Editing Lost Tribe Guide
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*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs. | *'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs. | ||
− | == | + | == Starting off == |
+ | Your surviving tribe should start off standing, with their supplies scattered around. | ||
− | + | Since they start off hungry and malnourished, they will devour the pemmican they brought with them. You don't start with a good amount of pemmican (400 is only enough to sustain 5 ravenous people and 3 pets for the entirety of the first day and the second morning) and before everything starts off a lot of it would've been eaten. | |
== Weapons == | == Weapons == |