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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
Note that there is a strong exception to the clustering rule, which is if you're doing the Metatron mystery, when you want to disperse your external buildings widely. On my third shot at it using Paradox and a site with over 600% difficulty total, and it is tough.

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

DropsySufferer posted:

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.

i can recycle a post here

luxury handset posted:


if you click each colonist it should tell you what leisure needs they prefer. they're hidden away in the tooltips. per the wiki, the defaults are:

untrained - social, relax, shop
botanist - relax, shop, luxury
engineer - relax, shop, dine
geologist - social, shop, drink
medic - social, shop, luxury
scientist - social, relax, game
officer - social, relax, exercise

if you build a grocer (shop), a diner (dining, social) and a small garden or two (relax, exercise, play) you can meet full needs for untrained, officers, engineers, and kids, and 2/3 needs for everyone else. then you only need to meet luxury for botanists and medics with arts stores (polymers, which are cheap), engineers want bars to drink at, and then scientists who are super annoying and want either electronic stores which consume expensive electronics, or casinos which have a chance to create gamblers but also provide luxury. for this reason gyms are underrated because they can give colonists the fit perk, which is a health boost as well as lets anyone who has it exercise for fun

likewise, some perks and flaws add leisure modifiers. all alcoholics like to drink, all party animals like to socialize, workaholics can't relax, etc.


so every dome should have grocers big or small, doesn't matter, a diner, and some parks. strongly consider putting a small bar in most domes if not every dome. gyms are very strong if you can spare the space. big parks are also good for the same reason. small art stores are useful for luxury provision in cramped domes. casinos are far better than electronic stores. really avoid building electronic stores in anything but the largest domes, definitely not anything smaller than a medium and even then only very mature colonies with a big surplus of electronics production should have electronic stores. elec stores are expensive and burn through your stockpiles very quickly, and really only scientists and nerds need them

apartments aren't a bad idea, but they are a trap for young colonies. apartments are costly to power and you don't need to stack colonists that high in smaller domes. also, you take a hit from lower housing quality that can be offset later with more technologies, but which cramps your pop growth in the early-mid game. also, crowded domes means more competition for leisure activities, meaning unhappy colonists

i like to use the homes-jobs-leisure rule of thumb when i am setting up a dome. it goes like this

-how many homes am i building in this dome? what is its max population?
-knowing this, how many jobs should i not exceed in this dome? if a dome has 40 max pop but 50 jobs, 10 of those jobs will be tough to fill unless i have adjacent, linked domes with surplus population. also, keep in mind that leisure needs jobs - a grocer(4)/infirmary(4)/diner(4?) setup will take 12 pop for labor, which is one whole housing complex pretty much. you don't need to match pops/jobs, it's good to have a bit more pops than jobs to account for population drift, children, seniors, etc. just don't have more jobs than pops without a plan to make up the difference
-also, if i know my max pop, how many leisure slots do i need? aim to fill at least half of your pop need. you don't need to balance this precisely either, just ensure a balanced coverage and if you have 40 max pop, having 20 leisure spots is adequate. you'll still get some frustrated colonists but not as many, and not as often

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.



Aethernet posted:

Note that there is a strong exception to the clustering rule, which is if you're doing the Metatron mystery, when you want to disperse your external buildings widely. On my third shot at it using Paradox and a site with over 600% difficulty total, and it is tough.

On the plus side one of the early Sponsor Rewards for Paradox is a free Shuttle Hub to get your special sub-orbital jumpjet shuttles. That and a building that generates cash at least gives you a bit of breathing room when spreading out early as Paradox.

Speedball
Apr 15, 2008

The game reccomends you don't cluster TOO much so as to prevent stuff getting wiped out by meteors, but I stilll cluster anyway because I'm a dumb space-hoarder.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
The don't cluster advice only works if you are dealing with a single meteor strike. In a shower it generally covers enough of an area that unless you're establish and have shuttles or a tower to space out and give yourself redundancy you're still going to be obliterated without the defence lasers.

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

Alkydere posted:

On the plus side one of the early Sponsor Rewards for Paradox is a free Shuttle Hub to get your special sub-orbital jumpjet shuttles. That and a building that generates cash at least gives you a bit of breathing room when spreading out early as Paradox.

It does, and is absolutely vital for harder maps where you need to spam mining colonies everywhere to keep up with your maintenance requirements. I used to not care about dust repulsion, but it's now on my list of must-have techs...

Splicer
Oct 16, 2006

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

HiKaizer posted:

The don't cluster advice only works if you are dealing with a single meteor strike. In a shower it generally covers enough of an area that unless you're establish and have shuttles or a tower to space out and give yourself redundancy you're still going to be obliterated without the defence lasers.
I take it to mean don't have your batteries in the middle of your solar farm

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
I've done my time in maximum hell disaster difficulties.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Speedball posted:

The game reccomends you don't cluster TOO much so as to prevent stuff getting wiped out by meteors, but I stilll cluster anyway because I'm a dumb space-hoarder.

eh, even on 4 meteor maps a direct barrage of meteors plastering a dome cluster is more dangerous to colonist sanity than your actual physical infrastructure

there's a lot of stuff you should do differently if you're doing some kind of 500% hell challenge scenario but that's generally not what someone's doing in their first few colony attempts

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
I found that on high meteor maps the problem is that they tend to wipe out a lot of your drones which can make recovering difficult.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

HiKaizer posted:

I found that on high meteor maps the problem is that they tend to wipe out a lot of your drones which can make recovering difficult.

drones can get wiped out... drone prefabs can't, if you're quick

appropriatemetaphor
Jan 26, 2006

I'm running SpaceY 500% (for the cheevo) as my first run and finding a spot that was 100% dust storms has worked out pretty well. They're sorta a pain but not like the meteors where your stuff can get destroyed.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

luxury handset posted:

drones can get wiped out... drone prefabs can't, if you're quick

That's a good strategy but it's also an annoying amount of tedium...

Speedball
Apr 15, 2008

The event they added in Green Planet where a meteor made of space garbage is headed for Mars is pretty great. Not only is it a straight-up Futurama reference but you can shoot it down and it turns into fertilizer, making your planet greener!

Heffer
May 1, 2003

I played at release and then picked it up again lately. The story bits are all really really good.

Flipswitch
Mar 30, 2010


I completed the dreamers quest today. It was pretty sweet!

Speedball
Apr 15, 2008

Dreamers is pretty okay considering the worst that happens is some people fall unconscious for a while. The writing is superb.

Willie Tomg
Feb 2, 2006
Dreamers is like Childhood's End took some zoloft but its definitely cool enough that I don't mind the changes to one of my favorite Feeling Incredibly Sad Sci-fi Stories. It's kind of funny how the tech for Green Planet was proofed in the "dreams" and you spend the entire terraforming arc making it a reality.

Filthy Monkey
Jun 25, 2007

I've been kind of obsessed with this game over the past few weeks, but I feel like develop my colony super slowly compared to most people I see here. Does it matter at all, from a gameplay perspective? From what I've seen there doesn't seem to be any real time pressure. I always seem to sit on my initial three or so domes for a long time while I research and develop my initial industry. Like, my day 80 is something like this.


I have gem architecture researched and am researching mohole. I figure my next set of domes will be those diamond domes. They do take a lot of stuff to make though.

Filthy Monkey fucked around with this message at 23:39 on Aug 5, 2019

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
nah, this is a chill game. play it at your own pace

drat how bored are your colonists though lol

Flipswitch
Mar 30, 2010


I kinda wish this game had an automated transport route thing like Anno does - It can be a big annoying manually assigning Transport Rovers to stuff and then sometimes they seem to stop working.

dogstile
May 1, 2012

fucking clocks
how do they work?
I just build overlapping drone hubs and depo's

Everything eventually gets spread out everywhere.

Demiurge4
Aug 10, 2011

Flipswitch posted:

I kinda wish this game had an automated transport route thing like Anno does - It can be a big annoying manually assigning Transport Rovers to stuff and then sometimes they seem to stop working.

I really want trains instead of the flyer. Put down a few hubs and designate minimum stockpiles and watch your trains move goods through your base. It’d be neat if there were stages to the game with the rover and drone stage just being the early one. Make drones be for prefabs and simple buildings and higher tier stuff has to be built by colonists in construction jobs.

Flipswitch
Mar 30, 2010


dogstile posted:

I just build overlapping drone hubs and depo's

Everything eventually gets spread out everywhere.
I'm doing this at the moment, combined with 3x Shuttle Hubs, but my one set of domes goes through an unholy amount of food and I tend to get a starving message once per Sol as my stuff isnt shifting my Food fast enough to them before their Agri Domes poo poo out a ton of food. I'm not sure what's going on.

Demiurge4 posted:

I really want trains instead of the flyer. Put down a few hubs and designate minimum stockpiles and watch your trains move goods through your base. It’d be neat if there were stages to the game with the rover and drone stage just being the early one. Make drones be for prefabs and simple buildings and higher tier stuff has to be built by colonists in construction jobs.
This would be sweet. I wish the colony building stuff had a tiny bit more depth to it.

Splicer
Oct 16, 2006

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

Flipswitch posted:

I'm doing this at the moment, combined with 3x Shuttle Hubs, but my one set of domes goes through an unholy amount of food and I tend to get a starving message once per Sol as my stuff isnt shifting my Food fast enough to them before their Agri Domes poo poo out a ton of food. I'm not sure what's going on.
Add another food stockpile outside each living base to give them a bigger buffer?

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.



Seriously, a rail line as a sort of mid-tier or alternate high-tier solution to moving inventory and people between distant places would be amazing.

Flipswitch
Mar 30, 2010


Splicer posted:

Add another food stockpile outside each living base to give them a bigger buffer?

Yeah I tried this but they didn't seem to fill very quickly. I'm already sort of daisy chaining food to them, I've finished that file though and am moving onto my next one. I just finished playing Brazil and I'm not sure who to try next!

OwlFancier
Aug 22, 2013

Filthy Monkey posted:

I've been kind of obsessed with this game over the past few weeks, but I feel like develop my colony super slowly compared to most people I see here. Does it matter at all, from a gameplay perspective? From what I've seen there doesn't seem to be any real time pressure. I always seem to sit on my initial three or so domes for a long time while I research and develop my initial industry. Like, my day 80 is something like this.


I have gem architecture researched and am researching mohole. I figure my next set of domes will be those diamond domes. They do take a lot of stuff to make though.

The game grades you based on how fast you can complete objectives and you do have one to complete by day 100.

But otherwise no, you can take as long as you like. Some mysteries might make your life pretty rough if you don't have the means developed to handle them in time but otherwise you can go at whatever pace you want.

Filthy Monkey
Jun 25, 2007

Yeah, I had purposefully set the mystery to the philosopher's stone, since it seemed like a pretty chill one. Put some sterling generators next to rocks, get some free rare minerals forever.

I started with some wind turbines when I was poor, but after exporting some rare minerals it is all sterlings. I figure polymers are basically resource-free, just taking manpower, and five electronics per sterling isn't too bad. The ones near the phlisopher stones I leave closed, while my base's power generation is two scrubbers in radius of each other with open sterlings in their radius.

Filthy Monkey fucked around with this message at 13:43 on Aug 6, 2019

Gadzuko
Feb 14, 2005

Flipswitch posted:

Yeah I tried this but they didn't seem to fill very quickly. I'm already sort of daisy chaining food to them, I've finished that file though and am moving onto my next one. I just finished playing Brazil and I'm not sure who to try next!

Depots only provide a buffer when the minimum stock is set. If you have it set to hold a buffer and have food sitting around in other depots but you still get shortages then it's just a logistics issue and you need more shuttles to handle the deliveries.

dogstile
May 1, 2012

fucking clocks
how do they work?
I'm sad Stirling generators get dust damage when inside domes. I splurged and spent a huge amount on gen prefabs, put them in a mini dome. Imagine my disappointment.

Flipswitch
Mar 30, 2010


Gadzuko posted:

Depots only provide a buffer when the minimum stock is set. If you have it set to hold a buffer and have food sitting around in other depots but you still get shortages then it's just a logistics issue and you need more shuttles to handle the deliveries.
Yeah I was setting them to minimum of 30 tons and just nothing was happening, may just be a shortage of shuttles from doing every task.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Flipswitch posted:

I kinda wish this game had an automated transport route thing like Anno does - It can be a big annoying manually assigning Transport Rovers to stuff and then sometimes they seem to stop working.

you can command transports to collect resources via the trade route option, and transports can also collect from depots and distribute to depots

if they stop working it's because there were no more resources of the specified type to collect within the designated area or depot

agreed it's not really ideal though. i wish we could designate some depots to be distributors and some to be collectors and you could flag them as pickup locations for automated transports

Flipswitch posted:

I'm doing this at the moment, combined with 3x Shuttle Hubs, but my one set of domes goes through an unholy amount of food and I tend to get a starving message once per Sol as my stuff isnt shifting my Food fast enough to them before their Agri Domes poo poo out a ton of food. I'm not sure what's going on.

build more food distribution inside the dome. a single grocer only holds like 10 food, so colonists can deplete them faster than they can be restocked by drones. you could have hundreds of food crates sitting outside and the bottleneck could be the distribution source, though colonists will go fetch "raw" food boxes and eat them for a mood penalty

also make sure your grocers are set to high priority, so they get restocked first and so that in a labor shortage all your grocery clerks don't gently caress off somewhere

Filthy Monkey posted:

I started with some wind turbines when I was poor, but after exporting some rare minerals it is all sterlings. I figure polymers are basically resource-free, just taking manpower, and five electronics per sterling isn't too bad. The ones near the phlisopher stones I leave closed, while my base's power generation is two scrubbers in radius of each other with open sterlings in their radius.

stirlings are expensive up front but after that they are the best/cheapest power generation source for sure

Mr. Fall Down Terror fucked around with this message at 14:48 on Aug 6, 2019

DropsySufferer
Nov 9, 2008

Impractical practicality
I just learned this by pressing the bracket keys [ ] it let's you cycle between alternative designs of buildings and lakes! It's too bad I found this out at the end of my last game so all my buildings look the same.

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
More mid-game logistic options would be cool, I agree. Shuttles are way too good once they're up and running, to the point where they're something you should beeline for.

Give us a monorail drat it.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
Yeah, moving goods by flying shuttles seems infuriatingly inefficient. We're building society on a barren planet, dammit!

Flipswitch
Mar 30, 2010


How good is the Russian rover? Giving them a go but the waste seems a bit large

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:

How good is the Russian rover? Giving them a go but the waste seems a bit large

It's huge, especially when mixed with a transport rover to pick stuff up. Obviously any deposits near your base are better serviced by a normal mine but you can grab deposits all over the map without any real resource cost.

Flipswitch
Mar 30, 2010


Alkydere posted:

It's huge, especially when mixed with a transport rover to pick stuff up. Obviously any deposits near your base are better serviced by a normal mine but you can grab deposits all over the map without any real resource cost.

Yeah that is actually pretty good for remote deposits I don't want to settle near now i think about it

E: What do people like to pair with Russia? Ogliarch for fuel bonuses?

Flipswitch fucked around with this message at 22:46 on Aug 6, 2019

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Willie Tomg
Feb 2, 2006

Flipswitch posted:

Yeah that is actually pretty good for remote deposits I don't want to settle near now i think about it

E: What do people like to pair with Russia? Ogliarch for fuel bonuses?

Yep. There are a few sponsor pairings that are like peanut butter and jelly in terms of synergies and that's one of them.

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