Editing Training
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{Rewrite|reason=Verification, updating, cleanup}} | {{Rewrite|reason=Verification, updating, cleanup}} | ||
− | |||
<div style="float: right; margin-left: 2em;">__TOC__</div> | <div style="float: right; margin-left: 2em;">__TOC__</div> | ||
Line 22: | Line 21: | ||
|- | |- | ||
!'''Shooting''' | !'''Shooting''' | ||
− | | Hunt || Shooting | + | | Hunt || Shooting tamed animals<br>Hunting animals unable to revenge || || Hunting wild animals |
|- | |- | ||
!'''Melee''' | !'''Melee''' | ||
Line 43: | Line 42: | ||
|- | |- | ||
!'''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''' | ||
Line 89: | Line 88: | ||
==== 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. | ||
Line 158: | Line 157: | ||
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. | ||
Line 281: | Line 280: | ||
:: * 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 === | ||
Line 300: | Line 299: | ||
=== Social === | === Social === | ||
− | + | 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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<references /> | <references /> |