Colonists

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Your Colonists are the inhabitants of your colony, the (un)fortunate survivors who have lived to witness the aftermath of the apocalypse and must now work to survive through it as well.

Colonists are individual persons with varying needs and skills. They will work, consume Food and Water and procreate to keep the colony going and growing. Having their basic needs of Water, Food and Shelter taken care of is a critical part of the game.

The Colonists are responsible for handling any and all construction, repairing, carrying, farming and other work in the colony, both outdoors and inside buildings. The game attempts to automatically assign the best person for the job whenever you construct new buildings or edit the work slots within. If you find yourself in a situation where work doesn't progress, check that you have enough free Workers to carry out the tasks at hand. If not, temporarily free up some by closing some work slots in your buildings.

Conditions[edit]

The many dangers of a post-apocalyptic world affect the colonists the most. They can get sick from radiation, contract diseases or injure themselves. All of these conditions will cause penalties to a colonist's health, happiness, and work performance. Physical conditions can be treated by healing them with medical building and this is crucial for a thriving colony as an untreated condition will eventually prove fatal. Having Medical buildings active and a Specialist scouring the World Map for medicine can go a long way toward keeping your people healthy. Specialists are especially important as manufacturing healing items will not become available until later in the game.

Possible Conditions[edit]

Name Effect Cure
Injured.png Injury Health loss Medicine.png Medicine
Radiation.png Radiation Sickness Health loss, Happiness loss Iodine Pills.png Iodine Pills
Infected.png Infection Health loss, Happiness loss Antibiotics.png Antibiotics
Mutated.png Mutation Health loss, Happiness loss Medical assistance

Traits[edit]

Colonists can have a grab bag of traits that can give them bonuses or be hindrances

Name Effect Description
Educated Production Speed +15% Has learned how to work in a post apocalyptic world efficiently
Hairy Cold resistance +20% Mutation has caused excessive body hair growth
Believer Max Happiness +20% Religious background helps to see hope where there might not be any
Former Hunter Damages Self when in full Health Was left permanently injured by a terrible hunting accident
Driven Production Speed +15% Trouble mind that might go ballistic at any moment
Hard Worker Production Speed +15% Works harder than average
Minesweeper Walking Speed -25% One of the lucky ones clearing old minefields. Lost only part of one foot and some toes from the other
Optimist Max Happiness +20% Seemingly resistant to the troubles in the world
Healthy Faster injury Recovery Picture of health despite adverse conditions
Sloth Resting rate -50% Sleeps longer than others
Clumsy Walking speed -25% Constantly tripping over their own feet
Lazy Production Speed -15% Just doesn't give a damn about work
Spiritual N/A Believes in something larger than the human kind
Reckless Production Speed -5% Dives headlong into everything without thinking first
Been there Max Health +30% A lifetime of hardship has made the body sturdy and durable
Comfort Seeker Max Happiness -30 living in a shelter with no power Aspires to minimize pain and maximize pleasure in life
Tough Max Health +20% Built like a brick house, able to endure many hardships
Daydreamer Production Speed -5% Has a hard time concentrating on the task at hand, dreams of better times
Clawed N/A An encounter with a ferocious beast left its mark; scars across the face and a mutilated nose
Suspicious Happiness penalty when survivors join the colony Distrustful of new and unfamiliar people
Loiterer Walking speed -25% Tries to take things easy whenever possible
Competitive Walking speed +20% Has to be first everywhere, best at everything, or at least the fastest
Punctual Walking Speed +20% Finds comfort in organization, punctuality and schedules
Farmhand +15% as a Farmer Loves to see things grow and blossom
Genetic Lottery Faster injury recovery Blessed with remarkable genes
Ritualistic N/A Has structured their day around strict religious routines
Picky Hunger rate -15% Very selective about what they eat, gets by with less
Martial Artist Max Health +30% Sees themselves as a professional fighter, aims constantly for maximum fitness
Glutton Twice as hungry Eats more than they should. Does not care if someone is left without food
Horrors of the Past Production Speed +5% It is difficult to think anything but the horrors they'e witnessed. Hard labour helps to take the mind off things
Obsessive Production Speed -15% Handicapped by compulsive thoughts and small rituals
Resigned Production Speed -15% Has completely given up and doesn't see the point in anything anymore
Paranoid Production Speed -5% Suspects everything and everyone, jumpy and irrational
Authoritarian Production Speed +15% with over five specialists in the colony Believes in control, leadership and discipline
Hyperactive Needs more time to get Educated Has a though time focusing on one thing at a time
Green Thumb Production speed +5% Feeling dry dirt between the fingers is the best feeling in the world
Luddite N/A Prefers old ways and abhors new technology
People Person Happiness boost when survivors join the colony Enjoys meeting new people

Death[edit]

An inevitable part of life, death comes to us all in the end, one way or another. It can take the form of starvation, prolonged dehydration, untreated injuries or bandit attacks. Dead colonists are a serious liability as their corpses can potentially act as vectors for and spread disease and having dead people lying around in plain sight will make living people unhappy as well.

To prevent any such issues from arising, dead colonists must be taken to a Burial Pit, Cemetery or Crematorium for their final rest. This ensures minimal impact on overall colony happiness and health as the bodies are brought out of sight and out of mind from the living colonists while also putting them in a place where they cannot spread disease.

Specialists, if they die, are either lost in the wilderness or quickly buried on the spot by their surviving comrades. Their belongings and any resources carried by them will likewise be lost.