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报告翻译问题
4x Learning speed, allowing to get levels easily, plant more complex stuff and build more complex buildings but everything they do is done badly, may break, fail or just straight up be destroyed They also are crappy shooters and fighters
Grumpy - "As long as no one insults this pawn, they can be tolerable"
Insults have a high chance of triggering a insult spree
Nice interactions give more friendship points, but only for the grumpy pawn"
Self-Proclaimed Badass - "This pawn is a powerful fighter as long as they know they will win"
Increased combat capabilities, master shot and increased consciousness while drafted Colonist deaths, injuries (themself) and animal deaths significantly lower combat capabilities
Procrastination - "I'll get the description done tomorrow"
When doing work, might take a break and do something else. If the action is short, might just abandon it.
Hopeless - "This pawn suffers more grievous negatives while sad and it often doesn't go away fast"
If under 60% mood, manipulation and movement start decreasing
Negative thoughts last 1.6x times as long (Or whatever you want it to be)
Mood falls faster and rises way slower.
Tyrant - "This pawn excels as a leader, although in a more agressive, violent way"
If Ideology is not present:
-8 mood debuff when in the same room as a Tyrant Pawn
- Tyrant pawns will more often insult pawns
- Pawns insulted by Tyrants receive a -8 mood debuff, and their global workspeed increases by 35% + 5% movement bonus
If Ideology is present:
-8 mood debuff if a Tyrant Pawn is the leader
- Leader speeches can be held sooner by 30%, but instead of a mood buff, they grant a significant increase in global work speed and a mood debuff. The better the speech the higher the boost and higher the mood debuff
- A tyrant pawn will still insult more
You can change the traits if you want.
stuff is super busy rn >,...,<
I will definitely look at this though when I got the time to do so
IRL stuff is more important than RW stuff
Cultist - Pawn gets a mood boost from completed anomaly rituals
Haunted - Chance of a mental break when near anomaly creatures.
Bad Omen - Pawn gets large mood penalty during Eclipse, Blood Rain, Solar Flare and Darkness events.
Past Trauma - Chance for a pawn to go beserk when in combat
Noble Beasts - Pawn refuses to hurt Muffalo and Thrumbo
Imperial - Increased opinion of Empire pawns and Royalty ranks
Renegade - Decreased opinion of Empire pawns and Royalty ranks