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The game would be a bit too easy if domes could be used like that. Having to specialise the domes to maximise efficiency adds a bit of planning to it
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# ? Mar 20, 2018 19:00 |
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# ? May 29, 2024 07:01 |
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I mean yes it very much is possible to build a leisure dome but the only thing it will produce is hundreds upon hundreds of children.
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# ? Mar 20, 2018 19:05 |
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So, my current game gave me both the cloning and soylent green breakthroughs, which sounds like a recipe for a delicious dystopia. The trouble is that there's zero need for the clones from a practical standpoint (see discussion above re overpopulation). Feels like a missed opportunity. Also, I'm on sol 95 and still no mystery. WTF.
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# ? Mar 20, 2018 19:12 |
.... please add this to the OP.
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# ? Mar 20, 2018 19:32 |
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question for everyone that had the Wildfire mystery: Did the initial anomaly end up in a patch of ground that was whited out like it was covered in something or was it just regular marsdirt? Because mine was definitely the former and I was absolutely suspicious of of the moment I landed, and when an anomaly suddenly popped up there I was instantly wary.
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# ? Mar 20, 2018 19:39 |
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Pirate Radar posted:Surviving Mars: Once the Workforce is Purged Properly... I'm not saying that I should never be in charge of a Mars colony, but I should never be in charge of a Mars colony. Especially not one where we learn how to make sentient robots.
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# ? Mar 20, 2018 19:41 |
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Ersatz posted:So, my current game gave me both the cloning and soylent green breakthroughs, which sounds like a recipe for a delicious dystopia. I'm pretty sure the theory from earlier about the game timing the mystery based on your colony's progress is true. My current game was harder and it took awhile to really get going, and I didn't get the mystery going until like, sol 120 when it was about 90ish on both of my previous tries.
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# ? Mar 20, 2018 19:41 |
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Is there any sense of what the radius is for degradation caused by production facilities and rocket takeoffs/landings? I'd like to know how far away to space my fuel refineries and landing pads.
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# ? Mar 20, 2018 19:51 |
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WhiskeyWhiskers posted:Any idea what the coordinates were? It looks like a fun map. I got that same map, but there's a few subtle differences, notice he got a crater in the top left and I got a plateau. Coordinates are 16S 149E.
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# ? Mar 20, 2018 20:04 |
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kaynorr posted:Is there any sense of what the radius is for degradation caused by production facilities and rocket takeoffs/landings? I'd like to know how far away to space my fuel refineries and landing pads. Fuel refineries don't produce dust, only extractors and it's not a very wide radius I think for extractors. I tend to use the range of the extractor as the guide. Rockets blast dust about as far as the dust sprites go, so it's a huge range, you want to land them well away from your buildings.
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# ? Mar 20, 2018 20:06 |
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In the tradition of any game ever, apparently Reddit and the main forums are absolutely up in arms over dumb poo poo and getting the pitchforks over connecting domes. I hope they don’t unless they rework balance quite a bit. I’m generally more in the “bonsai garden” city builder camp, but this game clearly doesn’t want that and it shouldn’t try to be that. It needs to be good on its own merits.
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# ? Mar 20, 2018 20:08 |
Anime Store Adventure posted:In the tradition of any game ever, apparently Reddit and the main forums are absolutely up in arms over dumb poo poo and getting the pitchforks over connecting domes. I hope they don’t unless they rework balance quite a bit. I'm with someone upthread that connected domes would make the game too easy. It makes for a better city builder, but unless you have big drawbacks for the connections there is no reason to tech into larger domes. Maybe make the connection explosively decompress when damaged like The airlock in The Martian, which the game *loves*
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# ? Mar 20, 2018 20:15 |
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Demiurge4 posted:I got that same map, but there's a few subtle differences, notice he got a crater in the top left and I got a plateau.
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# ? Mar 20, 2018 20:21 |
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I wouldn't mind domes connecting from an aesthetic pov, but I like the way each dome works semi-independently. We do need better controls/clearer information over who goes into what dome.
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# ? Mar 20, 2018 20:22 |
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I wouldn’t mind it but I just hope they balance it well if they make that change. I like making parks and stuff in my domes, and I’d like more of that, but as the game stands everything is much more utilitarian and aesthetics and the “bonsai” parts are insanely bare bones at best. Letting us connect stuff to build “districts” would be cool and let you have the room to build connected large parks and stuff. If anyone is arguing for connected domes for mechanics purposes though, they’re dead wrong and just not using the tools provided. Which, in fairness they are somewhat difficult to understand.
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# ? Mar 20, 2018 20:24 |
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I do think they could do connectivity as a service quality reduction, so you can use a service in another dome it'd just be less good, and I'd definitely like the ability to build roads the same way as cables, to speed up surface traffic and extend the range colonists can transfer. Both of those I think would fit well to allow you to build interconnected dome complexes. Add a new kind of wire-like object that you can stack on top of pipes/cables that functions as a road and uses concrete. Drones use them to move faster and colonists can use them to travel between domes that are connected by a short distance. OwlFancier fucked around with this message at 20:28 on Mar 20, 2018 |
# ? Mar 20, 2018 20:24 |
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Is the thing that lets you operate mines without workers a regular tech or a breakthrough?
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# ? Mar 20, 2018 20:29 |
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kaynorr posted:Is there any sense of what the radius is for degradation caused by production facilities and rocket takeoffs/landings? I'd like to know how far away to space my fuel refineries and landing pads. build a cable extending directly away from the extractor. before too long you'll see the cable covered in dust, this will give you a sense of the radius of dust dispersal. it's not very big, so long as you dont build extractors within like 12-15 hexes of other stuff you're fine it looks like there are two layers of dust, so i'm wondering if there isn't heavy dust/light dust zones double nine posted:I wouldn't mind domes connecting from an aesthetic pov, but I like the way each dome works semi-independently. We do need better controls/clearer information over who goes into what dome. this game is almost perfectly designed to infuriate min/maxers and efficiency geeks, which is a bold move given the city building genre right now
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# ? Mar 20, 2018 20:31 |
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If you can just connect stuff to other stuff then it's just Aven Colony and nobody wants that
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# ? Mar 20, 2018 20:32 |
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boner confessor posted:it looks like there are two layers of dust, so i'm wondering if there isn't heavy dust/light dust zones Rockets I think work this way at least. boner confessor posted:this game is almost perfectly designed to infuriate min/maxers and efficiency geeks, which is a bold move given the city building genre right now Yeah a lot of the complaints are that when you start out you have to basically just lump everyone into a dome. Like some people just cannot abide improvisation.
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# ? Mar 20, 2018 20:36 |
OwlFancier posted:I do think they could do connectivity as a service quality reduction, so you can use a service in another dome it'd just be less good, and I'd definitely like the ability to build roads the same way as cables, to speed up surface traffic and extend the range colonists can transfer. Both of those I think would fit well to allow you to build interconnected dome complexes. This works for long distances, but if you build your domes all in one place then it becomes a negligible amount of travel time. That said, we already have the shuttles being used to transport people to far away domes. Using those to transfer between close domes, or even better a dedicated shuttle that can only run five people at a time, would be great. I suppose you could run the shuttle on that rail system and artificially extend the loading/unloading time to balance it. It would basically turn into the subway system from Skylines
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# ? Mar 20, 2018 20:43 |
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DreamShipWrecked posted:This works for long distances, but if you build your domes all in one place then it becomes a negligible amount of travel time. That said, we already have the shuttles being used to transport people to far away domes. Using those to transfer between close domes, or even better a dedicated shuttle that can only run five people at a time, would be great. Well I was more thinking that you'd NEED a road to get people to use services in other domes and they'll only travel like ten tiles from their home dome (dhome) to do it. With a 30-40 point cut in the applied quality it'd really only apply to high end services too, nobody's crossing domes to sit under a tree but they would to go to a well staffed medical spire, meaning the spire could provide basic medical services to several other domes. It's also inspired by my current colony which has a lot of drone activity due to the layout and they basically use the same routes around the domes anyway so it'd be nice if I could formalize those routes with roads that make them move faster. I also recommend this mod, it adds some automated mine variants and also some that can mine infinite metal but require a lot of power and extract very slowly. Good for adding some backstop income to keep you going: http://steamcommunity.com/sharedfiles/filedetails/?id=1334293650&searchtext=
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# ? Mar 20, 2018 20:51 |
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Someone on the paradox forums has a dedicated dome for seniors with housing and nothing else, in order to make the seniors earthsick and have them leave. I need to try this asap and so should you.
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# ? Mar 20, 2018 20:58 |
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It'd be nice if seniors could work in like, the university or the school or the research lab to increase their effectiveness.
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# ? Mar 20, 2018 21:01 |
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Along the lines of dust-alley, above, are there any other cool maps that people have run across, with coordinates?
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# ? Mar 20, 2018 21:28 |
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Does anyone have specific numbers on the effects of the network node spire? I built one in a previous game and couldn't really tell if it was having much of an effect.
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# ? Mar 20, 2018 21:35 |
OwlFancier posted:It'd be nice if seniors could work in like, the university or the school or the research lab to increase their effectiveness. There is a breakthrough for that, but like all breakthroughs it's entirely random.
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# ? Mar 20, 2018 21:43 |
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double nine posted:Someone on the paradox forums has a dedicated dome for seniors with housing and nothing else, in order to make the seniors earthsick and have them leave. I need to try this asap and so should you. This wouldn't work for Martian born colonists however.
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# ? Mar 20, 2018 22:20 |
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So what do you do when the map is out of water deposits? Is the game just over?
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# ? Mar 20, 2018 22:39 |
Clanpot Shake posted:So what do you do when the map is out of water deposits? Is the game just over? The evaporation spheres, I would assume.
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# ? Mar 20, 2018 22:42 |
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DreamShipWrecked posted:The evaporation spheres, I would assume. They don't produce anywhere near enough to fuel a colony though.
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# ? Mar 20, 2018 22:44 |
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Clanpot Shake posted:They don't produce anywhere near enough to fuel a colony though. it sounds like you reached an end state of unsustainable growth based on rapid consumption of limited resources. how much water is your colony consuming if you can't prop it up with evaps?
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# ? Mar 20, 2018 22:47 |
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Clanpot Shake posted:They don't produce anywhere near enough to fuel a colony though. Yes they do, but you will need to build them at regular intervals. Also consider using water reclamation spires and fungal farms (they use very little water)
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# ? Mar 20, 2018 22:49 |
How do fungal farms work, btw? They seem to put out a pitifully small amount of food compared to a regular farm.
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# ? Mar 20, 2018 22:50 |
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boner confessor posted:it sounds like you reached an end state of unsustainable growth based on rapid consumption of limited resources. how much water is your colony consuming if you can't prop it up with evaps? My grid has a total water demand of 28 and vaporators have a production value of 1 (despite me researching the upgrade). I can't research the tech to make them, so I have to import them. And it sounds like I'm going to be importing a lot of them...
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# ? Mar 20, 2018 22:52 |
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DreamShipWrecked posted:How do fungal farms work, btw? They seem to put out a pitifully small amount of food compared to a regular farm. They output food constantly. That's food per day. They don't have harvest cycles, they just flat output between about 3 and 5 food per day depending on workers, that's a bit less than a basic farm especially with soil quality, but you can build them out of dome. They also use only 0.5 water which is much less than a farm, though they do use oxygen. You can get a breakthrough to make them output more food but use significantly more oxygen, but oxygen is honestly a lot easier to produce en masse, moxies are dirt cheap to build and run and oxy tanks can't freeze. Clanpot Shake posted:My grid has a total water demand of 28 and vaporators have a production value of 1 (despite me researching the upgrade). I can't research the tech to make them, so I have to import them. And it sounds like I'm going to be importing a lot of them... The upgrade is added on, you have to click the button at the top right when you select the vaporator, it costs about 2 polymer per, if you control and click it'll schedule them all for the upgrade.
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# ? Mar 20, 2018 22:53 |
Holy poo poo the shuttle tech is a game changer. Logistics annoyance factor goes from 100 to 0 literally immediately. No other tech changed (so far, I'm not that far into a game yet) the gameplay so drastically. gently caress resource management with rovers.
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# ? Mar 20, 2018 22:54 |
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canepazzo posted:Holy poo poo the shuttle tech is a game changer. Logistics annoyance factor goes from 100 to 0 literally immediately. I think the intent, honestly, is to stay clustered until you get that tech. I honestly don't know why their guide tells you to spread out, it's far far easier to stay in the range of a couple of drone hubs to start with.
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# ? Mar 20, 2018 22:55 |
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Clanpot Shake posted:My grid has a total water demand of 28 and vaporators have a production value of 1 (despite me researching the upgrade). I can't research the tech to make them, so I have to import them. And it sounds like I'm going to be importing a lot of them... this isn't so bad. either you sucked the planet dry or you got unlucky with water placement. do you have the deep scan tech to find more water deposits? otherwise yeah, reroll or power through by reducing your water consumption while gradually increasing production
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# ? Mar 20, 2018 22:57 |
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# ? May 29, 2024 07:01 |
OwlFancier posted:They output food constantly. That's food per day. It's per day, yes, but that means that it's 25 food over five sols, versus a potato farm that puts out 48 food. Hell, at 5 food a day you're barely feeding the workers.
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# ? Mar 20, 2018 22:59 |