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I’ve started Europe and with the research bonuses for achieving milestones I’m teching up like nobody’s business. Having a science rover that doubles as a sensor tower is amazing for exploring the map, too. One weird thing though on the rocket screen, either my rocket is orbiting backwards or the Earth is spinning the wrong way.
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# ? Nov 16, 2018 06:40 |
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# ? Jun 5, 2024 04:34 |
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Mechanical Ape posted:
Goon illectro/Scott Manley on YouTube pointed it out in his video for the game. Still not fixed.
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# ? Nov 16, 2018 14:23 |
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I was looking at this as a game but I bounced hard off the faux-60s aesthetic. Are the image packs complete makeovers or just splash?
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# ? Nov 16, 2018 17:09 |
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Splicer posted:I was looking at this as a game but I bounced hard off the faux-60s aesthetic. Are the image packs complete makeovers or just splash? The model packs are just splash. A lot of buildings get more alternate models...but they keep the aesthetic. Here's my current game as Russia: You can see stuff like alternate color schemes, a different concrete excavator, alternate hydroponix farms and such, but nope, still keeps the futuro aesthetic. So if that's what makes you bounce I'm sorry to hear that. You'd have to redo the entire alt style of the game to change that.
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# ? Nov 16, 2018 18:10 |
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Free weekend for Surviving Mars right now!
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# ? Nov 16, 2018 20:51 |
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The marsvision song contest isn't nearly campy enough.
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# ? Nov 17, 2018 01:22 |
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Slamming this poo poo into my veins on this free weekend rn
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# ? Nov 17, 2018 01:29 |
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Been playing a Russia game and I have to say that having a miniature version of the Excavator wonder as a unique building is oh so nice. The concrete plant isn't nearly as visually impressive, and you have to add fuel to make it run, but it's been so nice to not worry about concrete at all. The new supply pods are useful as can be (especially with Russia's slow rockets) and kinda cute! Especially how they flip over to reveal their payloads. Also they changed how Wasterock Liquefaction works now. Instead of your drones running to a dumping site to convert rock to concrete by hand there's a building that does it now. I was wondering why my wasterock wasn't disappearing for a good while until I figured that out.
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# ? Nov 18, 2018 07:17 |
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Brazil loving owns: getting gobs of cash is extremely good, instant and free passages is low-key very powerful, no penalties for working/playing in neighbor domes makes urban sprawl very effective. Also, the starting supply pods free you up from buying another rocket in early game, which means more advanced resources and whatever.
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# ? Nov 18, 2018 07:27 |
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Alkydere posted:Also they changed how Wasterock Liquefaction works now. Instead of your drones running to a dumping site to convert rock to concrete by hand there's a building that does it now. I was wondering why my wasterock wasn't disappearing for a good while until I figured that out. India starts with a version of this that turns waste rock into metal, plus their transport rover can build stuff with the cargo it's carrying around which lets you sprawl quickly in the early game.
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# ? Nov 18, 2018 08:27 |
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NoNotTheMindProbe posted:India starts with a version of this that turns waste rock into metal, plus their transport rover can build stuff with the cargo it's carrying around which lets you sprawl quickly in the early game. Yup, India gets rock->metal and Brazil gets rock->$metal$ and they don't have to worry about ending up neck-deep in dump sites before they can finally get rid of all that excess rock.
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# ? Nov 18, 2018 08:34 |
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I like dump sites and don’t deconstruct old excavators, it doesn’t feel like home until it’s covered in garbage and ruined buildings.
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# ? Nov 18, 2018 20:15 |
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Man the new delivery pod does wonders in making the 1-rocket sponsors a lot less frustrating and easier to set up.
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# ? Nov 18, 2018 21:22 |
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Alkydere posted:Man the new delivery pod does wonders in making the 1-rocket sponsors a lot less frustrating and easier to set up. or those times you just need a few extra advanced resources before you can be fully self-sufficient.
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# ? Nov 18, 2018 22:17 |
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With all the new changes, are there any must have mods to pick up for anyone getting back into this?
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# ? Nov 18, 2018 22:30 |
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Played a bit during the free weekend and got maybe 5 good hours out of one game before time ran out. I enjoyed it but by the end I did start to get the impression I'd build most all there is to build, and I'm not really sure how much there is to the game. On the fence about buying it, given the price I'd only really consider it worthwhile if I could get an enjoyable 50+ hours out of it - is that the case for those of you that own it?
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# ? Nov 18, 2018 22:56 |
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I have 90 hours in the game so far. There are 55 breakthrough techs of which you can only get up to 19 each game. The standard techs are semi-randomised on each seed and there are 12 different mysteries each of which can change up your run quite a bit. Then you have the sponsors who have been made cooler with the DLC and different map terrains and weather variances can change up your priorities. Then you have a whole list of levers to change the game difficulty etc etc
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# ? Nov 19, 2018 05:48 |
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Something I miss from, say, the earlier Tropicos (5 removed it, dunno if 6 will have it) is buildings having different "modes" so they could perform different functions. Be nice if that was here.
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# ? Nov 19, 2018 19:54 |
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There's apparently a bug with the Rare Metal crisis event that jacks the price up to 7,200,026 M per unit when exporting: https://prnt.sc/lj6vup
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# ? Nov 20, 2018 00:27 |
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Speedball posted:Something I miss from, say, the earlier Tropicos (5 removed it, dunno if 6 will have it) is buildings having different "modes" so they could perform different functions. Be nice if that was here. 6 has them, but they're a bit limited.
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# ? Nov 20, 2018 02:30 |
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How do you guys like to go about expanding your domes? Do you have them all ultimately interconnected or do you have clusters of domes here or there around metal deposits? I'm just getting into this game and still getting a feel for what works well and what doesn't. Also how specialized/generalized do you go with your domes? I'm reading that the colonists will only commute across one passage for work or services. Do you try to aim for a hab dome that connects to a farm dome and other domes, or do you try to pack a little of everything into each dome?
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# ? Nov 22, 2018 01:54 |
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I do spoke and hub style layouts with big high-density population domes in the center with the medical facilities and then attached domes around the sides as needed for children, production buildings, or universities. Then I'll build entertainment domes that connect the population domes to each other. I usually try to keep all my domes interconnected just to keep down on the amount of breakable cables and pipes during disasters, too. I like domes.
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# ? Nov 22, 2018 04:18 |
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You can totally do urban sprawl in the sense of "residential dome <-> service/job dome <-> residential dome <-> repeat". Brazil incentivizes this even further by removing the "did a thing in a neighboring dome" penalty, further cementing them as a mislabeled Easy sponsor.
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# ? Nov 22, 2018 07:27 |
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I try to get a little bit of everything in each most of the time. It’s a lot easier with the small factory units for when all you have are medium domes. But it’s all a lead up to laying down fat megadomes with one of pretty much everything.
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# ? Nov 22, 2018 07:48 |
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I prefer generalist domes as they tend to be more resilient to resource or population shocks in the event of a disaster.
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# ? Nov 22, 2018 08:34 |
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Started a new Church run with the Last Ark and Amateurs game rules with the oligarch background. Set my first dome up as a small with an archology tower so I can fit in more services and bring the early comfort up high enough to start making babies asap. It's gonna be a slow burn but the small factories are a goddamn godsend, once I get a rare metals mine up I should be basically self sufficient and able to go indefinitely barring any crazy disasters.
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# ? Nov 22, 2018 08:49 |
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Oof, Amateurs with Church is rough until you can get universities or farms. General Training also helps. While the introduction of pods, especially Church's Ark Pod (I like to imagine they're basically packed in styrofoam during the trip to survivive the crash landing) their single rocket isn't nearly as painful as it used to be. However their malus, that their hydroponics run at half efficiency, is a real gut-blow. Even with a load of botanists you have to have a massive chunk of your population running the hydroponic towers, and with only untrained workers it's gonna be worse. Expect a LOT of crop failures and shipping food from earth in bulk at the start. Also...be careful when selecting your first (or in your case I guess only) crew. I kid you not: I actually managed to gently caress up a Church start and had to revert to an autosave when I somehow ended up with 7 very interested women with the 'sexy' perk and 5 completely celibate (or I guess gay) men. Kinda ruins the point of making them comfortable to get to the business of making children when literally no man on the planet wants some hanky panky.
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# ? Nov 22, 2018 10:51 |
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On the plus side at least you invented luxury gay space communism before you died.
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# ? Nov 22, 2018 11:00 |
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I lucked out with farms already researched when the first colonists arrived so food isn’t going to be a huge issue here. I’ve already had the first baby born so the founder stage is done, once the first generation grows up I’ll have excess workers to start doing more research but at this point I’m basically throwing everything at the social line. I went for all youths or young adults and an even split on males and females so I should be okay, no serious cons that make people lose comfort or sanity if they can’t get electronics for example. Edit: My starting position is pretty good. I've got a separate power grid set up on the dome connected to the main grid with a switch, so in case of disaster I can disconnect it and keep it running with the windmills + solar/battery. I need to do the same with oxygen and water storage so there's always an emergency supply that can be shut off from the rest of the system. Demiurge4 fucked around with this message at 11:06 on Nov 22, 2018 |
# ? Nov 22, 2018 11:01 |
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94 hours in and I just realised you can make shifts work harder by clicking on the clock next to them.
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# ? Nov 22, 2018 12:17 |
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NoNotTheMindProbe posted:94 hours in and I just realised you can make shifts work harder by clicking on the clock next to them. Mind you, I only use that feature when I get a breakthrough that lets colonists recover sanity. Otherwise it feels kinda dangerous.
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# ? Nov 22, 2018 12:34 |
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How do expeditions work exactly? I sent a rocket to a site with 6 drones and it came back but nothing seemed to happen?
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# ? Nov 22, 2018 13:00 |
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Demiurge4 posted:How do expeditions work exactly? I sent a rocket to a site with 6 drones and it came back but nothing seemed to happen? They're basically giant anomalies. Most of the time you'll end up with 2K science and that's it, sometimes you'll end with 20-30 of a raw resource. Really easy to miss. Sometimes you'll get an event. They're still hella worth it because a sudden infusion of 2-2.5K science is never a bad thing, especially early on.
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# ? Nov 22, 2018 15:32 |
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I appreciate that Covert Ops now give me a reason to care about officers. Though I wonder if the game will ever go full Tropico with rebellions, elections and such
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# ? Nov 22, 2018 18:46 |
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toasterwarrior posted:Mind you, I only use that feature when I get a breakthrough that lets colonists recover sanity. Otherwise it feels kinda dangerous. I'm playing with Japan as my sponsor which makes immigrants hard to get. I lucked out and got human cloning as my second breakthrough so now everyone is pulling double shifts at the spank bank.
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# ? Nov 23, 2018 08:41 |
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My only breakthrough so far is 25% less food eaten, heh. But it's pretty alright because it reduces the capacity I need at the farm. I've gotten 5 babies so far and the university came up as the 5th social tech so this run is going really well. I'll have to expand to an extra dome soon though, I need more real estate to put down a school for the kids and get people to work in the other dome.
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# ? Nov 23, 2018 08:49 |
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Thinkin about pickin this up on sale. Is the dlc something I'll suffer for lack of?
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# ? Nov 24, 2018 00:42 |
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Fuligin posted:Thinkin about pickin this up on sale. Is the dlc something I'll suffer for lack of? there's barely any dlc, but no. playing it vanilla is fine
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# ? Nov 24, 2018 00:49 |
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Fuligin posted:Thinkin about pickin this up on sale. Is the dlc something I'll suffer for lack of? Most of the updates have been free. The big update that dropped gave players everything BUT the 2 new sponsors, planetary anomalies and other colonies for free. So you should be good...I think. I have season pass so it's hard to tell what people did/didn't get. Unrelated: The Paradox Jumper Shuttles are so cool: They hover around like little UFOs, pick up their goods and then shoot themselves across the map to where they need to deliver.
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# ? Nov 24, 2018 00:51 |
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# ? Jun 5, 2024 04:34 |
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Space race adds the sponsor specific unique units and buildings as well as the sponsor goals, both of which I wouldn't want to play without anymore. The colony design DLC adds the different sized buildings which I've found to be pretty handy.
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# ? Nov 24, 2018 01:19 |