guides
Last update:20 March 2018
In this chapter you will find detailed information about the colonists.
Parameters of colonists
You will not be able to control colonists directly.
you’re free to, however, manually assign their homes and workplaces.
Physical health reflects the physical condition of colonists, their damage, illnesses and exhaustion.
Colonists with a low physical health value can work only if they are fit.
Colonists can recover their mental health by resting in their homes and visiting service buildings in the dome.
Colonists will visit only those buildings that suit their interests.
This is an important parameter - a high level of comfort encourages colonists toreproduce.
Moralereflects happiness, optimism and loyalty of the colonist.
All of the previous parameters have an impact on morale, while morale affects work efficiency.
Take care of your colonists- if they start dying, the mission to colonize Mars may be interrupted.
Remember - you could choose which colonists you want to invite to the colony.
Name
Description
Workaholic
Individual performance increased by 20, no penalty for heavy workloads.
Survivor
Loses less health without food, water, oxygen, or when living in an unpowered dome.
Sexy
Greatly increased birth rate.
Composed
All sanity losses are halved.
Genius
Generates research points when in the colony.
Celebrity
Generates funding when in the colony.
Saint
Increases morale of all religious people n the dome.
Benefits increase with each additional Saint.
Religious
Higher base morale.
Low mental health never leads to a suicide.
Gamer
Gains mental health while gaming.
Nerd
Gains a temporary boost to morale each time a new technology is researched.
Rugged
No comfort penalties when eating unprepared food or having no residence.
Fit
Colonist recovers more health when resting.
Can work even with low health.
Enthusiast
Increased performance boost when at high morale.
Hippie
Gains twice as much comfort in gardens and parks.
Party Animal
Gains additional comfort when satisfying social interest.
The most sought out perks should be:Workaholic,Sexy,Genius,Celebrity,Religious,FitandEnthusiast.
Some of the perks aren’t as good, such asPartyAnimal.
Lazy
Decreases performance by 20 at all jobs.
Chronic Condition
Loses health each day.
Idiot
Can cause a malfunction at workplace (10%).
Alcoholic
Work performance decreased by 10.
Can be resulting from sanity breakdowns.
Gambler
Has 50% chance to lose 20 points of mental health when visiting a casino.
Can be brought on by sanity breakdowns.
Glutton
Eats double rations.
Can be brought on by sanity breakdowns.
Hypochondriac
Will randomly visit medical buildings and take mental damage if unable to do so.
Whiner
Loses mental health when low on comfort.
Melancholic
Increased performance penalty when at low morale.
Can be due to sanity breakdowns.
Loner
Loses comfort every day while living in a dome with a population over 30.
Coward
Double mental health loses from disasters.
Can be resulting from sanity breakdowns.
Flaws that are acceptable and have low impact on the gameplay are:Glutton,Melancholic,WhinerandIdiot.
Note that if you construct certain buildings in a dome, some of those can bemitigated.
Guru
Randomly spreads other traits of this colonist to persons in the same dome with less than 3 traits.
Tourist
Doesn’t work.
Leaves at first opportunity, but will stay if Comfort is high.
Veganism
I don’t eat friends!
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