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*'''Addiction''': [[Drugs#Addiction and Tolerance|Addiction]] is very difficult to manage in the first in-game year. An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet.
 
*'''Addiction''': [[Drugs#Addiction and Tolerance|Addiction]] is very difficult to manage in the first in-game year. An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet.
 
*'''High pain levels''': Be sure to hover over each wounded character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably replace [[Medical Items#Body Parts|body parts]] via surgery. But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist).
 
*'''High pain levels''': Be sure to hover over each wounded character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably replace [[Medical Items#Body Parts|body parts]] via surgery. But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist).
*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.
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*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a hunter can get by with damage to their hearing, a cook is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.
  
 
== Beginning ==
 
== Beginning ==

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