In this chapter...
Mike 'Mike' Chuu has joined the colony!
Cubeth 'Cube' Ism has joined the colony!
Professor 'Tyler' Plum has joined the colony!
Dusk 'Bella' Wolf has joined the colony!
Recruit list: Sophie (Aslan), Riki (Astromancer), Johnny (Johnny) and Luke
We've been skirting by with virtually no defence structures - you can get away with this in the early game, where raids are very small and manageable, but with our colony expanding, I shouldn't put this off anymore.
I had planned for the upper-left area to be our trap/killbox zone, so I had our best miners Vend and Inky dig that area out. It's close to the prison cell and crematorium, so from the trap box we can quickly dispose of dead bodies and capture survivors. I've expressed before I'm not the best at designing defences (one of the reasons I put this off), so I follow the commonly recommended basics of a killbox, which is a winding path full of traps and cloth bags that hurt enemies and impede movement, and will lead into an open area with cover for our colonists and gun turrets.
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So far, the actual killbox/shooty box has not seen any use because raiders rarely penetrate the first two rows of traps, but raids will get bigger in time (and when the mechanoids attack, wooden traps will not be enough), so it's good to prepare for that. We did get a sapper attack, and they'll try to dig through your walls, but luckily the group was small so we were able to shoot them down in the open field before they reached our walls.
And to finish off our current defence structures, I also added a triple-layered granite wall just around our main entrance, crop fields and livestock to keep them all safe, and provide a secure area for our colonists to go outside for some fresh air (mountain base dwellers that don't have the "undergrounder" trait will frequently experience a feeling of being 'entombed inside' if they don't go outdoors from time to time).
With the base a lot safer now, many friendly visitors and guests also arrive from time to time to stay with us. I built a row of small guest rooms near the bottom, and we also run a little restaurant near the base entrance where our colonists can serve guests meals for a little bit of silver.
Awkward moment when your prison cells are larger than your guest rooms
The main advantage of opening your doors to guests, as I previously mentioned, is that if enough of your own colonists befriend them, you can recruit them to your own colony. Like recruiting prisoners, this is affected by their social skills, but is, of course, a less hostile way to gain new members. You lose a bit of faction goodwill with their originating colony, but nothing too significant that can't be repaired with some gifts over time. It takes a bit of time to befriend guests, but we were able to recruit Mike and Cube this way!
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A great brawler with good skills/passions in researching and hospitality as well. It's been a while since anyone has floated by with an even decent skill in cooking, so despite his many other qualities, I quickly send him to the kitchen to learn from Tara. With a growing colony comes a growing appetite, so a secondary cook is much needed to help replenish our rapidly depleting food stores. Fighting skills are never 'wasted', they're kind of a bonus since nobody is a full-time soldier anyway. You only need to be drafted when there is a raid or a threat on the map, so the other 90% of the time you need to pitch in in other ways.
Mike also has the most fabulous hair:
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Next up, we have Cube, who is a well-rounded colonist, too. They have the makings of a good hunter and will be great help around the base with handling our animals - we keep getting more pets and livestock, and a lot of them need training.
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MF Bro's passions in crafting is not only handy in clothing our colonists, but also arming them. At our tech level, we are able to build a fabrication bench, where he will be able to make and assemble various types of guns. Took some time to get the right amount of steel and components, but we quickly arm all our best shots with assault rifles.
The trapbox is working as intended.
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Most die in there, but occasionally, 1 or 2 raiders will simply be badly hurt, and we can pull them out to take them prisoner, like Tyler:
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He has a LOT of passions, which I greatly favour over just high skills, because a passionate colonist learns skills twice or three times as fast as others, depending on the level of passion for that skill. As an example, with a double passion in Intellectual, I sent Tyler to research a few projects. Two or three projects later, he is already almost as skilled as Austin, who's been in the colony for much longer (as of me writing this today, Tyler's Intellectual skill is at 17!).
Merc lost a leg. Don't ask me how. It specifically said "burned off", so I am assuming it burned off when he stepped in our flaming rice field the other day.
With two competent doctors now, I let them take care of themselves. I'll check in if they are still in critical condition to see if we need to make more medicine or if I need to micromanage the doctors' priorities, but once I see them moving around the map again, I assume they are fine. So I hadn't noticed that Merc was moving a bit slower than usual, and that was because he was hobbling around on one leg.
This is actually a great opportunity, though, because this is a sci-fi game and we can make better limbs. I know some people bionic all their colonists as soon as they can to turn them into but I consider it a bit of a waste of resources if their organic limbs are still functioning fine.
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That said, I think Tara was inspired to do some surgery due to her good mood (100% success chance on her next surgery!), so I did put that to use and replace Rabi's arm with an advanced Archotech arm for the hell of it, since they have the transhumanist trait that gives them a mood boost for having bionic limbs, which stacks up to 4 times. Their dexterity will be greatly improved as well, which is a good bonus for their doctoring skills.
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Everyone is plugging away dutifully for the betterment of the colony as usual, and suddenly:
*Later renamed Bella
And, if you will recall, the last time this happened, we got a very nasty surprise where the colonist was not a human at all, ate all our food and then turned into a monster that tried to eat us, too. Needless to say, I've been extremely wary of 'free' colonists that join without being asked since that incident, especially at this stage in the game - the game tries to get you to 5 or 6 colonists quickly early on, with "Wanderer joins" and "Transport pod crash" events being thrown at you more often than usual, but the chances of these events occurring greatly decreases once you have a well-established colony. At the time Latch/Bella tried to join, we had 11 colonists, so this was very suspicious.
I checked her hunger rate, and it seemed normal, but my paranoid ass was not convinced and I still decided to lock her in her room for a little bit just to be safe. A little over a day passed and Bella's mood tanked considerably from not having access to anything and anyone except for a bed, but trivial malnutrition had set in and she still did not turn into a monster, so at that point I deemed her safe and let her go eat. Sorry, Bella. Welcome to the colony.
On the plus side, I now know that malnutrition and starvation takes quite some time to badly affect a colonist - malnutrition goes through several stages (trivial, minor, moderate, severe, extreme) before it will kill a colonist, and I don't think she got past minor even after a day and a bit of starvation, so... good to know. Anyway, here's our new friend - these are her stats as of today, didn't grab a screenshot on the day she joined since I was probably too busy panicking about a possible mime, but just imagine all her skills a few levels lower.
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Psychopathy is kind of like cannibalism here, in that there are really no downsides to it - it really just means she's not gonna be sad if people die and the butchering and imprisoning of people does not affect her mood, which is a plus for me since those are usually the biggest offenders in driving colonists to their breaking point. The only downside is socializing will not make her happy, but we have a TV and a pool table, so tons of other things can make her happy here besides other people anyway.
And the 'Jealous' trait means she will need to have the most impressive bedroom, hence the giant wolf statue you'll see in her room a little further down in the update.
We are at the point where we occasionally have idle hands, since enough people are working at all times. I decided it was a good time to start having a few skilled colonists write some books for our people to read when they are bored. Reading books will also slowly increase the skill the book's topic is on. Since we have been opening our doors to visitors and need to be hospitable to our guests so that they can become potential colonists, I decided the first book we should write is a Social book, authored by our most skilled social expert, Faffy.
While she is quite skilled in being sociable, Faffy's not the most literate, unfortunately, so it took her quite a bit of time to finish writing this book. It was worth the wait, though, as the book was of excellent quality and has a cute smiley face on it.
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Seeing how much she struggled with the writing, it became obvious to me that the next book we needed was one to actually boost the literacy of our colonists, so I sat Austin and his level 17 Intelligence to write our next book. It took him comparatively very little time to write this, and now we can use this to teach other colonists how to write better books more efficiently. I sat MF Bro down to read this cover to cover a few times, and he also went on to produce an excellent crafting book, so hopefully someone else will read this and start helping him out with the tailoring and machining work, too.
With all basic structures up and running, we can afford some luxuries now! I decided to ask a few people on Discord how they wanted their rooms decorated, and here's what we have so far:
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Ink wanted pink, Mike wanted blue and
Bella actually Bella had very little input, Austin said "weeb" and I ran with it, but I love how it turned out.
So if anybody else has a colour or vibe they want for their bedroom, let me know and I'll do my best! This is not the most graphically impressive game and this is no Sims - the furniture options are limited even with mods, but I'll see what I can do.
In other housekeeping news, I very narrowly saved this legendary quality cheese from Deva, who nonchalantly grabbed it from the freezer to
make kibble for the dogs.
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I didn't know where else to put this, just thought it was funny.
And as sure as the sun rises every morning, Austin can't stay in a relationship for more than a year. Faffy said she's had enough and files for divorce, and within a few weeks (as you may have noticed on the map since they are sharing a bedroom now), Austin and Cube begin dating. Let's hope third time's the charm.
Another tumultuous relationship that formed during this time I neglected to write consistent and proper updates was between Rabi and Mike. And boy, was it
tumultuous. Within a year, they got together, Rabi proposed within a week, I'm pretty sure, and Mike rejected the proposal. They kept dating, though, and within another couple of months, Mike decided he wanted to propose this time, but then Rabi rejected his proposal. They scheduled a date anyway, and then a few more days later, decided they had enough and broke up. So that was a real ride. I was really rooting for them.
A lot of animals self-tamed into our colony, including some alpaca (a steady source of wool), some boomalope (like antelopes but they go 'boom' upon death - what is the benefit of keeping live bombs in your base, you might ask - they can be 'milked' for chemfuel, which can power many things), and this slurrypede beast which I'm honestly quite scared of and don't know what to do with. The game says it is a docile creature that eats random garbage and turns it into an edible nutrient paste, but we don't really have a lot of garbage for it to eat and I saw it eat a tree whole, and to be honest I could have used the wood for fuel or building a lot more than I have a need for unappetizing nutrient paste since we have two stellar cooks now, so I still don't know if we want to keep this beast. It's 629 years old though and can live up to 3000 years, that's pretty cool. And a rat, which is a rat. It doesn't eat a lot, it's fine.
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Among the self-tamed creatures, we also tamed two more Chocobos since they are great for travel, and I bought a cat for Tyler. It's a little, white Munchkin named Artemis.
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