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Survival Guide - Dust Settles: Character Classes

Table of Contents:

I. Purpose
II. Nerd
III. Popular
IV. Goofball
V. Scout

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.

Nerd 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!

Starting Values
Population:
Land:
Food:
Disposables:
Building Supplies:
2
4
200
200
100
CEP's:
Recreation:
Gardening:
Coercion:
Ingenuity:
20
2
1
1
1
Tracking:
Architecture:
Housing:
Recycling:
Marketing:
1
3
1
1
2

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 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?

Starting Values
Population:
Land:
Food:
Disposables:
Building Supplies:
5
5
200
200
100
CEP's:
Recreation:
Gardening:
Coercion:
Ingenuity:
20
1
1
3
1
Tracking:
Architecture:
Housing:
Recycling:
Marketing:
1
1
2
2
1

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 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.

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:
Housing:
Recycling:
Marketing:
1
1
1
1
2

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 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.

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:
Architecture:
Housing:
Recycling:
Marketing:
2
1
1
1
1

Advantages:

- 50% increase in the ability to find food
- Slight recruitment advantage

Disadvantages:

- 50% decrease in ability to find disposables

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 Game Overview +/-
 Getting Started +/-
 Units and Resources +/-
 The Main Game Screen +/-
 Camp Activities+/-
 Research +/-
 Economy +/-
 Attacking a Camp +/-
 Alliances +/-
 Focus Paths +/-
 Camp Information +/-
 In-Game Communications +/-
 Extras +/-

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