Welcoming settlers
Read the visitor’s skills before accepting. The person you invite keeps those skills. The colony needs stored food and water for everyone including the newcomer, and the visitor must be able to reach them from camp. A full but cut-off stockpile does not meet that check.
A shortage of beds warns you that someone will sleep on the ground. It does not by itself stop you accepting a settler. Asking the visitor to wait delays your answer by one day. Turning them away ends that offer.
A Care lead works ten per cent faster on Medical jobs and favours the more injured patient when choosing between them. A Hearth host improves nearby company while enjoying campfire leisure with people who have eaten and drunk. These roles still need the settler to be able to do the work or take their leisure.
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