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So I cheated a bit and gave myself all of the breakthroughs (except for 3 apparently, must have misspelled them). I also chose a hard mission and to embark as the religious faction. So yeah, the birth rate is doubled, seniors still have kids, and when someone dies, they have a 50% chance of coming back to life (I haven't tested if they also drop food even if they come back to life, but that's funny to think about). I've hit 2500 colonists. I am at this point literally incapable of building housing faster than they can poo poo out kids. I make well over 300 of each resource a day and can build and outfit two entire domes filled with nothing but housing and services in less than one Sol, and that's still not enough. Next time I'm purging everyone and just building robots. The ethics are horrifying, and I like the children's creche I built that makes the kids into superworkers, but the children's creche is filled with over 1000 people now, some of whom have been stuck there long enough to become adults, and new kids keep getting shipped into the nurseries. They then age, and are stuck there waiting to be airlifted to a new dome, but by the time they get the chance, someone else has literally hosed them out of a position. Edit: I turned off the dome with 1,000 colonists in it. 1,278 deaths later, the total population of the colony had... increased. To say this is unsustainable at this point is a massive understatement. On the bright side, there was plenty of food in the dome. Edit Edit: 3 days later the population is back at 1,000. I think just having nurseries in the dome makes people send their kids there, which means that there's no homeless in their dome, which means they keep breeding, which means the kids are trapped in a hellish cycle of death and reincarnation, producing soylent each time. Sure, World War 3 is raging on Earth, but Mars is a dystopia straight out of a nightmare. Dirk the Average fucked around with this message at 09:32 on Mar 26, 2018 |
# ? Mar 26, 2018 09:02 |
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# ? Jun 5, 2024 03:53 |
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Doctor_Acula posted:Just got hit with my first meteor storm. We've got about 12 hours left. It's absolutely terrifying. I find them a lot less annoying than either Dust Storms (excuse me I'll just shut down your O2 production) and Cold Snaps (excuse me while my electrical grid SCREAMS at me). Most of the meteors target a random chunk of the map which could just as easily be the furthest corner of the map. Meanwhile, if you build with redundancy you'll likely be fine.
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# ? Mar 26, 2018 09:40 |
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Alkydere posted:I find them a lot less annoying than either Dust Storms (excuse me I'll just shut down your O2 production) and Cold Snaps (excuse me while my electrical grid SCREAMS at me). Most of the meteors target a random chunk of the map which could just as easily be the furthest corner of the map. Meanwhile, if you build with redundancy you'll likely be fine.
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# ? Mar 26, 2018 10:21 |
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Alkydere posted:I find them a lot less annoying than either Dust Storms (excuse me I'll just shut down your O2 production) and Cold Snaps (excuse me while my electrical grid SCREAMS at me). Most of the meteors target a random chunk of the map which could just as easily be the furthest corner of the map. Meanwhile, if you build with redundancy you'll likely be fine. Meteors also give you a lot of anomalies so they basically pay for themselves.
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# ? Mar 26, 2018 10:55 |
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A few dead colonists is a small price to pay for science.
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# ? Mar 26, 2018 12:08 |
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Michaellaneous posted:A few dead colonists is a small price to pay for science. This should be on the box, honestly.
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# ? Mar 26, 2018 15:22 |
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Where the gently caress is the tutorial?
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# ? Mar 26, 2018 15:54 |
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Affi posted:Where the gently caress is the tutorial? hahahahahahahaha. The tutorial is youtube videos. Yeah. (forum posts hint that the devs were blindsided by the needs, obv thought the UI+hints was more than enough. No idea if they're going to rectify that at this point, but probably yes). For now, there is the "easy start" option which activates hints by default, and gives you some guidance at least.
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# ? Mar 26, 2018 16:09 |
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Dirk the Average posted:Next time I'm purging everyone and just building robots. The ethics are horrifying, and I like the children's creche I built that makes the kids into superworkers, but the children's creche is filled with over 1000 people now, some of whom have been stuck there long enough to become adults, and new kids keep getting shipped into the nurseries. They then age, and are stuck there waiting to be airlifted to a new dome, but by the time they get the chance, someone else has literally hosed them out of a position. Then I just shipped in an all female group large enough to run the assembler building, and created a perfect robot colony. A huge number of perks and the only real downside is you are very metal dependent for any sort of growth. Groetgaffel posted:It's also pretty funny when it hits dead on one of your domes. I had a few suicides, because apparently having your dome suffer direct hits from no less than seven meteorites is stressful I had one hit dead on my central dome, continuously breaking my air, water, power network. All during the peak of the Wildfire mystery. Someone would die, and then someone else would commit suicide because they were grieving the dead person.
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# ? Mar 26, 2018 16:12 |
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Yeah I started with the religious faction last night and hoo buddy do they pop out people. I got their achievement (100 Martianborn by sol 100) and my god, it was supremely easy even after I didn’t get my first colonists until almost Sol20. I didn’t even get apartments until like Sol 30-40. There is already a problem with colonists spitting out kids and their bonuses double down on it. It’s the first game I have a farm in all but 1 of 5 small domes and still almost run out of food constantly. I’m going to finish the mystery and reroll... even though I was going to make this my “long term” game.
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# ? Mar 26, 2018 16:57 |
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Doctor_Acula posted:Every single time I've done this I've found nothing. Then just restart the map and scan a couple different ones until you find resources. I justify this by telling myself that any mission sent to Mars would first spend the time to find a good landing spot and would know where the nearest resources to that landing spot would be.
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# ? Mar 26, 2018 18:11 |
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I started doing that once I realized they only randomize on map generation, not load. Man, wind turbines are the truth. Once this meteor storm is over (I went to bed mid-storm), I should be able to put up a medium dome for dome #3 and get that one churning out food. Then Mars is gonna be the cat's pajamas.
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# ? Mar 26, 2018 18:16 |
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Michaellaneous posted:A few dead colonists is a small price to pay for science. I've had a few meteorites hit my storage
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# ? Mar 26, 2018 18:36 |
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Jeoh posted:I've had a few meteorites hit my storage On this note it is a good idea to spread your storage out and particularly do not build universal depots without anti meteor coverage, because the fuel will detonate and take out everything else. Keep your fuel away from important things.
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# ? Mar 26, 2018 18:37 |
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Anyone has any advice for the founder to pop a baby ASAP ? I take it having people with the trait "sexy" help but what else ? What buildings should you set up initialy ? Late game when you have tons of upgrades that enhance comfort it's pretty easy to have babies but initialy I only managed it at founder + 8 sol or so.
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# ? Mar 26, 2018 18:50 |
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An infirmary will reduce the threshold for having kids, otherwise you want comfort as high as possible.
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# ? Mar 26, 2018 18:53 |
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OwlFancier posted:On this note it is a good idea to spread your storage out and particularly do not build universal depots without anti meteor coverage, because the fuel will detonate and take out everything else. yeah i only put fuel in dedicated stockpiles away from everything else Krogort posted:Anyone has any advice for the founder to pop a baby ASAP ? just make sure you have an infirmary and bring medics to staff it with your initial 12 colonists, a baby will typically be born in 5-7 sols
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# ? Mar 26, 2018 18:55 |
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Related to my previous post, pick the Church of the New Ark. First dome popped out a baby within like 4 days. Also one bit I noticed is that, if you can afford it, use the smaller homes and not apartments. The comfort difference in the very early game is a big modifier.
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# ? Mar 26, 2018 19:05 |
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It also helps to have the infirmary staffed 3rd shift too, otherwise you're missing out on 8 hours a day of possible child birth. For my first dome I do normal living quarters as opposed to apartments, infirmary, grocer, diner, small park in the middle of those, and farm. Later I'll bulldoze the living quarters and replace it with an apartment. I always beeline my research to farm because hydroponics and fungal farms are way more staff and resource inefficient than farms.
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# ? Mar 26, 2018 19:08 |
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Fungal farms are useful if you're low on water.
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# ? Mar 26, 2018 19:19 |
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Someone on reddit made a chart of every map coordinate's resources and threats. https://docs.google.com/spreadsheets/d/13Yt4W5S-Ea9sGR9qJNr9McChl-ocRQaIkFv1H5gbGM4/edit#gid=0
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# ? Mar 26, 2018 20:30 |
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I wonder what's the speed record for getting a mars-born ready.
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# ? Mar 26, 2018 20:40 |
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Does anyone know if the Fusion Autoregulator tech is bugged or do building upgrade techs only apply on new buildings made after the research is complete? My fusion generators required 8 people per shift before and after the research. Fusion reactors ain't cheap so it'd be nice to know if that's the case and if I should be rebuilding huge swaths of my old infrastructure.
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# ? Mar 26, 2018 21:58 |
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Nukelear v.2 posted:Does anyone know if the Fusion Autoregulator tech is bugged or do building upgrade techs only apply on new buildings made after the research is complete? You may need to upgrade the reactor with an icon on the top right corner of the screen
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# ? Mar 26, 2018 22:20 |
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Nukelear v.2 posted:Does anyone know if the Fusion Autoregulator tech is bugged or do building upgrade techs only apply on new buildings made after the research is complete? you need to manually upgrade the fusion reactor, which has a resource cost (10 polymers)
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# ? Mar 26, 2018 22:23 |
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Krogort posted:You may need to upgrade the reactor with an icon on the top right corner of the screen Ah, that was the other thing I was thinking but damned if I could find anything that looked like 'upgrade building' in the UI. Thank you both! Am I crazy for doing fusion? Everyone seems to be in love with windmills in this thread but I can't imagine trying to produce the hundreds of energy I need with just solar/wind. I teched up to fusion asap and shut everything else down.
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# ? Mar 26, 2018 23:07 |
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Nukelear v.2 posted:Ah, that was the other thing I was thinking but damned if I could find anything that looked like 'upgrade building' in the UI. Thank you both! fusion is better as a late game power supply, yeah. the talk about windmills is how important they are in the early game
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# ? Mar 26, 2018 23:15 |
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If you get eternal fusion it's the best powersource by far. Otherwise it depends on how much labour you're willing to throw at it.
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# ? Mar 26, 2018 23:26 |
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OwlFancier posted:On this note it is a good idea to spread your storage out and particularly do not build universal depots without anti meteor coverage, because the fuel will detonate and take out everything else.
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# ? Mar 27, 2018 01:03 |
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Fusion is a great late game power supply. In my longest game (1k pop, completed the AI mystery, built all the available wonders), I found that I had trouble keeping people employed, so in retrospect, parking 9 people per power plant is probably just fine.
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# ? Mar 27, 2018 01:45 |
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FractalSandwich posted:How big is the blast radius? I've been keeping my fuel away from everything else, but I've never actually had it get hit yet, so I don't know if I'm overcompensating. Small to non existent - I'd guess 2 hexes or less based on the few times I've seen them get hit. (I haven't actually witnessed splash damage to nearby buildings.) Fuel supplies that blow up in a universal depot will definitely damage the other goods there though, so I always turn them off and keep them only in dedicated depots spaced away from other things.
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# ? Mar 27, 2018 02:18 |
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I really wish you could have some input on what breakthroughs you get, like the ascendancies in Stellaris. There's a few I haven't gotten that I would like to play with and there are a few that I would love to be able to guarantee myself every game just for QOL's sake.
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# ? Mar 27, 2018 02:28 |
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FractalSandwich posted:How big is the blast radius? I've been keeping my fuel away from everything else, but I've never actually had it get hit yet, so I don't know if I'm overcompensating. Yeah it's only a few hexes or so i think, just don't stack them together, next to buildings, or next to other depots.
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# ? Mar 27, 2018 04:06 |
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Namaer posted:I really wish you could have some input on what breakthroughs you get, like the ascendancies in Stellaris. There's a few I haven't gotten that I would like to play with and there are a few that I would love to be able to guarantee myself every game just for QOL's sake. I’d dig a mod that kept them random but let me forbid some. A few I will just plain never use and it always feels detrimental when they pop.
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# ? Mar 27, 2018 05:08 |
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Namaer posted:I really wish you could have some input on what breakthroughs you get, like the ascendancies in Stellaris. There's a few I haven't gotten that I would like to play with and there are a few that I would love to be able to guarantee myself every game just for QOL's sake. It's worth looking into modding. You can set up a commander profile where you start with certain breakthroughs discovered (not researched), and then leave the remaining breakthroughs to chance. I'm personally halfway considering adding certain breakthroughs to the tech tree (infinite durability pipes, infinite durability drone controllers, giant crops, and a few others that are nice QoL, but aren't absolute game changers) as standard technologies.
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# ? Mar 27, 2018 05:10 |
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Tbh I'm really not a fan of most of the breakthroughs as they act like a get-out-of-challenge free card. The game isn't hard enough to justify that - look at this chap's videos, where he fucks up several times and is still able to handily beat the hardest difficulty: https://youtu.be/cTPaH4aUPYw
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# ? Mar 27, 2018 10:46 |
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Nukelear v.2 posted:Am I crazy for doing fusion? Everyone seems to be in love with windmills in this thread but I can't imagine trying to produce the hundreds of energy I need with just solar/wind. I teched up to fusion asap and shut everything else down. I had a catastrophic failure once when my fusion plant disappeared with one of the mystery events and suddenly the colony was down 200 power, so that's something to keep in mind. It could drop from regular natural disasters as well. Also, by the time you get fusion you are likely very close to having scrubbers which trivialize power and factories forever. The game probably needs some middle ground difficulty between scraping by with very limited resources and getting everything free once you tech to scrubbers/mohole.
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# ? Mar 27, 2018 18:27 |
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Promethium posted:The game probably needs some middle ground difficulty between scraping by with very limited resources and getting everything free once you tech to scrubbers/mohole. it will come in time, this game reminds me heavily of tropico 3 which was pretty minimal when it was released, and gradually developed over time into tropico 4 modern times with like three times as much content
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# ? Mar 27, 2018 18:37 |
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Haieiemonont or whatever is no stranger to support and DLC but hopefully the Paradox publishing aspect will push them away from “$4 for a building” and more into the “$10-20 for significant additions/new mechanics” of EU4/Cities:Skylines. This can still backfire if their DLCs are wack as sometimes happens with Paradox, but I think it’s a fair system in general for both dev/publisher and consumer. I wholly expect this to be a game I don’t play for like a year, a new DLC will drop, and I’ll binge it for two weeks.
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# ? Mar 27, 2018 19:23 |
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# ? Jun 5, 2024 03:53 |
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Apparently all the gameplay is implemented in Lua so modders have access to build anything they want on top of it, so that might help.
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# ? Mar 27, 2018 19:36 |