

Note that consciousness doesn't influence any of those statistics directly, however it does affect Manipulation. I assume final value is capped at 100% (upper bound) Value capped at 100% (upper bound), factors apply after cap My measurements on body function influence on colonist work: Incapabilities due to backstories present similar issues. Then you have the issues of age, which has its own subjective risk/reward (young are a lot healthier, better immune systems, and less likely to develop frail or bad back on their birthday, while older get way more skills and passions, but deal with health issues) which people value differently. which would undermine the system, because so, so many people would just write it off as a subjective system created by one (group). Just look at the threads "weighting" the skills from the time before A17.tons of different ideas on each skill. If you weight the skills according to their worth, then you deal with the community having vastly different ideas of the worth of individual skills.
RIMWORLD PREPARE CAREFULLY PRESET FULL
This guy is a crafter who will sit at a table? lets give him some ear and nose and leg scars so we can get some more points! This guy will just cook in the kitchen? 0 in all skills except cooking (its a full time job) except cooking as high as it'll go and maybe a couple points in shooting. If you weight skills equally, then you deal with hyperspecialization, everyone reducing melee to 0 (along with any other skill they don't want on that particular pawn) just to squeeze out a few more points of a certain valued skill. Even then though, hyperspecialization or skill weighting and subjective value will throw any attempt at quantifying skill worth out the window. Obviously you'd need progressive costs per skill, with higher levels costing more.
