How picky are you With which colonists to join?

Started by jpinard, February 03, 2017, 02:55:27 PM

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LordMunchkin

I pretty much do everything Limdood does when it comes to colonists. Some things are obviously bad but can be mitigated with the right play. Combinations of bad things are what you have to watch out for!  :P

Lightzy

Haha I let die or kill anything that isn't good enough.

It's just that about 90% of colonists are COMPLETELY USELESS.

It's a design fault I believe.


I take maybe 2 useless colonists in order to be haulers/cleaners, but that's it.

Thyme

I'm kinda picky, but that depends on the situation. I'm willing to (temporary) accept pawns that have no's, if I really need their manpower in something they do well (which means their no's don't matter a lot). I try to replace them with better pawns asap, because I do have specialised colonists, but nobody does only one worktype. I'm in year 5 or 6 now and have six pawns, three of them I took only because I had to. Finally got replacement pawns. I have to add that I get mostly mechraids due to rather cold ice sheet.
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

Mkok

I only played the Engie's frozen ocean challenge this alpha, and in there Im not very picky. Pretty much everyone who manages to reach my shack alive is accepted  :). So far 2 people made it, the second one died to, ... well lets say the food rations were a bit unfair  ;). The first person is A totally useless guy called Vladimir, he cannot haul, clean nor craft, and he sucks at practically everything, only his melee skill is decent. Also he is constantly complaining that his part of the shack isnt decorated with gold. Pretty much the worst kind of pawn for the challenge, but it adds additional level of "fun". Ive decided I will have the two escape the planet together.

In normal games I ussually completely ignore pawns with the following: Pyromaniac, incapable of hauling, sucks at everything, cannot do any of the jobs I need to hire someone new for, mood debuffing traits, incapable of violence, no permanent brain damage.

Sola

If I have 3 colonists or less, I take only the best.

From 3 to 8ish, I'll take anybody capable of hauling, with the following exceptions.
-Chemical interest/fascination is euthanasia.
-Slow moving is euthanasia.
-Pyromaniac is euthanasia.

After I'm safe, I go back to being picky.
-No chemical interest, pyromaniac, slow moving, slow working, or brawler.
-Capable of shooting and hauling.
-Has a relevant interest.
-Passable mental break thresholds.  Things like volatile and too smart on the same guy are bad.  Jealous and Iron-Willed is okay.
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

cmitc1

I take people I see potential in.

the only trait I don't take is pyro, I don't tend drugs so chemical interests do not bug me.

Serenity

Relatively picky. Especially early on when food is scarce. I mostly want colonists who have at least 2 or 3 useful skills. But I'm willing to overlook certain negative traits if they have other benefits.