My current colony is going surprisingly well.
It has certainly lasted a lot longer than I expected, considering the trash colonists I started with. (Our only construction-skilled pawn was a shelter kid with 7 points and no passion... somehow he's made it all the way to 10 without us getting a good builder. Ugh.)
A couple of long-lasting colonists died recently: one of the starting three, who is also the ex-husband of another of the trio (who yet lives), died bravely in an attack by a lone scyther, and our primary researcher (also a highly skilled animal trainer) died to a heart attack a while later, as the aforementioned shelter kid (who is our best medic as well as our only builder) frantically attempted to revive her. Perhaps if he hadn't also had to save the life of a more-recent addition to the colony whose eye he stabbed out after she went berserk, he would have been able to save poor Ford. Alas. At least they weren't friends.
Speaking of that multi-talented kid, he is probably the most interesting of my colonists.
Known simply as 'Kid', he is a "beautiful" youngster with a fascination for chemicals, a sharp tongue to match his knife (which has served him well indeed) and a decided lack of skill in the areas he enjoys, as well as not enough spare time to develop them.
I've actually started gaming the system a little and getting him to handle all escape pod rescues and guest negotiations - his Beautiful trait means that, especially with the relationship boost from being rescued by him, people tend to want to stick around afterwards, hahaha. He also has, as of recently, lung cancer. I saw the notification for it in the midst of battle against some herd of angry deer and at first was like, "wtf?! He's 27 years old! Goddamnit rng that's absurd!" but then I saw it said 'caused by smokeleaf tolerance (massive)' and went "oh... yeah." Y'see, this guy smokes like a chimney. Chemical Interest coupled with weed being pretty much my colony's only method of coping with distress and that doesn't sound too surprising, but this guy takes it to an extreme.
I recently watched as he stopped halfway through building a sarcophagus and lit up right there in the crypt, blazing his way through a thicc joint before getting back to work. I laughed. What a legend.
Speaking of legends, Kid is also the master of the one pet I bother keeping around in the colony (there was a cat that crash-landed with us, but she was torn apart by a bear in last night's session. Poor Buttercup.), Fearful, formerly known as 'Wild Boar 1'.
Long has he been a steadfast defender of the colony. The poor, brave critter sustained many grievous wounds on a number of occasions - the first I noticed being a smashed hoof - and by this point his health screen reads:
Jaw - Bitten off
Left eye - Torn out
Left ear - Torn off
Nose - Torn off
Left kidney - Destroyed
Front right hoof - Destroyed
And yet, still Fearful fear
lessly steps forth to do battle with the colony's enemies.
Kid was the first colonist to truly appreciate the brave boar's valour, after I ordered him to drop what he was doing and treat Fearful's wounds asap - this was the battle that cost him his kidney to a bullet, and was shot at least once more besides. The moment they bonded as Kid hastily patched his many wounds was one of the sweetest I've had in this game.
Re: balance, yeah environmental difficulties are all well and good, but some of them truly are stupid and arcade-y. Psychic drones/soothes for example - oh okay, so everyone gets a -1 to coping for a while, for no apparent reason? Okay then game, that sure is immersive.
Sure, it's supposedly some part of the setting, caused by some mysterious ancient machine, but well, I haven't seen them, and I'm pretty sure even those who have done far more nomadic exploration play haven't, either.
Solar flares and blight are dumb, too. Just more "fuck you"s the player can do nothing about.
Edit: ugh, my phone's keyboard is quite derpy at times.