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− | + | Colonists are the living inhabitants of each RimWorld colony. Each colonist has specific [[skills]], positive and negative [[traits]], and a character backstory. In general, every [[Human|human]] is a colonist except for [[Raider|raiders]]/[[Traveler|travelers]]/[[Prisoner|prisoners]]. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game. | |
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− | + | ==Creation== | |
+ | {{Main Article|Characters}} | ||
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Upon creating a new colony, a screen where 3 colonists can be <!--currently--> randomized individually is shown. The player cannot pick each character aspect by its own. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name is the only information that does not alter a colonist. The age can cause Cataracts, a bad back, Frailty, or other age-related conditions. Traits can cause mood disruption, psychic resistance, increase in skills, and so on. | Upon creating a new colony, a screen where 3 colonists can be <!--currently--> randomized individually is shown. The player cannot pick each character aspect by its own. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name is the only information that does not alter a colonist. The age can cause Cataracts, a bad back, Frailty, or other age-related conditions. Traits can cause mood disruption, psychic resistance, increase in skills, and so on. | ||
[[File:CharacterCreationA16.png|200px|thumb|right|Typical character creation screen]] | [[File:CharacterCreationA16.png|200px|thumb|right|Typical character creation screen]] | ||
− | === Skills === | + | ===Skills=== |
− | {{Main|Skills}} | + | {{Main Article|Skills}} |
− | Each colonist has different skill levels generated at the start. They tend to range from zero to five, before accounting traits and backstories. Those numeric values are not fixed | + | |
+ | Each colonist has different skill levels generated at the start. They tend to range from zero to five, before accounting traits and backstories. Those numeric values are not fixed but temporarily and will increase as the character performs actions related to that area. | ||
Older colonists tend to have better skills, but these are often offset by their poor health. | Older colonists tend to have better skills, but these are often offset by their poor health. | ||
− | === Backstory === | + | ===Backstory=== |
− | {{Main|Backstories}} | + | {{Main Article|Backstories}} |
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− | == Playing == | + | Each colonist will have one or two backstories, teenage character will usually only have one due to their young age. Each story has a short description to go along with it, detailing a portion of the colonist's past. Each backstory has different effects on the colonist, such as increasing/decreasing stats and disallowing certain tasks. Such information is important to consider when creating the first colonists for the new colony. It may be difficult to even survive the start without certain skills, and future colonists may not join for awhile. |
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+ | ==Playing== | ||
+ | {{asof|A15}} there are 3 default [[scenario_system|scenarios]], in addition to the ability to create/ download more. | ||
Each can have different attributes, e.g. no. of colonists, starting equipment, etc. | Each can have different attributes, e.g. no. of colonists, starting equipment, etc. | ||
− | + | The Crashlanded scenario begins with three colonists being dropped in escape pods on the map. | |
− | Upon generation of a new colony, starting characters will have varying equipment. For example, colonies starting as New Arrivals will be outfitted with [[synthread]] [[ | + | Upon generation of a new colony, starting characters will have varying equipment. For example, colonies starting as New Arrivals will be outfitted with [[Synthread|synthread]] [[Clothing]], while New Tribes will be outfitted with [[Clothing|tribalwear]]. |
In addition to being clothed, equipment, supplies and materials will be dropped with or near the starting point, or scattered around the map, depending on the scenario. | In addition to being clothed, equipment, supplies and materials will be dropped with or near the starting point, or scattered around the map, depending on the scenario. | ||
Over the course of the game, other colonists can join, by walking onto the map from the border, falling in from their own pods via an event, be discovered in [[Cryptosleep casket|cryptosleep sarcophagi]], captured and recruited or bought from slave [[trader]]s. | Over the course of the game, other colonists can join, by walking onto the map from the border, falling in from their own pods via an event, be discovered in [[Cryptosleep casket|cryptosleep sarcophagi]], captured and recruited or bought from slave [[trader]]s. | ||
− | + | ===Equipment=== | |
− | == Equipment == | + | {{Main Article|Weapons}} |
− | {{Main|Weapons}} | ||
Colonists can be equipped with various items, which are shown on their information panel while individually selected. They can only be equipped with one item type at a time, meaning a single shirt, a single weapon, and so on. Their skill with their weapons is determined by their skill with Shooting, for projectile-based weapons, and Melee for the rest. An example of this can be seen below. | Colonists can be equipped with various items, which are shown on their information panel while individually selected. They can only be equipped with one item type at a time, meaning a single shirt, a single weapon, and so on. Their skill with their weapons is determined by their skill with Shooting, for projectile-based weapons, and Melee for the rest. An example of this can be seen below. | ||
− | [[File:ColonistEquippedA16.png|300px|thumb|none|Marine colonist equipped with a survival rifle | + | [[File:ColonistEquippedA16.png|300px|thumb|none|Marine colonist equipped with a survival rifle]] |
− | == Overview == | + | ===Overview=== |
The work tab allows manually setting the tasks that each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. | The work tab allows manually setting the tasks that each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. | ||
[[File:WorkTab.png|300px|thumb|none|With default prioritization]] | [[File:WorkTab.png|300px|thumb|none|With default prioritization]] | ||
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[[File:WorkTabCustom.png|300px|thumb|none|With manual prioritization selected]] | [[File:WorkTabCustom.png|300px|thumb|none|With manual prioritization selected]] | ||
− | == Thoughts == | + | ===Thoughts=== |
− | {{Main|Thoughts}} | + | {{Main Article|Thoughts}} |
The Thoughts tab shows what your colonist is thinking and experiencing, whether good or bad, and these thoughts will increase or decrease [[mood]]. | The Thoughts tab shows what your colonist is thinking and experiencing, whether good or bad, and these thoughts will increase or decrease [[mood]]. | ||
− | == Needs == | + | ===Needs=== |
{{:Needs}} | {{:Needs}} | ||
[[Category:Characters]] | [[Category:Characters]] |