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What are your starter dupes and skills?


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10 hours ago, miauly said:

A question to those players who prefer +7 learning dupes - if you ranch, how fast do you dupes accumulate ranching? I.e. for example if you can check on an established map, what's your current max ranching and what's the cycle?

not sure about ranching, but I just did an experiment by forcing some dupes to dig sand forever.

Dupe A: 10 Science, 0 Excavation (+7 Science, +3 Quick Learner)
Dupe B: 0 Science, 0 Excavation
Dupe C: 3 Science, 3 Excavation (+3 Excavation, +3 Quick Learner)
Dupe D: 0 Science, 10 Excavation (+7 Excavation, +3 Mole Hands)

Here's the breakdown of how many total points of excavation they gained:

   Cycle ->   0      10      20      30      40
Dupe A (10)   0     5(+5)   7(+7)   9(+9)  10(+10)
Dupe B (0)    0     3(+3)   4(+4)   6(+6)   7(+7)
Dupe C (3)    3     5(+2)   6(+3)   7(+4)   9(+6)
Dupe D (0)    10   11(+1)  12(+2)  12(+2)  13(+3)

Science trumps all.
Q.E.D.

1 hour ago, Neviiir said:

not sure about ranching, but I just did an experiment by forcing some dupes to dig sand forever.

Thank you, that was my impression for skills like digging as well and now it's confirmed by an experiment with exact cycle numbers. However, I was specifically interested in Ranching (since it levels really slow due to being linked to egg hugging only) and on a real base (since egg hugging would have a certain "real" ratio to grooming as well as running around doing nothing), not in a "lab" setting, so if someone would be able to share the numbers that would be great. 

By the way, I think it would be better if learning skill was changed to not affect attributes gain. It's just silly "all learning meta" at the moment.

I will pick +7 research if I am patient +quick learning. That I believe the most important. The main reason, research stations use Dirt /minute or water/minute. That means the better your research skill-less dirt or water will be used to do ALL research. If your base runs out of the water after just a few research subjects, that because you use bad researcher.

Other 2 do not matter much, but I probably will take +7 build and +7 dig or 2 of +3dig/build. Early on it will let you scout and establish base faster.

2 hours ago, Neviiir said:

not sure about ranching, but I just did an experiment by forcing some dupes to dig sand forever.

Dupe A: 10 Science, 0 Excavation (+7 Science, +3 Quick Learner)
Dupe B: 0 Science, 0 Excavation
Dupe C: 3 Science, 3 Excavation (+3 Excavation, +3 Quick Learner)
Dupe D: 0 Science, 10 Excavation (+7 Excavation, +3 Mole Hands)

Here's the breakdown of how many total points of excavation they gained:


   Cycle ->   0      10      20      30      40
Dupe A (10)   0     5(+5)   7(+7)   9(+9)  10(+10)
Dupe B (0)    0     3(+3)   4(+4)   6(+6)   7(+7)
Dupe C (3)    3     5(+2)   6(+3)   7(+4)   9(+6)
Dupe D (0)    10   11(+1)  12(+2)  12(+2)  13(+3)

Science trumps all.
Q.E.D.

Uhm, +3 +3 dupe is worse than +0 +0 dupe? How is that possible?

30 minutes ago, Mutineer said:

I will pick +7 research if I am patient +quick learning. That I believe the most important. The main reason, research stations use Dirt /minute or water/minute. That means the better your research skill-less dirt or water will be used to do ALL research. If your base runs out of the water after just a few research subjects, that because you use bad researcher.

Other 2 do not matter much, but I probably will take +7 build and +7 dig or 2 of +3dig/build. Early on it will let you scout and establish base faster.

i dont think this is true.

the higher science skill they have, the faster they consume water / dirt.

1 hour ago, metallichydra said:

i dont think this is true.

the higher science skill they have, the faster they consume water / dirt.

Maybe that change, but a few patches back I put -3 researchers to do research. My water disappear.

I just get a nice distribution of 3 interests for all three so I don't have to worry about Morale for a while.

As for negatives, no flatulents, allergies, narcoleptics or minus attributes.

Stress reaction doesn't matter, haven't had problems with stress since the morale update lol.

6 hours ago, camelot said:

Uhm, +3 +3 dupe is worse than +0 +0 dupe? How is that possible?

It looks like attribute gain follows a curve.

The 0/0 dupe can make a lot of progress much faster going from 0-3.  Whereas the 3/3 is hamstrung a bit initially.

Takea look at the 30 -> 40 transition. The 3/3 starts to pull ahead a bit in its relative gains

9 hours ago, Neviiir said:

Science trumps all.

Provided you are willing to invest 40 cycles' worth of continuous effort for them to catch up to a dupe who had those skills to begin with. 

How much of a typical day does a dupe spend being actually productive?  A quarter feels right.  That would put the comparison at 160 cycles, which you've either spent with a dupe who can dig lightning-fast from cycle 1, or someone who started out very slow and only got good when the majority of early base construction was already done.  After which, yes, the science dupe can learn some other skill just as quickly, but I don't need them to, because I want them doing the digging.  They would have much better athletics as well, which is a point in their favor... but I think I'd still prefer someone to get me through the early cycles more efficiently, than suck at first but be a monster later.

6 hours ago, camelot said:

Uhm, +3 +3 dupe is worse than +0 +0 dupe? How is that possible?

No I agree, that seems incorrect. but maybe skill levels are somewhat exponential? So getting a skill up to 3 is fairly fast, but then slows down to a crawl.

5 minutes ago, Lurve said:

Provided you are willing to invest 40 cycles' worth of continuous effort for them to catch up to a dupe who had those skills to begin with. 

How much of a typical day does a dupe spend being actually productive?  A quarter feels right.  That would put the comparison at 160 cycles, which you've either spent with a dupe who can dig lightning-fast from cycle 1, or someone who started out very slow and only got good when the majority of early base construction was already done.  After which, yes, the science dupe can learn some other skill just as quickly, but I don't need them to, because I want them doing the digging.  They would have much better athletics as well, which is a point in their favor... but I think I'd still prefer someone to get me through the early cycles more efficiently, than suck at first but be a monster later.

This is true; in most colonies I've made. By around 160 My 3 trait dupes will have around 6-7 in athletics and thier primary role and 3-5 points in thier secondary role. My science dupe(s) will have 13-15 science and 10-12 operation/athletics. I usually assign them to tidy, supply and storage. Yup; I make my smartest dupe the janitor. A regular Good Will Hunting.

6 hours ago, Mutineer said:

The main reason, research stations use Dirt /minute or water/minute. That means the better your research skill-less dirt or water will be used to do ALL research.

according to the wiki the amount of dirt and water needed for research is constant (50kg/research point). So The total dirt and water consumption will stay the same regardless of the learning number of the dupe.

10 hours ago, Neviiir said:

not sure about ranching, but I just did an experiment by forcing some dupes to dig sand forever.

Dupe A: 10 Science, 0 Excavation (+7 Science, +3 Quick Learner)
Dupe B: 0 Science, 0 Excavation
Dupe C: 3 Science, 3 Excavation (+3 Excavation, +3 Quick Learner)
Dupe D: 0 Science, 10 Excavation (+7 Excavation, +3 Mole Hands)

Here's the breakdown of how many total points of excavation they gained:


   Cycle ->   0      10      20      30      40
Dupe A (10)   0     5(+5)   7(+7)   9(+9)  10(+10)
Dupe B (0)    0     3(+3)   4(+4)   6(+6)   7(+7)
Dupe C (3)    3     5(+2)   6(+3)   7(+4)   9(+6)
Dupe D (0)    10   11(+1)  12(+2)  12(+2)  13(+3)

Science trumps all.
Q.E.D.

Nice QED for a skill that can be easily trained during normal "activity" for that skill. What about Ranching? AFAIK it can be trained only during incubating, so having high Ranching for normal care might be much better (or at least disputable when you account for increased Agility). Do we have other examples for such skills? What about Str without dedicated training? Or can we measure how fast you can gain Str with 0/10 Learning in some standard Str-training facility?

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