
Tries to take things easy whenever possible Happiness penalty when survivors join the colony Has a hard time concentrating on the task at hand, dreams of better timesĪn encounter with a ferocious beast left its mark scars across the face and a mutilated nose Max Happiness -30 living in a shelter with no powerĪspires to minimize pain and maximize pleasure in lifeīuilt like a brick house, able to endure many hardships Picture of health despite adverse conditionsīelieves in something larger than the human kindĭives headlong into everything without thinking firstĪ lifetime of hardship has made the body sturdy and durable Seemingly resistant to the troubles in the world Lost only part of one foot and some toes from the other One of the lucky ones clearing old minefields. Trouble mind that might go ballistic at any moment Was left permanently injured by a terrible hunting accident Religious background helps to see hope where there might not be any Mutation has caused excessive body hair growth
COLONY SURVIVAL SETTLERS MOD HOW TO
Has learned how to work in a post apocalyptic world efficiently Their belongings and any resources carried by them will likewise be lost.Ĭolonists can have a grab bag of traits that can give them bonuses or be hindrances. Specialists, if they die, are either lost in the wilderness or quickly buried on the spot by their surviving comrades. This ensures minimal impact on overall colony happiness and health as the bodies are brought out of sight and out of mind from the living colonists while also putting them in a place where they cannot spread disease. To prevent any such issues from arising, dead colonists must be taken to a Burial Pit for their final rest. Dead colonists are a serious liability as their corpses can potentially act as vectors for and spread disease and having dead people lying around in plain sight will make living people unhappy as well.


It can take the form of starvation, prolonged dehydration, untreated injuries or Bandit attacks. Old or untreated colonists will eventually meet their demise.Īn inevitable part of life, Death comes to us all in the end, one way or another. Elders are more fragile than their younger counterparts, and life may come to an unexpected end at this phase. Elders still carry out tasks as before, but cannot get anymore children. They can also reproduce, given they live in decent shelters and are at least somewhat happy.Įlders: Colonists cannot live forever, and will eventually pass from old age. Children who have gone to School for long enough will gain the trait Educated.Īdults: Adults are capable of committing every task in the colony. Colonists move to the closest available shelters to where they work, so spreading out housing reduces the time people walk back and forth.Ī colonists life cycle includes three phases: Child, Adult and Elder.Ĭhildren: Children grow slowly and help the colony by carrying stowaway boxes and committing simple scavenging tasks. They also encourage your populace to have children as they feel more secure and private in a proper home. Upgrading to sturdier houses improves people's Happiness and provides better protection against the harsh conditions and even Catastrophes and disasters.

Shelters range from simple Tents all the way to (circumstances considering) comfortable Houses. Without a bed to sleep on, colonists will get Tired and eventually Exhausted due to lack of sleep, and they can also get sick, requiring medical attention. Having enough Shelters for everyone is a top priority. Homeless colonists sleep on the ground but will slowly lose Happiness and even health, if they're exposed for long. Your colonists need somewhere to live in. Having medical buildings active and a Specialist scouring the World Map for Medication can go a long way toward keeping your people healthy.īuild shelters for colonists to raise their happiness.

This is crucial for a thriving colony as an untreated condition will eventually prove fatal. Physical conditions can be treated by healing them within a Medical Tent or a Field Hospital. All of these conditions will cause penalties to a colonist's health, happiness and work performance. They can get sick from radiation, contract diseases or injure themselves. The many dangers of a post-apocalyptic world affect the colonists the most. Taking care of colonists cleanliness with an Outhouse makes them less prone to catching diseases.
