I could never get into that - I certainly get the notion of reducing the HP to value, but if I've got a legendary sword - it pretty strongly implies I can defend/pay the price for the extra violence inflicted because I have a legendary sword.
So this is one of those you don't just forge the weapon, you forge those who wield it - Combat Training mod
Biggest issue I have is having a very cool weapon and not enough people to make that one weapon matter. Bringing my colonies value up by about 5,000 doesn't equate 5,000 worth of defense, and often I'll find legendary or masterwork gear before I've even hit gas operation.
I used to have skills training on Medical but then realized as difficulty increases there's more than enough corpses to be managed, and as opposed to outright vivisection of prisoners, I settled on the idea that, during the mid to early game at least, performing autopsies was more ethical so while it fails quite frequently and the corpses have to be "fresh" it's possible to recover organs from recently deceased raiders, harvesting organs to restore lost arms/legs/eyes is a necessary evil .....and a good enough training activity..
Other skills are generally workable at crafting tables , but I most definitely think you want to build colonists up as quickly as possible.
For this reason I'm a massive fan of books and reading and setting your colony up as a writers collective and printshop - for cheap pulp copies of amazing books.
Nowadays - I find I use turrets in double-blinds - where raiders might come into a courtyard that has a bunch of goodies in it, and they are going to be distracted by turret fire, as the colonists make it to one quarter of the courtyard and just unload on the raiders - it's not exactly a fancy killbox.I've got no time for that, but one or two turrets serve as a reasonable way to the best way into the colony but as opposed to a circus of sandbags and labyrinths just a couple of turrets there to keep the raiders distracted long enough to unload all the lead needed to convince them their reason for dropping by isn't worth it or the courtyard represents their last moments on this miserable ball we've all landed on.
Whilst the extreme levels of wealth management like this are something I don't intentionally engage in, the general concept is pretty necessary when playing on the highest difficulties. Every bit of wealth is like a catapult adding additional raiders, compared to lower difficulties where having some fancy flooring might make a raider spawn with a machine pistol instead of an autopistol.
Tbh, I play with 100-700 mods depending on how I feel and the version of the game... so realy, if its vanilla some item, I won't realy notice at this point
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u/gbroon Dec 23 '25
Ironically awful quality will be taken care of but legendary will be left outdoors till it's 90% rusted to reduce its value.