Difference between revisions of "Template:Daily Tip"

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| 0 = Happy New Years Day from the Rimworld Wiki!
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| 1 = You can dismiss letters by right-clicking on them.
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| 2 = You can hold the shift key to queue orders on your colonists.
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| 3 = You can right-click and drag to reorder colonists on the colonist bar.
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| 4 = You can select previous/next colonist with the , and . keys.
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| 5 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
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{{#var: day}}
| 6 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
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| 7 = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
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| 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
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| 0 = You can dismiss letters by right-clicking on them.
| 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
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| 1 = You can hold the shift key to queue orders on your colonists.
| 10 = In a gunfight, always be behind [[cover]]!
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| 2 = You can right-click and drag to reorder colonists on the colonist bar.
| 11 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
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| 3 = You can select previous/next colonist with the , and . keys.
| 12 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
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| 4 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
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| 5 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
| 14 = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons.
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| 6 = Each colonists' [[mood]] is displayed in the background of their icon in the colonist bar at the top of the screen.
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
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| 7 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
| 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
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| 8 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| 17 = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
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| 9 = In a gunfight, always be behind [[cover]]!
| 18 = If you need help in a fight, call your allies using the comms console.
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| 10 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
| 19 = Maddened animals will attack any human, including your enemies. You can use this.
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| 11 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
| 20 = EMP bursts will temporarily disable turrets and shields.
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| 12 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| 21 = EMP bursts instantly break personal shields.
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| 13 = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons.
| 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
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| 14 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
| 23 = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
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| 15 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
| 24 = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
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| 16 = [[Boomrat|Some]] [[Boomalope|animals]] explode upon death. You can use [[transport pod]]s to drop [[animals]] on [[Raid|enemies]]. Think about it.
| 25 = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
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| 17 = If you need help in a fight, call your allies using the comms console.
| 26 = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
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| 18 = Maddened animals will attack any human, including your enemies. You can use this.
| 27 = Place a caravan packing spot to designate where you want your caravans to form up.
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| 19 = [[EMP]] bursts will temporarily disable [[turrets]] and shields.
| 28 = Single-person caravans can be very useful in certain situations.
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| 20 = [[EMP]] bursts instantly break [[Shield belt|personal shields]].
| 29 = Faster animals make faster caravans.
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| 21 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
| 30 = Smaller caravans will be attacked less often because they're less visible.
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| 22 = [[Animals]] are more likely to attack when harmed from close range. Long-range, slow-firing [[weapons]] are safest for hunting.
| 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
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| 23 = Entire herds of [[animals]] may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| 32 = If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight.
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| 24 = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
| 33 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
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| 25 = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
| 34 = Some colonists are worse than useless. Bad allies are part of the challenge.
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| 26 = Place a caravan packing spot to designate where you want your caravans to form up.
| 35 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
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| 27 = Single-person caravans can be very useful in certain situations.
| 36 = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
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| 28 = [[Property:Move_Speed_Base|Faster]] [[animals]] make faster caravans.
| 37 = Put chairs in front of workbenches so workers can sit comfortably while working.
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| 29 = Smaller caravans will be attacked less often because they're less visible.
| 38 = Mechanical structures break down and require replacement components. Don't build things you don't need.
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| 30 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
| 39 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
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| 31 = If you have untrained [[animals]] in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight.
| 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
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| 32 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
| 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
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| 33 = Some colonists are worse than useless. Bad allies are part of the challenge.
| 42 = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker.
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| 34 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
| 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
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| 35 = Avoid using [[stone]] for doors. They open very slowly, which wastes your colonists' time.
| 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
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| 36 = Put chairs in front of workbenches so workers can sit [[comfort]]ably while working.
| 45 = You can request specific types of trade caravans using the comms console.
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| 37 = Mechanical structures break down and require replacement [[component]]s. Don't build things you don't need.
| 46 = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
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| 38 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
| 47 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
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| 39 = Clean rooms increase [[research]] speed, improve medical outcomes, and reduce [[food poisoning]]. [[Sterile tile]]s make rooms extra-clean.
| 48 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
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| 40 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| 49 = Cute tame animals will nuzzle your colonists, improving their mood.
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| 41 = [[Terrain]] affects movement speed. Build [[floors]] to help your colonists get around quicker.
| 50 = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
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| 42 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
| 51 = If someone has a serious infection in a limb, you can remove the limb to save their life.
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| 43 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
| 52 = Sloshing through water makes people unhappy. Build a bridge when you can.
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| 44 = You can request specific types of trade caravans using the [[comms console]].
| 53 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
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| 45 = You can use [[transport pod]]s to send gifts directly to other factions' bases - even your enemies. This improves [[faction]] relations.
| 54 = Work and movement speed are affected by lighting. Everything is slower in the dark.
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| 46 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
| 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
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| 47 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
| 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]].
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| 48 = Cute tame [[animals]] will nuzzle your colonists, improving their [[mood]].
| 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
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| 49 = Assign your [[Herbivore|herbivorous]] animals to areas with lots of grass. They'll eat the [[grass]] and spare you the need to feed them.
| 58 = You can have multiple researchers working simultaneously at multiple research tables.
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| 50 = If someone has a serious [[infection]] in a limb, you can remove the limb to save their life.
| 59 = Geysers heat up rooms if enclosed. This can be dangerous, or useful.
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| 51 = Sloshing through water makes people unhappy. Build a [[bridge]] when you can.
| 60 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
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| 52 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
| 61 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.
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| 53 = Work and movement speed are affected by lighting. Everything is slower in the dark.
| 62 = Clean labs with sterile tile give research speed bonuses.
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| 54 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| 63 = You can change storyteller and playstyle at any time through the options menu.
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| 55 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]].
| 64 = The more factions you are allied with, the more random traders and military aid you will receive.
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| 56 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
| 65 = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
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| 57 = You can have multiple researchers working simultaneously at multiple research tables.
| 66 = Set schedules with long stretches of one activity to minimize travel time.
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| 58 = [[Steam geyser|Geysers]] heat up rooms if enclosed. This can be dangerous, or useful.
| 67 = Some title permits allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}}
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| 59 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
| 68 = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. {{RoyaltyIcon}}
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| 60 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.
| 69 = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles. {{RoyaltyIcon}}
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| 61 = Clean labs with [[sterile tile]] give [[Research Speed|research speed]] bonuses.
| 70 = If a title holder dies, their title goes to their chosen heir. {{RoyaltyIcon}}
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| 62 = You can change [[storyteller]] and playstyle at any time through the options menu.
| 71 = You can change the heir of a title holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
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| 63 = The more [[factions]] you are allied with, the more random [[traders]] and military aid you will receive.
| 72 = The Empire bestows a free level of psylink upon anyone who earns the title required to use it. {{RoyaltyIcon}}
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| 64 = You can use drug policies to have your fighters carry combat drugs like [[go-juice]]. A quick dose at the start of combat can win the battle.
| 73 = Psylink neuroformers can be acquired through quests. {{RoyaltyIcon}}
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| 65 = Set schedules with long stretches of one activity to minimize travel time.
| 74 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
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| 66 = Some [[title]] [[Title#Permits|permits]] allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}}
| 75 = Psychic powers can give you significant advantage in combat. {{RoyaltyIcon}}
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| 67 = [[title|Nobles]] from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are [[Trait|greedy or jealous]]. {{RoyaltyIcon}}
| 76 = Using a psychic power on an ally will harm faction relations - but only if it has negative effects. {{RoyaltyIcon}}
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| 68 = [[Eltex|Prestige armor and eltex apparel]] will also satisfy the apparel requirements of [[titles|royal titles]]. {{RoyaltyIcon}}
| 77 = Psychic invisibility doesn't wear off when you attack. {{RoyaltyIcon}}
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| 69 = If a [[title]] holder dies, their title goes to their chosen heir. {{RoyaltyIcon}}
| 78 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}}
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| 70 = You can change the heir of a [[title]] holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
| 79 = Creatures with higher psychic sensitivity are affected more by psychics. {{RoyaltyIcon}}
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| 71 = The Empire bestows a free level of psylink upon anyone who earns the [[title]] required to use it. {{RoyaltyIcon}}
| 80 = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
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| 72 = [[Psylink neuroformer]]s can be acquired through [[quests]]. {{RoyaltyIcon}}
| 81 = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}}
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| 73 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
| 82 = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
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| 74 = [[Psycast|Psychic powers]] can give you significant advantage in combat. {{RoyaltyIcon}}
| 83 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor. {{RoyaltyIcon}}
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| 75 = Using a [[Psycast|psychic power]] on an ally will harm [[faction]] relations - but only if it has negative effects. {{H:title|link=no|The definition of "negative" is applied loosely. Some apparently neutral powers, like Skip, cause relation loss.|<sup>[Note]</sup>}} {{RoyaltyIcon}}
| 84 = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. {{RoyaltyIcon}}
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| 76 = [[Psycast|Psychic invisibility]] doesn't wear off when you attack. {{RoyaltyIcon}}
| 85 = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}}
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| 77 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}}
| #default = {{#ifexpr: {{{1|{{#time:z}}}}} > 365 | [[Template:Daily Tip|Template]] is broken! Please contact [[User:Harakoni]] | {{Daily Tip|{{#expr: {{{1|{{#time:z}}}}} + 85}} }}
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| 78 = Creatures with higher [[psychic sensitivity]] are affected more by [[Psycast|psychics]]. {{RoyaltyIcon}}
|}}
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| 79 = Dressing your [[psycast]]ers in [[eltex]] gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
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| 80 = When fighting a [[mech cluster]], try shooting their [[Unstable power cell|power cells]]. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}}
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| 81 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
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| 82 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and [[gold]] in exchange for [[Title|honor]]. {{RoyaltyIcon}}
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| 83 = You can safely walk right past a dormant [[mech cluster]], as long as you don't attack it or trigger a [[proximity activator]]. {{RoyaltyIcon}}
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| 84 = The [[psycasts|psychic skip power]] works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}}
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| #default = [[Template:Daily Tip|Template]] is broken! Please contact [[User:Harakoni]]  
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}}

Revision as of 16:19, 30 January 2021




67

Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. Content added by the Royalty DLC