GoHereDoThis Posted January 14, 2019 Share Posted January 14, 2019 Is it a good idea to cross-train dupes? I used to at least get everyone to do the Supply and Tidy jobs for the strength and carry capacity boost but not sure if this is a good idea especially since the game has a weird way of assigning tasks, ie, one dupe brings supplies, another one actually does the building, etc. Link to comment Share on other sites More sharing options...
Gurgel Posted January 14, 2019 Share Posted January 14, 2019 With me, every dupe gets everything they can learn. I find that works pretty well. Link to comment Share on other sites More sharing options...
suicide commando Posted January 14, 2019 Share Posted January 14, 2019 Yes, this is a good idea, as this means that when they're doing something that's generally a lower priority for them, say sweeping, because their main task has no errands, they will be able to do it well. Also, extra agility from gopher and courier speeds them up regardless, and faster dupes are dupes that do more work. On top of that you want your dupes to become exosuit engineers, so they can move around quickly in those. And this goes for everyone, Farmers farming pinchas in Hydrogen, ranchers in CO2 for slicksters, operators in the oil biome in general where you're smelting stuffs, you name it. Link to comment Share on other sites More sharing options...
PhailRaptor Posted January 15, 2019 Share Posted January 15, 2019 Every Dupe, regardless of their job role, should be trained in Gopher, Courier, Exosuit Engineer, Groundskeeper, and Plumber. This gives a total of +6 Athletics, +4 Strength, +1,200 kg carry capacity (a flat increase independent of the Strength stat), and negates the Athletics penalty from wearing an Exosuit. Link to comment Share on other sites More sharing options...
Craigjw Posted January 15, 2019 Share Posted January 15, 2019 I include at least level 1 digging to all dupes and 2 if possible, only on the grounds of safety. Late game of course, every dupe gets trained in everything up to exosuit engineer. Link to comment Share on other sites More sharing options...
ToiDiaeRaRIsuOy Posted January 15, 2019 Share Posted January 15, 2019 12 hours ago, GoHereDoThis said: Is it a good idea to cross-train dupes? I used to at least get everyone to do the Supply and Tidy jobs for the strength and carry capacity boost but not sure if this is a good idea especially since the game has a weird way of assigning tasks, ie, one dupe brings supplies, another one actually does the building, etc. Definitely a good idea. First of all, the job occupation does not influence the task assignment (with the exception of assignment requiring a particular job trait); the priority menu (be sure to disable the checkbox to assign priorities based on job occupation), priority level and proximity do. Second, like others and yourself said, there are definitely skill advantages involved. I for instance have a dupe which has fully mastered the miner, architect and supply jobs, and has equal high priority in both digging and building. Say I want to build an aquatuner set up somewhere which requires a large dig out. Now this dupe can mine out the setup, dig out materials near the place, carry 1600kg of materials back to the setup and build the whole thing. This compared to only a mastery in mining, which would make him go all across the map, only do the digging and then run back and require an architect to make that same trip and having this architect make many, many trips inbetween the nearest resource location and the build site., probably also forcing other duplicants into this. You can suddenly end up with 5 duplicants working on the build, which is a lot of wasted duplicant time. At the very least train them up to exosuit engineer mastery and the tidy mastery. That way your dupes atleast can carry a lot, which is always handy. Link to comment Share on other sites More sharing options...
SharraShimada Posted January 15, 2019 Share Posted January 15, 2019 In General i train all of my standard 20 dupes in nearly everything, except space training. It makes job assignment much easier. I do not have to wait for a miner to dig some abyssalite, or wait for farm a tile, because the only farmer is currently delivering something to the rocket. Link to comment Share on other sites More sharing options...
GoHereDoThis Posted January 15, 2019 Author Share Posted January 15, 2019 Thanks for confirming guys! I guess my issue for now is just getting their morale up to sustain the higher tier jobs, but I'm still learning this game too so lots of mistakes being made all around! But glad to know that my original plan was good! Link to comment Share on other sites More sharing options...
RonEmpire Posted January 16, 2019 Share Posted January 16, 2019 eventually you will end up training all the job roles. the only tip I have is. near the end, you want to be careful not to 'complete' a job that you don't want to be permanently attached to them because this locks them into a fixed morale requirement. example: once you have a cadet fully learned - he can become an astronaut and go on space missions. his morale requirement goes up. after he completes a mission, remove him from the astronaut role otherwise he will passively level up astronaut. as he runs around your base while not on a mission, the morale requirement gets lowered back to cadet level. if he ever fully levels up astronaut - his morale requirement will be super high. similarly, you can juggle roles/morale earlier on, for example, you only need a mech engineer to build some sweepers but you don't have the morale right away to support him, then take him off the job. likewise for say artist. you only need the artist to do a few paintings but not commit to his morale requirement- take him off the role. Link to comment Share on other sites More sharing options...
Christophlette Posted January 16, 2019 Share Posted January 16, 2019 27 minutes ago, RonEmpire said: the only tip I have is. near the end, you want to be careful not to 'complete' a job that you don't want to be permanently attached to them because this locks them into a fixed morale requirement. I find it fun to handle the very high moral requirement of a dupe or two. I usually have a dupe trained in mech engineer early on. And to counter that I try to get the sunny disposition to counter the effect of bad morale. But it's just me. I like to give my dupes the best life they can get so everyone gets stuffed berry Link to comment Share on other sites More sharing options...
GoHereDoThis Posted January 18, 2019 Author Share Posted January 18, 2019 On 16/01/2019 at 10:49 AM, RonEmpire said: the only tip I have is. near the end, you want to be careful not to 'complete' a job that you don't want to be permanently attached to them because this locks them into a fixed morale requirement. That didn't actually click until after a few read-throughs! Great idea! Thanks! Link to comment Share on other sites More sharing options...
RonEmpire Posted January 18, 2019 Share Posted January 18, 2019 6 minutes ago, GoHereDoThis said: That didn't actually click until after a few read-throughs! Great idea! Thanks! Mainly its a trick to maintain morale at 25 since Astronauts are USLESS other than sitting in a POD and going to space for X cycles. There is no reason to have him permanently get attached to morale 30 requirement if you can remember to switch his role out after he comes back from space while you're refueling. Or alternate with another dupe (juggle another cadet to astronaut job. while the other guy takes a break but at morale 25 instead of perma 30. I use this trick for mechatronics engineer early in the game when I can't support his morale requirement but needed him to build a single sweeper really fast- to automate the water sieve. And of course Artists. Need something painted quick but don't need him to be fully committed to that job (morale). switch roles on demand. Link to comment Share on other sites More sharing options...
GoHereDoThis Posted January 18, 2019 Author Share Posted January 18, 2019 Ha! I'm nowhere even near that at the moment! But still useful early in the game when I need stuff mined out but can't yet sustain the higher morale requirements, so just promote the dupe for a while, clear out the job, then re-assign him back to the lower job. Link to comment Share on other sites More sharing options...
Yunru Posted January 18, 2019 Share Posted January 18, 2019 I max out the scientist tree first (unless I need to get to another biome stat), but then I generalise all my dupes. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.