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Survival Guide - Dust Settles: Character Classes
Table of Contents:
Purpose:
When you are signing up, you are asked
to pick your character's personality. This decision will affect many parts of
the rest of the game from research speed
to army vs. ops
battle advantages to marketing skills,
and especially your ability to find and even produce certain essential resources.
Each character type or class has their own advantage and disadvantages as well
as different starting values. Below you will find the basic information for
each character class. Choose wisely. Just to note, all classes will start with
a 1 in Wall Strength research, thus it is not listed in the table of starting
values.
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Nerd: |
| Intelligent, good at architecture and technology. If you chose
Nerd you will have an improved learning rate, but must deal with a low initial
population. Plus, the chances of recruitment are lowered. Let's face it, nerds
aren't too popular in today's society. Heck, prove 'em wrong. Be a nerd and make
sure you rank number one at the end of the month! |
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Starting Values
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Population:
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Land:
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Food:
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Disposables:
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Building Supplies:
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2
|
4
|
200
|
200
|
100
|
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CEP's:
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Recreation:
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Gardening:
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Coercion:
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Ingenuity:
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20
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2
|
1
|
1
|
1
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Tracking:
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Architecture:
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Housing:
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Recycling:
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Marketing:
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1
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3
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1
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1
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2
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Advantages:
- Research Bonus: Faster research
- 50% increase in the ability to find disposables
- Ops bonus
Disadvantages:
- Decreased ability on recruiting missions
- Low starting population
- Disadvantage in standard battles
- 75% decrease in ability to find building supplies
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Popular: |
| Not so bright, but everyone loves you. Great people skills
and a high starting population. You can pick up people easily to join your
camp and once you start engaging in battle there are few better. After all,
you don't want the nerds winning, do you? |
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Starting Values
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Population:
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Land:
|
Food:
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Disposables:
|
Building Supplies:
|
|
5
|
5
|
200
|
200
|
100
|
|
CEP's:
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Recreation:
|
Gardening:
|
Coercion:
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Ingenuity:
|
|
20
|
1
|
1
|
3
|
1
|
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Tracking:
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Architecture:
|
Housing:
|
Recycling:
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Marketing:
|
|
1
|
1
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2
|
2
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1
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Advantages:
- High starting population
- Increased ability on recruiting missions
- Increased effectiveness in standard battle
- 50% increase in ability to find building
supplies
Disadvantages:
- Lowered research speed
- 75% decrease in ability to find food
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Goofball: |
| Gotta love 'em, gotta laugh. Ingenious and loyal, but not the
brightest. No one can market like a goofball. If you could trade a rock shaped
like Whistler's Mother for a weeks supply of toilet paper, this is your kinda
person. You don't care too much about everyone else, but you love yourself, win
it, and then make a sarcastic joke about it. |
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Starting Values
|
|
Population:
|
Land:
|
Food:
|
Disposables:
|
Building Supplies:
|
|
4
|
3
|
200
|
200
|
100
|
|
CEP's:
|
Recreation:
|
Gardening:
|
Coercion:
|
Ingenuity:
|
|
20
|
3
|
1
|
2
|
1
|
|
Tracking:
|
Architecture:
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Housing:
|
Recycling:
|
Marketing:
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|
1
|
1
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1
|
1
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2
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Advantages:
- Best exchange rates on the markets (significant
difference from other classes)
- Slight advantage in standard battle
Disadvantages:
- 30% decrease in ability to find food, dispoables, and building
supplies
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Scout: |
| TOMBOY, or EAGLE SCOUT! Take your pick. Male or female, scouts
are always prepared. Great at tracking, awesome at finding food, and generally
well rounded. Not the most social, but if you spend your time contemplating the
most efficient method of extracting nutrients from nitrogen rich material while
rappelling from a rock cliff you tend to miss the parties. If there are other
scouts around you make a pretty good team, though. Your tan is from hard
work. Climb to the top and win. |
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Starting Values
|
|
Population:
|
Land:
|
Food:
|
Disposables:
|
Building Supplies:
|
|
3
|
5
|
200
|
200
|
100
|
|
CEP's
|
Recreation:
|
Gardening:
|
Coercion:
|
Ingenuity:
|
|
20
|
1
|
2
|
1
|
3
|
|
Tracking:
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Architecture:
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Housing:
|
Recycling:
|
Marketing:
|
|
2
|
1
|
1
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1
|
1
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Advantages:
- 50% increase in the ability to find
food
- Slight recruitment advantage
Disadvantages:
- 50% decrease in ability to find disposables
Back to Top
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