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Colonists

Skills, traits, health, mood, relationships, passions, bionics and pawn management.

CO-01

Skills

Skills decide what a pawn can do well, what they ruin slowly and who deserves the good tools.

Shooting / Melee
CO-02

Traits

Traits are powerful because they shape mood, work, combat and social problems at the same time.

Mood effects / Skill modifiers
CO-03

Health System

Health is a chain of injuries, infections, scars, consciousness and treatment quality.

Injuries / Scars
CO-04

Mood System

Mood management keeps colonies from turning ordinary hardship into social collapse.

Expectations / Beauty
CO-05

Relationships

Relationships create weddings, rivalries, social fights and mood cascades.

Marriage / Rivals
CO-06

Passions

Passions are the hidden engine behind efficient skill growth.

Learning multipliers / Work assignment