recruit.
Wanderer?  Euthanize.
Escape pod?  Let 'em bleed out.
Such a waste of precious donor organs ...

Miridor

I've seen my fair share of bad colonists. In my agricultural colony I have a default of 3 idle colonists because basically the only thing they are good in is fighting (one is indeed called Sheriff). Yesterday I had a true medieval noble showing up in a drop-pod in my mining colony. Only capable of Social(9) and Art(3). She now runs the Muffalow fleet between the mining colony and main base.

Current (and first) game setup: Storryteller; Cassandra( year one) then Iron Dan (to escape the population softcap and have a bit more challenge), main mountain base (15 souls, 8 years old or so) running low on steel, mining colony (6 souls, first year) mining the crap out of adjacent tiles and an agricultural colony/waystation (12 souls, 3 years something) half-way to the nearest settlement of two friendly factions. Current goals: regular trade with friendlies on their home turf and maybe raid an enemy base or two. Also hoping someone gets a good spaceship mod going ;)