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StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Wafflecopper posted:

SM's music isn't awful, but I'll never understand why people listen to videogame music. To me even the best of it gets repetitive real fast and is never as good as music by any actual band or artist that I like. Then again I wouldn't listen to the same band for hours on end as I play a videogame either so maybe I just have a short musical attention span.

https://www.youtube.com/watch?v=J46RY4PU8a8

I know you're not going to listen to this or let your mind be changed, but like, come on. You cannot tell me that video game music is bad. There's so much of it and it's so diverse and it's so often made with love and passion that's as "pure" as any band just doing it for love of music.

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Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
Anyone who hasn't heard the Frozen Synapse soundtrack ought to look it up. It's my go-to for "Oh gently caress that deadline is almost here, I need to drown out every possible distraction and focus."

E: https://youtu.be/R-HojwcZJKA

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler

Wafflecopper posted:

SM's music isn't awful, but I'll never understand why people listen to videogame music. To me even the best of it gets repetitive real fast and is never as good as music by any actual band or artist that I like. Then again I wouldn't listen to the same band for hours on end as I play a videogame either so maybe I just have a short musical attention span.

Music is what makes this dreary life livable.


StrixNebulosa posted:

https://www.youtube.com/watch?v=J46RY4PU8a8

I know you're not going to listen to this or let your mind be changed, but like, come on. You cannot tell me that video game music is bad. There's so much of it and it's so diverse and it's so often made with love and passion that's as "pure" as any band just doing it for love of music.

Thank you for this.

Speedball
Apr 15, 2008

By the way, while most of the mods out there are only so-so, the ones made by one "Silva" are freakin' amazing, complete with 3D assets he made himself. Lots of pretty good buildings with interesting new functions. One's a geothermal plant that makes a little atmosphere and employs geologists to produce power, which gives geologists something to do after all the mining is done. I love it. A bunch of new spires and other interesting things like a toy shop that satisfies "gaming" besides the casino or electronics shop.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Hollywood Bowl has performed video game music with the Los Angeles Philharmonic so yeah it’s real music. I used to not listen to it either but it’s really improved in the last five years or so.

Yngwie Mangosteen
Aug 23, 2007
Buncha people ITT acting like Chrono Trigger never got made. :colbert:

Shibawanko
Feb 13, 2013

Wafflecopper posted:

SM's music isn't awful, but I'll never understand why people listen to videogame music. To me even the best of it gets repetitive real fast and is never as good as music by any actual band or artist that I like. Then again I wouldn't listen to the same band for hours on end as I play a videogame either so maybe I just have a short musical attention span.

Yeah I don't care for videogame music that's stringy and "spacey" at all, it just sounds kind of boring to me. Some videogame music is listenable but I'm mostly thinking old RPG's on the SNES and stuff, and even then it's just nostalgia.

I turned SM's music off pretty quickly and just listen to lectures or regular music instead, with the sound effects on.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
A lot of video game music is made by real life composers and artists, and even when it's just some serviceable synth ambient that the developers threw together it's still music. It's just some dumb fine/vulgar art poo poo that nerds obsess about.

e: the only real music was made by 17th century paedophiles wearing powdered wigs

Nosfereefer fucked around with this message at 17:30 on Jul 20, 2019

appropriatemetaphor
Jan 26, 2006

To me the video game music is part of the intended experience. Not going to listen to it outside of the game, but not going to turn it off unless it's distracting or somethin

Shibawanko
Feb 13, 2013

I nearly always turn it off in sim games and casual roguelikes and stuff. FTL has music that matches the game well but it's very samey and it's a long game so why not listen to a history lecture or an audiobook or something? I don't really do it for action games though. One of the reasons I like sim games is that I can combine playing them with some other activity.

For Surviving Mars I liked to put on some country folk bluegrass type stuff, somehow matches the mood of the game well.

Shibawanko fucked around with this message at 09:08 on Jul 21, 2019

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.



Shibawanko posted:

I nearly always turn it off in sim games and casual roguelikes and stuff. FTL has music that matches the game well but it's very samey and it's a long game so why not listen to a history lecture or an audiobook or something? I don't really do it for action games though. One of the reasons I like sim games is that I can combine playing them with some other activity.

For Surviving Mars I liked to put on some country folk bluegrass type stuff, somehow matches the mood of the game well.

FTL's music worked so well because Ben Prunty made two versions of each track you'd hear outside of the main menu and final boss themes. A chiller one would play when things were peaceful and then a more active one during combat, and each track was written so they could jump seamlessly into each other every 4-5 seconds.

Flipswitch
Mar 30, 2010


Do water extractors keep draining water deposits even when storage is full? Or do they stop? I have a outpost fuel refinery which has 2 deep deposits and about 6 large tanks which I'm joining to my main network but its going to skyrocket my production.

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.



Flipswitch posted:

Do water extractors keep draining water deposits even when storage is full? Or do they stop? I have a outpost fuel refinery which has 2 deep deposits and about 6 large tanks which I'm joining to my main network but its going to skyrocket my production.

The pumps only drain/produce as much as they need to meet demand (provided you have enough supply to meet it of course). So it's still good to keep building up vaporators so your pumps are only working at 1/2 or less efficiency. You can totally set things up so you have pumps that mainly run during dust storms when your Vaporators are down. They'll still draw maintenance of course.

Flipswitch
Mar 30, 2010


Alkydere posted:

The pumps only drain/produce as much as they need to meet demand (provided you have enough supply to meet it of course). So it's still good to keep building up vaporators so your pumps are only working at 1/2 or less efficiency. You can totally set things up so you have pumps that mainly run during dust storms when your Vaporators are down. They'll still draw maintenance of course.
Ah awesome, that's good to know. So I'm doing it right by filling up my tanks and then shutting off my pumps and coasting on the vaporators? I just keep an eye on the tanks so when they hit around the 30% capacity mark I turn them back on.

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.



I mean, sure if you want to do it that way. If you're only keeping the pumps on so often it could save maintenance over the long run. It's just that they're also quite happy attenuating their own flow to 0.3 units/hour or whatever you need.

Flipswitch
Mar 30, 2010


Ahhh I gotcha, cheers mate!

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

If you shut the pumps down they will still malfunction over time due to lack of maintenance, so when you need to spin them back up, there will be a delay as your drones fix them.

Mzbundifund
Nov 5, 2011

I'm afraid so.

Sulphagnist posted:

If you shut the pumps down they will still malfunction over time due to lack of maintenance, so when you need to spin them back up, there will be a delay as your drones fix them.

Assuming you built more than one sensor tower, you'll have plenty of warning to get them going before a dust storm though.

Vasler
Feb 17, 2004
Greetings Earthling! Do you have any Zoom Boots?
Did you folks listen to the Mars Vision song contest or Quantum Sonics radio stations? Because Mars Vision is amazing - lots of variety of "pop" ish type of music that sounds like something higher quality than you'd get on a top 40 radio station or something.

I was really surprised at how great that radio station is. There's one song per nation.

I was also pleasantly surprised at how fun this game was to play. I didn't know what to expect and I'm glad I bought it and the season pass.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Vasler posted:

Did you folks listen to the Mars Vision song contest or Quantum Sonics radio stations? Because Mars Vision is amazing - lots of variety of "pop" ish type of music that sounds like something higher quality than you'd get on a top 40 radio station or something.

I was really surprised at how great that radio station is. There's one song per nation.

I was also pleasantly surprised at how fun this game was to play. I didn't know what to expect and I'm glad I bought it and the season pass.

Are these the DLC stations? Been considering getting them, as I do enjoy the music in the base game. Beach music DJed by someone who makes being an arsehole sound delightful is totally my jam.

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.



The Mars Vision channel is DLC and it's basically a big Eurovision parody/love letter. The music on it's great (all of the music is great) but I feel it suffers the worst from "this gets frustratingly repetitive after an hour" syndrome of all the channels.

As said, I just wish there was a "randomize all" channel where I could just listen to every channel at once.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

GuardianOfAsgaard posted:

There’s some amazing video game soundtracks out there, often made by top tier composers, you’re really missing out if you just dismiss them because it was "made for video game".
Country: We're going to war
Me: No thanks
Country: We'll be playing Hell March on repeat the entire time
Me: I have already committed three genocides

Dareon
Apr 6, 2009

by vyelkin
The DJ banter got way too repetitive for me, so I downloaded a Sovietwave Radio mod. Decent Russian synth, very relaxing, occasional voice clips in the songs, but I can't understand Russian so it's just another instrument to me. And no announcer.

Flipswitch
Mar 30, 2010


Is there any specific reasons to go for a Ranch over a Farm other than the types of food and the resources they use up? There's like no comfort meter that raises with variety of foods produced right?

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Flipswitch posted:

Is there any specific reasons to go for a Ranch over a Farm other than the types of food and the resources they use up? There's like no comfort meter that raises with variety of foods produced right?

Ranches employ and are super efficient with untrained people, whereas for a properly functioning farm you need botanists.

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.



Sulphagnist posted:

Ranches employ and are super efficient with untrained people, whereas for a properly functioning farm you need botanists.

They also upset vegans but that's such a minor thing do deal with. But yeah, if you have the spare water/O2 and can afford the longer wait for crops then Ranches are definitely solid. About the only faction I wouldn't use them on is Japan because their Botanists (and all other trained workers) get +10 to their jobs if they're in their specialty. Ranches are non-specialized job so they don't get that +10.

DropsySufferer
Nov 9, 2008

Impractical practicality
20 hours in with 270 colonists 87 sol and I'm entering a death spiral. Lack of machine parts, and lack of metals . The population got old and stopped mining even moving pops they don't produce enough metal and my drones are out of parts to fix the mines. I feel like there is no solution to this and the colony is fundamentally flawed. It was built poorly because I thought I'd always have billions coming in keeping me expanding forever with unlimited resources. I guess WW3 must be occurring because I can no longer rely on funding or exports from earth and that's crippled me. The idea has crossed my mind of abandoning a couple domes but it's just a mess. If I keep going much longer I run of out of polymers have to shut down the ranches and my population starves. No matter what I do the colony is basically doomed.

In the end I let a pipe leak drain all the oxygen and kill all the 200 colonists. The glory of mars is over, the dream is dead. :suicide: losing my 20 hour colony :suicide:

Mars colony MK2 will need to focus on a smaller sustainable scale. The focus of the next colony must be sustainably and cutting myself off from earth as fast possible. I'm aware water will eventually run out and I'll need to switch to moisturizers, what about metal? That is one resource that is limited is as well. By 200 sols I'm assuming I'll have exhausted the map of all resources.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Eventually you’ll hit techs that reveal and unlock deep deposits which have vast amounts of resources, more than enough to last you an entire run. Theoretically if you played long enough you’d still run out but that would be a long rear end game

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
Is that the secret of Surviving Mars? That there is never enough resources for a game to last forever? I mean, great commentary if that’s the case.

Gaffle
Aug 23, 2013

sWAg

No, there's wonders for infinite metal and concrete production, although you might eventually get bogged down in maintenance costs if you expand too much and outpace their production. Then you cover the map in triboelectric scrubbers

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

DropsySufferer posted:

20 hours in with 270 colonists 87 sol and I'm entering a death spiral. Lack of machine parts, and lack of metals . The population got old and stopped mining even moving pops they don't produce enough metal and my drones are out of parts to fix the mines. I feel like there is no solution to this and the colony is fundamentally flawed. It was built poorly because I thought I'd always have billions coming in keeping me expanding forever with unlimited resources. I guess WW3 must be occurring because I can no longer rely on funding or exports from earth and that's crippled me. The idea has crossed my mind of abandoning a couple domes but it's just a mess. If I keep going much longer I run of out of polymers have to shut down the ranches and my population starves. No matter what I do the colony is basically doomed.

The solution to this is a retirement dome. Ban seniors from all other domes so they relocate to a helldome with a tunnel connection to basic services but otherwise nothing but apartments, so they can live out the rest of their useless days with as little impact as possible.

DropsySufferer
Nov 9, 2008

Impractical practicality
I think I'm going to try that I have 59 seniors I could relocate to the small useless connecting domes.
From my save just before everything went downhill.


What I need to fix ASAP is to boost metal production up from 4 to 20+ and get both machine parts plants working and eventually the electronics plants working full capacity. The problem has been colonists would rather do any other job then what's needed.

I feel like I can still save this colony but I'm going to need to massively move the population around to have a chance. Number one issue is power failure due to lack of metals for the solar panels or lack of parts for the wind turbines. Both will kill my food production which will doom the colony.

Strabo4
Jun 1, 2007

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


You could try changing your landing pads over to trade pads and offering food/concrete for metals since they'll send a rocket to pick up the resources you're offering, as well as contacting the other nations directly in case they have a trade route available. However, you'll need a rocket landed on Mars to do the latter. I've been able to get myself out of some pretty close shaves with the help of the other colonies.

The more desperate option is to use that next rocket coming in to summon meteors onto the map using the "Capture Asteroids" project - the mission only costs fuel and most of the time they won't hit your base! You'll get a pretty decent amount of metal (40-50ish iirc) and a few polymer every time you do this. I've sustained colonies that had no metal mines at all using this and it's pretty drat viable.

Also, since you said you're new to the game and it doesn't mention it in the UI, the priority function for buildings includes employment and not just resource allocation. If you do a bit of micromanagement with service buildings and get those seniors into their retirement dome those factories should be able to start producing again.

Edit: Turning off the multiple extractors on one deposit and just leaving one running on each will also massively cut down on your machine parts maintenance usage - the dust from the other nearby operating extractors makes them degrade about 2-3 times as quickly as they would otherwise. The circle around an extractor that shows it's working radius is also how far the dust will travel. That being said, I do like to build extra extractors just in case I end up getting the Nano Refinement breakthrough (extractors keep producing at small amounts when a deposit is emptied) and I never completely demolish extractors since if you roll that breakthrough you can just spin the mines back up!

Strabo4 fucked around with this message at 11:02 on Jul 29, 2019

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

DropsySufferer posted:

I think I'm going to try that I have 59 seniors I could relocate to the small useless connecting domes.
From my save just before everything went downhill.


What I need to fix ASAP is to boost metal production up from 4 to 20+ and get both machine parts plants working and eventually the electronics plants working full capacity. The problem has been colonists would rather do any other job then what's needed.

I feel like I can still save this colony but I'm going to need to massively move the population around to have a chance. Number one issue is power failure due to lack of metals for the solar panels or lack of parts for the wind turbines. Both will kill my food production which will doom the colony.

One of the things the game does really badly is signpost when you're running out of surface minerals and need to build new mines asap. What you can do as a stopgap is request resources from other colonies, who are normally happy to send you 20-30 metals if you're in good standing.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
I think a solid strategy is to just get into the entire Musk lunacy of making a Mars colony into a profitable enterprise. Getting rare mineral export up and running should basically be your first priority, as Earth will be happy to let the entire colony collapse if you fail to pay your bills.
Making sure that you can always call in a shuttle of electronics/parts in a pinch is a lot more important than being completely self sufficient on those fronts.

Yngwie Mangosteen
Aug 23, 2007
Their issue is the ww3 mystery rather than being cash strapped. They can’t order stuff.

Willie Tomg
Feb 2, 2006

DropsySufferer posted:

20 hours in with 270 colonists 87 sol and I'm entering a death spiral. Lack of machine parts, and lack of metals . The population got old and stopped mining even moving pops they don't produce enough metal and my drones are out of parts to fix the mines. I feel like there is no solution to this and the colony is fundamentally flawed. It was built poorly because I thought I'd always have billions coming in keeping me expanding forever with unlimited resources. I guess WW3 must be occurring because I can no longer rely on funding or exports from earth and that's crippled me. The idea has crossed my mind of abandoning a couple domes but it's just a mess. If I keep going much longer I run of out of polymers have to shut down the ranches and my population starves. No matter what I do the colony is basically doomed.

In the end I let a pipe leak drain all the oxygen and kill all the 200 colonists. The glory of mars is over, the dream is dead. :suicide: losing my 20 hour colony :suicide:

Mars colony MK2 will need to focus on a smaller sustainable scale. The focus of the next colony must be sustainably and cutting myself off from earth as fast possible. I'm aware water will eventually run out and I'll need to switch to moisturizers, what about metal? That is one resource that is limited is as well. By 200 sols I'm assuming I'll have exhausted the map of all resources.

Definitely one of the key tricks is not expanding further than the existing population can support. Another key factor is: make your colony cozy enough that citizens screw like rabbits. Everything you make domestically, from resources to martian-based research to people, is a thing you don't have to spend money and rocket space importing. The WW3 mystery is deceptively survivable in this sense because it's basically a skills test for how far you can get before the door closes on trading rare metals for Vaporator prefabs and drones.

Establishing trade with other colonies is very important (food or polymers for metal is pretty much my ideal exchange) but also try to steal people if you think you can get away with it. Even unspecialized colonists filling a slot are less of an efficiency hit than understaffed shifts, and then its more people in your comfortable colony popping out children who grow into citizens who continue to fuel that virtuous cycle.

Also: do EVERY planetary anomaly you can as briskly as you can. Worst case scenario it's some free materials. Often, however, it'll be a breakthrough and you wanna roll as many breakthroughs as your tech tree can accommodate because a lot of them are utterly transformative to how your colony operates. In your specific case, one of the breakthroughs is a medical tech that allows seniors to work and have kids. Having 10 breakthroughs working in the background by sol 100ish all mutually providing bonuses to each other on top of the regular game techs researched by scientists who are making lots of babies and future scientists is a very big deal.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

DropsySufferer posted:

I feel like I can still save this colony but I'm going to need to massively move the population around to have a chance. Number one issue is power failure due to lack of metals for the solar panels or lack of parts for the wind turbines. Both will kill my food production which will doom the colony.

i think your colony is just way too spread out and you're relying a bunch on big solar farms. clustering economizes on both drone labor and the amount of resources you need to invest in infrastructure. also, food is a good thing to supplement with trade imports, if you have the dlc. last war is a tough mystery though if you're not self sufficient by sol 60, at least you can pause expansion and ride it out

also, i never find it worth it to tap ground water except for emergencies, terraforming, or fuel production. instead of using it on life support and then having to switch to vapes, just start with vapes. when you unlock water reclamation spires make farm domes that are nothing but food production, and you'll be swimming in food without having to worry about burning up your water

finally, as a tip, europe is a good stealth starter option. you get paid for researching technology so you have a nice steady flow of money for no effort on your part

here's my current design. there are three principles i use here

-cluster domes to be self contained, self sufficient little groups. keep life support immediately next to each dome to minimize pipe and cable wastage
-each dome complex is entirely within the radius of one drone hub. this reduces how much time drones spend driving around and going long distances
-drone hubs share one hex borders with each other so i can pass materials without relying on shuttles. this is slow but effective enough if you are smart with depot placement

central spaceport adjoining three dome complexes under construction. southeast cluster is fully developed for now. northwest cluster is adjacent to three rare metals. northern cluster is just for education since i have the dreamer mystery



mature cluster of 6 basic domes. note the lucky placement of two metal deposits within but not underneath the dome complex. if a dome had covered the deposit i would have just not built the dome until the deposit was mined out



three dome cluster of medium domes, good for midgame use. there's enough floorspace here for food production, industrial production, and entertainment. the small dome off to the left is just for mining and will be torn down when the deposits are spent



overall placement of structures. instead of spreading all over the map chasing resources i am collecting metal with transports and spreading out with selective dome placement depending on my current needs. the southwest cluster of two basic domes is very long term, i'll start it if i need metals and it's probably going to be a rehab and idiot containment dome



Willie Tomg posted:

Definitely one of the key tricks is not expanding further than the existing population can support. Another key factor is: make your colony cozy enough that citizens screw like rabbits. Everything you make domestically, from resources to martian-based research to people, is a thing you don't have to spend money and rocket space importing. The WW3 mystery is deceptively survivable in this sense because it's basically a skills test for how far you can get before the door closes on trading rare metals for Vaporator prefabs and drones.


absolutely. the real constraint on population is not food or housing, it's jobs. you should aim to have maybe 10-20 vacant jobs at all time, assuming that you have a healthy reproduction rate. this means keeping up with entertainment options to meet diverse colonist needs and placing an infirmary in most domes

Mr. Fall Down Terror fucked around with this message at 05:25 on Jul 30, 2019

DropsySufferer
Nov 9, 2008

Impractical practicality
The building domes around a resource is a good tip. I'm going to try it with a deep metal vein I found. This first colony has been a mess of trial and error.

I was able to request metal from other countries and pulled myself out of the death spiral. I'm doing well now and I just got a fusion plant and I have the breakthrough that removes the need for workers on it as well. So I have effectively unlimited power now. The only resource I'm truly limited is really people. I need colonist to stay and the population to grow at this point. My next plan is to put everyone in smart complexes and see if that fixes the birthrate. I have 100 vacant job slots so there is still this issue.

The real question I want to ask is how should I set up my services? I put a small spacebar here and there a diner around and maybe some electronic stores. I have access to a mega mall which is working ok in one dome. The problem I see is the colonists are always unhappy certain buildings are closed. I wish I knew what they wanted exactly. It also appears apartments are a bad idea unless you have seniors to throw them into.

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Willie Tomg
Feb 2, 2006

DropsySufferer posted:

The building domes around a resource is a good tip. I'm going to try it with a deep metal vein I found. This first colony has been a mess of trial and error.

I was able to request metal from other countries and pulled myself out of the death spiral. I'm doing well now and I just got a fusion plant and I have the breakthrough that removes the need for workers on it as well. So I have effectively unlimited power now. The only resource I'm truly limited is really people. I need colonist to stay and the population to grow at this point. My next plan is to put everyone in smart complexes and see if that fixes the birthrate. I have 100 vacant job slots so there is still this issue.

The real question I want to ask is how should I set up my services? I put a small spacebar here and there a diner around and maybe some electronic stores. I have access to a mega mall which is working ok in one dome. The problem I see is the colonists are always unhappy certain buildings are closed. I wish I knew what they wanted exactly. It also appears apartments are a bad idea unless you have seniors to throw them into.

Smart homes are gonna pinch you HARD on electronics unless you're ready for it. A regular living quarters gets you most of the way to that comfort level for only concrete. It's easier to pay the maintenance on a second dome connected with a passage than it is to pay for a handful of smart homes.

Sight unseen I 100% guarantee your problem is that people are too sad to pop out kids. If you mouse over a dome's average comfort you can see unfulfilled needs. Luckily you're playing the USA: build more drat malls. Malls are busted because they serve literally every single need except for health services. You can get by building nothing but decent housing, malls, infirmaries, education and industry. In that sense USA is kind of boring, really. If you're building a lot of apartments, then I'm guessing the problem is due to a colony-wide labor shortage due to everyone being depressed that they live in dense slum housing, so you're understaffed in the mall and other service buildings (which guts your service quality, which makes people angry) and what people you have are getting pissed that all the service buildings providing lovely service are full of other people (which makes them real angry).

If you stop trying to build so tall in one dome and start building networks of domes--and yes, you want to build around clusters of desirable deposits--building good quality housing with enough service capacity to fill everyone's desires, you'll kickstart that virtuous cycle of happy colonists making lots of kids who grow into happy colonists who make happy kids etc. Most factions are limited by needing to build different services for different people (geologists like to drink, scientists are gamers, and NOBODY likes to eat food that didn't come from a diner or grocer), but because of the USA's malls you can just sprawl in every direction forever throwing down an infirmary and a mall for every 4 living quarters or 2 apartments--because you see a mall can serve 10 people at a time, and needs 5 workers covering each of three shifts, so that housing will staff the mall and also fill its capacity. Any colonist with any desire will walk into that mall and have a good enough time.

There's a method to the madness of keeping people happy as non-US sponsors, but if you're building malls then you really don't have to confront it yet. You're just balancing a function whose variables are service capacity, total population and available unskilled labor and keeping everyone happy enough to procreate.

e; also i must stress, your first FOUR colonies will be a mess of trial and error :v: If you're rolling on a hard mystery as a non space program sponsor with default rules and you're clearing sol 200, you're doing seriously well overall. This game is not huge on explaining itself.

Willie Tomg fucked around with this message at 09:37 on Jul 30, 2019

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