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luxury handset posted:you cant fix renegades. you can only confine them to the naughty dome and from there try to make them earthsick or murder them Really? I could have sworn I had a colonists who got pinned who went renegade but later reformed.
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# ? Jun 13, 2019 20:23 |
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# ? Jun 3, 2024 20:50 |
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Yeah I don't really have any problems with the elderly in my games. The most I'll do is, if I've got a dome designed for industry where everyone needs to be working age, I'll discourage elderly and children from living there. Other than that my olds can do whatever. I should experiment with retirement domes, though, that sounds interesting. I'd put it adjacent to a larger dome where the service workers would live, and the retirement dome would have parks and basic amenities like a grocer and a diner. Retired colonists don't gain or lose any different needs than they had previously, I think; they're just out of the workforce. Maybe my retirement dome would have a sanitarium, so retirees could spend their golden years self-improving. On a related note, I wish that Tourist was its own specialization, or at least that tourists looked different visually so they'd be easier to pick out (maybe their jumpsuit is Hawaiian-shirt patterned or something). Tourism in general seems in need of a second pass: I like the concept, but wish there were more reason to do it. Usually by the time my colony can support an influx of non-working tourists, I don't particularly need the money anymore.
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# ? Jun 13, 2019 20:32 |
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Speedball posted:Really? I could have sworn I had a colonists who got pinned who went renegade but later reformed. the game is not well documented so you may be right, in my experience renegades can only be confined but not reformed Mechanical Ape posted:Yeah I don't really have any problems with the elderly in my games. The most I'll do is, if I've got a dome designed for industry where everyone needs to be working age, I'll discourage elderly and children from living there. Other than that my olds can do whatever. yeah, i confine kids to certain domes. i'll build two nurseries, a playground, and a school so i can segment children into 15-person cohorts which helps me quickly determine if i've got enough school capacity. the school/playground combo is excellent for giving all your native colonists a good set of perks
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# ? Jun 13, 2019 20:35 |
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luxury handset posted:the game is not well documented so you may be right, in my experience renegades can only be confined but not reformed It hasn't happened recently, but I recall sometimes getting a notice that a colonist had died, reason "Extenuating Circumstances", and I think they were a renegade. I figured they tried to commit a crime and security got them, but honestly I don't know.
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# ? Jun 13, 2019 20:42 |
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What are the good perks to select for the school? Composed and Enthusiast seem real good, not sure what to pick for #3. I have Religious right now for the higher base morale.
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# ? Jun 13, 2019 20:57 |
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Parochial schooling is p. squicky for me to personally get into; I usually forget to change it on the first one for awhile and crank out early Nerds, then set them to Enthusiast. Of course I picked Inner Light for my current Mystery, which lets you train a Quirk related to that and then buffs it at the end, so that's my third pick for this run, but Nerd and Enthusiast both feel pretty niche. Nerd is for sure better when you are knocking down early techs every sol or three, and I dont think Enthusiast is a reliable bonus until you've got a lot of the service buffs and upgrades.
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# ? Jun 13, 2019 22:47 |
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On the other hand when you get that Morale up, Enthusiast lets you do stuff like this: Yes, that's a Renegade working at 120% because I stacked so many productivity perks. I have non-renegades working at 160-170% elsewhere as well.
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# ? Jun 14, 2019 01:49 |
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Yeah my normal combo is religious / composed / enthusiast, just because the other options are so lackluster. I got a breakthrough last game that let me train workaholic and hippie which was great though, so I did those 2 + enthusiast and had the most hardworking hippies ever.
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# ? Jun 14, 2019 03:39 |
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That production bonus is great but I've found that workaholics have a hidden downside - because they aren't as inclined to seek entertainment or other things that'll recover their stats they'll work themselves insane a lot quicker than normal colonists would if you're having to run overtime, night, or outdoor-during-disaster shifts. Kinda like how hypochondriac is actually a great trait to have since more medic visits = happier colonist.
Strabo4 fucked around with this message at 06:08 on Jun 14, 2019 |
# ? Jun 14, 2019 06:05 |
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Rest in peace Hortense Christian, the gluttonous gambling geologist whose love of squat thrusts and obsessive need to get hench took her on a whirlwind tour of not just her dome's gym, but every gym she could reach. Her heart exploded while walking onto the track for her tenth daily set of dragon lunges. Press F to pay respects.
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# ? Jun 14, 2019 07:30 |
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She’s dead, gym.
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# ? Jun 14, 2019 14:37 |
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Sanatoriums are a must if you go heavy on biorobots, I find. Biorobots don't die of old age so if one is born with significant flaws you'll need to cure them, because barring a significant disaster they're going to be around for a while. Seems heartless but there's not a lot of ways to get rid of anyone in the colony. There should be an "expel to Earth" option.
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# ? Jun 16, 2019 20:45 |
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You could always ban Idiots from all domes but one, then turn off o2 to the idiot dome.
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# ? Jun 16, 2019 20:51 |
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That pretty much stops your immigration, though, doesn’t it? When all the choking dudes start committing suicide?
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# ? Jun 16, 2019 22:06 |
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By the time you start looking at placing a Fuckup Corral you've (hopefully) worked out a equilibrium where your replenishment birth rate obviates the need to import weak, aged, and problematic Earthborn into your Martian paradise.
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# ? Jun 16, 2019 22:17 |
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I really wish the cloning vats didn't require so much drat labor, if I have 18 medics to spare (or hell, even just 6) I can almost guarantee I'm not in a position that I'm hurting for population. I just started a new game as India looking to get the 2 sponsor achievements, and I got a lucky event on sol 2. My mentor (whoever that is) sent me a package with a 3 letter password. You get one of 4 options, each of which grants you a different breakthrough that it tells you in advance. One of them actually gives you 2 - the super cables and super pipes techs, so I went with that. My map has 3 height elevations, and I also got the super windmills tech, so I got my drones building ramps to the super high platform in the opposite corner where I'm going to build a badass windfarm connected back to my main base with a long, snaky super cable. Hell yeah. Also, the India special transporter / constructor rover kinda sucks, because you can't setup transport routes with it.
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# ? Jun 16, 2019 23:23 |
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All the special versions of normal rovers are irritating as you can draw Planetary Anomolies which require your faction rover OR the standard version, so you might wind up with one of each. Seems like a pretty glaring flaw with a relatively straightforward solution but this game also launched without passages or landing pads, so.
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# ? Jun 17, 2019 00:31 |
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Speedball posted:Sanatoriums are a must if you go heavy on biorobots, I find. Biorobots don't die of old age so if one is born with significant flaws you'll need to cure them, because barring a significant disaster they're going to be around for a while. My colony's first biorobot is an Idiot. On a long enough time scale, he will kill us all.
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# ? Jun 17, 2019 01:38 |
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I really wish Idiocy was curable. Come on!
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# ? Jun 17, 2019 06:51 |
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LonsomeSon posted:All the special versions of normal rovers are irritating as you can draw Planetary Anomolies which require your faction rover OR the standard version, so you might wind up with one of each. Seems like a pretty glaring flaw with a relatively straightforward solution but this game also launched without passages or landing pads, so. You can also draw anomalies that require a dozer rover. I had one, so it wasn't an issue at the time, but still, that's a thing. My own game is going well. USA/Astrogeologist, I used a mod to make breakthroughs available as game rules so I was sure to have Service Robots, so both my domes have automated megamalls. I got a few events that increased comfort in my residences (Although one knocked 2 living spaces off of each one, making small houses nearly not worth building) and got Nocturnal Adaptation, Good Vibrations, and Rapid Sleep. Colony is up all night and feelin' good. e: I also got Extractor AI really early, so I've been trickling rare metals the whole game, only just passed the halfway empty mark on my first deposit. Dareon fucked around with this message at 09:01 on Jun 17, 2019 |
# ? Jun 17, 2019 08:53 |
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I'm still a little confused about the benefits of Rapid Sleep. Doesn't it mean colonists have more of their day to fill with services, thus making service buildings more crowded? Seems like more of a drawback than a benefit. I mean, shucks, if I could make my colonists sleep more, if they did nothing but work and sleep and buy groceries, my life would be so much easier.
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# ? Jun 17, 2019 16:33 |
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Mechanical Ape posted:I'm still a little confused about the benefits of Rapid Sleep. Doesn't it mean colonists have more of their day to fill with services, thus making service buildings more crowded? Seems like more of a drawback than a benefit. I think they work more? Can someone tag a Rapid Sleep worker and follow them around to test this.
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# ? Jun 17, 2019 19:06 |
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Mechanical Ape posted:I'm still a little confused about the benefits of Rapid Sleep. Doesn't it mean colonists have more of their day to fill with services, thus making service buildings more crowded? Seems like more of a drawback than a benefit. the real benefit is that colonists regenerate more sanity while they powersleep. but even then they'll have more time to putz around the dome and recreate, and since the extra sanity boost offsets the penalty of working a night shift, then so long as you have the spare labor you can just have all your colonists Up All Night. also don't forget about naturally unstaffed recreation spots like parks and the gym - gyms are underrated since they don't require workers, restore health, everyone can use them except for kids, botanists, and engineers, and they have a chance to give the Fit perk which is pretty good
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# ? Jun 17, 2019 19:17 |
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Gyms are real good, yeah. They also provide the Social recreation activity which parks don't, and don't have to be staffed like diners and bars do. China's Tai Chi Gardens are basically just smaller, cheaper gyms (so it's a good if not particularly dazzling building). Your first dome should ideally have a gym in addition to a small park or two.
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# ? Jun 17, 2019 19:23 |
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Just picked this game up from the Steam sale. "Dangerously engrossing" is how I would describe it, even though I am currently not very good at it. My factory output is poo poo and I'm still figuring out placement of things like depots and drone hubs so as to not have stuff stranded. At least my colonists aren't dropping dead from starvation anymore and in fact I have a bit of a food surplus. I'm mainly hamstrung in terms of expansion by my inability to keep up with Electronics and Polymers. However, if I started over right now, my colony would be 90% less of a clusterfuck than this one. Dumb question: on the trade dialog, the other party says "We can trade if you agree to these terms," followed by a list of things like "We will send you 50 food for 378 concrete." Who is the "we?" Am I receiving food or concrete in this trade?
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# ? Jul 1, 2019 23:01 |
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In that case "We" is "You" so you would be sending the food and receiving the concrete and yeah, it's a little bit confusing.
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# ? Jul 1, 2019 23:16 |
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Accidentally left the game running for ~130 sols while I did something else. Came back and everything had broken down and my entire colony was covered in red dust. Luckily I'm doing a drones only game so I just had to send some resources and RC Commanders then everything got up and running again!
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# ? Jul 2, 2019 07:14 |
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Discussion Quorum posted:I'm mainly hamstrung in terms of expansion by my inability to keep up with Electronics and Polymers. However, if I started over right now, my colony would be 90% less of a clusterfuck than this one. electronics are tough to manufacture because they require a large amount of labor, and the input is something that most colonies would rather sell than refine. so long as you're keeping up with your own electronics needs then you can buy electronics if you want to build a bunch of schools/labs or whatever polymers should be easy to make, because fuel is easy to make. as soon as i get the early game fuel tech i usually put down a polymer factory and set it to low priority, so it acts as a labor sink to collect any otherwise unemployed colonists in my initial dome cluster
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# ? Jul 5, 2019 13:32 |
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I did it. I survived Mars.
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# ? Jul 10, 2019 21:20 |
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My favorite thing to do in mid-game is kidnap exceptional colonists from the other colonies. You get great perks!
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# ? Jul 11, 2019 00:51 |
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Shibawanko posted:I did it. I survived Mars. Man this game looks really great for what it is. I need to get back into playing it.
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# ? Jul 11, 2019 14:35 |
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NatasDog posted:Man this game looks really great for what it is. I need to get back into playing it. I don't know if I would have enjoyed this game as much without the green planet expansion, I am a sucker for games that let you do gardening and this game does. I just wish the terraforming was a bit more sophisticated, it'd be really cool if you had to manage a certain mixture of specific real gases (like nitrogen, oxygen etc) instead of just "atmosphere", but I guess I'm one of the few people who would enjoy that.
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# ? Jul 11, 2019 21:01 |
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actually that would be quite awesome. you could have decisions like bulking up on greenhouse gases early so as to get a thick, warm atmosphere quickly, and then have to deal with it down the line
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# ? Jul 11, 2019 21:08 |
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I've been reading The Mars Trilogy by Kim Stanley Robinson of late, so count me in for ott teraforming details. Would love to see another DLC that explores the political side of Mars and Earth much like the books dealt with.
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# ? Jul 11, 2019 21:09 |
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That said I am glad that the logistical systems of this game are not overly complicated. The resources that are physically carted around are in nice colored blocks so you can easily tell at a glance where they go and where they come from. Managing complex gases might slog the game down unless you built the game around that entirely. Incidentally you should check out Oxygen Not Included where managing various gases and liquids while you're inside an asteroid are a thing.
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# ? Jul 12, 2019 05:12 |
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Shibawanko posted:I don't know if I would have enjoyed this game as much without the green planet expansion, I am a sucker for games that let you do gardening and this game does. I just wish the terraforming was a bit more sophisticated, it'd be really cool if you had to manage a certain mixture of specific real gases (like nitrogen, oxygen etc) instead of just "atmosphere", but I guess I'm one of the few people who would enjoy that.
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# ? Jul 12, 2019 11:34 |
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Splicer posted:I've been jonesing for a stupidly realistic terraforming game for years Me too. Aurora ruined me for terraforming in 4X games. And it doesn't even let you smash comets into worlds. I would like it if smashing a comet into Mars was in some way represented on the planet view, though; rather than just a screenshot congratulating you on your 5%.
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# ? Jul 12, 2019 11:43 |
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Splicer posted:I've been jonesing for a stupidly realistic terraforming game for years Yeah something about it seems really fun to me, it'd fit well into a resource management game. Like ideally for me Surviving Mars would focus less on stupid poo poo like casinos and have entertainment come from going on excursions in the rovers to find anomalies through a "fog of war" that needs to be explored by manned rovers, instead of just scanning zones, so that colonists feel more like real scientists instead of just worker drones. That would probably be more like what an actual marsbase would be like after all, the colonists wouldn't be motivated by wanting to play space baccarat, they'd want to go out and see the planet. If you then manage to finally terraform the planet a bit, they'd become able to walk around in unpressurized suits, adding to their comfort, and eventually they'd be able to just wear masks, making it even easier for them to go on long commutes to other areas and making them more comfortable, until you can finally open the doors. The game as it is already has these features, but implements them in a way that isn't quite satisfying, but I still like the way you can transform the landscape over time.
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# ? Jul 12, 2019 12:04 |
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Aethernet posted:Me too. Aurora ruined me for terraforming in 4X games. And it doesn't even let you smash comets into worlds.
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# ? Jul 12, 2019 12:14 |
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# ? Jun 3, 2024 20:50 |
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Splicer posted:My ideal would be randomly generated solar system with realistic-ish orbital mechanics where every planet has a randomly generated atmospheres and resources and your goal is to make one of them reasonably habitable to *something* with options ranging up to "how about instead of shipping ice from this moon to not-mars we instead use asteroid flybys to drop the moon's orbit such the increased tectonic activity reaches the minimum temperature for ice melt and just colonise that instead* I would be quite happy with a game that enabled me to accidentally convert a colony into Io.
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# ? Jul 12, 2019 14:33 |