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So the game reveals that one tile at the start. It seems pretty reasonable, at least to me, to assume that the game picks a tile with decent access to resources. If it does it's not doing a good job. Instead you should mouse-over tiles to see what resources they might have, and use your early probes to find a better start. Don't be like me and go with the suggested tile or else you might end up in a wasteland, and have to expand much further than is practical.
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# ? Mar 20, 2018 13:12 |
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# ? May 31, 2024 19:30 |
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double nine posted:sometimes life just gives you lemonade. Set out to a region with a lot of dust storms and dust devils and: Any idea what the coordinates were? It looks like a fun map.
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# ? Mar 20, 2018 13:13 |
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Griz posted:Free Earth Radio is my favorite videogame soundtrack since Tropico 3. Yeah it's easily the best station
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# ? Mar 20, 2018 13:17 |
Split Pea Superman posted:So the game reveals that one tile at the start. It seems pretty reasonable, at least to me, to assume that the game picks a tile with decent access to resources. If it does it's not doing a good job. Instead you should mouse-over tiles to see what resources they might have, and use your early probes to find a better start. Yeah that was dumb but I like your style
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# ? Mar 20, 2018 13:29 |
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Lookin' good, University Dome.
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# ? Mar 20, 2018 13:50 |
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WhiskeyWhiskers posted:Any idea what the coordinates were? It looks like a fun map. 90N120°W. Does anyone know whether anomalies are pregenerated? I had a choice between a rare earth deposit and a deep metal deposit and misclicked. In the meantime, I was wondering whether the random map generator would continue the canyon in my map in adjacent locations. It doesn't, but I did find some maps that are pretty cool looking. All of these have an abundance of resources, low meteor and cold storms, and high dust storms and dust devils. pre:8N120W 9N122W 9N121W double nine fucked around with this message at 14:05 on Mar 20, 2018 |
# ? Mar 20, 2018 13:58 |
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double nine posted:Does anyone know whether anomalies are pregenerated? I had a choice between a rare earth deposit and a deep metal deposit and misclicked. You can reload a save and you will get the same anomaly, yes. Also, there are only a handful of maps in the game, with the resources/anomalies being randomized.
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# ? Mar 20, 2018 14:08 |
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double nine posted:
Breakthroughs are all set to specific anomalies on map spawn ie. that one anomaly that gave you super pipes will always give you super pipes if you reload. I don't know about event anomalies though.
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# ? Mar 20, 2018 14:28 |
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How do you tell how many Martian born you have?
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# ? Mar 20, 2018 14:31 |
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On the main info outliner select people view and then search by traits.
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# ? Mar 20, 2018 14:34 |
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Split Pea Superman posted:So the game reveals that one tile at the start. It seems pretty reasonable, at least to me, to assume that the game picks a tile with decent access to resources. If it does it's not doing a good job. Instead you should mouse-over tiles to see what resources they might have, and use your early probes to find a better start. I might have to restart my current run because of this; I was hoping I'd find rare earths once I started scanning but there are none within a huge are of the map... none on the surface, anyway. Tempted to pull through for the challenge of making it until I can tap into deep deposits, but I don't even know where they are yet.
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# ? Mar 20, 2018 14:42 |
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You can hover over tiles to see what resources you might expect to find there. I always embark blind on a hilltop and then plop a scanner tower down to uncover everything nearby. Honestly, your main goal should be to embark somewhere with good access to wind power if it's an option, and somewhere that your rover can drive to a lot of places from. Because the rover can collect a lot of surface metal if it has access to a wide enough area and you can import all the electronics you need early on. Your main objective, I think, is to get metal and power security and enough concrete to expand. Rare metals are useful, but not really needed for a long time and arguably not at all. You can probably research the mohole mine before you ever really need them. Unless you're playing world war 3 in which case you need to be self sufficient. OwlFancier fucked around with this message at 14:56 on Mar 20, 2018 |
# ? Mar 20, 2018 14:51 |
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OwlFancier posted:You can hover over tiles to see what resources you might expect to find there. I always embark blind on a hilltop and then plop a scanner tower down to uncover everything nearby. wait, how do you make money without rare metals? I've been examining the open air gym and it really doesn't feel worth the size investment? The smaller lakes seem to serve the same exercise purpose and get visited far more often seemingly?
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# ? Mar 20, 2018 15:15 |
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The gym raises their satisfaction higher. There’s a cap on how satisfied people can get using each thing Also most sponsors give you money at intervals or for doing something like research. Blue Sun is the only one that requires mining to make money but also guarantees you a rare metal spot. Even then there is social research you can do for money anyway if you want. Fans fucked around with this message at 15:20 on Mar 20, 2018 |
# ? Mar 20, 2018 15:18 |
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Pirate Radar posted:I might have to restart my current run because of this; I was hoping I'd find rare earths once I started scanning but there are none within a huge are of the map... none on the surface, anyway. Tempted to pull through for the challenge of making it until I can tap into deep deposits, but I don't even know where they are yet. Unless you're a masochist, or have a bunch of time sunk, i'd probably just restart. I say this after beating a couple of mysteries where my 2nd or third dome had to get placed 5-6 tiles away. You can get through it by calling in enough resupplies, but it's just not very fun. The supply lines drones can maintain can only be so long before the throughout turns into a trickle/needed supplies are never in the right depot. Shuttles can fix that, but they're a really big investment and maintenance cost. The game feels much more enjoyable picking a disaster prone map, but with accessible resources vs. a calm map but everything is broke all the time because of how little control you have over the logistics system. OwlFancier posted:You can hover over tiles to see what resources you might expect to find there. I always embark blind on a hilltop and then plop a scanner tower down to uncover everything nearby. I didn't put much faith in the rover at first, but picking the map clean of surface metals can last you well into the mid-game. Personally I'm focusing on getting rare metals set up first because all the buildings that make life easier(research, shuttles, drone hubs etc.) run off of electronics. Once you get stirling engines you can use those to help cut back on the maintenance costs in the energy grid as the engines don't need any maintenance as long as they stay closed.
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# ? Mar 20, 2018 15:22 |
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Does anyone have a good spot that’s high in metals but cold? I had a run going on a cold map and enjoyed the added challenge of needing to keep things from freezing, but that’s the one that didn’t have rare earths and I can’t find a start location (clicking around on the Mars globe) that’s prone to cold waves and has lots of metal. I want to feel like my struggle against the Martian winter is worth it!
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# ? Mar 20, 2018 15:31 |
double nine posted:wait, how do you make money without rare metals? Unless you are dumping a ton into prefab buildings you can generally stretch out your special mats until you get a factory up and running. Only exception is electronics, of course. If you are desperate you can also research a few extra million.
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# ? Mar 20, 2018 15:42 |
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double nine posted:wait, how do you make money without rare metals? Even with a fairly tight start monetarily, you can import enough electronics to keep you running for a long time, easily enough to get a research facility up and get to the money making technology. All you need to survive are metals and people, because metals process into parts and polymers come from water. Metals are easily scavenged or mined if you find a deposit. Overwhelmingly, the early game stuff does not use electronics for upkeep, the only things that do are the parts factories and the drone hubs, so couple dozen will last you a long time, certainly long enough to get to patent licensing. I did this with the church and I'm at sol 157 without exporting anything, and I'd be doing just fine right now if Earth would stop firing ballistic missiles at me and destroying dozens of my buildings. OwlFancier fucked around with this message at 16:10 on Mar 20, 2018 |
# ? Mar 20, 2018 16:07 |
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I just got a map where I’m in a big crater with one source of metal and the evaluation goal to have 200 pops by Sol 100. Not happening, dudes!
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# ? Mar 20, 2018 16:16 |
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I’m gonna try a run with random country/leader and random location and just roll with it, I think.
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# ? Mar 20, 2018 16:17 |
Pirate Radar posted:I’m gonna try a run with random country/leader and random location and just roll with it, I think. Religious/politican/40 techs/wildfire
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# ? Mar 20, 2018 16:23 |
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I got Ark/Ecologist in a cold place without much concrete. Wish me luck?
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# ? Mar 20, 2018 16:25 |
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This game is 100% better with a mod to improve the speed settings to 5x and 10x. Also my church colony killed itself and the entire human race via Wildfire. Oopsie.
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# ? Mar 20, 2018 17:17 |
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Is it possible for colonists to live in one dome and work in another? I can't seem to strike a balance in my domes so I currently have excessive unemployment and homeless idiots.
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# ? Mar 20, 2018 17:22 |
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BitterAvatar posted:Is it possible for colonists to live in one dome and work in another? I can't seem to strike a balance in my domes so I currently have excessive unemployment and homeless idiots. No
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# ? Mar 20, 2018 17:24 |
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BitterAvatar posted:Is it possible for colonists to live in one dome and work in another? I can't seem to strike a balance in my domes so I currently have excessive unemployment and homeless idiots. It's not. Managing housing slots against work slots--accounting for outdome buildings--and how the balance changes over time is taking some getting used to for me.
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# ? Mar 20, 2018 17:25 |
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Pirate Radar posted:It's not. Managing housing slots against work slots--accounting for outdome buildings--and how the balance changes over time is taking some getting used to for me. I had a pretty good balance for awhile but once I had like 6 medium dones constructed my colonists just started loving non-stop. Built a brand new Wonder Dome with an arcology and 6+ apartments and I'm still at 150+ homeless. It's a population boom I can't keep up with.
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# ? Mar 20, 2018 17:27 |
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BitterAvatar posted:I had a pretty good balance for awhile but once I had like 6 medium dones constructed my colonists just started loving non-stop. Built a brand new Wonder Dome with an arcology and 6+ apartments and I'm still at 150+ homeless. It's a population boom I can't keep up with. Homelessness will reduce birth rates, so you might want to leave them homeless.
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# ? Mar 20, 2018 17:31 |
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After getting to end game once, now, my only “this is horrible please fix” is a “stop loving” button. I can build a wonder that alters people’s brains or build androids but I can’t give my people some birth control? Hell, I don’t mind if it’s even just a suppression effect and still slips some kids by to abstract the “birth control doesn’t always work” bit, but drat. By late game I couldn’t make a dome uncomfortable enough to not grow kids. I guess I’ll just have to start making sex separate domes and truly realize Gay Space Communism.
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# ? Mar 20, 2018 17:36 |
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Can workers from different domes work the same building? Like if I overlap their zones and put a polymer factory in between will it be staffed by both of them?
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# ? Mar 20, 2018 17:36 |
Bedurndurn posted:This game is 100% better with a mod to improve the speed settings to 5x and 10x.
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# ? Mar 20, 2018 17:39 |
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Clanpot Shake posted:Can workers from different domes work the same building? Like if I overlap their zones and put a polymer factory in between will it be staffed by both of them? Yes this works
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# ? Mar 20, 2018 17:46 |
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Bedurndurn posted:This game is 100% better with a mod to improve the speed settings to 5x and 10x. Holy poo poo, thank you. I have 50 hours played but have only completed one Mystery because it takes like 4 hours into a map before you realize if you're hosed for resources and breakthroughs.
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# ? Mar 20, 2018 17:47 |
BitterAvatar posted:I had a pretty good balance for awhile but once I had like 6 medium dones constructed my colonists just started loving non-stop. Built a brand new Wonder Dome with an arcology and 6+ apartments and I'm still at 150+ homeless. It's a population boom I can't keep up with. Just do it like old school Dwarf Fortress Catsplosion. Herd them all into a dome, turn off the oxygen, turn their bodies into soylent green with the tech.
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# ? Mar 20, 2018 18:05 |
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Domes are a tool as much as a limitation because they serve as distributors of labour to a certain area and therefore, to certain buildings. Essentially a dome will try to fill to capacity, and if it's over capacity it will drastically reduce the birth rate. I think there are modifiers to this, possibly with Nurseries because they count as housing capacity even though they don't house adults. Generally I find domes with nurseries tend to overpopulate so be sparing with them if you're trying to control population. Otherwise you want to balance your jobs with your dome labour capacity, and this is partly what outbuildings are for. If you have spare labour in a dome, put a polymer factory or a fungus farm next to it, and they'll go work there and do something useful. As said your domes should generally try to hold about at their population level so just get it mostly accurate and try to make sure there's a bit of give so that if you drop below you don't lose staffing for a critical building. It's a good idea to set work priorities for the buildings in any given dome too because that will control which ones get staffing cuts first. If you're running out of people full stop, up your birth rate. If you're getting a lot of homeless people, well, actually that just makes them a bit unhappy, it's not the end of the world. It should only happen a lot in domes specced for reproduction.
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# ? Mar 20, 2018 18:10 |
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Diogines posted:... please link the mod. http://steamcommunity.com/sharedfiles/filedetails/?id=1336288847
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# ? Mar 20, 2018 18:11 |
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I have to say also, the ambient sounds for the buildings are a bit creepy if you put four nurseries/playgrounds in the same dome and hover over them, sounds kind of like hell.
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# ? Mar 20, 2018 18:14 |
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OwlFancier posted:I have to say also, the ambient sounds for the buildings are a bit creepy if you put four nurseries/playgrounds in the same dome and hover over them, sounds kind of like hell. this game is extremely scientifically accurate
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# ? Mar 20, 2018 18:24 |
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Will colonists visit domes in order to satisfy a need? Is it possible to build dedicated "Cloud 9" type of place?
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# ? Mar 20, 2018 18:37 |
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# ? May 31, 2024 19:30 |
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Kibbles n Shits posted:Will colonists visit domes in order to satisfy a need? Is it possible to build dedicated "Cloud 9" type of place? no
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# ? Mar 20, 2018 18:41 |