So does the new terraforming stuff come into normal missions or what? How is it implemented? Does it carry over between on some sort.of global modifier? Are there new missions in the DLC?
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# ? May 22, 2019 21:52 |
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# ? May 29, 2024 12:59 |
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Diogines posted:So does the new terraforming stuff come into normal missions or what? How is it implemented? Does it carry over between on some sort.of global modifier? There are a lot of new event chains that can happen but no new Mysteries. Terraforming is available in all of the mysteries or scenarios at all times, it's a whole new tech tree added onto the side of the existing ones. There is a new sponsor called Terraforming Initiative that can research the terraforming tech easier (they usually cost double of a normal tech).
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# ? May 23, 2019 02:35 |
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Diogines posted:So does the new terraforming stuff come into normal missions or what? How is it implemented? Does it carry over between on some sort.of global modifier? It doesn't carry over between games if that's what you mean. Terraforming does have benefits though, most notably ending disasters and letting you plant outdoor farms:
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# ? May 23, 2019 03:25 |
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Also making vaporators output up to double what they normally do, really nice. (Wind generators outputting more as well with more atmosphere.)
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# ? May 23, 2019 03:32 |
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Terraforming stuff in general is a pretty cool addition. If you have Chaos Theory on you might get lucky and get the mid-tier one early that grants you a billion dollars one time which makes a bit easier start. I think temperature is the easiest thing to modify, you can build a handful of GHG factories burning a bit of fuel and not have to worry about cold snaps reasonably quickly. I don't know how burning rocks would generate an atmosphere but sure, whatever. They're pretty expensive to build and maintain though. Lakes are a motherfucker to build sometimes because of the odd shape for the large one that can lead to some wonky pipe pathing.
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# ? May 23, 2019 03:41 |
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Vasudus posted:Terraforming stuff in general is a pretty cool addition. If you have Chaos Theory on you might get lucky and get the mid-tier one early that grants you a billion dollars one time which makes a bit easier start. I've found that the larger lakes also really gently caress with drone pathfinding. They seem to get stuck on them and not accomplish anything.
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# ? May 23, 2019 03:52 |
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Vasudus posted:I don't know how burning rocks would generate an atmosphere but sure, whatever. Never mind that, how about how sucking moisture out of the air with vaporators, pumping it into a lake, and letting it evaporate somehow leads to more water in the atmosphere overall?
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# ? May 23, 2019 03:59 |
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I figured they were working off the idea that the rocks are carbonaceous. Though that begs the question of where all the carbon came from to begin with given that poo poo like chalk is made out of animals.
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# ? May 23, 2019 04:05 |
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The terraforming in this game seems to be based off of theories that this article talks about https://www.popsci.com/terraform-mars-climate-change
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# ? May 23, 2019 04:08 |
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It feels like population is my main bottleneck now. I keep wanting to expand in various ways and I just lack the bodies to fill positions. Even after relaxing my standards a bit I've largely tapped out useful colonists from Earth. Breed/grow faster you stupid martians. Still, Nova Cardiff does feel like its starting to come together. I especially like how my map is basically a giant crater. Fog even gathers in the crater basin at dawn and dusk.
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# ? May 23, 2019 08:25 |
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Wafflecopper posted:Never mind that, how about how sucking moisture out of the air with vaporators, pumping it into a lake, and letting it evaporate somehow leads to more water in the atmosphere overall? Yeah this one's kinda silly but, hey, they work with the mechanics they got. Also I feel that some of the greenhouse gasses are being in effect applied by various industrial machines (the concrete extractor is totally outgassing something) Galaga Galaxian posted:It feels like population is my main bottleneck now. I keep wanting to expand in various ways and I just lack the bodies to fill positions. Even after relaxing my standards a bit I've largely tapped out useful colonists from Earth. Breed/grow faster you stupid martians. Man the way you set everything up is all clean and organized and cool looking. You get an A+ for aesthetics! Though I wonder if you've heard the good word about tunnels when it comes to expanding?
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# ? May 23, 2019 10:07 |
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Did they change something cos it feels like putting stuff in domes doesn't really protect it from dust much anymore.
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# ? May 23, 2019 11:10 |
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... huh... I hadn't really noticed before but the forestation plants made it a little obvious that buildings that get shut down by weather still go through their maintenance cycles. And you can't shut them off to stop the maintenance cycles from going through either, since they're already sort of shut down. That's kind of annoying, I wasn't expecting to be running out of polymers right now. E: caught in the act MShadowy fucked around with this message at 16:11 on May 23, 2019 |
# ? May 23, 2019 15:47 |
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I have Superior Pipes and Superior Cables and now I can spread my infrastructure wherever I please, no cost, no drones needed, like a mighty steel Yggdrasil stretching its roots o'er the globe. This is perhaps a weird thing to develop a god complex about, but by Surviving Mars standards this is crazy liberating.
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# ? May 23, 2019 16:17 |
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Mechanical Ape posted:I have Superior Pipes and Superior Cables and now I can spread my infrastructure wherever I please, no cost, no drones needed, like a mighty steel Yggdrasil stretching its roots o'er the globe. God that's beautiful. I would love to get both of those in one playthrough early enough for them to be useful.
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# ? May 23, 2019 16:24 |
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I downloaded the mod that lets me use the terraforming stuff after realizing none of it was in my game and holy poo poo I am loving it. It's cool from the first seed planters seeing the bits of green start to appear throughout the base. I'm well into my game now and *just* got my first rare metals mine up though so money is definitely beginning to be a concern. Fortunately I have a decent start now with a good amount of colonists and think I can go on without needing to spend too much more. When choosing colonists for a new dome, do you usually go for a mix of whatever specialists you need for that particular dome along with a bunch of the non-specialists to fill in the rest of the jobs? I am a little overwhelmed by choice because I have a couple domes now with different needs and am never too sure who to call down or even what non-production buildings I should include, while keeping in mind people's negative traits (hypochondriac, gambler) that require specific buildings within that dome to keep them happy.
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# ? May 23, 2019 16:30 |
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Thank you all for posting screenshots! Please post more! I'm not able to play until probably next Monday so I'm living through this thread, and am deeply enjoying all your sharing.
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# ? May 23, 2019 16:40 |
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Guildencrantz posted:God that's beautiful. I would love to get both of those in one playthrough early enough for them to be useful. You get both from the mystery box event, if you pick the right 'code', which usually pops up pretty early (when it does).
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# ? May 23, 2019 16:54 |
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Oh, and I also have Extractor AI which means I can mine stuff without humans. Like I'm pretty sure I can just build an extractor in the middle of nowhere, without a dome, and go to town. Come to think of it, with this set of breakthroughs, why am I not exploiting the entire map right now? Come to think of it ... do I really need humans at all? I guess they're useful as factory slaves still. For now. explosivo posted:When choosing colonists for a new dome, do you usually go for a mix of whatever specialists you need for that particular dome along with a bunch of the non-specialists to fill in the rest of the jobs? I am a little overwhelmed by choice because I have a couple domes now with different needs and am never too sure who to call down or even what non-production buildings I should include, while keeping in mind people's negative traits (hypochondriac, gambler) that require specific buildings within that dome to keep them happy. I hand-pick my colonists very carefully for the first few rockets. But once I've got multiple domes going and a Martian University or two, I stop being picky and just start shipping warm bodies over. By midgame my building growth has exceeded my population growth and I've got job openings for every specialist. Then in the late game it reverses: research has boosted the birthrate and given Martianborn a solid advantage, and by that point I stop importing humans and rely on homegrown Martian citizens. I pretty much ignore Gambler and Gamer. Citizens can be very happy even with a few preferences unmet, provided their other needs are fulfilled, so you needn't feel that you have to cater to everyone's wishes. Generally every dome I build has a grocer, a diner, and an infirmary. If it's a mining dome I'll also give them a bar, since geologists are drinkers. (EDIT: Infirmaries are important not because of birthrates and hypochondriacs. It's to keep colonists sane. Most colonists take a sanity hit when they work outside the dome, so your miners and polymer makers and fungus farmers tend to build up stress. Visiting the infirmary helps keep that stress from going critical.) Mechanical Ape fucked around with this message at 17:25 on May 23, 2019 |
# ? May 23, 2019 17:06 |
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How do y'all set up your Sanatoriums? And, more generally, what Flaws are your highest priority to avoid and which are pretty permissible? Personally I never ship Idiots in, and unless desperate for bodies will nix Loner and Lazy. Next-least-permissible is Chronic Condition and Hypochondriac but after that it's pretty vague. I definitely find that Gambler is only ever a concern if you build a casino, and I've never engaged in tourism so I've never built one.
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# ? May 23, 2019 17:36 |
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explosivo posted:When choosing colonists for a new dome, do you usually go for a mix of whatever specialists you need for that particular dome along with a bunch of the non-specialists to fill in the rest of the jobs? I am a little overwhelmed by choice because I have a couple domes now with different needs and am never too sure who to call down or even what non-production buildings I should include, while keeping in mind people's negative traits (hypochondriac, gambler) that require specific buildings within that dome to keep them happy. for your first few domes, hand pick arriving colonists unless you're doing some high growth approach. filter out all flaws, preference all perks, and select the roles you need - botanists at first, scientists, geologists, then engineers, medics (unless you plan to skip the founder stage with a mars birth, then take at least one medic) and so on. make sure that you take the absolute cream of the crop. take generalists before you take a flawed specialist. gradually ease off the perks and then permit some of the less bad flaws like loner, melancholic, etc. if you need more applicants. never take idiots by the time you have three or four domes you should be getting the university, at which point you can stop caring about specialists. you don't need to worry about specialists that much anyway, but when you have a university and a sanatorium spire to scrub away flaws you can stop paying attention entirely to your population, so long as you confine bad flaw colonists to the rehab dome until they get fixed LonsomeSon posted:How do y'all set up your Sanatoriums? And, more generally, what Flaws are your highest priority to avoid and which are pretty permissible? same. some flaws aren't that bad. my tier list is ok flaws, would rather not have them in the colony but no big deal: melancholic, whiner, coward, loner (early colony only) questionable flaws, generally avoid if you can but take them if you need bodies when you're ramping up pop growth: glutton, hypochondriac, gambler, loner (large domes), chronic condition bad flaws, confined to psychodome until medically cleared: lazy, alcoholic completely forbidden or thrown from the airlock: idiot
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# ? May 23, 2019 18:00 |
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I actually don't mind Lazy too much, it doesnt effect comfort or sanity or make them want anything
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# ? May 23, 2019 18:24 |
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Sorry if I missed this in the lakechat posts, but once clean rains start will lakes start keeping themselves full? Do they have to be supplied by my own water grid forever?
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# ? May 23, 2019 18:48 |
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Honky Dong Country posted:Sorry if I missed this in the lakechat posts, but once clean rains start will lakes start keeping themselves full? Do they have to be supplied by my own water grid forever? Pretty sure you always have to keep filling them. There is a breakthrough which makes them self sufficient though.
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# ? May 23, 2019 18:58 |
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GuardianOfAsgaard posted:Pretty sure you always have to keep filling them. There is a breakthrough which makes them self sufficient though. My first game with terraforming I got that breakthrough, the event with the super pipes and wires, and then one of my early explorer discoveries was excavator AI. I didn't really need people except to research and my terraforming was quite easy
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# ? May 23, 2019 19:01 |
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poo poo so I gotta have that breakthrough to disconnect them from the grid, that sucks. I mean even though they suck at improving water terraforming compared to the ice meteor planetary anomalies I do like the way they look and they'd look even better without pipes connected to them forever.
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# ? May 23, 2019 19:04 |
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Honky Dong Country posted:poo poo so I gotta have that breakthrough to disconnect them from the grid, that sucks. I mean even though they suck at improving water terraforming compared to the ice meteor planetary anomalies I do like the way they look and they'd look even better without pipes connected to them forever. They're great for soil quality for getting your vegetation going too.
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# ? May 23, 2019 19:07 |
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GuardianOfAsgaard posted:They're great for soil quality for getting your vegetation going too. Yeah but a good crop rotation on your open farms and a responsible blend of plant types in your forestation plants takes care of that just fine. For me mostly lakes are just pretty.
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# ? May 23, 2019 19:08 |
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How do you guys handle drone hubs? I'm just getting into this and it seems like having them slightly overlapping with access to a universal stockpile somewhere in their range is the way to go, but it just feels non-optimal.
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# ? May 23, 2019 20:46 |
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NatasDog posted:How do you guys handle drone hubs? I'm just getting into this and it seems like having them slightly overlapping with access to a universal stockpile somewhere in their range is the way to go, but it just feels non-optimal. No, you’ve got it right. Really optimal would have them in a honeycomb sort of pattern with just enough overlap that each hub can service six other hubs and their depots, which would be big enough for most of the map. But once you get to a certain colony size you’re probably going to be using shuttles instead.
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# ? May 23, 2019 20:59 |
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NatasDog posted:How do you guys handle drone hubs? I'm just getting into this and it seems like having them slightly overlapping with access to a universal stockpile somewhere in their range is the way to go, but it just feels non-optimal. Heh...slightly overlapping. Hold my beer:
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# ? May 23, 2019 20:59 |
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NatasDog posted:How do you guys handle drone hubs? I'm just getting into this and it seems like having them slightly overlapping with access to a universal stockpile somewhere in their range is the way to go, but it just feels non-optimal. you shouldn't be sprawling too far using drone hubs alone. drone hubs are intended for local coverage and not long distance travel. you can daisy chain drone hubs together, and it is suboptimal - the better option is to use rover transports to move goods long distances until you get shuttles
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# ? May 23, 2019 21:00 |
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NatasDog posted:How do you guys handle drone hubs? I'm just getting into this and it seems like having them slightly overlapping with access to a universal stockpile somewhere in their range is the way to go, but it just feels non-optimal. As far as I can tell this is how it's done. I'm also still pretty early on so maybe there is a better way eventually but I have universal stockpiles between zones where goods are needed to pass through and use the max storage capacity to my advantage to allow more storage at the end of the chain and keep it at 3 or so in between.
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# ? May 23, 2019 21:01 |
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Honky Dong Country posted:Heh...slightly overlapping. Hold my beer: This is pretty much me. luxury handset posted:you shouldn't be sprawling too far using drone hubs alone. drone hubs are intended for local coverage and not long distance travel. you can daisy chain drone hubs together, and it is suboptimal - the better option is to use rover transports to move goods long distances until you get shuttles Yeah, I figured that much, but in my early game with <3 domes I was just trying to figure out a way to get resources distributed and maintenance taken care of locally. I'm nowhere near shuttles and rovers are pretty expensive at this point.
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# ? May 23, 2019 21:18 |
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NatasDog posted:Yeah, I figured that much, but in my early game with <3 domes I was just trying to figure out a way to get resources distributed and maintenance taken care of locally. I'm nowhere near shuttles and rovers are pretty expensive at this point. my setup is always to smush the domes in super close together. you can fit three barrel domes and some outlying infrastructure in a single drone hub range with room to spare. i'll post a pic later
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# ? May 23, 2019 21:22 |
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NatasDog posted:This is pretty much me. Symmetry/Full Coverage buddy. I know it's suboptimal but I fuckin' like it. Also for what it's worth I build a shuttle hub for each dome (though admittedly in my current game I'm behind on this since I'm trying to figure out population control and the resulting homeless problem.) Honky Dong Country fucked around with this message at 21:37 on May 23, 2019 |
# ? May 23, 2019 21:35 |
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I’m a bad clicker today. Where is this screen found?
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# ? May 23, 2019 21:43 |
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I'm not clear on the order in which I need to terraform. The game started me with a forest planter, but I can't imagine that will work until I have water, soil, air, etc. Will the game let me do them in any order or is there a prescribed order in which I should tackle the aspects of terraforming.
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# ? May 23, 2019 21:46 |
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WithoutTheFezOn posted:I’m a bad clicker today. Where is this screen found? The planet projects view: hover over the terraforming progress bar at the top. Nukelear v.2 posted:I'm not clear on the order in which I need to terraform. The game started me with a forest planter, but I can't imagine that will work until I have water, soil, air, etc. Will the game let me do them in any order or is there a prescribed order in which I should tackle the aspects of terraforming. You can do them in any orders, but some become vastly easier to do depending on the progress of other categories.
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# ? May 23, 2019 21:49 |
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# ? May 29, 2024 12:59 |
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Nukelear v.2 posted:I'm not clear on the order in which I need to terraform. The game started me with a forest planter, but I can't imagine that will work until I have water, soil, air, etc. Will the game let me do them in any order or is there a prescribed order in which I should tackle the aspects of terraforming. You can plant lichen with absolutely no terraforming required, but terraforming in general is a late-game thing. Generally speaking, you can tackle terraforming in almost any order, with the exception that you can't use lakes until you raise temperature enough for liquid water.
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# ? May 23, 2019 21:50 |