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When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one "great" trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child.  
 
When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one "great" trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child.  
  
Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage on default Child Aging Rate settings. However, time is not equal to ''work''. Once they reach age 3, children do not actually require much adult supervision to raise optimally. Five of the six Learning types don't even involve an adult dedicating time to Childcare. The one type that is improved by an adult being present—''Lesson learning''—can be done perfectly fine without one. Children gain Learning at the same rate, but having adults present will increase their skill experience (as well as increasing [[opinion]] between child and teacher). Set an [[allowed area]] so that they won't wander too far from your base, and children will develop almost entirely without interaction from either colonists or the player. The only actual burden of raising children, is food.
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Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage. However, time is not equal to ''work''. Once they reach age 3, children do not actually require much adult supervision to raise optimally. Five of the six Learning types don't even involve an adult dedicating time to Childcare. The one type that is improved by an adult being present—''Lesson learning''—can be done perfectly fine without one. Children gain Learning at the same rate, but having adults present will increase their skill experience (as well as increasing [[opinion]] between child and teacher). Set an [[allowed area]] so that they won't wander too far from your base, and children will develop almost entirely without interaction from either colonists or the player. The only actual burden of raising children, is food.
  
 
To fulfill all possible Learning types, you'll need a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, and a means to go outside. In practice, you can skip out on 1-2 types, and still have 100% Learning. These requirements can make it somewhat hard for starting children (especially for [[New Tribe]]s) to get the maximum bonuses, though it is trivial for any midgame colony to handle. Older children that join your colony will be comparatively worse off.
 
To fulfill all possible Learning types, you'll need a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, and a means to go outside. In practice, you can skip out on 1-2 types, and still have 100% Learning. These requirements can make it somewhat hard for starting children (especially for [[New Tribe]]s) to get the maximum bonuses, though it is trivial for any midgame colony to handle. Older children that join your colony will be comparatively worse off.

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