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Not distributing all Skill Points?


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Hello ONI-Community,

as per usual player habit, I'm fully distributing all available skill points to my Duplicants I can. However, this causes them stress and sometimes it's not really needed (e.g. I'm good with 2 doctors).

So when reaching a certain level, does one not distribute any more skill points but just leave them be?

Is there any disadvantage in doing so?

 

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Generally, you should give dupes the skills they need for their assigned tasks.  After a while, they will have all the skills they need, so giving them anymore would just stress them out.  If your dupes aren't cooking, why should they have the cooking skills?  If the dupes aren't painting, why should they be master artists.

You should specialize your dupes using the priority system.

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I'd say specialization is much better not only to avoid stress but to improve the chances of getting joy reaction through high morale.

All of my dupes get science (for experience gain), tidy (for strength), construction and digging perks. I have only one specialized researcher that does all the reserch jobs so he gets maxes very fast, then I have specialized ranchers, then one or two cooks, then a vast number of general workers that also have the operating skills so that they can also build advanced stuff, some of which have more priority for operating than building/digging so they are kinda operator specialists.

Then as many astronauts as I need, which only have astronaut perks since I keep them frozen if I'm not sending rockets around. They enter a rocket and basically never leave it again 

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Very well then, thanks.

I had expected a more complicated answer, judging by the complexity level so far. Something like "Build an AND gate (if skill = exosuit skill + construction then open gate) at the exit of your base with an automated skill scrubber to redistribute the needed skills for this task and confine the duplicants to their respective areas..

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Morale Levels can essentially never exceed the absolute highest morale requirement, even with Meep's Recreation Pack.

There's certain skills i would choose, but it's frankly up to you which skills you think are good

i would also say if a dupe has an interest in a skill that costs one morale requirement, buy it for free attributes. E.G. if they like mining and have excess skill points, buy the first level only. it's more or less free.

Once i encroach upon my dupe's average morale, that's when i stop giving them out until you can set up more morale infrastructure, as well as travel or downtime infrastructure.

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1 hour ago, saphir_n2o said:

Very well then, thanks.

I had expected a more complicated answer, judging by the complexity level so far. Something like "Build an AND gate (if skill = exosuit skill + construction then open gate) at the exit of your base with an automated skill scrubber to redistribute the needed skills for this task and confine the duplicants to their respective areas..

I wish I could do that, control dupe's access to places based on their skills.

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Yea I usually leave points to be. I play with few dupes because my cpu wont allow for more then 12 if I want to get past cycle 400. I usually play with 3-9.

I sort the dupes into roles and give them point accordingly:

Note: I do give 2 points in supply and in suit wearing to ALL dupes regardless. However I prioritize it less before I have access to exosuits.

1. Miner/Builder: take max points in digging, sometimes in building too but not always. They get high prioritizing in mining and building jobs and thats what they do all the time. I want as many of the dupes to be this kind (so optimally all the colony would be builders), but I need other roles to sustain those. Because of that I have 2-4 of those (somewhere 30%-50% of colony).

2. researcher/captain - Have 1 in the colony at most. He gets 3 skill points in research, and 1 in rocket piloting. He will research, or do research related jobs (geo-analyzing, star gazing) non-stop. When I build a rocket he will prioritize piloting more.

3. rancher - I never give more then 1 point in farming to any dupes. However I do max ranching for this one. He will ranch most of the time. but also fill the role of a farmer and harvest crops every now and then. Some colonies dont need crops at all (even not for food) but ranching can make a lot of stuff easier so I always have a rancher. priortizing farming first (even though its highest priority, he will do it very rarely), ranching second. Everything else is lower priority but he will never do anything other then ranching since its so time consuming. have 1-2 per colony.

4. Cook- I have 1 at most never found a need for more then 1 (even in colonies with more then 12 people). I max cooking skill for him and since it only requires 2 I also make him the artist.

5. Operator - he will have 3 skill points in operating, and 3 in building. Which makes him one of the most demanding morale-wise. prioritizing operating first, building second. usually found near metal refinery, rock crusher, glass forge or power control station and works on those almost exclusively. Sometimes even the cook or researcher come to help since there is always so much work on those. The reason he has points in building is because he will be the only one capable of building conveyor belts and auto sweepers.

6. cleaner - I used to have this one but after some playthroughs found it redundant. He swaps liquids, garbage that lies around, move supplies and toggle stuff. basically doing all the stuff that other ones do not specialize in. Has points in tidying and supplying and thats it. Maybe one will be a doctor. if I do a game with more dupes maybe ill consider this work type again, but as of my last games I didnt play with more then 6 dupes and the ones I mantioned already are more crucial for work

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