![]() ![]() That endgame was tense and exciting-and even a little sad.Īnother survivor had a mild liver condition when he arrived but as the years slowly passed on the planet it got more and more severe, to the point where he limped around the base, one hand pressed against his lower back, in severe pain at all times. One of my survivors had a cybernetic eye implant, which sounded cool-but turns out the company who manufactured it went bankrupt and now the unsupported device gives him migraines and will probably kill him within a few years. Your survivors will also have to contend with various ailments and physical conditions, some that existed before they ever reached the alien planet. If you love digging deep into optimizing your colonists' behavior it's a great and flexible system. Your micromanagement, if you wish, can even extend down to dictating which shelves they should store certain resources on and what diets they should have. You can take direct control over them when you want or need to, such as during an attack or when a specific job needs to be completed pronto. You can prioritize their tasks or assign them specific jobs, and forbid them from doing things they suck at or hate. You can set hourly schedules for each survivor, including leisure time. ![]() Luckily Stranded: Alien Dawn has excellent tools that give you the freedom to dictate every second of your colonists' day. There are even big stompy mechs for patrolling and defending your base and borders. Learning each colonists' quirks, and what makes them happy or angry is the best way to stave off behavior like crying jags or fits of senseless violence against dining room chairs, which prevent them from doing anything else until they've recovered. ![]() It can also be unsettling, like when someone has a "bloodthirsty" trait and gets a happiness boost because they just watched someone else die horribly. This can be useful, like when someone is so good at crafting that others can learn just by being around them. They were astronauts, after all, so what would they know about farming or construction? They also have personality traits, both good and bad, that affect their happiness and efficiency and that of those around them. Managing the crew is a challenge and requires a lot of close attention: Each survivor has various skill levels for activities like combat, construction, crafting, and so on-and many start out at zero. Keep your humans fed, warm by the fire, and safe from the elements and insects, and soon you'll usher them from small, crude shelters to a proper base with modern technology. But soon you can put everyone to work, and the early hours and days are frantic as you keep them busy chopping down trees, mining stone, planting crops, observing alien fauna and flora, and collecting scrap metal from the crash. Typically, several of them react quite naturally: they fall to their knees and start sobbing. It begins with a crash landing and your survivors standing around the burning wreckage of their spaceship. But the best scenario is the one that feels most like a true survival story. ![]()
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