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Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

dogstile posted:

Imagine what we'll know in another 4000!

How to swim I imagine

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OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.

LonsomeSon posted:

Mars can't be terraformed because its core is dead and it has no magnetosphere; unsuited, unmodified humans will always have to live well under the surface even if a rad-tolerant biosphere can somehow be generated.

A magnetic shield could be placed at the L1 point to simulate a magnetosphere. It would take a fair amount of power and is probably unworkable with today's tech, but it's certainly within the realm of foreseeable futuretech.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
There are solutions to a lot of the problems with living on Mars, but they generally seem like they require a lot of resources to maintain. Some of them also can be theoretically designed now, but will require technology that we have yet to develop to a sufficient point to actually be able to implement. There is a very good argument that these resources could be better spent on working on making space habitats safe for humans.

I am excited for the DLC regardless of how feasible terraforming Mars is in real life.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Finally got a settlement past 1000 colonists. Still trying to figure out optimizing comfort. Just putting at least one of any given service building within tube range of every residential dome is not really working out, most domes are still averaging like 55 comfort. Do yall have some preferred ratio of service buildings to residential buildings?

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

HiKaizer posted:

There are solutions to a lot of the problems with living on Mars, but they generally seem like they require a lot of resources to maintain. Some of them also can be theoretically designed now, but will require technology that we have yet to develop to a sufficient point to actually be able to implement. There is a very good argument that these resources could be better spent on working on making space habitats safe for humans.

I am excited for the DLC regardless of how feasible terraforming Mars is in real life.
A surface gravity of about 0.3 g is also not very helpful for long term human habitation.

And yeah, spin gravity space stations or even full on O'Niell cylinders would probably be a better option than sinking resources into terraforming mars.
You could even build spin gravity habitats under the surface of low gravity bodies, like the moon, just have the floors angled. Having your habitat be under 10 meters of rock would solve any worries about radiation.

On the other hand, terraforming is cool, so I am also excited about the dlc.

Willie Tomg
Feb 2, 2006

Eschatos posted:

Finally got a settlement past 1000 colonists. Still trying to figure out optimizing comfort. Just putting at least one of any given service building within tube range of every residential dome is not really working out, most domes are still averaging like 55 comfort. Do yall have some preferred ratio of service buildings to residential buildings?

This is the best setup I've yet found, IMO (this setup is also why Brazil is low-key the best sponsor in the game, heh)

Verloc posted:

Workers will only commute 1 dome away to work or meet needs. Early on I always shoot for a trio or quartet of linked basic domes. I do run the modular apartments mod though so I can get away with eating more in-dome hexes for tunnels without loving my population density over. I usually shoot for a setup like below early on:

pre:
        School/Research/Needs
           /               \
Housing/farms  -------     Housing/farms
            \              /
            Industry & Misc
Plonk down the domes that'll be one of your housing/farm domes first, then the research/needs dome. Then either the second housing/farm dome or the industry dome depending on how fast I need to bootstrap on-site production of industry products.

Personally I prefer to use the sections with tunnels on them for trios of 3 tile buildings, even nurseries so kids aren't crowding out my apartments and arcologies, but if you're modding you're modding: live your best life.

Housing/farms can get shifted over to just housing by the time you start putting down dedicated farm domes with moisture reclamation spires, and Needs/Misc are just every service you can pack in.

An exact ratio is tricky to max out comfort but generally "enough capacity to handle a little over a third of the dome complex population" suffices IME. A single apartment complex would take up a grocer or diner working all 3 shifts for food needs with another service building allowing overflow for Whatever relevant desire.

Willie Tomg fucked around with this message at 00:00 on Apr 18, 2019

Dr Kool-AIDS
Mar 26, 2004

Groetgaffel posted:

A surface gravity of about 0.3 g is also not very helpful for long term human habitation.

And yeah, spin gravity space stations or even full on O'Niell cylinders would probably be a better option than sinking resources into terraforming mars.
You could even build spin gravity habitats under the surface of low gravity bodies, like the moon, just have the floors angled. Having your habitat be under 10 meters of rock would solve any worries about radiation.

On the other hand, terraforming is cool, so I am also excited about the dlc.

There might be ethical problems, particularly given that people growing up on Mars would have a very difficult time adapting to Earth gravity if they ever had to leave, but I assume people growing up on Mars would find a way to tolerate lower gravity given that humans can already survive for upwards of a year in microgravity. Their descendants would presumably adapt even more over time, and evolve to be distinct from Earth humans. I guess it all depends on how badly whoever's planning all of this wants Mars to be colonized, and how many people volunteer/are volunteered for the job. We haven't colonized Antarctica though, and that's obviously far easier to colonize than anything in space, so maybe the drive to have humans permanently living wherever we find space isn't actually that strong, though if humanity survives for millions of years I suspect someone will bother to do it at some point unless there are strict prohibitions for some reason.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

Sinteres posted:

There might be ethical problems, particularly given that people growing up on Mars would have a very difficult time adapting to Earth gravity if they ever had to leave, but I assume people growing up on Mars would find a way to tolerate lower gravity given that humans can already survive for upwards of a year in microgravity. Their descendants would presumably adapt even more over time, and evolve to be distinct from Earth humans. I guess it all depends on how badly whoever's planning all of this wants Mars to be colonized, and how many people volunteer/are volunteered for the job. We haven't colonized Antarctica though, and that's obviously far easier to colonize than anything in space, so maybe the drive to have humans permanently living wherever we find space isn't actually that strong, though if humanity survives for millions of years I suspect someone will bother to do it at some point unless there are strict prohibitions for some reason.
That's one of the many reasons I love the Expanse.
Mars and the Belt colonies have developed their own very distinct culture shaped by where people grew up.

Holistic Detective
Feb 2, 2008

effing the ineffable
I just jumped back into this, having not played a whole lot since launch and have re-encountered an issue I had with my first colony. Everything was ticking along fine, I'd completed the mystery, my colony had just hit 900 inhabitants and I had a massive stockpile of food. I was playing on a map with high dust storms but hadn't had one in quite a while when a 3 sol long one hit.

I had plenty of diners in all my domes but the food in them suddenly ran out faster than the drones could re-stock once they didn't have the support of my shuttle network to top up the food depots. Quite a few colonialists died of starvation before the dust storm ended and by the time it did pretty much all the others were starving. A combination of the backlog of colonists trying to get into the diners and grocers that had any food in stock and my inability to get shuttles to prioritise food transports meant most of the rest of the colony was dead before things recovered. All the while 2k food sat in my storage pile at the centre of the colony.

Am I missing something about handling food distribution that will stop my entire colony collapsing without warning once it gets above a certain size? Is keeping food in one of the big storage depots actually detrimental, is it better to keep it spread out over the smaller depots?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

You pretty much answered your own question. I keep a food stockpile for each dome right next to it.

OwlFancier
Aug 22, 2013

Yeah in a game where your long range transport network gets shut down at periodic intervals it is sort of necessary to not rely on it to just-in-time your vital supplies to each dome. Local stores are a good idea for a lot of things, not least in case a meteor knocks out your air/water line or something.

Willie Tomg
Feb 2, 2006
Yeah basically every dome complex out of drone range from the farming dome(s) needs its own local reserves drawn up from the harvest point, so that by the really ridiculous 3-5k colonist mark a megadome complex will have 400-ish reserve food and a requirement to stay mostly full close outside to coast on if the shuttles go down for 3 sols, the farming megadome throws its multithousand food harvest into seven or eight regular food depots with no requirement which the shuttles hit up regularly on distribution runs, and then the deep storages for food take whatever overflow in the event of something truly catastrophic happening to the farms (or the botanists who work on them).

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
I don't recall if dust storms shut down rovers, but if they're active, that's a perfect situation to use them - getting some emergency food schlepped around to where you need it on a temporary basis is one of their best uses outside of picking up metal and polymer off of the surface.

OwlFancier
Aug 22, 2013

They don't shut them down though they do tend to knock out a fair bit of your drone force.

Holistic Detective
Feb 2, 2008

effing the ineffable
Thanks for the feedback, I'll avoid keeping all my food in one place next colony. I think I've also realised another reason the dust storm hit so hard. I was playing as Japan and therefore had wasp drones. I need to test it myself when I get home but looking on YouTube it seems that wasp drones can't fly in dust storms and act like normal drones.

Having flying drones I didn't bother to put in any ramps over my tunnels making pathing around the colony a complete nightmare if they do indeed get grounded...

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
They've started doing dev diaries on the paradox forums: https://forum.paradoxplaza.com/forum/index.php?threads/green-planet-dev-diary-2-new-buildings-and-tech.1168118/

You can make some pretty drastic changes to the planet.



Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
Hopefully your colony won't end up on the bottom of a new ocean.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Mechanical Ape posted:

Hopefully your colony won't end up on the bottom of a new ocean.

Dome six is jerks!

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
You already got pressure domes so you just become an aquatic city, duh

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

Willie Tomg posted:

This is the best setup I've yet found, IMO (this setup is also why Brazil is low-key the best sponsor in the game, heh)


Personally I prefer to use the sections with tunnels on them for trios of 3 tile buildings, even nurseries so kids aren't crowding out my apartments and arcologies, but if you're modding you're modding: live your best life.

Housing/farms can get shifted over to just housing by the time you start putting down dedicated farm domes with moisture reclamation spires, and Needs/Misc are just every service you can pack in.

An exact ratio is tricky to max out comfort but generally "enough capacity to handle a little over a third of the dome complex population" suffices IME. A single apartment complex would take up a grocer or diner working all 3 shifts for food needs with another service building allowing overflow for Whatever relevant desire.

So you separate housing from workplaces? Don't you then get issues with work performance from the "working in another dome" penalty?

Platonicsolid
Nov 17, 2008

When will we get the Monorails DLC so you can travel to an arbitrary number of domes?

Also, clearly, have terrorists explode the tubes, Free Mars style?

Speedball
Apr 15, 2008

Platonicsolid posted:

When will we get the Monorails DLC so you can travel to an arbitrary number of domes?

Also, clearly, have terrorists explode the tubes, Free Mars style?

I like how in Babylon Five, the monorail tubes on Mars are so heavily reinforced a guy can totally explode a whole train in there and they don't crack.

Willie Tomg
Feb 2, 2006

Guildencrantz posted:

So you separate housing from workplaces? Don't you then get issues with work performance from the "working in another dome" penalty?

Not always (I'll almost always put an infirmary in the residential dome for the birthrate increase, for instance), but often enough that its the general case with the exceptions being exceptions. The penalty from working in another dome is more than offset by having access to plentiful services and adequate housing instead of aiming for both and totally satisfying neither--good enough is good enough as long as it keeps the Earthers screwing each other to meet the replenishment birthrate.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Paradox has been showing off the new expansion. It can't be too far off as it looks pretty far along:

https://www.youtube.com/watch?v=ZoKVJSSfVU8

WithoutTheFezOn
Aug 28, 2005
Oh no

NoNotTheMindProbe posted:

It can't be too far off as it looks pretty far along:
May 16 according to the preorder page.

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
It practically looks like a whole new game.

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler
I bought the season pass for it from GoG last August, put about 30 hours into it, and haven't touched it since. Looks like when I pick it up again, I'll definitely have gotten my money's worth from the 'pass'. So much new stuff...

dogstile
May 1, 2012

fucking clocks
how do they work?

LonsomeSon posted:

Mars can't be terraformed because its core is dead and it has no magnetosphere; unsuited, unmodified humans will always have to live well under the surface even if a rad-tolerant biosphere can somehow be generated.

And that's assuming that humans will remain unmodified. I sincerely doubt it to be honest. I'll never know, but it's fun to think about

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
Dev diary #3 is about vegetation:
https://forum.paradoxplaza.com/forum/index.php?threads/green-planet-dev-diary-3-vegetation.1170242/

And from the comments, this dev note: only the human player will engage in terraforming.

quote:

One of the main pillars in the development of this expansion was that the terraformation of Mars is a process that's deliberately initiated and driven by the player. We assumed that it won't be plesant if the Rival Colonies generate recurring terraforming progress, so they do not produce seeds, construct terraforming buildings or start terraforming projects. This said, the Rival Colonies will not stay blind to your efforts to change Mars and will every once and then happen to have an opinion about them. And sometimes they will help or delay you.

Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
over this thread too!


I'm very much looking forward to this expansion's release and I'm loving these dev blogs, hooray for being published by Paradox! Can't wait for the 16th!

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler
Anyone know if they have plans for larger maps or there are mods for the same? The sector size I remember from last year isn't really all that big, considering.

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
If you ever get the chance to live in an Arcology, try to get the top floor because the view is pretty sweet.

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
This week's dev diary is about special projects and disasters.
https://forum.paradoxplaza.com/forum/index.php?threads/green-planet-dev-diary-4-disasters-and-special-projects.1173525/

And there's a 3:28 video showcasing these projects.
https://www.youtube.com/watch?v=YRVJ_kT8A_4


Here's what you can do:
  • Import Greenhouse Gases (30 fuel, $600M) - brings pressurized GHG from Earth. +2% atmosphere, +1% temp. Causes acid rain.
  • Launch Space Mirror (35 fuel, 100 metal, 15 electronics) - turns rocket into a big orbital space mirror to give more sunlight to Mars. Uses up rocket, +10% temp, improves solar panel output.
  • Launch Magnetic Shield (20 fuel, 80 metal, 15 electronics) - turns rocket into a solar wind shield, reducing atmosphere loss. Uses up rocket.
  • NUKE THE loving ICE CAPS (400 fuel) - turns rocket into a missile that blows up/melts polar ice. Uses up rocket, +20% water, +10% atmosphere. Causes dust storms. Repeatable but diminishing returns.
  • Seed Vegetation (35 fuel, 100 seeds) - sends rocket on a plant-seeding mission around the planet. +5% vegetation. Takes 4 Sols to complete.
  • Capture Ice Asteroids (100 fuel, 15 machine parts) - sends rocket to throw ice rocks at the planet. +5% water. Causes marsquakes.
  • Cloud Seeding (80 fuel, 20 polymers) - make it rain, baby. Improves soil quality.

And then there are three projects which don't relate to terraforming and are part of the free patch:
  • High-Speed Comm Satellite (100 fuel, 100 metal, 100 electronics) - permanently increases sponsor research by 400/sol.
  • Capture Meteors (60 fuel) - make your own meteor shower! Free metal falling from the sky!
  • Launch SETI Satellite (50 fuel, 50 metal, 30 electronics) - Gain funding. Initially $2,000M but diminishing returns with each use.

So I guess the takeaway here is, start stocking up on fuel.

Dunite
Oct 12, 2013
Surviving Mars: Brazil deflorate your mother planet and germinate your daughter planet.

Speedball
Apr 15, 2008

Magnetic shield. Okay. So they ARE addressing Mars' lack of a magnetosphere, nice.

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
I'm unreasonably hyped for the ability to landscape a gray, scraped-out concrete zone into nice pretty red sand.

Willie Tomg
Feb 2, 2006
Just the ability to clear that annoying promontory in the middle of an otherwise clear plain full of resources so you can put your six diamond domes in an aesthetically pleasing symmetry gives me chills.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Expansion is up for loading on Steam, got it going before leaving for work today.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Managed to have it start up and was landing my robotic workers on the red planet before the release announcement. :smug:

In all seriousness, looks good. There's a new sponsor and commander for terraforming, commander comes with some terraforming building prefabs. Also: landscaping projects make excellent dumpsites for spare wasterock, especially early on.

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Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
The update notes mention self-sufficient domes which provide their own water/O2. How do those work? Do they look different from regular domes, and do they have less interior space because of the life support buildings?

They sound like they'd be useful for settling areas that have rare metal deposits but not much else.

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