Yeah, I find this super-powerful, especially if you run low-wealth colonies or take a long time in the early game. Bloodlust+kind, like one of FJ's pawns had, is an OP combo. All the benefits of bloodlust without the downsides.
Staggeringly ugly used to decrease their wealth, not sure if it still does, but that made it a top tier trait for me. A full crew of mutants reduced my raid substantially. Plus if someone died, everyone got a mood boost because everyone hated each other. Social fights were annoying, but it made a 500 threat a ton easier.
Just did a bit of a test and being very unattractive reduces a pawns value by 700 silver. Being very attractive increases that value by 700 silver. Bonus.
In defense of sickly: At least in 1.3, having 1 pawn with sickly acts as a "disease beacon." That is, you will get far fewer colony-wide disease events. When the AI rolls disease, 3 out of 4 times, ONLY your sickly pawn will get sick, saving the rest of your colony. I first heard this from streamer Adam Vs Everything, and my own experience seems to confirm it.
and adam got corrected by his audience for the mistake. Sickly get additional disease events similar to how a gourmand goes on a food binge. the amount of infected colonists on a regular disease outbreak depends on your colony wealth (AI attack points)
@@theglassishalf Randy is randy. he is a /random dice roll. Cass and even phoebe will hit X colonists with a plague/flu or whatever based on raid points. The sick ppl are just their own case just like firestarter sprees or pigging out for pyros and gourmands
@@MortalSmurph So i just went through the C# code... you are absolutely right, I retract what I've said. The sickly trait uses hediff (under "public void HealthTick()") to handle the incident and did not touch the storytellers. reference: if (currentData.randomDiseaseMtbDays > 0f && Rand.MTBEventOccurs(currentData.randomDiseaseMtbDays, 60000f, 60f))
@@fangslash Thanks. This is very difficult to 100% clearly verify in game because diseases are so infrequent. I haven't done much programming in over a decade so I am not very confident in my ability to understand it.
I agree with most things except for beautiful. I had whole colonies on mental breaks because other pawns kept hitting on the beautiful ones and were rebuffed constantly. Means they get a „rebuffed by…“ debuff and that stacks, and the beautiful pawn gets a „had to rebuff…“ which also stacks. So yeah … I try to avoid them if I can 😅
If pawns are hitched and are high opinion of their pair, they almost entirely stop to ask out others. So cure to this debuff - find a pair to everyone. Certain psy-cast really helps.
Yeah, I don't avoid beautiful pawns necessarily, but I've had the same problem of everyone hitting on them. With the wrong set of pawns it can be disastrous.
This is why I haven't played without the "Less Stupid Romance Attempts" mod for years now. Adds two simple conditions to the game that eliminate this problem entirely. A pawn cannot hit on someone while still under the effect of the "was rebuffed by someone" negative moodlet. And secondly, anyone with a Lover or Spouse with whom they have more than +25 opinion can neither attempt nor be the target of attempts to romance.
I actively avoid beautiful myself too because not only do they become negative moodlet magnets for your gay pawns if they arent themselves but they also increase the value of your colony in the early game by a massive amount more than usual and that can make the early raids MUCH more difficult. All that for a mediocre bonus. They make great slaves though. Good value when you end up selling them.
Take your careful shooters & make them shooting specialists. They end up with a net of 75% aiming time (so 25% faster than a regular pawn) and with absurd accuracy, perfect for being a sniper which benefits tremendously from that extra bit of accuracy due to it being per-tile. So a 99% accuracy shooter has a 72.5% of hitting a target 32 tiles away, whereas 98% accuracy shooter has just a 52.4% chance of hitting that same shot. It's a fantastic trait to have on a couple of pawns!
Most pawns dont ever need more than 20-25 lvls of accuracy, because of heavily diminishing returns, 25 lvl accuracy is 78% at 45 tiles?Do you really need even more? More shooting=more exp, trigger happy pawns learn shooting very fast, and the potential dps is even better. Careful shooter can be good if you have extremely fast aiming time weapons, compared to cooldown, (quickdraws from vanilla expanded) but there is none in the vanilla rim. They are only okay in very early game with crap base shooting skill
@@daboss4318 Sure but most of your pawns aren't going to be shooting specialists, either. So by having them be careful shooters w/ sniper rifles, you've got that accurate long range in your shooting line to combat an enemy sniper or trigger an assault to lure the enemy into your firing line. This is assuming open-field combat (like raiding another tile) & not a killbox defense. Obviously if you're only playing defensive using killboxes or similar the range doesn't matter. I've also found it quite easy to cap shooting learning for the day by just making by careful shooter shooting specialists be my primary hunters. It doesn't take much to level them up. Certainly not any meaningfully slower than a trigger happy pawn again assuming a passion or double-passion in shooting, particularly since shots that hit the target are what matter for leveling up, not number of shots fired. And again remember a careful shooter + shooting specialist is 25% *faster* than a regular pawn. They are still getting off more shots on average than a typical pawn, and those shots are much more likely to hit. A trigger happy shooting specialist is _also_ great, just saying that careful shooter isn't the mostly negative trait it's portrayed in the video. Shooting specialists role more than negate the downsides.
@@kllrnohj i tested it out one day and it's not worth it bc in the late game when you are producing marterwork weapons you just cap at 100% hit chance while the trigger happy will keep increasing until he too hit the hit chance ap at about lvl 16 with an masterwork/legendary weapon and some bionics
@@kllrnohj I never seen that hits give more exp, thats kinda nonsence, you can have a weapon with very long burst, the moment first shot goes pawn gets exp, so how the game should count given exp if weapon has yet to fire its burst? And this is just untrue, i watch at exp gain frequently and my idea is pawn gets exp from base aiming time plus cooldown, so a shot from pistol gives less than rifle, and more shots more exp. If you shoot wild animals xp gains are reduced, but once they aggro on you, xp gets normal
Re: drug addictions just happening. I've found that putting your colonists on a social drug schedule synthesizes very, very badly with biosculptor pods if you aren't careful. The scheduler works on in-game time, but addiction chance works on pawn chemical tolerance. If you have a pawn take a drug and then hop in a biosculptor pod (for age reversal or anything else, really), his tolerance won't go down - it'll be frozen as it was. Then, when his cycle comes to an end, the still-tolerant pawn hops out of the pod, checks the clock, sees that it's Guinness time, and immediately gets himself addicted. Serious problem.
Ideally, they'd just add a "take in moderation" tickbox that prevents a pawn from taking drugs unless and until his tolerance of that drug had expired.
Yeah, the schedule can be easily disrupted just by forcing them to do something like drinking psychite. I think the only safe way to deal with chem. fasc. and int. is to put them on the beer schedule, like Francis does. I've almost never had good luck with these pawns. Eventually something goes wrong unless they're very easy to manage, like crafters and researchers.
Also why I lowkey love the Pain is Virtue meme in Ideology. "Aaah! You cut my damn nose off! I'll be in constant pain for the rest of my life! THANK YOU! I have never felt this HOLY!"
@Jon Dewey Weirdly enough, it never occurred to me that Jogger affect dodge chance. Good call. TBH I outlight dislike Brawlers. Sometimes I need a monosword, but sometimes being able to throw a grenade without questioning your place in live (-20 wielding a ranged weapon) is also nice. He's useless for the kill-box raids, I got him one of those new Waifu Genotypes to make him stop being a constant volatile little bitch. Because breaking during a mech raid is the worse. They really give massive boosts to mood, but the inability to fight is still a pain. She carries her weight by being a field medic, but I really feel like EMP/Smoke weapons should be equipable by pacifists.
@@Dragonlord7012 I've been in love with melee characters ever since my Tough, Nimble, Masochist colonist got the invisibility psycast and a persona monosword, allowing them to singlehandedly take out raids of 50+ in size.
Someone else pointed out how FJ calls everything something slightly different. I can't help but find it charming. "Marksmanship Command" instead of "Marksman Command". "Quick Shooter" instead of "Trigger Happy". "Low shield pop" instead of "Low shield pack". I love it.
I swear I don't do it on purpose, I just tend to skim words to quickly and let my brain fill in the rest. I mean they sound right which is how they end up not getting corrected. Sorry for the confusion.
@@FrancisJohnYT Don't apologise, it's charming and endearing. It's part of your character, the appeal of what makes you you. Wish you did it to more things.
The upside to having a highly skilled pawn with the wimp trait is that they'll often drop long before they get life threatening injuries! But that's a lot of micromanaging and lacking combat reliability that comes along with it.
Pretty good when you have a big colony where the 1 wimp dropping in combat isn't a big deal, but that 1 character dying leaves a gap in the sustainability of your colony. Having my main farmer with the wimp trait is a plus to me, because I don't want to accidentally lose them during combat, my colony's food production would take a big hit and my whole colony would suffer for it.
Oh god, that is just another awful dev decision. In my opinion the best version of Rimworld is the early 1.2 version, which didn't change the way you played even if you did not own the expansion, however every version after that, changed the base game so much, that it's almost unrecognisable now. Yes, I know that you can "downgrade" your game version with steam, but quite a few of your favourite mods won't play nice with it. Sigh
to be honest I like that you named those pawns as bad, very bad, mild care. I grew tired of those tier lists." THIS IS S TIER, AND THIS IS F TIER". F**k that. I prefer that much more
Something to consider with positive traits like tough, iron-willed, and steadfast with ideology is that they significantly increase the conversion time. If those traits are coupled with the meme that also increases the difficulty it can be almost impossible to convert them.
I use mental breaks to take their faith low enough to convert them. Nothing like walling them into a cell with no food to make them question their religion.
If I'm not mistaken, the reason you'll occasionally have addictions from supposedly safe chemical consumption is due to Body Size. This affects how long a single hit of a drug affects a pawn. It's why a rabbit will be hammered after a drink or 2 but a thrumbo will go through 10 beers and be fine. Pawns have varying body sizes. Pawns with smaller body sizes might need every 2 days instead of every day.
I was told it can also happen if you have bio sculpture pods. When they are in the pods the recovery from the drug exposure pauses but the timer to the next does continues. So they hop out, grab a beer and physically it's only been a few hours since their last one.
Undergrounder is a really situational. On a crafter or researcher it's great. On a builder, planter, handler, caravanner/raider, or even a late-game miner (who needs to walk across the map or operate deep drills), it can be really hard to deal with.
Especially if you are not making a mountain base, they now get negative mood from not being under a mountain, even if you are not playing the Ideology dlc.
Shout out to kind for giving pretty decent mood bonuses to other pawns and never getting insult sprees Insult sprees are imo the worst mental break because they almost always cause even more to follow
Nice list. I would have pointed out that the "conceited" traits, Greedy, Jealous, and Abrasive would be deal-breakers on any pawns you plan on giving royal titles to, since they will refuse to do basically any work once they get titles.
You missed a problem with Bloodlust. They WILL just randomly pick social fights. Regardless of the social standing, they will just randomly decide to pick fights similarly to Pyromaniac's random breaks. That isn't that much a big deal on an unmodded game, though. But please, please be mindful if you're running a modded game with some more... Powerful natural weapons.
Try playing with Revia from the Revia Race mod lol They all have Bloodlust as a racial trait, get tougher as they kill enemies, but they also get a Bloodrage meter that gives them a mood negative (down to -10) if they don't get their murder on regularly. Makes for some very interesting runs!
This *can* be beneficial. Safe(ish) way to train up people's melee, so that whenever your pawn inevitably get caught against a wounded tribal, they can finish them in less then half an hour. Also I think taking the damage from the social fight will help reduce raid size through threat adaptation
@@asureaskie minor injuries get a bit of medical experience for no medicine. More permanent injuries get chromed up for significant medical experience (a benefit which I somehow managed to neglected to mention in favor of melee experience)
Wimps can actually be useful for cheesing the game a bit. You just down them periodically, it will affect the adaptation rate (similar to if one of your pawns dies) and make raids smaller. So if you have a wimp, just give them a regular beating, it will make the game easier, plus some free medical experience.
Or, you could just go into the game settings and adjust the adaptation rate, no need to torture a pawn, unless you like torturing pawns, in which case just ignore everything I typed and go ham. lol
A pawn incapable of violence that can medic I would totally keep (even more so if they have 7+ in cooking). but no more than one. Don't forget they can still wear a personal shield/armor and draw fire in a desperate situation (+ rescue people/repair turrets/build traps/pop smoke and firefoam) - which can absolutely save you.
Oh I can't do that, everyone fights. It's the theory that having that one extra person shooting kills the enemy fast enough that they don't get to shoot back meaning you take no damage during your defence. If you had one less gun then you are killing the enemy slightly slower than they are getting into range, you start taking damage, your pawns are missing more shots leading to a snow ball effect of you outputting less damage until you get broken. Now I know this is an extreme example but it's just to get across the point that having that extra fighter can turn the tide and save you, while not having them can result in you taking more damage.
@@FrancisJohnYT True, but fights are rarely decided by one pawn. plus many pawns can hold a gun but can't shoot to save their life. And it's not like you have to rely entirely on guns anyway, there are other options. That being said there's isn't really a "right" way to play rimworld. Like taking a load of crap pawns early will allow you to advance much quicker, which then allows you to capture more prisoners and trade out the good for the bad.
Still not a fan or sickly, the pawn gets hit by a sickness on average every 30 days. That is it's only special cycle, it can still get hit by the storyteller sickness as well. Well according to the wiki. I will never hire another one if I can help it.
Happy to see Gourmand at the lowest tier, haha. I lost an entire colony to my star shooting Gourmand trying to eat some Insect Jelly in the middle of a mech raid like a freakin goober, never took a Gourmand pawn again. Worst part was I hand-rolled him without knowing how devastating the trait could be.
That sounds so familiar! First playthrough, Gourmand decided that an infestation spawn that I was setting up to deal with was an invitation to go help himself to their jelly. Giant wave of insects come pouring in before I can get blockers into place.
I love your expression „hire a pawn“ Glad my company did not beat me within an inch of my life, imprisoned and brainwashed me, and made me pledge my life to them…
also I'm pretty sure Jealous doesnt get a debuff if they all live in a barrack. which is what I mostly do anyway. So personally I dont care, unless I'm planning on using royalty
Couple things to add 1. You picked a really bad time to do a trait ranking, as Biotech just added a couple more traits and changed some (for example pyros get mood boost near fires) 2. A lot of the traits can be replaced by ideology and now even more by new genes - haven't played with this too much yet, but I could already see some slow learner or slowpoke genes (again Biotech) 3. Couple traits have additional faults / benefits that you've missed: - Wimp - every time they go down it decreases the size of the next raid due to adaptation mechanic, so that can be abused to reduce raid sizes (I still hate it) - undergrounder is really nice on pawns that get stuck indoor (cooks, researchers, crafters etc.) - it gets rid of the stuck indoors penalty and gets a small bonus for it or a bigger one if you're willing to risk bugs under overhead mountain - pretty / beautiful - unless you're running an ideology with unlimited spouses it will cause them to rebuff a lot of people which comes with a mood penalty for both pawns involved - all the + x global work speed buffs are rally good for miners and planters as they get multiplied by the field hand / drill arm bonuses - ascetic is great throughout the game, as you can just either give them an awful bedroom for +5 (it isn't that hard - just a tiny room that can barely fit a bed and no floor or some dead animal in the corner), and they don't care about barracks. The main downside is when they get into a relationship with a non-ascetic - a lot of traits have a certainty loss reductions, which means something like iron willed, ascetic, too smart pawn can be virtually impossible to convert There would probably be more to add with the new biotech expansion, but I've only played it for a couple hours, and all I can say is that I really miss my mods - how am I supposed to play without Numbers or colony groups?
Wimp, why would you bother, just play on a lower difficulty, or adjust the adaptation level in the game options. Both give the same result but without the added torture of an otherwise productive member of your colony, unless you like to torture your pawns, in which case, go ham. lol
@@wolfen210959 I personally don't bother with wimps or other methods to decrease raids, but I've seen some other streamers do it. Also another thing with new races in Biotech - pretty much each of them has one of those automatically reject traits. like all genies are wimps, all Yttackin are volatile, all imps are pessimists, all neanderthals are slow learners, it's like they want us to play with pawns with horrible traits. I just replaced couple of the hostile enemies with baseliner version, as I need someone to recruit. Also might as well ask here - does anyone know a save editor for Rimworld, as one of my pawns somehow got split into to entities: like one is acting normally and the other is invisible, but I've noticed it when the invisible one went berserk and started attacking my other pawns. The other more important problem is when that pawn gets sick, you can only treat the visible one, and infection develops independently in both, so the invisible is progressing as if he wasn't tended and when one dies both die.
Bisexual might be a little high. Since the pawn is attracted to both sex that means they could hit on everyone. Half the pawns will reject advances out right and the others are up to the storyteller.
A long time ago this guy named Francis John recommended the great memory trait as on par or better than Fast Learner. I think his reasoning was that the time a pawn spends not doing a thing (Sleeping/eating/raids) notably counteracts their learning ability through skill decay. Great memory was like having an extra level or two not lost over time and increases learning every day by increasing the value of the 5k to skill cap every day(a quick learner still hits the learning softcap.) You didn't mention any of this during this review. Have your thoughts on the trait really changed that much? Edit: I am also very interested in the concept of a Tortured Artist crafter. Inspired creativity on command sounds like legendaries everywhere.
Great Memory: The #1 factor is learning is spending ALL day doing that thing, and only that thing. A pawn with that much dedication will reach skill 15+ with no traits (or passions!) needed. #2: There is no skill fall before level 10. At level 10, a pawn is already a pro - you can medical at 98%, cook with minimal chance of food poisoning, grow any crop, build any building, craft silver sculptures to make a net profit, etc. Any additional skill is a bonus, but optional. After the 365 pawn challenge, FJ learned just how little learning traits matter when workers dedicate themselves to a single skill. Tortured Artist: Taking advantage of their inspiration requires the following: Get skill to 15+ for a chance of masterwork, get mood to 0, wait for mental break, hope that mental break won't require an arrest that would disqualify the Specialist role, babysit pawn until mental break is over. During this mental break, the pawn won't be doing their job, won't be productive, is a liability during raids, and will still be suffering skill decay. Meanwhile, Royalty has Word of Inspiration and Ideology has the Production Specialist. Why go through all that micro when it's easier and safer to routinely pump out masterworks and legendaries instead? Not to mention the quests for legendary Ideology Artifacts! Don't get me wrong, Great Memory and Tortured Artist are still good, they just aren't essential game changers. The #1 thing you look for in pawns are the bad traits that disqualify them from being a productive citizen, like work incapabilities or mental breaks.
@@r3dp9 To the first part, it certainly Is notable that kill decay below 10 isn't an issue, but the places I am concerned about such things are places where 10 is a start. A 10 in cooking is indeed fine, a 10 in crafting, speech, or notably melee is not as good as what it would be at higher levels. To the second part: I think that you are selling the tortured artist a bit short. Not only does it guarantee the relevant inspiration(rather than rolling through up to 8 of them, some of which take 8 days to expire), but it also allows you to forgo a production specialist and the human primacy meme that requires. I think that tortured inspiration would be a fun way to achieve legendaries without resorting to guaranteed legendary relic quests or the same(agreedly very powerful) meme yet again.
The simple way to think about it is great memory is a very powerful when combined with skills that you don't use everyday and/or improve in bursts, like social, medical, melee, etc. Depending on how you run your colonies, it can be a game-changer on the right pawn.
I wonder if tortured artist will kick in if the artist is arrested out of their break. Arresting comes in with its own built in negative mood. If they aren't inspired, they go back to the cell
As FJ pointed out, tortured artist is too much time spent micromanaging one pawn, when you can pretty much guarantee masterworks and legendaries from even a moderately skilled crafter, several times a day, with the production specialist. Even if you don't have Ideology, you can pretty much guarantee masterworks every day with a high level crafter, Tortured Artist is not worth considering at any time, in my opinion, but if you have nothing better to do with your time, go for it.
I always appreciate your tutorial nuggets. Thank you for breaking down traits, it's interesting to understand the calculus of when to care and not care about a trait. This helps me run my colony better :D
honestly sickly is not that bad in a colony cus someone will just tend it depending what it is they might move a little slower for a day or two but u can be lucky and he gets the muscle parasites which make them faster n stuff
Incapable of violent is not always bad. That non violent guy saved a bunch of bleeding guys during/after fight. Or just keeps on churning out products without having to spend so much time in bed recovering + there is no worrying about missing limbs.
The most crippling start I ever had was a tribal colony where 3 of the 5 pawns couldn't do dumb labor. You'd be amazed how many skilled tasks also depend on hauling and cleaning, so our base was always filthy and production moved at a snail's pace. Also, if you have a wimp who gets afflicted with sensory mechanites they can be bedridden for MONTHS until it passes. Get a pain-stopper into those guys IMMEDIATELY.
My favorite trait in the game is tortured artist, it completely flips up the “sanity” system in a way not a lot of other traits can, by not making mental breaks a purely bad occurance, it will also allow traits like depressive and nudist to be a lot better Also I disagree with careful shooter, a sniper can be very valuable for a colony, especially against mech clusters or defoliator ships
A few extra things I noticed while playing around with vanilla traits: Pawns incapable of hauling are actually capable via production stations. For example, if you put them on a stonecutting table or a smelter with full range, they will pick far away chunks to work on. You can also make them move their labor fruits to far stockpiles using the table options Undergrounders are terrible for caravans, they get a huge mood debuff by just being outside, but they are great at staying under a mountain the whole time. Misandrist and misogynist are actually pretty similar to abrasive, since the pawn will always have the social debuff. In comparison, the beauty debuff from similar traits can be fixed by using implants, but these two will always stay, and you will always have more enemies/rivals with that pawn in general causing more slights and insults on average. Psychopaths are actually terrible because they cannot naturally socialize with another pawn. Although late game you can easily pair them with others by using beauty implants on the target pair. Kind. This is something I haven't fully tested, but I think the way the game works makes kind pawns incapable of asking for a divorce or a break, because divorces are considered an insult they just don't do it. So they are perfect pairs for caravanners pawns that will go away for long periods of time. Great memory is probably my top trait, I initially thought it was similar to the fast learner and too smart traits, but it's like 3 times better. I noticed that pawns that have multiple roles in the colony (construction/crafter; medic/social; plants/cooks) greatly benefit from it. especially for skills that are harder to level like social (for trade) and medical (for surgeries). Shooter specialists with this are great as well. This depends ofc on you specializing your pawns, if your pawns usually change jobs all the time, then this is not as good. Tortured artist is mediocre imo, by the time they are already at a high lvl skill in art, you are also at a point where most of the colony is usually content in mood, so triggering the break becomes a chore that most of the time is not worth. It's probably better to spam inspirations via psycasts, and probably quicker too. Chemical fac/int are great for caravanners, they tend to use recreational drugs when outside and you get that mood bonus by just grabbing a few drugs before going away for a few days. These also don't go for medical drugs, this includes lucy, so you don't really need to exclude lucy from their zone, just the hard drugs. Trigger-happy also works on grenades and launchers, so these pawns are great at clearing clusters with smoke/grenades and at clearing bodies with the molotov. The beauty traits are great for ignoring the debuff of the stoneskin implants, I had a melee guy with beautiful and tough and I implanted one of those in him, at one point he was soloing 20 melee tribals and he got like 3 minors cut at the end of that, all of that while still having a happy wife at home. Bloodlust is probably the best trait for caravanners. That mood buff after a fight outside keeps them useful throughout the whole trip.
Clarification on the kind trait, they do ask for divorces and have break ups, just like any other pawn, also the tooltip has been changed, it used to state they never started fights, but they actually had the same chance as any other pawn to start a social fight, they would just not be the instigator of the fight by insulting others.
@@wolfen210959 wouldn't be the same thing with divorces and break ups though? people can divorce them but they will never start it. I noticed that my kind couple never broke up even when their social went down to 25 points both ways, so I'm not sure if I was getting lucky or if they were just incapable of doing so. I've seen someone divorcing their SO from having 68 points in social.
With all the mood bonuses you can stack later on -6 or -8 mood isn't really that bad. It's more of an issue early on when you can't do as much about it. This game doesn't require min/maxing. And if you constantly use exploit-y things to freely execute people why worry about a little negative moodlet?
@@Uforianer This, early game your pawns will have that extra mood buff, late game they will have sky high expectations and will need lots and lots of soft drugs just to get through the day.
Wimp is actually very underrated, they make a great slaves, you can even let them carry guns because once they rebel you just punch them two times and they dont rebel. Otherwise you gonna change slaves quite often if you wont install brain implants and abuse emp. Though the slaves arent very usefull overall since they weight as 0.75 of a colonist and dont fight neither work like 0.75, but thats just the game balance issue, not trait. Trigger happy is the best trait in the game once you set shit up and if you have some mods that add weapons, there are usually some with low ranged cooldown and you can reach ludicrous dps with these weapons, you just stack 3-4 such colonists with shooting specialist and some accuracy boosts and you have a firepower of an army, which often prevents enemies from ever huring you. Perhaps with ironman tough is still better. Slow learner: I remember when i desperatly needed a crafter with perfectioninst (x0.65 working speed +1 quality), and the only one ive found so far was with slow learner. Oh, it was such a pain bringing him to 20...These -75% learning speed are multiplicative, so with double passion you will have 37.5% instead if 75%. I only made him 20 because stacked learning rate and never let him rest or have fun. Typical crafter life.
One positive for wimp is you can have it on your doctor/someone important and if they get lightly hit they go down and then can get back up for damage control without severe injuries.
yeah but then your doctor is not available after the fight. I guess you could use painblock for that though, but again, why would your doctor be on the front line in the first place.
It is good to have one sickly pawn on Cassandra, as him being struck by disease actually counts on her major events and make her go cooldown. Wimp can also be good for the adaption factor, as one pawn being downed recently can make raids slightly less strong.
Do you know if that being downed thing counts towards being taken out emp to the brain implant? If it does, then anytime a raid hits, throw an emp grenade at your circadian-half-cycled janitor
Wimp is also a somewhat favourable trait on colonists that are dedicated to farming, research, mining, etc... The pawns your colony relies on the most and that aren't good shooters/doctors. Wimp makes sure that these pawns go down before they're in mortal danger, preventing from your colony spiraling towards destruction just because you lost a crucial pawn
Some things to consider: While I don't think most of these are enough for the traits to change in ranking, some traits might have some hidden effects you wouldn't at first consider: Wimp allows an important non-fighting character to not be in mortal danger during a fight. Sickly allows you to train the skill of your doctor more often. Lazy and Slothful on your crafters allows them to gain more skill xp per item, meaning that it's more material-efficient. Pretty and Beautiful have the problem that it often results in one-way love. Other pawns have a high opinion of your beautiful pawns before the beautiful pawns have a high opinion of them, resulting in a lot of rebuffs usually. For the reason above, kind is a pretty good trait to counteract this, because by the time a kind person likes a beautiful person enough to ask them out, the beautiful person will have had a chance to like the kind person as well.
Whimp is very good, if pawn can be a tamer, he will almost always survive angry animals on failed tame with decent armor because he will be downed waaay earlier before losing any limbs or organs, or on crafter who have genes what make him 100% go on violent breaks so if he will ever have mental break he will be put down very quick without losing any limbs and without jail time, tortured artist+whimp is op lategame combo for legendary equipment(tho you still can use psy-inspiration instead) bloodlust got really nerfed imo, in new update its now giving new depedency on melee-range kills, (not just any kills, seems like its count only kills in melee AND only if finishing blow was by pawn with this trait), which gives big mood debuff and ideology execution ritual dont count(as for now), so pawn can have "killed somebody" moodlet and still not-fullfiled desire to kill someone ascetic is OP for lategame, pawns with ascetic trait can be royals and will not demand high-quality food, royal bed, or even a throne, you will just need one royal throne in a great room to have ability to bestow ascetic pawns, and after bestow ceremony you can just un-assign them from that throneroom, but still keep all psy-levels and all these juicy permits at no additional cost of pawns upkeep also you can look up for a pawns with traits intrest in chemicals and transhumanist combo, because you can use them as pawns for "pure body" ideology which restricts implants and any dugs, which these two traits will counter, and if pawn can be a doctor also will give you really good surgeon without any downsides
I kinda snorted at the chemical fasination and interest, it is really easy to keep them sated with beer, so no need to fear; just give them a beer is so very true With teetoatler tho, just give them chocolate, i know it fills the rec need but whenever my pawns have their lunch break and before bed downtime I always see my anti druggies snacking on some choccy while everyone else downs a beer
A lot of the down sides to that trait can be minimised in Ideology, but playing without Ideology consigns those pawns to "hat material", they will hate everyone who even goes near so much as a beer.
I don't think Beautiful, Pretty and Bisexual are good traits. The first 2 might give them an opinion bonus at first, but I noticed that they also tend to be flirted with a lot more, which if they are in a relationship will result in a lot more rebuffs and lower opinions as a result. Bisexual just means they are twice as likely to get rebuffed.
Depends on a few things but in general they are decent to have. Beautiful and Pretty pawns tend to find a partner and the Got Lovin bonus is great for keeping pawns happy. As a side bonus a pretty or beautiful pawn can get some of the skin implants without it pushing them into negative beauty. I had a massive 200 person colony and gave them all nose jobs (equivalent of making them all pretty) we were having weddings fairly consistently afterwards. It did not cause any issues as far as I can recall if anything it reduced the social fights. Bi is not a good trait but at most it's a minor negative, the odd rebuff is annoying but usually not fatal.
You can actually cure missing limbs and other major parts with the biosculpting pods, it just requires glitterworld medicine. It'll do all the minor parts like fingers and toes in one shot, but one major part per run. It's handy as a workaround if you have a body purist you really need to keep around for some reason. It also cancels out transhumanist desires.
I decided to use a pod to fix a missing eye and some painful scars on a body purist doctor I kept in my Transhumanist colony. I'm glad I did too when I decided to get my other 2 doctors clean of drug addictions and they were useless for surgery for about a year. He hated practically everyone else in the run after they all chromed up.
36:11 "macaronibob . 4 days ago FJ: regularly violates the geneva conventions in these episodes Also FJ: wow i still haven't named my interns, i'm a MONSTER" ALSO FJ: Geneva conventions? (roll eyes) pfff, more like Geneva sugestions.
It's not long ago that I found myself taking in a pawn with Slow Learner who was incapable of Violent, even though I'd otherwise tend to agree they're unacceptable! Because he also had double passion for Intellectual and started out already at level 14 in it, hehe! Plus he had Jogger, so perfect for hauling and cleaning on the rare occasion that he wouldn't be researching. There's always exceptions to every rule I guess! :D This was a mid game recruit though, I probably wouldn't have taken him as a starting pawn.
With the new biotech I'm seriously considering a nudist colony in ice sheet... I mean, fur + extreme cold resistance+furry tail = -25 C in confortable temperature, that's a confortable temperature up to -9 and -19 to start getting hypothermia, if my math/wiki search is right
I just take whatever these days. It makes things interesting. Still, at some point in a playthrough the traits just become irrelevant, as they are all surmountable. It is just getting past the beginning, where bad traits can really end your game. But again, a game over? So what, it isn't like when you get a game-over, you lose access to the game, you can just make a new save.
Psychopath trait is always relevant, if I am forced to accept a psychopath they do not last very long in my colonies, they all seem to end up in prison and then escape rather easily, for some reason. lol
I kinda wish the mid-end game and the higher difficulties were a bit more difficult because once you get over the hump of the early game it gets pretty easy
My main problem with the sexuality traits is not that they have less of a chance to ever get married, but they'd also either get rebuffed more often (as for gay pawns) or rebuff others (as for asexual pawns), therefore causing somewhat of a mood disbalance either for themselves or for others.
A wimp tortured artist is actually insanely good, the game will be easier when a pawn is downed. You need to give them mental breaks anyways, might as well get your blood lusting pawn to set up a "mutual" agreement with that wimp to stop randy from giving you 10 large raids in a row.
Or, you could just go into the game options and adjust the adaptation rate, unless you enjoy torturing pawns in which case case, move along, nothing to see here. lol
@@asureaskie If you watch his most recent playthrough on Sea Ice, he uses a super powerful melee killbox. On top of that most mechs are pretty worthless in melee. If he was allowed to use large ranged weapons, such as doomsdays etc, he potentially take it on. Maybe the challenge would be fun. Honestly, watching Sea Ice for most of it I somehow felt like he just really wasn't facing a challenge
With the sickly ones I stick them on crap meds and give them some sort of crappy task to do like cleaner so if I get to the situation where I could do with getting rid of a nugget I can make it them and not lose anything.
Don't do it, they only bring pain and misery to a colony. Psychopaths can never make friends with anyone, will always insult everyone, can never get married, receive no bonuses from social occasions etc. There are far better pawns than psychopaths, bloodlust is way better in every aspect.
In regard of workspeed like with the lazy trait. pawns gain experience based on the amount of time spent on a job, so I occasionally chop off one of my crafter's arms if I have a bionic ready if I wanna level up their crafting so I use less materials per time spent. lazy trait can also be sorta used for that except it's permanent so it's still worse ofcourse.
So interesting note: Biotech added new traits. There were two new ones I found: Recluse: Pawn is happier the less people in the faction. At 1 person, it's a +12. Unsure where it goes as the colonies expand. Depending on that, I'd say this is either mild bad or mild care. Brittle: the pawn takes more damage, like the oppossite of tough. 115% damage taken. This is straight up just bad.
@@FrancisJohnYT I think the trait name is actually delicate, and I was mixing it up with the gene of similar effect. But yeah, it is 115% damage, so things that wouldn't kill or cripple will. That's awful
The real problem with the gay trait is that the pawn uncontrollably flirts with all the straight pawns and gets rejected. So instead of +40 for lovin' and being I love, they end up with a -15 for stacks of rejection
Kind also causes the person to boost the moods of other pawns, so it's actually a good trait to have. Nimble is only good when combined with Brawler. While Brawlers suck, if you get a pawn that's Brawler/Nimble/Jogger and give them a forceshield and persona-weapon, they slaughter everything if used right.
is bi-phasic schedule good for production? the amount of time people need to go back and forth between their work location to their beds is effectively doubled. not a problem with crafters who has a workbench in the next room as his bed, but for people going out mining or hunting. the travel time wasted would likely cut on productive work.
I find the non violent pawn set up to be more interesting, it's not violence if they step on IED's walk through toxic fallout, walls of radiation and mutagenic gas and sludge. Though you can always round off warcrimes with a good old fashioned animal or robot assault, I mean why else would the tunnel terminate at the kennel.
The mechs will wander straight through fire and poison you have to hit them with serious firepower to take them out. I wonder what the best Mech loadout would be for that.
You use brawlers in hallways of death. Simply have a mini hallway next to it with a door, then have your brawler come through the door to halt the enemy advance, while your shooters continue to pour hot lead down the hallway.
I did a nomadic colony one time, was really hard to keep mood up without rooms. Coupling off the pawns kept everyone's mood up. Breakups are rare enough, most relationship last the distance.
@@FrancisJohnYT this makes sense. A lot of my happiness management has to do with decor and only a couple nomad playthroughs. I could see that being more necessary to sustain moods without building modifiers.
It has it niche uses, I just have never found a pawn, looked at their stats thought no, then seen they had under grounder and changed my mind. Like I said at the start it's a subjective list, I just found that "don't care" group to be traits that have never swayed my decision. Usually it's the passions of the pawn that decide who I hire and the "don't care" traits have not affected that decision.
@@FrancisJohnYT False alarm. It used to be -3 mood if they went outside, with all benefits if they staid inside. Now, they get a -3 if not under a mountain and at more then 50% inside. In short, used to be good, but now is bad. In my opinion.
It is more about the time investment. Standard pawns eat twice a day, so imagine a miner wakes up, eats goes to work, returns mid day to eat and then out to work again. That is three round trips to the work area which is wasted time. The gourmands do four trips!! Hungry little buggers.
Yeah I still think it was the right call, when was the last time you saw any of those traits on their own and thought "I must have this pawn" Pair Nimble with tough and you have a great melee pawn, but on it's own it's meh. Psychopath is only good if your entire colony is the same way, so you can take advantage of their moral flexibility. Otherwise you just have a pawn that can't form social bonds via chit chat. The passions/skills of a pawn are 90% of why you pick them. All of the Don't care traits are ones that generally don't change my opinion on a pawn one way or another...... usually.
I feel like all traits should have pros and cons, like Hard Worker and Industrious, the pro is the pawn works faster, the con is that the pawn could need to sleep or eat more to maintain that high energy lifestyle. Kind could have the con that they'd refuse to arrest pawns, although their con is sort of already built into the pro. Wimps do have an upside that you didn't mention, they make good animal handlers. If the animal goes manhunter due to a botched taming attempt the wimp will basically take no damage.
Of course there's a mod for that (bad traits are good), but I think the combination of traits tends to produce a really good result: Some pawns are flat out great, some pawns are terrible, and most are a combination of plusses and minuses. If the traits were balanced internally, all pawns would be OK. As you mentioned, finding the uses for "bad" traits like wimp is part of the fun. If wimp had an upside (like better social or something), there would be less incentive for that. Btw, industrious and hardworker do have cons: every pawn without that trait is considered lazy. Kind also has a small negative: increasing another pawn's beauty doesn't improve the kind pawn's relationship with them.
Not sure how many got added, but with Biotech I've already seen a new trait that's awful. Delicate: Incoming damage multiplier 115%. Anti-Tough. You take more damage when you're hit. Easier to down as a result, and more likely to get bad injuries or one shot. My first raider this run was an Ugly, Delicate, Wimp, so they got annihilated. Not sure if there are other new traits and if so what they are, but yeah, definitely one to avoid, but it's also one that is part of the Genie Xenotype that makes fragile pawns but better crafters.
BLOODLUST's greatest strength is they can wear tainted clothes, reducing their pawn value. Tainted cataphract armor is worth a fraction of untainted. I was trying to come up with an all bloodlust colony with an ideology that found corpses abhorrent, that only wore what we took from the corpses of our enemies. Randy gave my only Dr the plague on day 1, I went back to my other game. I recruited an Industrious/Very neurotic pawn once, they would grind up rocks faster on 1x speed than a 'regular' pawn would on 3x, not really exaggerating.
Trigger happy is even better Francis when you give that snap-shot sniper the darkness meme and its consequent buff. This in combo with an excellent quality sniper is deadly to the y as you have an irish whiskey drinking madman shooting redcoats at -100% aim time and 145% aim accuracy during night hours. This is ironic since during the day time the debuff is only 20% to accuracy.....which is the exact amount the excellent quality weapon gives you. I chose excellent because i get the sense that without a dedicated crafter it is the most realistic of quality types you can get reliably. Anything after is just icing on the cake so to speak, but nothing to base your entire plan on unless going for human primacy builds.
Careful shooter can be mitigated somewhat by bonuses from Shooting Specialist role - and it makes such pawns exceptional snipers - but it still does hurt their DPS - still - it is handy if you need to reliably snipe a centipede or an auto-mortar out of the cluster. But... in a long run, Trigger-Happy is vastly superior. Some of the traits that are generally terrible can be quite handy in some niche situations. Incapable of violence is of little consequence for your dedicated medic pawns - let's be honest here - you'd typically want to avoid your precious medically talented characters to be in harms way - few things are more annoying when Mike the melee pawn needs his guts spilling patched out, but Dan the Doctor lies in bed himself, with both eyes burned out. Traits such as wimp are not too bad for your dedicated crafters either - or generally pawns you want to keep alive at all cost - because they will generally fall to the ground long before anything REALLY serious happens to them. Just like painstopper is risky with pawns ignoring potentially fatal injuries - Wimp almost guarantees survival of affected pawn as long as the rest can pull the weight and there are not that many rockets or grenades flying around. There is another issue with Gay pawns - they will get rebuffed a lot... and that means very frequent mood debuffs. Body purists - they are a massive pain - unless you are doing a body purist colony for memes and challenge. The thing is - you are at massive disadvantage - you are almost guaranteed to eventually lose fingers and other body parts - and bionics are usually the optimal replacements. Mood debuff from them on body purist is massive - up to -35. Worst yet - body purists also have lower opinion on characters with bionics - this means more social fights, which in turn also means bigger chance or permanent injury for body purist and more downtime in general.
Cannibalism is pretty strong if no one cares about the cannibalism.. I kinda like it! Then again its one of the only ways youre probably gonna do solo ice
Why I hate pyros is the same reason I hate gourmands, unstoppable mental breaks. I have had a gourmand decide to eat a meal in the middle of my killbox while centipedes were shooting at them. I have had pyros open a door to set fire to grass and let an enemy raid in the side door. 99% of the time you can deal with them, but 1% of the time it's devastating. You can't stop them, you can't mitigate it, you can't prepare for it. They just mental break and you have to hope it's not at the worst time possible. I refuse to invest time and experience into a pawn that might decide now is the time to go crazy while mechs are rampaging though the base and they end up getting themselves or another pawn/s killed.
Kind and Psychopath are good situationally and all-around because in ways they are less of a problematic pawn to have around while also being more ideal for certain tasks.
Kind psychopath sounds like fun character. Pat everyone on the head in the entire colony till day, then proceed to tear up hides of living -prisone- I MEAN animals at night, wash hands, go to sleep like nothing happen :)
Kind pawns are nice to pair off with ugly people but psychopaths tend to have no real use outside of a few very niche scenarios. I know they don't mind butchering bodies but all your other pawns are still going to get a massive mood hit. I think an all psychopath colony would be pretty fun though.
@@FrancisJohnYT body management is inevitable and it does cause major breaks though. Plus the generation of them factors in. They become more ideal in the inevitable combat scenarios. Kind pawns are ideal for trade and and prisoner recruitment and all other other "Social" work which is also inevitable and constant. I still see what you mean when you talk of other traits being more crucial to what you focus on though. This is why I posit their addition to being situationally valued. BTW I love this sort of discussion because the game has advanced design by enabling this to even occur.
I've taken about a year off from RimWorld after 1500+ hours and thanks to you, maybe I oughta get back in there. Still running on version 1.2 experimental with no interest in Royalty nonsense or 'updates'.
In my opinion, that is the best version of the game, all of the later versions changed the fundamental gameplay of Rimworld beyond recognition. The 1.3 version changed the way most animals worked, they can no longer be "zoned", introduced a new mech attack group that is far worse than any sapper attack, they will "drill" through an entire mountain to get to their destination. The devs seem obsessed with giving us things we never asked for, or wanted, but won't give us the one thing everyone wants, a way to control where a caravan will head out and return. lol
Bloodlust is terrible. If I wanted my pawns killing each other all the time, I'd draft them and make them do it myself. Four times more social fights? Hell no. That's one of my absolute deal killer traits.
Yes, staggeringly ugly may make people not like the pawn. Though, sometimes you get that staggeringly ugly pawn with an armorskin gland and a shot off nose, but they're a tough bloodluster with a burning passion in melee. You can't say no. Literally. Dude's scarey. Ol' "Skullface" took down more colonists from social fights than all raids combined.
That going to make them rather weak against mechs :) It's more the totally random mental breaks regardless of mood, it's got them killed in the past and I refuse to invest time in a pawn that can mental break at any time with no way of mitigating it.
I feel like wimp should increase pain sensitivity, rather than lowering the breaking point. If they swap the -60% threshold to a 4X pain sensitivity, then I'd love it. Wimp with a mindscrew would become a psi caster meta if they flipped the trait's effects.
22:00 about chemical interest and fascination, just like with pyro and gourmands that they can get random mental breaks, these chemical people wont follow your drug policies, they can go and take hard drugs and get addicted even if you didnt put them the policy. They dont go take medical drugs as rec though, so they dont get addicted to lucy, you dont have to zone it out. But animals certainly can!
Who would be mad enough to allow animals anywhere near his drug stash, you monster, think of their frail little bodies wracked with withdrawal. It has nothing to do with them eating my drugs profits, nope, definitely not, not an issue, why do you even bring it up?
@@wolfen210959 My hauling animals sometimes get addicted to alcohol, go juice, or worse lucy. They consume these products because they can since they have access to almost anywhere because they are hauing animals.
Wimp lets the pawn go down faster, of they aren't a melee pawn and they end up next to a scither they don't get hit so much and mostly don't bleed out when the raid takes long.
You forgot in the bloodlust - they don't care about clothes taken from corpses (for example, T - marine armor at the beginning of the game) =)
Yeah, I find this super-powerful, especially if you run low-wealth colonies or take a long time in the early game. Bloodlust+kind, like one of FJ's pawns had, is an OP combo. All the benefits of bloodlust without the downsides.
i think sane for psychopaths
@@ichifish Bloodlust+kind - don't start fights so often? It's pretty good.
@@RK-qg8ko with kind they don't start fights at all
bloodlust is the best trait imo
Staggeringly ugly used to decrease their wealth, not sure if it still does, but that made it a top tier trait for me. A full crew of mutants reduced my raid substantially. Plus if someone died, everyone got a mood boost because everyone hated each other. Social fights were annoying, but it made a 500 threat a ton easier.
Just did a bit of a test and being very unattractive reduces a pawns value by 700 silver. Being very attractive increases that value by 700 silver.
Bonus.
In defense of sickly: At least in 1.3, having 1 pawn with sickly acts as a "disease beacon." That is, you will get far fewer colony-wide disease events. When the AI rolls disease, 3 out of 4 times, ONLY your sickly pawn will get sick, saving the rest of your colony. I first heard this from streamer Adam Vs Everything, and my own experience seems to confirm it.
and adam got corrected by his audience for the mistake. Sickly get additional disease events similar to how a gourmand goes on a food binge. the amount of infected colonists on a regular disease outbreak depends on your colony wealth (AI attack points)
@@sedlinasera3891 Not sure how it was a mistake. It sounds like this works with all storytellers other than Randy, then?
@@theglassishalf Randy is randy. he is a /random dice roll.
Cass and even phoebe will hit X colonists with a plague/flu or whatever based on raid points. The sick ppl are just their own case just like firestarter sprees or pigging out for pyros and gourmands
@@MortalSmurph So i just went through the C# code... you are absolutely right, I retract what I've said. The sickly trait uses hediff (under "public void HealthTick()") to handle the incident and did not touch the storytellers.
reference:
if (currentData.randomDiseaseMtbDays > 0f && Rand.MTBEventOccurs(currentData.randomDiseaseMtbDays, 60000f, 60f))
@@fangslash Thanks. This is very difficult to 100% clearly verify in game because diseases are so infrequent. I haven't done much programming in over a decade so I am not very confident in my ability to understand it.
I agree with most things except for beautiful. I had whole colonies on mental breaks because other pawns kept hitting on the beautiful ones and were rebuffed constantly. Means they get a „rebuffed by…“ debuff and that stacks, and the beautiful pawn gets a „had to rebuff…“ which also stacks. So yeah … I try to avoid them if I can 😅
If pawns are hitched and are high opinion of their pair, they almost entirely stop to ask out others. So cure to this debuff - find a pair to everyone. Certain psy-cast really helps.
Yeah, I don't avoid beautiful pawns necessarily, but I've had the same problem of everyone hitting on them. With the wrong set of pawns it can be disastrous.
@@ichifish so rimworld pawns are just as disrespectful of existing relationships as real people are, eh?
This is why I haven't played without the "Less Stupid Romance Attempts" mod for years now. Adds two simple conditions to the game that eliminate this problem entirely. A pawn cannot hit on someone while still under the effect of the "was rebuffed by someone" negative moodlet. And secondly, anyone with a Lover or Spouse with whom they have more than +25 opinion can neither attempt nor be the target of attempts to romance.
I actively avoid beautiful myself too because not only do they become negative moodlet magnets for your gay pawns if they arent themselves but they also increase the value of your colony in the early game by a massive amount more than usual and that can make the early raids MUCH more difficult. All that for a mediocre bonus.
They make great slaves though. Good value when you end up selling them.
Take your careful shooters & make them shooting specialists. They end up with a net of 75% aiming time (so 25% faster than a regular pawn) and with absurd accuracy, perfect for being a sniper which benefits tremendously from that extra bit of accuracy due to it being per-tile. So a 99% accuracy shooter has a 72.5% of hitting a target 32 tiles away, whereas 98% accuracy shooter has just a 52.4% chance of hitting that same shot.
It's a fantastic trait to have on a couple of pawns!
Most pawns dont ever need more than 20-25 lvls of accuracy, because of heavily diminishing returns, 25 lvl accuracy is 78% at 45 tiles?Do you really need even more? More shooting=more exp, trigger happy pawns learn shooting very fast, and the potential dps is even better.
Careful shooter can be good if you have extremely fast aiming time weapons, compared to cooldown, (quickdraws from vanilla expanded) but there is none in the vanilla rim. They are only okay in very early game with crap base shooting skill
@@daboss4318 Sure but most of your pawns aren't going to be shooting specialists, either. So by having them be careful shooters w/ sniper rifles, you've got that accurate long range in your shooting line to combat an enemy sniper or trigger an assault to lure the enemy into your firing line. This is assuming open-field combat (like raiding another tile) & not a killbox defense. Obviously if you're only playing defensive using killboxes or similar the range doesn't matter.
I've also found it quite easy to cap shooting learning for the day by just making by careful shooter shooting specialists be my primary hunters. It doesn't take much to level them up. Certainly not any meaningfully slower than a trigger happy pawn again assuming a passion or double-passion in shooting, particularly since shots that hit the target are what matter for leveling up, not number of shots fired.
And again remember a careful shooter + shooting specialist is 25% *faster* than a regular pawn. They are still getting off more shots on average than a typical pawn, and those shots are much more likely to hit.
A trigger happy shooting specialist is _also_ great, just saying that careful shooter isn't the mostly negative trait it's portrayed in the video. Shooting specialists role more than negate the downsides.
@@kllrnohj i tested it out one day and it's not worth it bc in the late game when you are producing marterwork weapons you just cap at 100% hit chance while the trigger happy will keep increasing until he too hit the hit chance ap at about lvl 16 with an masterwork/legendary weapon and some bionics
@@Joshua-xn4ml Weapon accuracy doesnt raise the pawns, if weapon has 100 and your pawn 50 its still 50 percent hit
@@kllrnohj I never seen that hits give more exp, thats kinda nonsence, you can have a weapon with very long burst, the moment first shot goes pawn gets exp, so how the game should count given exp if weapon has yet to fire its burst? And this is just untrue, i watch at exp gain frequently and my idea is pawn gets exp from base aiming time plus cooldown, so a shot from pistol gives less than rifle, and more shots more exp. If you shoot wild animals xp gains are reduced, but once they aggro on you, xp gets normal
Re: drug addictions just happening. I've found that putting your colonists on a social drug schedule synthesizes very, very badly with biosculptor pods if you aren't careful.
The scheduler works on in-game time, but addiction chance works on pawn chemical tolerance. If you have a pawn take a drug and then hop in a biosculptor pod (for age reversal or anything else, really), his tolerance won't go down - it'll be frozen as it was.
Then, when his cycle comes to an end, the still-tolerant pawn hops out of the pod, checks the clock, sees that it's Guinness time, and immediately gets himself addicted. Serious problem.
Ideally, they'd just add a "take in moderation" tickbox that prevents a pawn from taking drugs unless and until his tolerance of that drug had expired.
Yeah, the schedule can be easily disrupted just by forcing them to do something like drinking psychite. I think the only safe way to deal with chem. fasc. and int. is to put them on the beer schedule, like Francis does. I've almost never had good luck with these pawns. Eventually something goes wrong unless they're very easy to manage, like crafters and researchers.
I'd put masochist over Brawler; Your Tough, Nimble, designated doorstop is REALLY into it.
Good call.
Also why I lowkey love the Pain is Virtue meme in Ideology. "Aaah! You cut my damn nose off! I'll be in constant pain for the rest of my life! THANK YOU! I have never felt this HOLY!"
Don't forget your Masochists really enjoy slave gear. *Eyebrow waggle.*
@Jon Dewey Weirdly enough, it never occurred to me that Jogger affect dodge chance. Good call. TBH I outlight dislike Brawlers. Sometimes I need a monosword, but sometimes being able to throw a grenade without questioning your place in live (-20 wielding a ranged weapon) is also nice. He's useless for the kill-box raids, I got him one of those new Waifu Genotypes to make him stop being a constant volatile little bitch. Because breaking during a mech raid is the worse. They really give massive boosts to mood, but the inability to fight is still a pain. She carries her weight by being a field medic, but I really feel like EMP/Smoke weapons should be equipable by pacifists.
@@Dragonlord7012 I've been in love with melee characters ever since my Tough, Nimble, Masochist colonist got the invisibility psycast and a persona monosword, allowing them to singlehandedly take out raids of 50+ in size.
Someone else pointed out how FJ calls everything something slightly different. I can't help but find it charming. "Marksmanship Command" instead of "Marksman Command". "Quick Shooter" instead of "Trigger Happy". "Low shield pop" instead of "Low shield pack". I love it.
I literally call them that because he says it all the time and never gave it a second thought, the power of influence in a nutshell.
I swear I don't do it on purpose, I just tend to skim words to quickly and let my brain fill in the rest.
I mean they sound right which is how they end up not getting corrected. Sorry for the confusion.
@@FrancisJohnYT Don't apologise, it's charming and endearing. It's part of your character, the appeal of what makes you you. Wish you did it to more things.
@@FrancisJohnYT just sitting back here, imagining the words you must have been using for things as a baby.
@@JohnSmith-eu2dt I'm his fan and you are wrong. Saying "Quick shooter" instead of "trigger happy" is not charming; it's confusing and unhelpful.
The upside to having a highly skilled pawn with the wimp trait is that they'll often drop long before they get life threatening injuries!
But that's a lot of micromanaging and lacking combat reliability that comes along with it.
Pretty good when you have a big colony where the 1 wimp dropping in combat isn't a big deal, but that 1 character dying leaves a gap in the sustainability of your colony.
Having my main farmer with the wimp trait is a plus to me, because I don't want to accidentally lose them during combat, my colony's food production would take a big hit and my whole colony would suffer for it.
27:45 slight corrction, corpse rot stink is with 1.4, not the Biotech DLC. This means that you will have it in base game
Oh god, that is just another awful dev decision. In my opinion the best version of Rimworld is the early 1.2 version, which didn't change the way you played even if you did not own the expansion, however every version after that, changed the base game so much, that it's almost unrecognisable now. Yes, I know that you can "downgrade" your game version with steam, but quite a few of your favourite mods won't play nice with it. Sigh
@@wolfen210959 me when game get update :((((((((((((((((((((((((((
@@wolfen210959 Damn developers adding content to their game that's in line with the already established mechanics, when will they stop?
@@wolfen210959 Oh no, the game is being...updated??!!
You always gotta pick the one named “throg” who physically can’t do anything but fight
to be honest I like that you named those pawns as bad, very bad, mild care.
I grew tired of those tier lists." THIS IS S TIER, AND THIS IS F TIER". F**k that. I prefer that much more
Something to consider with positive traits like tough, iron-willed, and steadfast with ideology is that they significantly increase the conversion time. If those traits are coupled with the meme that also increases the difficulty it can be almost impossible to convert them.
I use mental breaks to take their faith low enough to convert them. Nothing like walling them into a cell with no food to make them question their religion.
If I'm not mistaken, the reason you'll occasionally have addictions from supposedly safe chemical consumption is due to Body Size. This affects how long a single hit of a drug affects a pawn. It's why a rabbit will be hammered after a drink or 2 but a thrumbo will go through 10 beers and be fine. Pawns have varying body sizes. Pawns with smaller body sizes might need every 2 days instead of every day.
Absolutely this, one of my pawns became addicted to psychite tea when no one else did, the only difference was body size.
I was told it can also happen if you have bio sculpture pods. When they are in the pods the recovery from the drug exposure pauses but the timer to the next does continues. So they hop out, grab a beer and physically it's only been a few hours since their last one.
@@FrancisJohnYT that's good to know! Transhumanist is my favorite ideology, I'll keep an eye out for this!
Undergrounder is a really situational. On a crafter or researcher it's great. On a builder, planter, handler, caravanner/raider, or even a late-game miner (who needs to walk across the map or operate deep drills), it can be really hard to deal with.
Especially if you are not making a mountain base, they now get negative mood from not being under a mountain, even if you are not playing the Ideology dlc.
Shout out to kind for giving pretty decent mood bonuses to other pawns and never getting insult sprees
Insult sprees are imo the worst mental break because they almost always cause even more to follow
Nice list. I would have pointed out that the "conceited" traits, Greedy, Jealous, and Abrasive would be deal-breakers on any pawns you plan on giving royal titles to, since they will refuse to do basically any work once they get titles.
You missed a problem with Bloodlust.
They WILL just randomly pick social fights. Regardless of the social standing, they will just randomly decide to pick fights similarly to Pyromaniac's random breaks.
That isn't that much a big deal on an unmodded game, though. But please, please be mindful if you're running a modded game with some more... Powerful natural weapons.
Try playing with Revia from the Revia Race mod lol
They all have Bloodlust as a racial trait, get tougher as they kill enemies, but they also get a Bloodrage meter that gives them a mood negative (down to -10) if they don't get their murder on regularly. Makes for some very interesting runs!
This *can* be beneficial. Safe(ish) way to train up people's melee, so that whenever your pawn inevitably get caught against a wounded tribal, they can finish them in less then half an hour. Also I think taking the damage from the social fight will help reduce raid size through threat adaptation
@@danharold1081 As long as they don't smash off fingers, toes, or a leg.
@@asureaskie minor injuries get a bit of medical experience for no medicine. More permanent injuries get chromed up for significant medical experience (a benefit which I somehow managed to neglected to mention in favor of melee experience)
Unless the person they pick a fight with has been "enhanced"? The base game has some pretty nasty melee only bionics that can kill with one hit.
Wimps can actually be useful for cheesing the game a bit. You just down them periodically, it will affect the adaptation rate (similar to if one of your pawns dies) and make raids smaller. So if you have a wimp, just give them a regular beating, it will make the game easier, plus some free medical experience.
"K, guys let's raid their colony!"
"Nah, that guy just took a beating, I'll sit this one out"
Or, you could just go into the game settings and adjust the adaptation rate, no need to torture a pawn, unless you like torturing pawns, in which case just ignore everything I typed and go ham. lol
A pawn incapable of violence that can medic I would totally keep (even more so if they have 7+ in cooking). but no more than one.
Don't forget they can still wear a personal shield/armor and draw fire in a desperate situation (+ rescue people/repair turrets/build traps/pop smoke and firefoam) - which can absolutely save you.
Oh I can't do that, everyone fights.
It's the theory that having that one extra person shooting kills the enemy fast enough that they don't get to shoot back meaning you take no damage during your defence.
If you had one less gun then you are killing the enemy slightly slower than they are getting into range, you start taking damage, your pawns are missing more shots leading to a snow ball effect of you outputting less damage until you get broken.
Now I know this is an extreme example but it's just to get across the point that having that extra fighter can turn the tide and save you, while not having them can result in you taking more damage.
@@FrancisJohnYT True, but fights are rarely decided by one pawn. plus many pawns can hold a gun but can't shoot to save their life.
And it's not like you have to rely entirely on guns anyway, there are other options.
That being said there's isn't really a "right" way to play rimworld.
Like taking a load of crap pawns early will allow you to advance much quicker, which then allows you to capture more prisoners and trade out the good for the bad.
I had a sickly who was my main medic and also a masochist, got fiberious mechanites several times and loved it❤
Still not a fan or sickly, the pawn gets hit by a sickness on average every 30 days. That is it's only special cycle, it can still get hit by the storyteller sickness as well. Well according to the wiki. I will never hire another one if I can help it.
Also body purists instantly hate my colonies with -40 opinion of everyone with 5 or more augmentations.
Happy to see Gourmand at the lowest tier, haha. I lost an entire colony to my star shooting Gourmand trying to eat some Insect Jelly in the middle of a mech raid like a freakin goober, never took a Gourmand pawn again. Worst part was I hand-rolled him without knowing how devastating the trait could be.
That sounds so familiar! First playthrough, Gourmand decided that an infestation spawn that I was setting up to deal with was an invitation to go help himself to their jelly. Giant wave of insects come pouring in before I can get blockers into place.
@@asureaskie Oh god, did you have to remind me? One of my earliest playthroughs ended exactly because of this.
Francis John: if someone you care about is suffering from alcoholism, just give them a beer 🍻
I love your expression „hire a pawn“ Glad my company did not beat me within an inch of my life, imprisoned and brainwashed me, and made me pledge my life to them…
also I'm pretty sure Jealous doesnt get a debuff if they all live in a barrack. which is what I mostly do anyway. So personally I dont care, unless I'm planning on using royalty
Couple things to add
1. You picked a really bad time to do a trait ranking, as Biotech just added a couple more traits and changed some (for example pyros get mood boost near fires)
2. A lot of the traits can be replaced by ideology and now even more by new genes - haven't played with this too much yet, but I could already see some slow learner or slowpoke genes (again Biotech)
3. Couple traits have additional faults / benefits that you've missed:
- Wimp - every time they go down it decreases the size of the next raid due to adaptation mechanic, so that can be abused to reduce raid sizes (I still hate it)
- undergrounder is really nice on pawns that get stuck indoor (cooks, researchers, crafters etc.) - it gets rid of the stuck indoors penalty and gets a small bonus for it or a bigger one if you're willing to risk bugs under overhead mountain
- pretty / beautiful - unless you're running an ideology with unlimited spouses it will cause them to rebuff a lot of people which comes with a mood penalty for both pawns involved
- all the + x global work speed buffs are rally good for miners and planters as they get multiplied by the field hand / drill arm bonuses
- ascetic is great throughout the game, as you can just either give them an awful bedroom for +5 (it isn't that hard - just a tiny room that can barely fit a bed and no floor or some dead animal in the corner), and they don't care about barracks. The main downside is when they get into a relationship with a non-ascetic
- a lot of traits have a certainty loss reductions, which means something like iron willed, ascetic, too smart pawn can be virtually impossible to convert
There would probably be more to add with the new biotech expansion, but I've only played it for a couple hours, and all I can say is that I really miss my mods - how am I supposed to play without Numbers or colony groups?
buy the DLC immediately and then wait a few days for the modders to catch up. Every time!
(thank you modders for all that you do!)
Wimp, why would you bother, just play on a lower difficulty, or adjust the adaptation level in the game options. Both give the same result but without the added torture of an otherwise productive member of your colony, unless you like to torture your pawns, in which case, go ham. lol
@@wolfen210959 I personally don't bother with wimps or other methods to decrease raids, but I've seen some other streamers do it.
Also another thing with new races in Biotech - pretty much each of them has one of those automatically reject traits.
like all genies are wimps, all Yttackin are volatile, all imps are pessimists, all neanderthals are slow learners, it's like they want us to play with pawns with horrible traits.
I just replaced couple of the hostile enemies with baseliner version, as I need someone to recruit.
Also might as well ask here - does anyone know a save editor for Rimworld, as one of my pawns somehow got split into to entities: like one is acting normally and the other is invisible, but I've noticed it when the invisible one went berserk and started attacking my other pawns. The other more important problem is when that pawn gets sick, you can only treat the visible one, and infection develops independently in both, so the invisible is progressing as if he wasn't tended and when one dies both die.
If anyone is getting that duplicated colonist bug in 1.4 Biotech - it looks like it's RocketMan mod that is causing it.
Bisexual might be a little high. Since the pawn is attracted to both sex that means they could hit on everyone. Half the pawns will reject advances out right and the others are up to the storyteller.
Ohhh never thought of that, I have only ever had a few on the team and that was during a 200 pawn run so I missed the little details.
@@FrancisJohnYT all 4 of the attraction(gay, lesbian, bi, and ace) traits are so rare that I don't think anyone has done any experiments.
nudist gives +20 if you're naked (helmet does not count), situational but I love it
A long time ago this guy named Francis John recommended the great memory trait as on par or better than Fast Learner. I think his reasoning was that the time a pawn spends not doing a thing (Sleeping/eating/raids) notably counteracts their learning ability through skill decay. Great memory was like having an extra level or two not lost over time and increases learning every day by increasing the value of the 5k to skill cap every day(a quick learner still hits the learning softcap.)
You didn't mention any of this during this review. Have your thoughts on the trait really changed that much?
Edit: I am also very interested in the concept of a Tortured Artist crafter. Inspired creativity on command sounds like legendaries everywhere.
Great Memory: The #1 factor is learning is spending ALL day doing that thing, and only that thing. A pawn with that much dedication will reach skill 15+ with no traits (or passions!) needed. #2: There is no skill fall before level 10. At level 10, a pawn is already a pro - you can medical at 98%, cook with minimal chance of food poisoning, grow any crop, build any building, craft silver sculptures to make a net profit, etc. Any additional skill is a bonus, but optional.
After the 365 pawn challenge, FJ learned just how little learning traits matter when workers dedicate themselves to a single skill.
Tortured Artist: Taking advantage of their inspiration requires the following: Get skill to 15+ for a chance of masterwork, get mood to 0, wait for mental break, hope that mental break won't require an arrest that would disqualify the Specialist role, babysit pawn until mental break is over. During this mental break, the pawn won't be doing their job, won't be productive, is a liability during raids, and will still be suffering skill decay.
Meanwhile, Royalty has Word of Inspiration and Ideology has the Production Specialist. Why go through all that micro when it's easier and safer to routinely pump out masterworks and legendaries instead? Not to mention the quests for legendary Ideology Artifacts!
Don't get me wrong, Great Memory and Tortured Artist are still good, they just aren't essential game changers. The #1 thing you look for in pawns are the bad traits that disqualify them from being a productive citizen, like work incapabilities or mental breaks.
@@r3dp9 To the first part, it certainly Is notable that kill decay below 10 isn't an issue, but the places I am concerned about such things are places where 10 is a start. A 10 in cooking is indeed fine, a 10 in crafting, speech, or notably melee is not as good as what it would be at higher levels.
To the second part: I think that you are selling the tortured artist a bit short. Not only does it guarantee the relevant inspiration(rather than rolling through up to 8 of them, some of which take 8 days to expire), but it also allows you to forgo a production specialist and the human primacy meme that requires. I think that tortured inspiration would be a fun way to achieve legendaries without resorting to guaranteed legendary relic quests or the same(agreedly very powerful) meme yet again.
The simple way to think about it is great memory is a very powerful when combined with skills that you don't use everyday and/or improve in bursts, like social, medical, melee, etc. Depending on how you run your colonies, it can be a game-changer on the right pawn.
I wonder if tortured artist will kick in if the artist is arrested out of their break. Arresting comes in with its own built in negative mood. If they aren't inspired, they go back to the cell
As FJ pointed out, tortured artist is too much time spent micromanaging one pawn, when you can pretty much guarantee masterworks and legendaries from even a moderately skilled crafter, several times a day, with the production specialist. Even if you don't have Ideology, you can pretty much guarantee masterworks every day with a high level crafter, Tortured Artist is not worth considering at any time, in my opinion, but if you have nothing better to do with your time, go for it.
I love your videos Francis, even though I don't watch the playthrough ones fully, I do watch your tutorial nuggets and they are the best!
I always appreciate your tutorial nuggets. Thank you for breaking down traits, it's interesting to understand the calculus of when to care and not care about a trait. This helps me run my colony better :D
honestly sickly is not that bad in a colony cus someone will just tend it depending what it is they might move a little slower for a day or two but u can be lucky and he gets the muscle parasites which make them faster n stuff
Incapable of violent is not always bad. That non violent guy saved a bunch of bleeding guys during/after fight. Or just keeps on churning out products without having to spend so much time in bed recovering + there is no worrying about missing limbs.
Really appreciate this list. Some of the traits do things that I wasn't aware of.
"if you have the newest - ideology - dlc you can fix [it.]". Francis john on the shortly after new dlc "biotech" is released.
OMG! You need to get the DLC, load up the save that has the base size fridge of corpses, turn up the heat in there and see what happens
DLC not even needed, it's a base feature
I personally love "too smart"
The most crippling start I ever had was a tribal colony where 3 of the 5 pawns couldn't do dumb labor. You'd be amazed how many skilled tasks also depend on hauling and cleaning, so our base was always filthy and production moved at a snail's pace. Also, if you have a wimp who gets afflicted with sensory mechanites they can be bedridden for MONTHS until it passes. Get a pain-stopper into those guys IMMEDIATELY.
My favorite trait in the game is tortured artist, it completely flips up the “sanity” system in a way not a lot of other traits can, by not making mental breaks a purely bad occurance, it will also allow traits like depressive and nudist to be a lot better
Also I disagree with careful shooter, a sniper can be very valuable for a colony, especially against mech clusters or defoliator ships
My best builder is an abrasive wimp incapable of violence..
A few extra things I noticed while playing around with vanilla traits:
Pawns incapable of hauling are actually capable via production stations. For example, if you put them on a stonecutting table or a smelter with full range, they will pick far away chunks to work on. You can also make them move their labor fruits to far stockpiles using the table options
Undergrounders are terrible for caravans, they get a huge mood debuff by just being outside, but they are great at staying under a mountain the whole time.
Misandrist and misogynist are actually pretty similar to abrasive, since the pawn will always have the social debuff. In comparison, the beauty debuff from similar traits can be fixed by using implants, but these two will always stay, and you will always have more enemies/rivals with that pawn in general causing more slights and insults on average.
Psychopaths are actually terrible because they cannot naturally socialize with another pawn. Although late game you can easily pair them with others by using beauty implants on the target pair.
Kind. This is something I haven't fully tested, but I think the way the game works makes kind pawns incapable of asking for a divorce or a break, because divorces are considered an insult they just don't do it. So they are perfect pairs for caravanners pawns that will go away for long periods of time.
Great memory is probably my top trait, I initially thought it was similar to the fast learner and too smart traits, but it's like 3 times better. I noticed that pawns that have multiple roles in the colony (construction/crafter; medic/social; plants/cooks) greatly benefit from it. especially for skills that are harder to level like social (for trade) and medical (for surgeries). Shooter specialists with this are great as well. This depends ofc on you specializing your pawns, if your pawns usually change jobs all the time, then this is not as good.
Tortured artist is mediocre imo, by the time they are already at a high lvl skill in art, you are also at a point where most of the colony is usually content in mood, so triggering the break becomes a chore that most of the time is not worth. It's probably better to spam inspirations via psycasts, and probably quicker too.
Chemical fac/int are great for caravanners, they tend to use recreational drugs when outside and you get that mood bonus by just grabbing a few drugs before going away for a few days. These also don't go for medical drugs, this includes lucy, so you don't really need to exclude lucy from their zone, just the hard drugs.
Trigger-happy also works on grenades and launchers, so these pawns are great at clearing clusters with smoke/grenades and at clearing bodies with the molotov.
The beauty traits are great for ignoring the debuff of the stoneskin implants, I had a melee guy with beautiful and tough and I implanted one of those in him, at one point he was soloing 20 melee tribals and he got like 3 minors cut at the end of that, all of that while still having a happy wife at home.
Bloodlust is probably the best trait for caravanners. That mood buff after a fight outside keeps them useful throughout the whole trip.
Clarification on the kind trait, they do ask for divorces and have break ups, just like any other pawn, also the tooltip has been changed, it used to state they never started fights, but they actually had the same chance as any other pawn to start a social fight, they would just not be the instigator of the fight by insulting others.
@@wolfen210959 wouldn't be the same thing with divorces and break ups though? people can divorce them but they will never start it. I noticed that my kind couple never broke up even when their social went down to 25 points both ways, so I'm not sure if I was getting lucky or if they were just incapable of doing so. I've seen someone divorcing their SO from having 68 points in social.
With all the mood bonuses you can stack later on -6 or -8 mood isn't really that bad. It's more of an issue early on when you can't do as much about it. This game doesn't require min/maxing. And if you constantly use exploit-y things to freely execute people why worry about a little negative moodlet?
I disagree, early game a -6 or -8 isn't that bad.
lategame it just causes problems.
@@Uforianer This, early game your pawns will have that extra mood buff, late game they will have sky high expectations and will need lots and lots of soft drugs just to get through the day.
Wimp is actually very underrated, they make a great slaves, you can even let them carry guns because once they rebel you just punch them two times and they dont rebel. Otherwise you gonna change slaves quite often if you wont install brain implants and abuse emp. Though the slaves arent very usefull overall since they weight as 0.75 of a colonist and dont fight neither work like 0.75, but thats just the game balance issue, not trait.
Trigger happy is the best trait in the game once you set shit up and if you have some mods that add weapons, there are usually some with low ranged cooldown and you can reach ludicrous dps with these weapons, you just stack 3-4 such colonists with shooting specialist and some accuracy boosts and you have a firepower of an army, which often prevents enemies from ever huring you. Perhaps with ironman tough is still better.
Slow learner: I remember when i desperatly needed a crafter with perfectioninst (x0.65 working speed +1 quality), and the only one ive found so far was with slow learner. Oh, it was such a pain bringing him to 20...These -75% learning speed are multiplicative, so with double passion you will have 37.5% instead if 75%. I only made him 20 because stacked learning rate and never let him rest or have fun. Typical crafter life.
One positive for wimp is you can have it on your doctor/someone important and if they get lightly hit they go down and then can get back up for damage control without severe injuries.
yeah but then your doctor is not available after the fight. I guess you could use painblock for that though, but again, why would your doctor be on the front line in the first place.
It is good to have one sickly pawn on Cassandra, as him being struck by disease actually counts on her major events and make her go cooldown. Wimp can also be good for the adaption factor, as one pawn being downed recently can make raids slightly less strong.
Do you know if that being downed thing counts towards being taken out emp to the brain implant? If it does, then anytime a raid hits, throw an emp grenade at your circadian-half-cycled janitor
Sickly no longer functions like that.
Wimp is also a somewhat favourable trait on colonists that are dedicated to farming, research, mining, etc... The pawns your colony relies on the most and that aren't good shooters/doctors.
Wimp makes sure that these pawns go down before they're in mortal danger, preventing from your colony spiraling towards destruction just because you lost a crucial pawn
"Hats for the lot of them"
I love that calling pawns hats is going to become the norm
Going to? Was it not already the norm?
Some things to consider:
While I don't think most of these are enough for the traits to change in ranking, some traits might have some hidden effects you wouldn't at first consider:
Wimp allows an important non-fighting character to not be in mortal danger during a fight.
Sickly allows you to train the skill of your doctor more often.
Lazy and Slothful on your crafters allows them to gain more skill xp per item, meaning that it's more material-efficient.
Pretty and Beautiful have the problem that it often results in one-way love. Other pawns have a high opinion of your beautiful pawns before the beautiful pawns have a high opinion of them, resulting in a lot of rebuffs usually.
For the reason above, kind is a pretty good trait to counteract this, because by the time a kind person likes a beautiful person enough to ask them out, the beautiful person will have had a chance to like the kind person as well.
Whimp is very good, if pawn can be a tamer, he will almost always survive angry animals on failed tame with decent armor because he will be downed waaay earlier before losing any limbs or organs, or on crafter who have genes what make him 100% go on violent breaks so if he will ever have mental break he will be put down very quick without losing any limbs and without jail time, tortured artist+whimp is op lategame combo for legendary equipment(tho you still can use psy-inspiration instead)
bloodlust got really nerfed imo, in new update its now giving new depedency on melee-range kills, (not just any kills, seems like its count only kills in melee AND only if finishing blow was by pawn with this trait), which gives big mood debuff and ideology execution ritual dont count(as for now), so pawn can have "killed somebody" moodlet and still not-fullfiled desire to kill someone
ascetic is OP for lategame, pawns with ascetic trait can be royals and will not demand high-quality food, royal bed, or even a throne, you will just need one royal throne in a great room to have ability to bestow ascetic pawns, and after bestow ceremony you can just un-assign them from that throneroom, but still keep all psy-levels and all these juicy permits at no additional cost of pawns upkeep
also you can look up for a pawns with traits intrest in chemicals and transhumanist combo, because you can use them as pawns for "pure body" ideology which restricts implants and any dugs, which these two traits will counter, and if pawn can be a doctor also will give you really good surgeon without any downsides
I kinda snorted at the chemical fasination and interest, it is really easy to keep them sated with beer, so no need to fear; just give them a beer is so very true
With teetoatler tho, just give them chocolate, i know it fills the rec need but whenever my pawns have their lunch break and before bed downtime I always see my anti druggies snacking on some choccy while everyone else downs a beer
A lot of the down sides to that trait can be minimised in Ideology, but playing without Ideology consigns those pawns to "hat material", they will hate everyone who even goes near so much as a beer.
With mods chical.intrest has cost me many a pawn from eating random drugs lmao
I don't think Beautiful, Pretty and Bisexual are good traits. The first 2 might give them an opinion bonus at first, but I noticed that they also tend to be flirted with a lot more, which if they are in a relationship will result in a lot more rebuffs and lower opinions as a result. Bisexual just means they are twice as likely to get rebuffed.
Depends on a few things but in general they are decent to have.
Beautiful and Pretty pawns tend to find a partner and the Got Lovin bonus is great for keeping pawns happy. As a side bonus a pretty or beautiful pawn can get some of the skin implants without it pushing them into negative beauty.
I had a massive 200 person colony and gave them all nose jobs (equivalent of making them all pretty) we were having weddings fairly consistently afterwards. It did not cause any issues as far as I can recall if anything it reduced the social fights.
Bi is not a good trait but at most it's a minor negative, the odd rebuff is annoying but usually not fatal.
I think I'm playing the game wrong 'cause I hardly ever get weddings, I know they give a massive mood buff to everyone. Anyway, thanks!
You can actually cure missing limbs and other major parts with the biosculpting pods, it just requires glitterworld medicine. It'll do all the minor parts like fingers and toes in one shot, but one major part per run. It's handy as a workaround if you have a body purist you really need to keep around for some reason. It also cancels out transhumanist desires.
I decided to use a pod to fix a missing eye and some painful scars on a body purist doctor I kept in my Transhumanist colony. I'm glad I did too when I decided to get my other 2 doctors clean of drug addictions and they were useless for surgery for about a year.
He hated practically everyone else in the run after they all chromed up.
Aaand, this video has instantly become obsolete with the new DLC.
Weirdly, some people aren’t in Rimworld DLC and I have no idea why lol
The DLC adds new traits?
@@AussieAwesome It just flips the whole game around, so even if it adds or not new traits, everything changed.
Lol
I guess Francis made this video for historical reasons, as to have a memory of what the game was before changing completely with Biotech
Gourmand is really easy to deal with, when a pawn is having a mental break, just put him in the prision :)
36:11
"macaronibob . 4 days ago
FJ: regularly violates the geneva conventions in these episodes
Also FJ: wow i still haven't named my interns, i'm a MONSTER"
ALSO FJ: Geneva conventions? (roll eyes) pfff, more like Geneva sugestions.
It's not long ago that I found myself taking in a pawn with Slow Learner who was incapable of Violent, even though I'd otherwise tend to agree they're unacceptable! Because he also had double passion for Intellectual and started out already at level 14 in it, hehe! Plus he had Jogger, so perfect for hauling and cleaning on the rare occasion that he wouldn't be researching. There's always exceptions to every rule I guess! :D
This was a mid game recruit though, I probably wouldn't have taken him as a starting pawn.
Sees Pyromaniac as Very Bad
Hides my future all-Pyro colony
You better pack that shit with firefoam pops and buy as much waterskip as you can find
You might make a colony which actually manages to take a worthwhile benefit from making firefoam mortars
With the new biotech I'm seriously considering a nudist colony in ice sheet... I mean, fur + extreme cold resistance+furry tail = -25 C in confortable temperature, that's a confortable temperature up to -9 and -19 to start getting hypothermia, if my math/wiki search is right
I just take whatever these days. It makes things interesting. Still, at some point in a playthrough the traits just become irrelevant, as they are all surmountable. It is just getting past the beginning, where bad traits can really end your game. But again, a game over? So what, it isn't like when you get a game-over, you lose access to the game, you can just make a new save.
Psychopath trait is always relevant, if I am forced to accept a psychopath they do not last very long in my colonies, they all seem to end up in prison and then escape rather easily, for some reason. lol
I kinda wish the mid-end game and the higher difficulties were a bit more difficult because once you get over the hump of the early game it gets pretty easy
just saying I had a sickly wimp doctor and it was the equivalent of not having a doctor at all
My main problem with the sexuality traits is not that they have less of a chance to ever get married, but they'd also either get rebuffed more often (as for gay pawns) or rebuff others (as for asexual pawns), therefore causing somewhat of a mood disbalance either for themselves or for others.
the rebuff debuff is so annoying for me that I completely avoid beautiful pawns ;_;
Based
A wimp tortured artist is actually insanely good, the game will be easier when a pawn is downed. You need to give them mental breaks anyways, might as well get your blood lusting pawn to set up a "mutual" agreement with that wimp to stop randy from giving you 10 large raids in a row.
What's the point of playing on Randy then? Just go play Cassandra
Or, you could just go into the game options and adjust the adaptation rate, unless you enjoy torturing pawns in which case case, move along, nothing to see here. lol
It might be fun to see you build a melee only challenge for one of your rim world runs
Suicidal on Losing is Fun 500% without mods making it more viable, such as Rimworld of Magic, unfortunately.
@@asureaskie If you watch his most recent playthrough on Sea Ice, he uses a super powerful melee killbox. On top of that most mechs are pretty worthless in melee. If he was allowed to use large ranged weapons, such as doomsdays etc, he potentially take it on. Maybe the challenge would be fun. Honestly, watching Sea Ice for most of it I somehow felt like he just really wasn't facing a challenge
@@danharold1081 I read melee only as melee only. Beyond that, sappers, breachers, and sieges negate the corner fighting killbox.
Have some mercy on all of those lost fingers and toes!
Melee only? There is no fun in that, at all, only pain and death.
With the sickly ones I stick them on crap meds and give them some sort of crappy task to do like cleaner so if I get to the situation where I could do with getting rid of a nugget I can make it them and not lose anything.
Psychopaths are great for cleaning up corpses after battle. But yeah at most you only need 1.
Don't do it, they only bring pain and misery to a colony. Psychopaths can never make friends with anyone, will always insult everyone, can never get married, receive no bonuses from social occasions etc. There are far better pawns than psychopaths, bloodlust is way better in every aspect.
In regard of workspeed like with the lazy trait. pawns gain experience based on the amount of time spent on a job, so I occasionally chop off one of my crafter's arms if I have a bionic ready if I wanna level up their crafting so I use less materials per time spent.
lazy trait can also be sorta used for that except it's permanent so it's still worse ofcourse.
I absolutely refuse any pawn with very neurotic. So annoying, breaks once a week
I never found pyromaniacs being a problem. The base is made of stone and their firestarting is quite slow so everything gets put out instantly.
So interesting note: Biotech added new traits. There were two new ones I found:
Recluse: Pawn is happier the less people in the faction. At 1 person, it's a +12. Unsure where it goes as the colonies expand. Depending on that, I'd say this is either mild bad or mild care.
Brittle: the pawn takes more damage, like the oppossite of tough. 115% damage taken. This is straight up just bad.
The brittle one seems like an avoid for me, with tough being so good I am trying to imagine how bad more damage is to survivability.
@@FrancisJohnYT I think the trait name is actually delicate, and I was mixing it up with the gene of similar effect. But yeah, it is 115% damage, so things that wouldn't kill or cripple will. That's awful
@@FrancisJohnYT also, people have done more testing on Recluse. It is like Sanguine at only 1 pawn, but scales to the -8 of depressive by 16 pawns.
Buffs in Rimworld stack multiplicatively, so a trigger-happy shooting specialist's aiming time is -75%, not -100%.
The real problem with the gay trait is that the pawn uncontrollably flirts with all the straight pawns and gets rejected.
So instead of +40 for lovin' and being I love, they end up with a -15 for stacks of rejection
Kind also causes the person to boost the moods of other pawns, so it's actually a good trait to have. Nimble is only good when combined with Brawler. While Brawlers suck, if you get a pawn that's Brawler/Nimble/Jogger and give them a forceshield and persona-weapon, they slaughter everything if used right.
I would prefer Tough/Nimble/Jogger, taking half damage makes a huge difference in longevity.
is bi-phasic schedule good for production? the amount of time people need to go back and forth between their work location to their beds is effectively doubled. not a problem with crafters who has a workbench in the next room as his bed, but for people going out mining or hunting. the travel time wasted would likely cut on productive work.
If their job is long distance like hunting then no you are better with a single schedule to minimize travel time.
I find the non violent pawn set up to be more interesting, it's not violence if they step on IED's walk through toxic fallout, walls of radiation and mutagenic gas and sludge.
Though you can always round off warcrimes with a good old fashioned animal or robot assault, I mean why else would the tunnel terminate at the kennel.
The mechs will wander straight through fire and poison you have to hit them with serious firepower to take them out. I wonder what the best Mech loadout would be for that.
You use brawlers in hallways of death. Simply have a mini hallway next to it with a door, then have your brawler come through the door to halt the enemy advance, while your shooters continue to pour hot lead down the hallway.
It's interesting seeing someone saying relationships in Rimworld are good. I've never thought of it that way.
I did a nomadic colony one time, was really hard to keep mood up without rooms. Coupling off the pawns kept everyone's mood up. Breakups are rare enough, most relationship last the distance.
@@FrancisJohnYT this makes sense. A lot of my happiness management has to do with decor and only a couple nomad playthroughs. I could see that being more necessary to sustain moods without building modifiers.
Undergrounder is perfect for pawns that never go out, like researchers, art, craft... It counters cabin fever/stuck inside debufs.
It has it niche uses, I just have never found a pawn, looked at their stats thought no, then seen they had under grounder and changed my mind.
Like I said at the start it's a subjective list, I just found that "don't care" group to be traits that have never swayed my decision. Usually it's the passions of the pawn that decide who I hire and the "don't care" traits have not affected that decision.
@@FrancisJohnYT False alarm. It used to be -3 mood if they went outside, with all benefits if they staid inside. Now, they get a -3 if not under a mountain and at more then 50% inside. In short, used to be good, but now is bad. In my opinion.
Honestly don't care about gourmand, I normally use nutrient paste so they can eat as much tasteless slop as they want.
It is more about the time investment. Standard pawns eat twice a day, so imagine a miner wakes up, eats goes to work, returns mid day to eat and then out to work again. That is three round trips to the work area which is wasted time. The gourmands do four trips!! Hungry little buggers.
"So this video will be a bit subjective..."
*puts Psychopath, Super-immune, Nimble, Great Memory and Kind in "Don't Care"-tier*
YA A BIT
Yeah I still think it was the right call, when was the last time you saw any of those traits on their own and thought "I must have this pawn"
Pair Nimble with tough and you have a great melee pawn, but on it's own it's meh. Psychopath is only good if your entire colony is the same way, so you can take advantage of their moral flexibility. Otherwise you just have a pawn that can't form social bonds via chit chat.
The passions/skills of a pawn are 90% of why you pick them.
All of the Don't care traits are ones that generally don't change my opinion on a pawn one way or another...... usually.
i like how the 'very bad' pawn is bleeding on the ground for the entire video
Francis John: suggest a handful of Oxygen Not Included "Base Lovin'" videos next.
I feel like all traits should have pros and cons, like Hard Worker and Industrious, the pro is the pawn works faster, the con is that the pawn could need to sleep or eat more to maintain that high energy lifestyle. Kind could have the con that they'd refuse to arrest pawns, although their con is sort of already built into the pro. Wimps do have an upside that you didn't mention, they make good animal handlers. If the animal goes manhunter due to a botched taming attempt the wimp will basically take no damage.
Of course there's a mod for that (bad traits are good), but I think the combination of traits tends to produce a really good result: Some pawns are flat out great, some pawns are terrible, and most are a combination of plusses and minuses. If the traits were balanced internally, all pawns would be OK. As you mentioned, finding the uses for "bad" traits like wimp is part of the fun. If wimp had an upside (like better social or something), there would be less incentive for that.
Btw, industrious and hardworker do have cons: every pawn without that trait is considered lazy. Kind also has a small negative: increasing another pawn's beauty doesn't improve the kind pawn's relationship with them.
Hard worker and industrious already have cons, they regard everyone else as "lazy" and have a permanent -5 social with them.
Whats the mod called
Not sure how many got added, but with Biotech I've already seen a new trait that's awful.
Delicate: Incoming damage multiplier 115%. Anti-Tough. You take more damage when you're hit. Easier to down as a result, and more likely to get bad injuries or one shot. My first raider this run was an Ugly, Delicate, Wimp, so they got annihilated. Not sure if there are other new traits and if so what they are, but yeah, definitely one to avoid, but it's also one that is part of the Genie Xenotype that makes fragile pawns but better crafters.
That sounds like a great bad trait. Except it'll probably roll on a nimble bloodlust pawn every time....
BLOODLUST's greatest strength is they can wear tainted clothes, reducing their pawn value. Tainted cataphract armor is worth a fraction of untainted. I was trying to come up with an all bloodlust colony with an ideology that found corpses abhorrent, that only wore what we took from the corpses of our enemies. Randy gave my only Dr the plague on day 1, I went back to my other game.
I recruited an Industrious/Very neurotic pawn once, they would grind up rocks faster on 1x speed than a 'regular' pawn would on 3x, not really exaggerating.
Randy giving you the plague on day one, I feel your pain, been there, suffered that.
Just cooking and cleaning pawns are to be named montequilla or butters.
I love how by thd end of the video the pawn thats a wimp is dead from being laid out by two punches.
Trigger happy is even better Francis when you give that snap-shot sniper the darkness meme and its consequent buff. This in combo with an excellent quality sniper is deadly to the y as you have an irish whiskey drinking madman shooting redcoats at -100% aim time and 145% aim accuracy during night hours.
This is ironic since during the day time the debuff is only 20% to accuracy.....which is the exact amount the excellent quality weapon gives you.
I chose excellent because i get the sense that without a dedicated crafter it is the most realistic of quality types you can get reliably. Anything after is just icing on the cake so to speak, but nothing to base your entire plan on unless going for human primacy builds.
Careful shooter can be mitigated somewhat by bonuses from Shooting Specialist role - and it makes such pawns exceptional snipers - but it still does hurt their DPS - still - it is handy if you need to reliably snipe a centipede or an auto-mortar out of the cluster.
But... in a long run, Trigger-Happy is vastly superior.
Some of the traits that are generally terrible can be quite handy in some niche situations.
Incapable of violence is of little consequence for your dedicated medic pawns - let's be honest here - you'd typically want to avoid your precious medically talented characters to be in harms way - few things are more annoying when Mike the melee pawn needs his guts spilling patched out, but Dan the Doctor lies in bed himself, with both eyes burned out.
Traits such as wimp are not too bad for your dedicated crafters either - or generally pawns you want to keep alive at all cost - because they will generally fall to the ground long before anything REALLY serious happens to them.
Just like painstopper is risky with pawns ignoring potentially fatal injuries - Wimp almost guarantees survival of affected pawn as long as the rest can pull the weight and there are not that many rockets or grenades flying around.
There is another issue with Gay pawns - they will get rebuffed a lot... and that means very frequent mood debuffs.
Body purists - they are a massive pain - unless you are doing a body purist colony for memes and challenge. The thing is - you are at massive disadvantage - you are almost guaranteed to eventually lose fingers and other body parts - and bionics are usually the optimal replacements. Mood debuff from them on body purist is massive - up to -35.
Worst yet - body purists also have lower opinion on characters with bionics - this means more social fights, which in turn also means bigger chance or permanent injury for body purist and more downtime in general.
Your rugs policy is missing ambrosia, another safe drugs in low consumption amounts
and peno
Ambrosia only shows up sporadically, and never shows up on Ice Sheet.
Cannibalism is pretty strong if no one cares about the cannibalism.. I kinda like it! Then again its one of the only ways youre probably gonna do solo ice
I really hate the lack of dumb labor cuz they get bored super fast
Pyromaniac is a neutral trait to me. I build out of mostly stone.
random mental breaks still suck tho, even if harmless
Why I hate pyros is the same reason I hate gourmands, unstoppable mental breaks. I have had a gourmand decide to eat a meal in the middle of my killbox while centipedes were shooting at them. I have had pyros open a door to set fire to grass and let an enemy raid in the side door.
99% of the time you can deal with them, but 1% of the time it's devastating. You can't stop them, you can't mitigate it, you can't prepare for it. They just mental break and you have to hope it's not at the worst time possible. I refuse to invest time and experience into a pawn that might decide now is the time to go crazy while mechs are rampaging though the base and they end up getting themselves or another pawn/s killed.
Kind and Psychopath are good situationally and all-around because in ways they are less of a problematic pawn to have around while also being more ideal for certain tasks.
Kind psychopath sounds like fun character. Pat everyone on the head in the entire colony till day, then proceed to tear up hides of living -prisone- I MEAN animals at night, wash hands, go to sleep like nothing happen :)
Kind pawns are nice to pair off with ugly people but psychopaths tend to have no real use outside of a few very niche scenarios. I know they don't mind butchering bodies but all your other pawns are still going to get a massive mood hit. I think an all psychopath colony would be pretty fun though.
@@FrancisJohnYT body management is inevitable and it does cause major breaks though. Plus the generation of them factors in. They become more ideal in the inevitable combat scenarios. Kind pawns are ideal for trade and and prisoner recruitment and all other other "Social" work which is also inevitable and constant. I still see what you mean when you talk of other traits being more crucial to what you focus on though. This is why I posit their addition to being situationally valued.
BTW I love this sort of discussion because the game has advanced design by enabling this to even occur.
I've taken about a year off from RimWorld after 1500+ hours and thanks to you, maybe I oughta get back in there. Still running on version 1.2 experimental with no interest in Royalty nonsense or 'updates'.
In my opinion, that is the best version of the game, all of the later versions changed the fundamental gameplay of Rimworld beyond recognition. The 1.3 version changed the way most animals worked, they can no longer be "zoned", introduced a new mech attack group that is far worse than any sapper attack, they will "drill" through an entire mountain to get to their destination. The devs seem obsessed with giving us things we never asked for, or wanted, but won't give us the one thing everyone wants, a way to control where a caravan will head out and return. lol
Bloodlust is terrible. If I wanted my pawns killing each other all the time, I'd draft them and make them do it myself. Four times more social fights? Hell no. That's one of my absolute deal killer traits.
Depends if I have access to the skip psy ability, I find the social fighting can be annoying but managable.
Yes, staggeringly ugly may make people not like the pawn. Though, sometimes you get that staggeringly ugly pawn with an armorskin gland and a shot off nose, but they're a tough bloodluster with a burning passion in melee.
You can't say no. Literally. Dude's scarey. Ol' "Skullface" took down more colonists from social fights than all raids combined.
You have to give a pyromaniac an incendiary weapon. If you don't that's the problem
That going to make them rather weak against mechs :)
It's more the totally random mental breaks regardless of mood, it's got them killed in the past and I refuse to invest time in a pawn that can mental break at any time with no way of mitigating it.
I feel like wimp should increase pain sensitivity, rather than lowering the breaking point. If they swap the -60% threshold to a 4X pain sensitivity, then I'd love it. Wimp with a mindscrew would become a psi caster meta if they flipped the trait's effects.
22:00 about chemical interest and fascination, just like with pyro and gourmands that they can get random mental breaks, these chemical people wont follow your drug policies, they can go and take hard drugs and get addicted even if you didnt put them the policy. They dont go take medical drugs as rec though, so they dont get addicted to lucy, you dont have to zone it out. But animals certainly can!
Who would be mad enough to allow animals anywhere near his drug stash, you monster, think of their frail little bodies wracked with withdrawal. It has nothing to do with them eating my drugs profits, nope, definitely not, not an issue, why do you even bring it up?
@@wolfen210959 My hauling animals sometimes get addicted to alcohol, go juice, or worse lucy. They consume these products because they can since they have access to almost anywhere because they are hauing animals.
Wimp lets the pawn go down faster, of they aren't a melee pawn and they end up next to a scither they don't get hit so much and mostly don't bleed out when the raid takes long.
If you have enough pawns that losing a wimp for an entire battle is of no concern, then yes they can be useful, just don't select one at the start.