Good skill/trait combos

Started by Syrchalis, April 01, 2017, 12:57:26 PM

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Syrchalis

Some are very picky when it comes to starting colonists and colonists that join, others will make due with anyone. Whatever type of player you are, you still like to see certain combination of traits and/or skills.

An extreme example is this trait combo:
Iron-willed
Very Neurotic
Industrious

4% better break threshold, 175% global work speed. If that's your constructor/crafter, GG. But no matter what he is good at, that will be a top-notch colonist.

Some combos are more specific and those are the ones I'm more interested in.

For example - someone who is good at growing, medicine and cooking. This colonist will stay inside the base at all times, because his skills allow it. A bad combination would be animals/shooting with medicine/cooking. They want to hunt/tame but need to stay at the base to cook or tend to people regularly, resulting in conflicting priorities. They often will wander across half the map to hunt/tame and then return half-way because someone needs their flu shot or a hamburger.

Shooting/Melee/Animals is another good combo because that guy can go hunt/tame and do reasonably well in a melee fight with the animals. Also animals/brawler for the same reason - doesn't make a good hunter though.

I like my constructor/crafter to be separate, even though they don't really hurt each other like above example. It simply is annoying that you have to choose between crafting the clothing/weapon your colony needs and building whatever needs building right now (especially if no one else can do it since quality is relevant).

I like a high research score on whoever is doing things that aren't always in need to be done - e.g. a doctor/crafter could research reasonably well even if research is not higher priority than his main jobs.

What combination of traits and skills do you like? Personally and objectively?
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

b0rsuk

You work with what you're given. But my dream combination would be:

Industrious
Optimist
Masochist (or Bloodlust, but Masochist helps when you're wounded or sick, and Bloodlust mostly lets that pawn haul corpses after a raid. Something the newly wed will happily do).

Optimist  vs Iron-willed: optimist has largely the same effect, except when high on mood your colonist works and walks faster.

XeoNovaDan

In Alpha 15, I had somebody who was very neurotic and industrious, but careful shooter instead of iron-willed - she was also 74 years old but that clearly didn't show in her. Her name was Epsilon, and she was one of the lead cooks.

I quite like Pessimist/Depressive and Teetotaller personally because they make for an interesting challenge to keep happy (especially depressive). Greedy or Jealous makes that even more interesting for the early game. Careful shooter with anything as Careful Shooter is pretty OP as it stands.

Granitecosmos

#3
The winner combe for me is:

  • Industrious
  • Jogger
  • Sanguine
No matter what, the pawn is destined to be better than the others in whatever task it is performing. Could drop Sanguine lategame for some combat trait, though.

Greep

Jogger
Careful Shooter
Iron-willed

Best warrior ever.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Syrchalis

Why are you all mentioning optimist? Sanguine is the same but stronger.

The reason I prefer Iron-willed is because it is stronger when it comes to preventing breaks.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

XeoNovaDan

Mood changing traits and threshold traits are interesting for sure

Iron-willed vs Sanguine: Iron-willed (or even steadfast if no other traits that affect threshold) minimises mental breaking, but sanguine is a higher mood which affects global work speed past a certain threshold

Granitecosmos

Quote from: Syrchalis on April 01, 2017, 04:06:50 PM
Why are you all mentioning optimist? Sanguine is the same but stronger.

The reason I prefer Iron-willed is because it is stronger when it comes to preventing breaks.

I haven't seen Sanguine in such a long time I forgot it existed. Yeah, I meant Sanguine. My bad. Gonna edit my reply too.

Quote from: XeoNovaDan on April 01, 2017, 04:38:44 PM
Iron-willed vs Sanguine: Iron-willed (or even steadfast if no other traits that affect threshold) minimises mental breaking, but sanguine is a higher mood which affects global work speed past a certain threshold

I'd take Sanguine over Iron-willed any day. Former gives a better boost overall.

Syrchalis

What about skill combinations? What kind of skills do you like to see together? I already wrote a few examples what I personally like together (stuff that is done outside the base, stuff that is done inside the base).
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

Greep

My favorite isn't a skill combo so much as a background combo.  There's this one set of backgrounds that basically covers every miscellaneous task you want.  Social, medicine, research, crafting.  Some researcher or whatever.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Hans Lemurson

Neurotic
Nudist
Pyromaniac

"It was getting chilly in there, and electricity and me just don't get along..."
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

Greep

Slipped my mind, but the obvious:

Constructor/grower.  Unless you prep the area with a grower, a con20/grow0 is going to spend way more time building than a con7/grow7 just because of all the tree chopping.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Syrchalis

#12
Quote from: Greep on April 01, 2017, 08:29:51 PM
My favorite isn't a skill combo so much as a background combo.  There's this one set of backgrounds that basically covers every miscellaneous task you want.  Social, medicine, research, crafting.  Some researcher or whatever.
Exiled researcher?
Shooting +2
Medicine +4
Artistic +2
Crafting +3
Research +8
(no downsides)
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

Greep

Yeah that one is pretty ridiculous, especially with a good child background.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Syrchalis

There is some more of these. Addiction Council is one of them, gives nearly the same but social instead of research. Low-wage worker, as bad as it sounds is actually one of the best backstories. Combat engineer is also pretty good. All the tribal backstories are good, because they have no downsides. There is a few that are really good but disable one or two not-so-important things (social, cooking etc.).
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.