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This article will suggest a few special ways to manipulate '''adult''' colonists into training certain specific skills, even if they have low or no starting levels in that skill. [[Children and reproduction|Child colonists]] {{BiotechIcon}} have a different way of training.  
 
This article will suggest a few special ways to manipulate '''adult''' colonists into training certain specific skills, even if they have low or no starting levels in that skill. [[Children and reproduction|Child colonists]] {{BiotechIcon}} have a different way of training.  
  
* Note: The simplest, fastest way to "train" a colonist is via a [[skilltrainer]]. However, as those are hard to find and moderately expensive (market value 750), and finding one with the skill you want (1/12 chance each) can be a challenge in itself, this article will assume those are not available to you at this time.  
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* Note: The simplest, fastest way to "train" a colonist is via a [[skilltrainer]]. However, as those are hard to find and moderately expensive (market value 750), and finding one with the skill you want (1/12 chance each) can be a challenge in itself, this article will assume those are not available to you at this time.
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== Overview ==
 
== Overview ==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
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|-
 
|-
 
!'''Shooting'''  
 
!'''Shooting'''  
| Hunt || Shooting at any conscious target with a Smoke Launcher or EMP Launcher. <br>Hunting animals unable to revenge || || Hunting wild animals
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| Hunt || Shooting tamed animals<br>Hunting animals unable to revenge || || Hunting wild animals
 
|-
 
|-
 
!'''Melee'''  
 
!'''Melee'''  
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|-
 
|-
 
!'''Crafting'''  
 
!'''Crafting'''  
| Craft, Smith, Tailor || Destroy apparel at smelter (May no longer work) || Produce poor-quality products to sell/deconstruct ||
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| Craft, Smith, Tailor || Destroy apparel at smelter || Produce poor-quality products to sell/deconstruct ||
 
|-
 
|-
 
!'''Artistic'''  
 
!'''Artistic'''  
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==== Lack of passion ====
 
==== Lack of passion ====
 
Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*.
 
Be aware that if a skill has no [[passion]] (no "flame" icon(s) next to it), it will train far more slowly than skills that ''do'' reflect a colonist's passion for that skill, gaining only 35% of the experience that a single-passion skill would, and only 17.5% the experience of a double-passion skill*.
: (* assuming no other learning modifiers - see [[Global Learning Factor]])
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: (* assuming no other learning modifiers - see [[Traits]])
  
 
Training up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training from Level 6 up to level 8 is 2.5x as much work, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast.
 
Training up a non-passion skill to a low level is far more realistic than to something middle or high-level. For example, if you have a drone with a 0 in [[Construction]] and you want to train them to Level 3 so they can haul material to those blueprints, that is not overly difficult, 6,000 experience. However, training from Level 6 up to level 8 is 2.5x as much work, 15,000 experience, and you might spend years on such a project without any bonus to training speed. It's doable, just not very fast.
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If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s
 
If you are looking to beautify your colonists' rooms, and/or have lots of material and are looking for the best value return in the shortest time, make [[large sculpture]]s. On the other hand, if you are short on material and want to get the best return out of that material, and have a little more time to spend, make [[small sculpture]]s
  
[[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually have a ''negative'' beauty value, so they actually make the environment more ugly.  Great to put into the bedrooms of [[ascetic]] colonists, but should be deconstructed or sold otherwise.
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[[Sculptures#Quality of Sculptures|"Awful" sculptures]] actually have a ''negative'' beauty value, so they actually make the environment more ugly.  Great to put into the bedrooms of [[traits|ascetic]] colonists, but should be deconstructed or sold otherwise.
  
 
Use the material that you can spare the most of; [[wood]] is often a good choice.  Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists.
 
Use the material that you can spare the most of; [[wood]] is often a good choice.  Contrast that with [[jade]], which has the best balance of beauty and availability, and so should be reserved for more capable, possibly [[mental inspiration|inspired]] artists.
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:: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage.  There is no prosthetic liver.
 
:: * A heart can be replaced with a [[prosthetic heart]] (and minimum Medical skill 4), which then either allows the patient to live (in which case this (only) is not considered "organ harvesting"), or allows the surgeon to continue and harvest the liver, which ''does'' kill the patient. For the accountants, a prosthetic heart has a market value of 230 (and/or can be crafted at a machining table), while a human heart is valued at 500 - profit, even after a trader gets his percentage.  There is no prosthetic liver.
  
:  Removing any organ will give all colonists without the [[Psychopath]] or [[Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].)
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:  Removing any organ will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].)
  
 
=== Mining ===
 
=== Mining ===
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=== Social ===
 
=== Social ===
By far the fastest way to level up social XP is to start a role change with the trainee, then remove everyone from the role change except for the trainee. The role change will fail, but in the process the trainee will get a large amount of XP. A fast learner with a burning passion can almost max out their learning for the day with a single failed role change.
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Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier.  
 
 
Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. Each instance of [[lovin]]' gives 4 XP as well{{Check Tag|Confirm|I may have miscounted, please double check that it gives 4}}.
 
  
 
Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve.  The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation.
 
Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the "Wardening" work type to the colonists whose social skill you want to improve.  The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation.
  
Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive and runs the risk of a prison break.  Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills.
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Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive.  Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills.
 
 
=== Traits ===
 
 
 
When planning to train colonists, might be a good idea to choose pawns with Fast Learner and/or Too Smart traits, so it takes reduced time needed level up skills. Likewise a pawn with Slow Learner trait will require more time.
 
 
 
A child can be assigned both Fast Learner and Too Smart trait on it's growing stage. This can be guaranteed in Reload Anytime Mode, since the traits list to choose from are random, a saved game can be reloaded until that specific traits appears.
 
 
 
  
 
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