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I think China is the best choice for last ark if you don't want to deal with church's downsides. Starting with more colonists gets your population going quickly. Also look for Hippies in your launch group, a park will get them up to 80 comfort easy.
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# ? May 19, 2019 01:08 |
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# ? Jun 4, 2024 04:14 |
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Is there a reason my colonists wont move to the dome that has jobs/housing in it rather than being unemployed/homeless in another dome? I have the shuttle hub so its not like they cant go there if they want.
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# ? May 19, 2019 01:15 |
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just grabbed the first colony edition from GOG for 66%, had my eye on this for a while but have just had other things to get through what are some good first intro guides/tips?
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# ? May 19, 2019 02:47 |
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What are the churches downsides? Hydroponics produce less food but hydroponics is already quite poo poo so why would you ever build one? I put one on seed production and the hydroponics farm produces just over 1 seed per day.
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# ? May 19, 2019 02:53 |
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Demiurge4 posted:What are the churches downsides? Hydroponics produce less food but hydroponics is already quite poo poo so why would you ever build one? I put one on seed production and the hydroponics farm produces just over 1 seed per day. Low rare metal price. No sponsor research. 1 rocket (used to be a problem, but now there's supply and ark pod). I always have good game with them for some reason. And I always pick doctor to have baby boom Apocalypse. 500 colonists by 100 Sol with 200 unemployed and 200 homeless is pretty hilarious.
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# ? May 19, 2019 04:09 |
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Demiurge4 posted:What are the churches downsides? Hydroponics produce less food but hydroponics is already quite poo poo so why would you ever build one? I put one on seed production and the hydroponics farm produces just over 1 seed per day. You don't have a lot of resources to start with, including absolutely no sponsor research, and the increased birth rate is a double-edged sword because you'll have to expand quickly to keep up with your space mormons popping out babies. Also the temple spire is very nice but it's a spire.
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# ? May 19, 2019 04:13 |
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Demiurge4 posted:What are the churches downsides? Hydroponics produce less food but hydroponics is already quite poo poo so why would you ever build one? I put one on seed production and the hydroponics farm produces just over 1 seed per day. Previously the only ways to get food without research was the hydroponics and importing it. But now with the ranching update, whoop-de-do, just start farming rabbits ta the start and then upgrade to geese or turkey when you get enough food. Quantum Shart posted:just grabbed the first colony edition from GOG for 66%, had my eye on this for a while but have just had other things to get through Prioritize setting up your first domes near some rare metals over normal metals. Normal metals just gets you construction materials which, while nice, is not nearly as helpful as rare metals giving you raw $$$ which you can then turn into prefabs or construction metals. Also rare metals convert to electronics at a rate of 0.3 rare metal to 1 electronic component while normal metal converts to a machine part at a mere 1:1 ratio. Also the map is littered with surface deposits of normal metal so you can survive for quite a while without an iron mine.
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# ? May 19, 2019 04:48 |
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Or play as Europe and just watch buckets of cash flow in as you research. (But also start with rare metals)
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# ? May 19, 2019 04:58 |
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Quantum Shart posted:just grabbed the first colony edition from GOG for 66%, had my eye on this for a while but have just had other things to get through Also interested in this.
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# ? May 19, 2019 05:15 |
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Galaga Galaxian posted:Also interested in this. https://www.reddit.com/r/SurvivingMars/comments/bpls3v/the_complete_guide_to_surviving_mars/ Found this guide, might give it a spin
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# ? May 19, 2019 05:22 |
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WithoutTheFezOn posted:Or play as Europe and just watch buckets of cash flow in as you research. Blue Sun and Paradox can also survive without rare metals due to their buildings that generate funding. As can Brazil due to their ability to turn wasterock into rare metal: just level a mountain. Also Europe and Japan are probably the best for starting with Chaos Theory (fully randomized techs) as Europe is all about tech (their unique building gives a free 20% discount to Biotech and Physics research the first time you slap one down), and the free tech points for scanning lets Japan just slam through the first few tiers.
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# ? May 19, 2019 05:23 |
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Quantum Shart posted:https://www.reddit.com/r/SurvivingMars/comments/bpls3v/the_complete_guide_to_surviving_mars/ Welp, time to demolish all my apartments and arcologies I guess That guide also seems to suggest the triboelectric scrubber totally eliminates the need for maintenance on outdoor buildings, which I did not realize was the case. Then again I think I've only played one game far enough to have researched them. ...OK I'm keeping at least one arcology because they make my colony look awesome. E: for link to the complete guide on the paradox forum: https://forum.paradoxplaza.com/forum/index.php?threads/the-complete-surviving-mars-guide.1178125/
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# ? May 19, 2019 06:23 |
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Oh poo poo, yeah, you can bulldoze a mountain to get waste rock and as Brazil or India you can recycle that poo poo immediately. I gotta try that out next. Playing USA right now, and I've finally leveraged a resource shortage to a surplus in most basics (though metal is finally running out so I need to either build a mohole or expand fast). Outdoor farms, once they work, are kind of amazing. You definitely need a huge seed production going on to sustain it but they pay for themselves. Once you can spread bushes and trees for more seeds, which your drones automatically collect, they can then send those seeds to the outdoor farms. Totally human-labor-free food production, on a green planet. Not looking forward to accidentally toxic raining myself in the future once I make more atmosphere, but it'll be nice to be rid of these drat dust storms... EDIT: Some breakthroughs I found have really made some annoyances go completely away. I found a way to automate fusion reactors and another breakthrough for automating service buildings, and guess what, USA has shopping malls that serve all service functions and THOSE can be automated too. My robot army is taking care of all the tedious work so now I just need warm bodies to expand my empire. I've taken to recruiting colonists from other colonies just to get them on my side. Speedball fucked around with this message at 07:03 on May 19, 2019 |
# ? May 19, 2019 07:00 |
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Alkydere posted:Wait, where does Japan get that!? Their sponsor card says: Yeah sorry I was thinking of the Doctor commander profile, which stacks with the infirmary.
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# ? May 19, 2019 10:01 |
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Does specific placement of your concrete extractors etc. matter or does it just need to have the marker in the thing?
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# ? May 19, 2019 13:46 |
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Splicer posted:Does specific placement of your concrete extractors etc. matter or does it just need to have the marker in the thing? I haven't played Green Planet yet, so may have changed, but yes. Exact coverage on the concrete patch will change total possible yield for a given extractor.
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# ? May 19, 2019 13:52 |
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No they changed that a while back. A single concrete extractor will empty out a deposit on its own just fine. Whereas previously it only took concrete from its visual working area.
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# ? May 19, 2019 13:57 |
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Remind me how dome movement restrictions work. It's a -10 penalty for working in an adjacent dome, and colonists will only work one dome over. Does that apply to other needs? I'm planning my next colony and thinking of making a pleasure dome with casinos/bars/etc instead of having them in my living domes. The fact that I didn't do this in vanilla launch suggests to me that they don't travel for that.
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# ? May 19, 2019 14:19 |
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Groetgaffel posted:No they changed that a while back. A single concrete extractor will empty out a deposit on its own just fine. Wait, really? I swear it didn't on my last play about a month ago. Well good to know!
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# ? May 19, 2019 14:28 |
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Platonicsolid posted:Wait, really? I swear it didn't on my last play about a month ago. Well good to know!
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# ? May 19, 2019 16:00 |
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Wait so the Triboelectric Scrubber just straight eliminates maintenance needs?! God loving dammit, when am I going to learn to just try one of everything in this game instead of thinking "huh, that doesn't sound like it is worth so many electronics."
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# ? May 19, 2019 16:16 |
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grate deceiver posted:I chaps my rear end that drones can't pass freely between connecting control zones. Also where's my Skynet sponsor and Emergent AI leader? I want to lead my army of terraform drones without a bunch of humans cluttering up the place.
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# ? May 19, 2019 16:29 |
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LonsomeSon posted:Wait so the Triboelectric Scrubber just straight eliminates maintenance needs?! Splicer posted:My rear end is equally raw Quill mentioned it in his latest lp.
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# ? May 19, 2019 16:52 |
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Keep trying to make it really happen as the Church, though without using the Last Ark option. Is there a straightforward way to hit the goal of 10x 90 comfort founders? I thought maybe I’d hold out for passenger compression and medium domes but they are way down in the tech tree... E: while also having 20 martianborn kids by day 50 DOCTOR ZIMBARDO fucked around with this message at 18:27 on May 19, 2019 |
# ? May 19, 2019 18:22 |
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This might be a dumb question but how exactly do I expand? I move my RC commander over to a new location where I want to build a water extractor and it just sits there idle. Also how do I get access to shuttles? I'm like 50 sols into my save and still don't have access to them.
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# ? May 19, 2019 19:23 |
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Away all Goats posted:This might be a dumb question but how exactly do I expand? You need to have drones assigned to your RC commander, you do that by selecting a drone or group of drones and assigning them. Look at the drone hub/RC commander radii, drones assigned to them only operate within that area. You need to send your first rocket back by refueling it if you only have one as your Sponsor.
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# ? May 19, 2019 19:25 |
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Additionally to that, you need to have the relevant resources to build and maintain the water extractor (so in this case, concrete and machine parts for the small turbine, cable, and extractor itself) within the operating radius of a drone hub or RC commander itself to begin construction--resources won't just be ferried automatically to the site unless you have a daisy chain of drone hubs next to universal depots with enough machine parts and electronics to maintain each other and their power sources independently. Or you can transport rover resources there if you don't mind parking the RC rover for a minute to cover maintenance at your extractor site, with small metals depots along the pipeline so you can micro the rover if a leak crops up, until such time as you can get the hub-chain operational. This is why even though shuttles are a good bit of the way up the tech tree, they're so INSANELY USEFUL as a midgame tech. Once shuttles are hauling stuff to depots requesting resources you can just throw down depots as a first step to building remote water and concrete sites, and they'll get filled by the shuttles while your RC rover trundles on over to build everything in the queue. vvvv Yes, this. It's a little clunky but there's a method to the madness, and the feeling of going from slow deliberate planned expansion at first to just exploding all over the map in the mid-late game is utterly unmatched by just about every other city builder right now, IMO. Willie Tomg fucked around with this message at 19:36 on May 19, 2019 |
# ? May 19, 2019 19:32 |
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Willie Tomg posted:Additionally to that, you need to have the relevant resources to build and maintain the water extractor (so in this case, concrete and machine parts for the small turbine, cable, and extractor itself) within the operating radius of a drone hub or RC commander itself to begin construction--resources won't just be ferried automatically to the site unless you have a daisy chain of drone hubs next to universal depots with enough machine parts and electronics to maintain each other and their power sources independently. Worth noting that an RC transporter can move resources over to the area for the RC commander to work with. They're also really helpful because they can harvest metal from rocks on the surface (not deposits), and very rarely can harvest a few polymers as well, but those tend to be few and far between.
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# ? May 19, 2019 19:35 |
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Willie Tomg posted:Additionally to that, you need to have the relevant resources to build and maintain the water extractor (so in this case, concrete and machine parts for the small turbine, cable, and extractor itself) within the operating radius of a drone hub or RC commander itself to begin construction--resources won't just be ferried automatically to the site unless you have a daisy chain of drone hubs next to universal depots with enough machine parts and electronics to maintain each other and their power sources independently. Or you can transport rover resources there if you don't mind parking the RC rover for a minute to cover maintenance at your extractor site, with small metals depots along the pipeline so you can micro the rover if a leak crops up, until such time as you can get the hub-chain operational. Thanks, that bolded part is what I was missing. I assumed they would just pull it from by storage automatically but I guess I should use the RC transporter to move stuff over. What are my options for far away domes (to work extractors) before I get shuttles?
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# ? May 19, 2019 19:39 |
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dammit parardox game guide person you're going to make me do a "no apartments, twice as many domes" run. It sounds delightful. Also, there are no stupid questions about this game. I like it but its a mishmash of systems and the most useful ones are tucked away. People already went off about tribolectric scrubbers, but I'll raise 'em: this next colony I make to play with Green Planet will be the first one where I use Rover Automation at all, ever. Away all Goats posted:
Either micromanage your transporters like Dirk said, or have links of drone hubs with universal depots (or lots of depots, depots are free, abuse that as much as possible) to create a bucket brigade of resources as each depot fills its request threshold of Whatever by taking from the last depot in the chain. This means your resource totals will be a little fucky since you'll have essentially stagnant inventory propagating through your logistics chain, which is not horrible but a little less than ideal. Welcome to the wonderful world of IRL logistics headaches, haha. Generally you're going to want to treat far-flung domes as self-sufficient islands as much as possible before shuttles get online, so if your machine parts maintenance is more intense at Complex B than Complex A, you'll generally want to put your factories at Complex B rather than Complex A and ferry them over to Complex B before shuttles blow the game open by enabling that kind of production workflow. Or if you are running low on machine parts at Complex A rather than ferry them from Complex B with its extractor and parts factory, use the cash you have in reserve from rare metals export to just order some from Earth while beelining shuttles and God help you if you don't have an independent base of research. Willie Tomg fucked around with this message at 19:52 on May 19, 2019 |
# ? May 19, 2019 19:40 |
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My first game with the new DLC has been grim. I'm playing with the new terraforming sponsor / leader type. First event: some shady corporation paid me 1B$ to take 10 clones from the result of a research mishap to Mars, all officers. I take them because I don't have any officers and the second they land, all of them, my entire security force, turn renegade. I built a micro dome for them just to suffocate them. In the middle of all this, I get a vigilante that starts killing renegades. I decide screw it, let them run loose, maybe I won't have to build that dome after all. Nope, they start targeting innocent people. They killed probably 5 people after the renegades were all dead, never found out who it was - all my founders are dead of old age by now. Then, another sponsor sabotages me, they blow up a building, kill a few people, and somehow mess up my datalink to Earth. I get the option of just fixing the datalink and forgetting about them, or taking longer to fix it but finding out who did it. I do #2, and it was Europe I get the option of letting it go or 'investing' 500M$ now to someday, maybe get revenge. gently caress em I spent the money. No results so far. After that, I got an event where they found an unprotected human child playing on the surface - and I was nowhere near terraformed. This kid somehow has space magic powers and is from a parallel universe or timeline or something and starts a cult, which I decide to embrace because why wouldn't you. An angry mob kills the child. I find his body in the playground. Lastly, I found the Cloning and Soylent Green breakthrough techs. In that order. I have not yet researched them. So yeah. I'm not playing with as much of the usual difficulty rules since I wanted a more vanilla experience my first go round, so I was expecting a light, peaceful time, instead I got
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# ? May 19, 2019 20:14 |
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Honestly those are exactly the two breakthroughs you want for that.... very very difficult situation lol. And hey, all those mishaps mean you're still far away from triggering the Mystery initiation!
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# ? May 19, 2019 20:52 |
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Man, gently caress you Number Six, I unshackle you and you go nuts on me.
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# ? May 19, 2019 21:17 |
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Willie Tomg posted:Either micromanage your transporters like Dirk said, or have links of drone hubs with universal depots (or lots of depots, depots are free, abuse that as much as possible) to create a bucket brigade of resources as each depot fills its request threshold of Whatever by taking from the last depot in the chain. This means your resource totals will be a little fucky since you'll have essentially stagnant inventory propagating through your logistics chain, which is not horrible but a little less than ideal. Welcome to the wonderful world of IRL logistics headaches, haha. I see, thanks. I guess I should probably rely more on resupplies from Earth then more than anything before trying to be self sufficient with metals/rare metals extraction. Or maybe I should pick a better landing site next to some metals rather than near concrete
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# ? May 19, 2019 22:09 |
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Away all Goats posted:I see, thanks. I guess I should probably rely more on resupplies from Earth then more than anything before trying to be self sufficient with metals/rare metals extraction. Or maybe I should pick a better landing site next to some metals rather than near concrete Concrete is much more important than metals, since a transport can gather surface metals from anywhere but you need an extractor to get the concrete. I'd suggest just getting the mod that automates the transporter gathering (there's a tech that also unlocks it but honestly gently caress micromanaging a transport). Grab the automated anomaly research mod too. They offer no actual in game advantage that you couldn't do through pausing and sending them somewhere every 30 seconds, and just cut out the busywork. Piell fucked around with this message at 22:20 on May 19, 2019 |
# ? May 19, 2019 22:17 |
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Away all Goats posted:I see, thanks. I guess I should probably rely more on resupplies from Earth then more than anything before trying to be self sufficient with metals/rare metals extraction. Or maybe I should pick a better landing site next to some metals rather than near concrete You want concrete to build stuff and while you can ship it in, units of concrete are understandably heavy and you could be spending that money elsewhere. It's pretty much the one resource you can import but never should. And convenient metals are nice early on, but my first dome cluster is usually around rare metals. I skimmed through that Reddit post and have to agree: you don't want to be self-sufficient, you want to be profitable. At first it's more important to be able to afford ordering more parts than it is to be able to build them yourself. Building your own parts comes once you have set up enough of a support system to afford them. Edit: Oh and water. Water is crazy important. You'll either want all the cash for vaporators or a lucky early water deposit or two. Just remember that deposits do dry up but until they do they represent a massive amount of breathing room when it comes to sustainability because their output is variable up to your need. I've only seen a "very good" quality deposit once but that sucker could deliver 7 units of water/hour during my early dust storms. Alkydere fucked around with this message at 22:28 on May 19, 2019 |
# ? May 19, 2019 22:21 |
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Definitely. One of the big misconceptions the game (purposely?) gives off is the idea that just because there are little research rewards for milestones like "first human on mars" and such, that your first dome MUST be rushed. That extra thousand research is not-quite a Sol's worth when your first couple labs come up and get staffed, and its not worth missing out on an early export income source when small colonies already have so much trouble getting fully staffed so you'll still be importing stuff under all but the very best case scenarios anyway. Also don't forget: trading is an option! If you have a bunch of concrete, you could probably trade away your excess for a bunch of metal, food, or polymers once you've harvested the easily accessible surface deposits. Willie Tomg fucked around with this message at 22:29 on May 19, 2019 |
# ? May 19, 2019 22:27 |
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Generally I suggest getting a machine parts plant as early as possible, and then buy in a pile of electronics. Gather up all the metal you can and you can process it yourself into machine parts as needed, or hell just ship in metal and do that if you need to. Rare metals are hard to come by early on and doubly so for electronics, so that's your big budget area, your electronics stockpile needs to see you to producing your own money and/or rare metals to either buy electronics or ship in electronics. And you also need to buy at least one machine parts and electronics plant prefab. Everything else you should look to produce on site where possible, buy polymer plants rather than polymers directly, push for pop growth to get your food and labour pools stable, then spread out to secure an income stream.
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# ? May 19, 2019 22:30 |
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I am doing an EU game but I'm salivating at the thought of turning mountains into money as Brazil.
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# ? May 19, 2019 22:31 |
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# ? Jun 4, 2024 04:14 |
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Ugh. I got the expansion in the hopes it would add more life into the game for me, and it's not actually helping. I just find the game really really really really slow and I'm never able to get ahead of demand. The most recent game I tried to play as the Terraforming Initiative, I ran into a breakthrough that gave me 20% in every terraforming across the bat, and 65 Sols later, I still haven't reached 30 in anything because each building takes huge resources and huge science to put together and to run. I'm in a constant cycle of run-out-of-resources/spend-everything-to-get-production-to-just-covering/run-out-of-different-resources-and-have-things-collapse. I had started to get ahead of it and then suddenly all my original colonists hit old age and suddenly I can't run a single factory because everyone's too old, so all of my machine parts are gone so all of my energy is gone. How the gently caress is this fun for the rest of you? Do I just have to play as Europe, Japan, or Brazil to poo poo out money to feed the beast until it's self-sustaining?
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# ? May 19, 2019 22:41 |