The Plum Gate Posted February 21, 2018 Share Posted February 21, 2018 Seems like every colony I've had goes on a long 100 cycle stability run, then I have the resources to add more. The problem is I have maybe 8 or 9 supplies that are super efficient and any newcomers end up being slow or ineffective? What are some ideas regarding new included? I generally do not play on the fast mode, so micromanaging isn't really an issue.. Link to comment Share on other sites More sharing options...
avc15 Posted February 21, 2018 Share Posted February 21, 2018 you could set them on a manual generator for 50 cycles or so, seems to get their athletics leveled up quickly. Link to comment Share on other sites More sharing options...
The Plum Gate Posted February 21, 2018 Author Share Posted February 21, 2018 I thought about using the experienced dupes as the "away" team.. and forming outposts where the ne dupes don't have to travel as far to work. Link to comment Share on other sites More sharing options...
Yoma_Nosme Posted February 21, 2018 Share Posted February 21, 2018 Very good question. I think to disallow new dupes from like going to far down a latter by door regulation allowing only experienced dupes because the new ones need for ever to get up again is a good start. And, i haven't tried it myself but maybe you can empty your storages and let them haul everything to new storages only accessible by them (again door management) and then repeat Link to comment Share on other sites More sharing options...
TehPlayer14 Posted February 21, 2018 Share Posted February 21, 2018 First of all you need to give them athletics and allow them only to walk not too far away from the base or ground without tiles Link to comment Share on other sites More sharing options...
MorsDux Posted February 21, 2018 Share Posted February 21, 2018 solution: do it like me, accept a dupe every 3 cycles. Makes it a challange over 100 cycles, and solves your problem too Link to comment Share on other sites More sharing options...
Supraluminal Posted February 21, 2018 Share Posted February 21, 2018 Whenever possible I train new dupes as gofer, courier, and then groundskeeper before anything else, even early in the game. They may be slow but at least they can carry huge loads of material that way. Later in the game you can certainly try building satellite outposts and material depots to reduce the amount of long-distance travel dupes need to do. And build tubes I guess. There are plenty of options for cutting down on travel time once you've basically stabilized your base and have materials to spare for big infrastructure projects. Link to comment Share on other sites More sharing options...
Arash70 Posted February 21, 2018 Share Posted February 21, 2018 There's a very useful algorithm that you should use: The Ostrich Algorithm https://en.wikipedia.org/wiki/Ostrich_algorithm aka not giving a f Link to comment Share on other sites More sharing options...
Supraluminal Posted February 21, 2018 Share Posted February 21, 2018 1 hour ago, Arash70 said: There's a very useful algorithm that you should use: The Ostrich Algorithm https://en.wikipedia.org/wiki/Ostrich_algorithm aka not giving a f Yeah, actually that's a perfectly valid option. Just let your new dupes be terrible for a while. They'll get better. Link to comment Share on other sites More sharing options...
avc15 Posted February 21, 2018 Share Posted February 21, 2018 another valid approach is to build tubes and/or conveyors, also oxygenate your entire map, making low stats less of a problem. Link to comment Share on other sites More sharing options...
Nativel Posted February 21, 2018 Share Posted February 21, 2018 Play 8 ppl only, no need to take more. 3 on base (Electrician, Farmer, Chief) 5 outside (2 Miners, Rail-Engineer, Builder, Gofer) Some one can do ART just swith when you need it, and Research too. The rest professions are pointless. Don't take invalids and you don't need doctors then. Link to comment Share on other sites More sharing options...
The Plum Gate Posted February 21, 2018 Author Share Posted February 21, 2018 I currently have 9, my play style suffered from lots of idleness when I had 14. Link to comment Share on other sites More sharing options...
Keyimin Posted February 21, 2018 Share Posted February 21, 2018 As someone who used to play with an average of 6 dupes per colony (some had 4, some had 8, but usually 6), I've found 10 to be the sweet spot with the occupations. I think the balance is still off, so 6-8 isn't enough when you have lots of projects in the transition from early to mid-game, for example, but when you don't have lots going on, you end up with several idle dupes until you start micromanaging what they're doing. Anyway, as to the original question, I don't really worry about it too much. If there's an in-base (or near-base) project or job I can give new dupes to get them a bit caught up on leveling, I'll do that. Otherwise, I just throw them into the fire and amuse myself with how bad they are by comparison lol (basically Ostrich algorithm). Link to comment Share on other sites More sharing options...
The Plum Gate Posted February 21, 2018 Author Share Posted February 21, 2018 My solution has been increasing the number of exosuits available. I'm finding that having them all over the place is a bad idea though. So I'm looking for a skeleton crew to stay in the base at this point. Link to comment Share on other sites More sharing options...
Nascarlaser1 Posted February 21, 2018 Share Posted February 21, 2018 I'd recommend what you've already stated. Have 1 team of the new dupes just stick around inside the base, delivering and cleaning, and the experienced guys go out to deliver and clean up outside of it. Link to comment Share on other sites More sharing options...
chemie Posted February 21, 2018 Share Posted February 21, 2018 I just accept they are dead weight. Often the take so long to get to the job site they turn around and slowly go back home, often missing their sleep. They did nothing but the long walk helps level up athletics. I did try giving them research tree as first job thinking that would speed the rest of the job learning but it takes soooo long to get through that, I do not think it was a good answer. Link to comment Share on other sites More sharing options...
Zarquan Posted February 21, 2018 Share Posted February 21, 2018 5 minutes ago, chemie said: I just accept they are dead weight. Often the take so long to get to the job site they turn around and slowly go back home, often missing their sleep. They did nothing but the long walk helps level up athletics. I agree with this. I generally find it too hard to manage the new guys so that they are useful that I just don't worry about it. They will level up over time and my buildings will get built. The only exception is when I feel the need to build a minibase. I tend to assign the lower level dupes to those so that they can train faster. Link to comment Share on other sites More sharing options...
The Plum Gate Posted February 22, 2018 Author Share Posted February 22, 2018 It would almost be nice if the printing pod would modulate it's output based on the existing colony 'normal' - base it on a tier, and give you a selection of duplicants which have already mastered a tier 1, 2 or 3 job depending on the colony averages. Link to comment Share on other sites More sharing options...
BT_20 Posted February 23, 2018 Share Posted February 23, 2018 I always level new dupes by finding an oil pocket and have the new dupes move it in bottles. levels em quite quick Link to comment Share on other sites More sharing options...
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