mickaux Posted October 21, 2018 Share Posted October 21, 2018 I have spotted recently, that once the job is trained 100%, the traits remain. It has changed my game a lot, as in my previous bases I would just give everyone a specific career path, and now everyone in my base is an exosuit engineer, tenured scientist and seasoned miner with riddiculus high stats (but half of them is wearing groundkeepers hats for earning the plumber's trait ) So my question is, how do you set your priorities with jobs, especially in the early game? If I had known earlier about the benefits, I would probably start with scientist to kick off with learning abiilities and then train everyone to be a courier (+1200 kg carrying capacity for everyone makes the game so smooth), but I trained an army of miners and architects first, giving it a mayor boost in early developlment of a base. But maybe you have different ideas you would like to share. Link to comment https://forums.kleientertainment.com/forums/topic/97184-what-are-your-job-priorities-or-super-dupes/ Share on other sites More sharing options...
Carnis Posted October 21, 2018 Share Posted October 21, 2018 Its highly dependent on personal preference. That being said, My first three get: Scientist, Miner, Cook * Then 1 farmhand/rancher, 1 artist. Later scientist Works toward mech engineering. * Later additions are generalists with research assistant, gofer, courier then subspeciality. Link to comment https://forums.kleientertainment.com/forums/topic/97184-what-are-your-job-priorities-or-super-dupes/#findComment-1100566 Share on other sites More sharing options...
Fischer_L Posted October 21, 2018 Share Posted October 21, 2018 It's heavly depends on number of dupes. I'm tending to small colony (about 12 dupes). So at beginning 1 cook,1 artist, 1 scientist, 1 digger (for harder material). After mastery those they go to courier and plumber. At next stage of the game - farmers/ranchers. Then all new dupes first mastery courier and plumber job, next job that i was planning for them, then generic specialization (digger, builder, tinker ect.) In the end i have 4 groups of dupes: no specialization (they can't cook, research, farm/ranch), cooks, farmers/ranchers, scientists/astronauts. Link to comment https://forums.kleientertainment.com/forums/topic/97184-what-are-your-job-priorities-or-super-dupes/#findComment-1100572 Share on other sites More sharing options...
Sasza22 Posted October 21, 2018 Share Posted October 21, 2018 I tend to give dupes basic levels of each job so their morale won`t go too high before i`m ready for it. Usually starting with the most important jobs like miners for the firm rock mining trait and scientists (althrough i didn`t start a new base with the new research tree yet). later i divide dupes into 2 groups. Low expectation dupes get bad food and a short break. Medium expectation dupes get better stuff and longer breaks. Scientists get a different shift so they don`t use the telescope during highest sun activity (no sunburns). I usually master the jobs that give traits (plumber, rancher, chef) after those are done i give them other jobs randomly making sure they don`t get the most high expectation ones before i`m ready for that. Link to comment https://forums.kleientertainment.com/forums/topic/97184-what-are-your-job-priorities-or-super-dupes/#findComment-1100654 Share on other sites More sharing options...
greggbert Posted October 22, 2018 Share Posted October 22, 2018 Everyone gets gopher architect and miner. And as they can sustain higher levels of gopher architect and miner they get the next level of those 3. Other than that I just kind of train everyone on all jobs that are lower than their highest job level. Can't stress how nice it is to have all your dupes with courier skill. Speeds things up a lot. If you don't have at least courier you dont' even get to go outside near the regolith. Link to comment https://forums.kleientertainment.com/forums/topic/97184-what-are-your-job-priorities-or-super-dupes/#findComment-1101315 Share on other sites More sharing options...
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