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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
 
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!'''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 ||
 
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!'''Artistic'''  
 
!'''Artistic'''  
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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.
 
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.
  
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}}.
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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.  
  
 
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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