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!'''Shooting''' | !'''Shooting''' | ||
− | | Hunt || Shooting | + | | Hunt || Shooting tamed animals<br>Hunting animals unable to revenge || || Hunting wild animals |
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!'''Melee''' | !'''Melee''' | ||
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'''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly. Spread out the procedures over multiple doctors and days. | '''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly. Spread out the procedures over multiple doctors and days. | ||
− | Whether caused by [[Ailments| | + | Whether caused by [[Ailments|iinjury or included from the start]], it's often an improvement to a colonist to replace a damaged limb or organ; a heart with even minor [[Ailments#Artery blockage|artery blockage]] can cause a fatal heart attack at any moment. See various links on [[artificial body parts]] for costs and improvement/penalties the post-operative patient will acquire. |
==== Animal patients ==== | ==== Animal patients ==== | ||
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By far the fastest way to level up social XP is to start a role change with the trainee, then remove everyone from the role change except for the trainee. The role change will fail, but in the process the trainee will get a large amount of XP. A fast learner with a burning passion can almost max out their learning for the day with a single failed role change. | By far the fastest way to level up social XP is to start a role change with the trainee, then remove everyone from the role change except for the trainee. The role change will fail, but in the process the trainee will get a large amount of XP. A fast learner with a burning passion can almost max out their learning for the day with a single failed role change. | ||
− | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier | + | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. |
Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve. The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation. | Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve. The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation. | ||
− | Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive | + | Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive. Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills. |
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<references /> | <references /> |