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Chances of Getting a Duplicant that Both Likes and is Good at his Job?


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If you generate 100 duplicants at random, how many of them will have at least a +3 in one of their preferred jobs? +5?

Right now it seems frustratingly low and I'm stuck with the choice of picking someone who is bad at something they love, or is good at something the dislike.

(Yes I realize that I should ignore the preferred job and go with the stats only..... but then the duplicant will be sad.... DON'T JUDGE ME! :p  )

Anyway, really curious if the devs had that kind of analytics.

Stats go to 30+ so it's largely irrelevant if they have 0 or 5 to start.

 

What matters is the 50% reduction in training time, because that raises the stats faster.

 

Taking a -4 athletics is a problem though, it's -40% movement speed.

 

20 minutes ago, Miravlix said:

What matters is the 50% reduction in training time, because that raises the stats faster.

Stat growth is governed by the "Learning" stat. The training time reduction applies to job mastery (which includes a +2 stat bonus usually, but that's a separate issue from "regular" stat growth).

5 minutes ago, pnambic said:

Stat growth is governed by the "Learning" stat. The training time reduction applies to job mastery (which includes a +2 stat bonus usually, but that's a separate issue from "regular" stat growth).

 

No matter learning the dupe is going to get really high stats anyway, so without changing the rate of skill gains by a large factor, I just don't see the point in worrying about having 0 or 7 learning.

2 hours ago, IanV said:

Yes I realize that I should ignore the preferred job and go with the stats only..... but then the duplicant will be sad....

 I feel you ^^

I have standart priorities for all my dupes but i raise every liked job for a specific dupe by one priority stage. (Just for the fun of roleplaying)

Yeah i know that interests are just a nice flavor without real late game use.

 

 

42 minutes ago, Miravlix said:

 

No matter learning the dupe is going to get really high stats anyway, so without changing the rate of skill gains by a large factor, I just don't see the point in worrying about having 0 or 7 learning.

Agreed, they do get there eventually. The question is: how long does it take? Take a look at these two members of my latest starting crew...

Stinky, Head of Mining, interested in Cooking and Engineering. 13 total attribute points at cycle 1, a respectable 59 at cycle 197:

Stinky.png.411db53c5ee36b8200e0785a778fc7e9.png

For comparison, here's Bubbles, Chief Scientist, interested in Research only. From 11 points at cycle 1 to 81 at cycle 197:

Bubbles.png.527bae8ea5effb02846dbd3346625a4f.png

They both have the same vocational training (Miner, Architect, Courier, Electrical Engineer, Plumber/Groundskeeper). Stinky just got started in Exosuit Engineering, Bubbles has to finish Plumbing first, but she's a Tenured Scientist to make up for it.

Learning matters.

23 minutes ago, pnambic said:

(Snip) 

Learning matters.

Agreed. I did a couple quick proof of concept tests a couple updates ago and found similar results. On average, it was a point or two more every 10 or so cycles for the learning 5 dupes over the learning 0 dupes. 

When starting a new game, I go for 3 5+ learning dupes (4 if they like research) with no red stats and decent interests. 

After the initial 3, I'll take with 3+ learning if I'm not actively looking for a specific interest and Stat combination. 

40 minutes ago, Cypher-7 said:

@pnambic so if I understand this correctly, a higher learning stat is more important then job preferences? Or is learning just a more valued stat overall?

Learning versus job preferences is more personal preference in my mind. Both are important if you want better short term performance from your dupes. 

Yes, I would say that Learning is probably the most valuable Stat overall for the first 300 cycles or so as it boosts the gain rate of other stats and is the most "limited" to train. As far as I've seen, Research is the only non-occupation way to raise it. 

First of all i'm checking negative traits of my dupes like Narcoleptic and Mouth Breather which i hate and specific advantages like germ resistant for miner. 5+ learning and favorite job is the second significant factor to become duplicated on my asteroid. Regarding initial team, i prefer high stats in their own jobs for two of them rather than learning due to easier start and I hire them as scientists later. The third dupe is always Scientist with high learning.

4 hours ago, Cypher-7 said:

@pnambic so if I understand this correctly, a higher learning stat is more important then job preferences? Or is learning just a more valued stat overall?

beowulf2010 answered that already, but, just for completeness:

- the learning stat governs how quickly your dupes get better at the stuff they're actually doing. Additionally, right now it is the only stat that won't increase on its own over time, because there's a hard cap on opportunities to actively use it (research topics + geysers).

- job preferences govern how quickly dupes reach higher vocational training levels. That only matters if you need early access to second-level traits. Right now, the only preferences that are actually worth something are Digging (to reach Miner for Abyssalite) and Farming (to reach Farmer for the Farm Station or Rancher for, well, Ranching). That said, it doesn't take that long without the preference. Stinky above doesn't care for Digging, but he was able to dig up Abyssalite by cycle 9 (job board went up in cycle 2). They're fun for role-playing, though.

7 minutes ago, pnambic said:

Additionally, right now it is the only stat that won't increase on its own over time, because there's a hard cap on opportunities to actively use it (research topics + geysers).

Geysers, right. I thought I was forgetting something. Thanks! 

Oh, and I'd add Supply and Operate to useful preferences if for no other reason than getting to Exosuit Engineer fast for the elimination of the movement speed penalty. 

21 hours ago, pnambic said:

They both have the same vocational training (Miner, Architect, Courier, Electrical Engineer, Plumber/Groundskeeper). Stinky just got started in Exosuit Engineering, Bubbles has to finish Plumbing first, but she's a Tenured Scientist to make up for it.

Learning matters.

Why electrical engineers? Ive never built conductive heavi watt, do you? Mechatronics on the other hand gives you sweepers? Isnt it always preferable?

2 minutes ago, Carnis said:

Why electrical engineers? Ive never built conductive heavi watt, do you? Mechatronics on the other hand gives you sweepers? Isnt it always preferable?

For tune-ups, mostly, although I do tend to build some conductive heavy-watt later on, for the same reason (tuning engineers spend quite some time in the bowels of the power system, and the decor does add up). Any why tune-ups? For heat management.

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