Colonists

It all starts with selecting three randomly generated colonists. But this alone can decide victory or defeat. If you choose one with a weak health, who is disadvantaged in a fight against the natives or you try luck and roll again and hope for better qualities. If the colonists have worse traits, they already start with abilities like agriculture or medicine. A great feature that makes a difference even before the game starts. But unfortunately a bit too much. The balancing isn’t quite right and if a colonist has the trait “Stupid”, he can’t learn any new abilities. It’s only a pity if the colonist has only 3 skill points at the start and can’t develop any more, he’s almost useless. That and much more will change in the next update.

Otherwise the colonists remind strongly of The Sims. You have to fulfill the wishes and expectations, which have a big influence on the game. If you don’t fulfill the wishes of the colonists, they will do what they want and won’t listen to you anymore. As in the Sims, you can give orders to the colonists and administer them.

At the beginning of the game you have 3 colonists. If you explore carpentry and build a beacon, you can attract migrants. These migrants only come when the mood among the colonists is good and everyone is happy. If you want, you can take them in or even kill them. That’s up to you. The qualities and abilities can only be seen after accepting the migrant.