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However, it's also true that untrained workers can be a liability. For example, a poorly trained cook will cause [[Ailments#Food_poisoning|food poisoning]] more frequently, and an untrained miner can waste 1/3 of the [[Mining Yield|potential]] resources while trying to extract them, and do it more slowly to boot. A colonist may need just a touch of something to be ''exactly'' the pawn your colony needs. | However, it's also true that untrained workers can be a liability. For example, a poorly trained cook will cause [[Ailments#Food_poisoning|food poisoning]] more frequently, and an untrained miner can waste 1/3 of the [[Mining Yield|potential]] resources while trying to extract them, and do it more slowly to boot. A colonist may need just a touch of something to be ''exactly'' the pawn your colony needs. | ||
− | This article will suggest a few special ways to manipulate '''adult''' colonists into training certain specific skills, even if they have low or no starting levels in that skill. [[Children and reproduction| | + | This article will suggest a few special ways to manipulate '''adult''' colonists into training certain specific skills, even if they have low or no starting levels in that skill. [[Children and reproduction|'''Children''' colonist]] has a different way of training. |
− | * Note: The simplest, fastest way to "train" a colonist is via a [[skilltrainer]]. However, as those are hard to find and moderately expensive (market value 750), and finding one with the skill you want (1/12 chance each) can be a challenge in itself, this article will assume those are not available to you at this time. | + | * Note: The simplest, fastest way to "train" a colonist is via a [[skilltrainer]]. However, as those are hard to find and moderately expensive (market value 750), and finding one with the skill you want (1/12 chance each) can be a challenge in itself, this article will assume those are not available to you at this time. |
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== Overview == | == Overview == | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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|- | |- | ||
!'''Shooting''' | !'''Shooting''' | ||
− | | Hunt || Shooting | + | | Hunt || Shooting tamed animals || || Hunting wild animals |
|- | |- | ||
!'''Melee''' | !'''Melee''' | ||
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|- | |- | ||
!'''Construction''' | !'''Construction''' | ||
− | | Construct || Deconstruction, Smoothing, Walls & Floors || Any constructing | + | | Construct || Deconstruction, Smoothing, Walls & Floors || Any constructing || |
|- | |- | ||
!'''Mining''' | !'''Mining''' | ||
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|- | |- | ||
!'''Cooking''' | !'''Cooking''' | ||
− | | Various || | + | | Various || Brewing beer, Crafting smokeleaf || Butchering, Making kibble || Cooking meals (risk of food-poisoning) |
|- | |- | ||
!'''Plants''' | !'''Plants''' | ||
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|- | |- | ||
!'''Crafting''' | !'''Crafting''' | ||
− | | Craft, Smith, Tailor || Destroy apparel at smelter | + | | Craft, Smith, Tailor || Destroy apparel at smelter || Produce poor-quality products to sell/deconstruct || |
|- | |- | ||
!'''Artistic''' | !'''Artistic''' | ||
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|- | |- | ||
!'''Medical''' | !'''Medical''' | ||
− | | Doctor || Perform surgery on tamed animals & prisoners (infections??) | + | | Doctor || Perform surgery on tamed animals & prisoners (infections??) || || |
|- | |- | ||
!'''Social''' | !'''Social''' | ||
− | | Warden, Negotiate || Recruit | + | | Warden, Negotiate || Recruit prisoners || Trade || Attempt to negotiate peace treaties |
|- | |- | ||
!'''Intellectual''' | !'''Intellectual''' | ||
− | | Research || Research technologies, apply techprints | + | | Research || Research technologies, apply techprints|| Making drugs & medicine || |
|} | |} | ||
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==== Lack of passion ==== | ==== Lack of passion ==== | ||
Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*. | Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*. | ||
− | : (* assuming no other learning modifiers - see [[ | + | : (* assuming no other learning modifiers - see [[Traits]]) |
Training up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training from Level 6 up to level 8 is 2.5x as much work, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast. | Training up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training from Level 6 up to level 8 is 2.5x as much work, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast. | ||
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If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s | If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s | ||
− | [[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually have a ''negative'' beauty value, so they actually make the environment more ugly. Great to put into the bedrooms of [[ascetic]] colonists, but should be deconstructed or sold otherwise. | + | [[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually have a ''negative'' beauty value, so they actually make the environment more ugly. Great to put into the bedrooms of [[traits|ascetic]] colonists, but should be deconstructed or sold otherwise. |
Use the material that you can spare the most of; [[wood]] is often a good choice. Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists. | Use the material that you can spare the most of; [[wood]] is often a good choice. Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists. | ||
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:: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage. There is no prosthetic liver. | :: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage. There is no prosthetic liver. | ||
− | : Removing any organ will give all colonists without the [[Psychopath]] or [[Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].) | + | : Removing any organ will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].) |
=== Mining === | === Mining === | ||
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=== Social === | === Social === | ||
− | + | Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. | |
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− | 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 /> |