Great video! I started a couple of days ago and prioritized getting dupes with specific interests at a high level, so level 9-10, Buil, Exc, and Cuisine. I had no idea why they became stressed and had low morale within 30 days, but your video explained how to use the skill tree better and pick dupes with various interests to keep morale high while they advance further. Also, I never cared about their negative trait, haha (Big mistake). Thanks for the constructive tips. On to your next video!
I like to go with a science dedicated dupe, that being their only interest. They can serve as a hauler when not researching, doesn't need much skills and by the time you've finished the tech tree you'll be so late game that you can support morale with good food and decor, so I've never seen this be a problem, even at higher difficulties. Also I REALLY like a digger/builder that has the super productive overjoyed response. (And haulers with sparkle streaker, but that's never starting dupe)
Yeah the super productive response is a nice bonus! I totally agree with you on the science dupe. I like to speed run the tech tree, and then have him/her doing other things
Totally agree. Digging and science is must have. Than look for something you also need early on like building, farming, ranching or operating. If at least one dupe can cook, I dont care if the others cant. Perfect explanation
I think early game building is much more important than something like farming, leave alone operating. Cooking is also not needed for quite a while. I always take digging, science and building as my three starters, and also either scientist or builder must also have digging, making them an additional part time digger.
@@godfreyofbouillon966 Yeah, good point. Your three starters are who I usually take, but sometimes I like to change it up, so I made the case for other selections in case people had different considerations
Increased air consumption is such a nonissue I find it surprising you avoid it. I personally only avoid farting dupes, nictophobics and narcoleptics, although the latter two are not such a big deal either late game.
I can deal with it fairly easily, but the video is aimed at new players who may not know how to get their electrolyzers set up quick enough before they run out of algae. In this scenario, a dupe that creates an extra tax on your resources will cause a beginner to lose the game quicker. I appreciate your feedback, and I totally agree with it from an experienced player perspective
Great video! I started a couple of days ago and prioritized getting dupes with specific interests at a high level, so level 9-10, Buil, Exc, and Cuisine. I had no idea why they became stressed and had low morale within 30 days, but your video explained how to use the skill tree better and pick dupes with various interests to keep morale high while they advance further. Also, I never cared about their negative trait, haha (Big mistake). Thanks for the constructive tips. On to your next video!
I like to go with a science dedicated dupe, that being their only interest. They can serve as a hauler when not researching, doesn't need much skills and by the time you've finished the tech tree you'll be so late game that you can support morale with good food and decor, so I've never seen this be a problem, even at higher difficulties.
Also I REALLY like a digger/builder that has the super productive overjoyed response. (And haulers with sparkle streaker, but that's never starting dupe)
Yeah the super productive response is a nice bonus!
I totally agree with you on the science dupe. I like to speed run the tech tree, and then have him/her doing other things
I did not know about the drop down!! That is soooo helpful!!!
Appreciate your support! And I'm glad I could help in some way
Totally agree.
Digging and science is must have. Than look for something you also need early on like building, farming, ranching or operating. If at least one dupe can cook, I dont care if the others cant.
Perfect explanation
Yeah totally! Cooking, ranching and farming can become full time work in the mid-late game, so it's essential to have them!
I think early game building is much more important than something like farming, leave alone operating. Cooking is also not needed for quite a while. I always take digging, science and building as my three starters, and also either scientist or builder must also have digging, making them an additional part time digger.
@@godfreyofbouillon966 Yeah, good point. Your three starters are who I usually take, but sometimes I like to change it up, so I made the case for other selections in case people had different considerations
Increased air consumption is such a nonissue I find it surprising you avoid it. I personally only avoid farting dupes, nictophobics and narcoleptics, although the latter two are not such a big deal either late game.
I can deal with it fairly easily, but the video is aimed at new players who may not know how to get their electrolyzers set up quick enough before they run out of algae. In this scenario, a dupe that creates an extra tax on your resources will cause a beginner to lose the game quicker.
I appreciate your feedback, and I totally agree with it from an experienced player perspective