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Flipswitch
Mar 30, 2010


Yeah, thats what I picked and my landing site has 3 1k+ concrete deposits. Go figure. :v:

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Filthy Monkey
Jun 25, 2007

Personally I've been enjoying Japan + Inventor a lot. The wasp drones are a really neat, unique bonus, and inventor means they are as good as they can get. The automatic mineral extractor makes solar power nice early on. You don't need it to be near a dome, so you'll easily have plenty of minerals for solar upkeep, and your super drones will have no problem with servicing. The +10 specialist bonus is good, and definitely makes you want to get a university down fast.

Downsides? One rocket suuuucks early on, but you can certainly build/buy more later. The slow applicant pool means you need to focus on making comfy domes for birthing.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
Yeah, the Russian extractors are pretty much the most powerful special at this point. Getting access to every single surface deposit immediately on the map makes the 50% waste a drop in the bucket.

e: just being able to forgo miner jobs completely also frees up valuable labour early on, so that you can just tech your way past any eventual shortages.

Nosfereefer fucked around with this message at 20:25 on Aug 7, 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
I finally finished my Paradox Interactive / Metatron / Hard Map game, and decided to take it all the way:



The entire colony:



Following this, I have a number of thoughts:

- Being required to pop multiple 'seed vegetation' missions to fill up vegetation is annoying, but these stack - if you research the tech only you'll have lots of missions piling up by the time you need to do them. The bigger problem is that vegetation doesn't interact with game systems in any meaningful way beyond seeds. Open farms can be supported entirely by lakes for soil quality and another open farm for seeds. You don't need to build forestry buildings for anything other than vegetation. Soil quality probably should be unimprovable without having at least lichen or pure water rain, to ensure you have to work on the soil before you can farm.

- The optimal way of housing children is in a ChildDome that has no adults, as children don't need any adult services and can eat from food stockpiles without suffering a comfort hit. This also means that they are the first to starve when food runs low as they don't have the buffer of diners or grocers, but this is also optimal as it means you don't lose adult workers to low sanity. Somehow, the colony runs just fine with all its children dying from starvation. This seems silly - adults should get a boost from the presence of children in the dome and some kind of colony-wide debuff if children start dying.

- Similarly, it's optimal to have a SeniorDome that's just residences or apartments connected to a working dome with service buildings. You don't need to care about the comfort of olds either; they can all go mad and die and all that does is free up more space and lose the occasional applicant, the latter something you probably don't need to care about by the time you need to purge the elderly. Seniors should again offer some kind of buff with their presence in a dome, and you should be able to build a 'Care Home' analogous to the Nursery to ensure they don't take up excessive housing.

- Rival colonies exist largely as a button you can press for resources occasionally and tech, if you're lucky. You can happily lose standing, as it'll improve over time regardless. Trade isn't really useful unless you have excess rockets and resources, and if you have those you probably don't need it anyway. This part of the game needs a great deal of fleshing out - why can't we compete for planetary map resources that have a more enduring benefit than anomalies? Why can't we have remote mining colonies, etc.?

OwlFancier
Aug 22, 2013

Surviving Mars: Children are the first to starve, but this is also optimal.

Shibawanko
Feb 13, 2013

Vegetation should just add comfort beyond a minimum threshold. The rivals are dumb yeah, they add nothing to the game and just annoy you by making you rush objectives

Flipswitch
Mar 30, 2010


OwlFancier posted:

Surviving Mars: Children are the first to starve, but this is also optimal.

Frostpunk doesn't have poo poo on this. :stare:

CainsDescendant
Dec 6, 2007

Human nature




I've had this in my backlog for a while and just started playing with it. I'm really digging it so far, but also a little overwhelmed by all the choices that are being thrown at me early on. Any newbie advice beyond the standard "build stuff, everyone dies, learn something and do better next time"?

Also curious about the DLC's, and if any are worth picking up early on or if I should wait until I have sunk more time into it.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

CainsDescendant posted:

I've had this in my backlog for a while and just started playing with it. I'm really digging it so far, but also a little overwhelmed by all the choices that are being thrown at me early on. Any newbie advice beyond the standard "build stuff, everyone dies, learn something and do better next time"?

Also curious about the DLC's, and if any are worth picking up early on or if I should wait until I have sunk more time into it.

As someone else that came into this game entirely new not that long ago, if you went in with a standard difficulty, it's actually pretty forgiving. My first colony is still trucking along, with me pulling it up out of three or four mini-crises that I ran into by virtue of not knowing poo poo at first.

Shibawanko
Feb 13, 2013

CainsDescendant posted:

I've had this in my backlog for a while and just started playing with it. I'm really digging it so far, but also a little overwhelmed by all the choices that are being thrown at me early on. Any newbie advice beyond the standard "build stuff, everyone dies, learn something and do better next time"?

Also curious about the DLC's, and if any are worth picking up early on or if I should wait until I have sunk more time into it.

Basically, make sure you get a heavy metal mine up and running as quickly as possible, then try to become self sustaining for each resource over time (before your heavy metal deposit runs out). Learn to view domes and colonists as a way of sustaining your resource industry, not the other way aroud, domes and building each cost upkeep and have to have a clear function to justify their existence. Keep upkeep low, production high and expand when needed or profitable.

Get the terraforming expansion. I've never noticed the effects of project laika or the marsvision one I think.

Filthy Monkey
Jun 25, 2007

My advice. Priority 1 with your first rocket is getting fuel and concrete production going. I usually try to set up two moisture vaperators and two fuel refineries, along with one or two concrete extractors. If you have water nearby you can potentially skip the vaperators. I am usually more interested in setting up near rare metals though, rather than worrying about where water deposits are. Getting fuel production up lets you move rockets back and forth to ferry in more supplies, and eventually colonists.

Set up your initial dome near a rare metals deposit. Build some dome services, and bring in your first set of colonists. I usually don't have them do much aside from running basic services, as my goal is to get them comfortable enough to squeeze out a martian baby to end the founder phase. Once the founder phase is done, then it is time to ferry in more colonists, and get them working on farming and mining.

You aren't going to be self-sufficient for a long time, so you are going to need to be profitable. Ship those rare metals back to earth, and use the money to bring in other supplies that you need. Continue from there.

DropsySufferer
Nov 9, 2008

Impractical practicality

CainsDescendant posted:

I've had this in my backlog for a while and just started playing with it. I'm really digging it so far, but also a little overwhelmed by all the choices that are being thrown at me early on. Any newbie advice beyond the standard "build stuff, everyone dies, learn something and do better next time"?

Also curious about the DLC's, and if any are worth picking up early on or if I should wait until I have sunk more time into it.

I think the green planet DLC is essential DLC because it expands the game and let's you terraform Mars.

The advice I'd give is don't use the international mars mission as a starting sponsor. Way too easy and you won't learn how the game really plays because your passenger rockets are bringing 10X the normal amount of food. Use the US or another major power like Europe so the game won't be too difficult but not super easy either.

Early on focus on keeping the colonists comfortable and stay away from apartments and such until you have a large population that can sustain itself. I made this mistake myself and let my colonists get unhappy which means no births. The colony will die off early if you can't grow the population so comfort is important. Of course don't forget about the food supply, it will catch up with you. Outdoor ranches are great for that.

Flipswitch
Mar 30, 2010


Forestation seems to take ages, do the forestation plants actually add to the progress? I'm throwing them down everywhere just to spread some greenery and spend some seeds.

I'm on SOL280 or something with Japan + Inventor and approaching 2k colonists. Every research completed and just trying to get 100% in all terraforming columns. I have something like 12k food and rapidly expanding, I'm just rapidly hurling down storages across the map whilst my shuttle armada just dashes around, it's carnage and I love it.

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:

Forestation seems to take ages, do the forestation plants actually add to the progress? I'm throwing them down everywhere just to spread some greenery and spend some seeds.

I'm on SOL280 or something with Japan + Inventor and approaching 2k colonists. Every research completed and just trying to get 100% in all terraforming columns. I have something like 12k food and rapidly expanding, I'm just rapidly hurling down storages across the map whilst my shuttle armada just dashes around, it's carnage and I love it.

Unless you have a mod forestation plants only add progress up to 40% for some BS reason and you have to use missions to make the value grow past that.

Flipswitch
Mar 30, 2010


Alkydere posted:

Unless you have a mod forestation plants only add progress up to 40% for some BS reason and you have to use missions to make the value grow past that.
Bastards, I'll get this mod. Thanks mate. :)

Talkie Toaster
Jan 23, 2006
May contain carcinogens
Just learnt a great lesson about contingency planning from the Nuke the Ice Caps planetary project. It triggers a 2-3 day long dust storm. My map hadn’t thrown one at me for ~100 sols and my storages hadn’t kept up with population growth.

3 days and 1200/1500 dead colonists later, the value of preparation was very clear.

Flipswitch
Mar 30, 2010


Talkie Toaster posted:

Just learnt a great lesson about contingency planning from the Nuke the Ice Caps planetary project. It triggers a 2-3 day long dust storm. My map hadn’t thrown one at me for ~100 sols and my storages hadn’t kept up with population growth.

3 days and 1200/1500 dead colonists later, the value of preparation was very clear.
I had this happen and had to emergency scramble built some extra storage and water extractions when my moisture vaps all just went offline suddenly. :v:

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

CainsDescendant posted:

I've had this in my backlog for a while and just started playing with it. I'm really digging it so far, but also a little overwhelmed by all the choices that are being thrown at me early on. Any newbie advice beyond the standard "build stuff, everyone dies, learn something and do better next time"?

Also curious about the DLC's, and if any are worth picking up early on or if I should wait until I have sunk more time into it.

-pick europe as a starting sponsor, you get paid for doing research so you don't have to worry so much about exporting rare metal to stay alive
-you can collect basic metal off the ground and also a few polymers, this will sustain you for a while so long as you pay attention to it
-don't outbuild your population. make sure you don't have dozens of unfilled jobs waiting around for colonists. the most important growth curve in the game is population
-use vaporators to hydrate your domes. if you have easily reachable groundwater, use it for fuel production
-make sure you become self sustaining asap. that is, not relying on earth imports to get resources to maintain your infrastructure. early on, a small parts factory and elec factory in your second dome can keep you at least in balance so you aren't trying to scrape up cash to buy parts to repair your stuff

Flipswitch
Mar 30, 2010


There's a really nice mod that lets the Omega Telescope slowly unveil more breakthroughs and its pretty sweet.

CainsDescendant
Dec 6, 2007

Human nature




Thanks for all the advice, folks. Gonna pick up the green planet dlc and put it to use!

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.



luxury handset posted:

-make sure you become self sustaining asap. that is, not relying on earth imports to get resources to maintain your infrastructure. early on, a small parts factory and elec factory in your second dome can keep you at least in balance so you aren't trying to scrape up cash to buy parts to repair your stuff

I'd probably edit this as:
-Work on becoming a Profitable colony and then work that into Self Sustaining. Profitable is easier: either have a sponsor bonus that generates cash or settle near some rare metals. Profitable is easier to manage as you have a nice cash buffer to handle any problems. However as time goes on do your best to reduce your reliance on Earth and eventually turn that Profitability to proper Self Sustaining.

also:
-Bring a few less resources to bring a few more probes on your first rocket. Seriously you only need a handful of polymers for a few batteries when your base is little more than concrete extractors and fuel refineries. 5, maybe 10 will do fine. Or maybe replace a starting RC vehicle with probes. Either way use the weight you freed up for probes so you have a better idea of what resources your map has and bring in the resources or RC vehicles you left behind on supply pods.

OwlFancier
Aug 22, 2013

Personally I stuff my rockets full of electronics and manufacture more or less everything else on site. Machine parts, for example, are just processed metal, which means you can make them with a factory prefab. Metal is available on site, polymer is producable from a prefab factory, food is on site too, the only thing that is difficult is rare metals, because they're dependent on specific locations, while metal you can find in abundance on the surface with a transport rover.

So, I buy a lot of electronics and use that until I can become self sufficient, but then I also don't really do shipments from earth much, other than to burn through the starting cash.

Communist Bear
Oct 7, 2008

Aethernet posted:

I finally finished my Paradox Interactive / Metatron / Hard Map game, and decided to take it all the way:



The entire colony:



Following this, I have a number of thoughts:

- Being required to pop multiple 'seed vegetation' missions to fill up vegetation is annoying, but these stack - if you research the tech only you'll have lots of missions piling up by the time you need to do them. The bigger problem is that vegetation doesn't interact with game systems in any meaningful way beyond seeds. Open farms can be supported entirely by lakes for soil quality and another open farm for seeds. You don't need to build forestry buildings for anything other than vegetation. Soil quality probably should be unimprovable without having at least lichen or pure water rain, to ensure you have to work on the soil before you can farm.

- The optimal way of housing children is in a ChildDome that has no adults, as children don't need any adult services and can eat from food stockpiles without suffering a comfort hit. This also means that they are the first to starve when food runs low as they don't have the buffer of diners or grocers, but this is also optimal as it means you don't lose adult workers to low sanity. Somehow, the colony runs just fine with all its children dying from starvation. This seems silly - adults should get a boost from the presence of children in the dome and some kind of colony-wide debuff if children start dying.

- Similarly, it's optimal to have a SeniorDome that's just residences or apartments connected to a working dome with service buildings. You don't need to care about the comfort of olds either; they can all go mad and die and all that does is free up more space and lose the occasional applicant, the latter something you probably don't need to care about by the time you need to purge the elderly. Seniors should again offer some kind of buff with their presence in a dome, and you should be able to build a 'Care Home' analogous to the Nursery to ensure they don't take up excessive housing.

- Rival colonies exist largely as a button you can press for resources occasionally and tech, if you're lucky. You can happily lose standing, as it'll improve over time regardless. Trade isn't really useful unless you have excess rockets and resources, and if you have those you probably don't need it anyway. This part of the game needs a great deal of fleshing out - why can't we compete for planetary map resources that have a more enduring benefit than anomalies? Why can't we have remote mining colonies, etc.?

That looks extremely pretty and is making me consider installing again! :)

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

Communist Bear posted:

That looks extremely pretty and is making me consider installing again! :)

SM's screenshot mode is great, partly because you can't hear the moans of old people as they're stuffed into domes consisting entirely of densely packed apartments. Also the filters.

OwlFancier
Aug 22, 2013

Please do not disparage the Senescensphere, our retirement arrays store the deteriorating flesh and minds of the colony's obsolete workers with dignity, respect, and minimal maintenence requirements.

Dareon
Apr 6, 2009

by vyelkin
My old people are working and popping out kids until the very moment they go into the tanks and become one with all the people. :colbert:

ate shit on live tv
Feb 15, 2004

by Azathoth

Nosfereefer posted:

Yeah, moving goods by flying shuttles seems infuriatingly inefficient. We're building society on a barren planet, dammit!

The game is a tech-fetishist philosophy so the magic that allows shuttles to exist, is why they are so good. With the way the game is setup trains would be a nightmare just based on the the need to have service depots everywhere. Plus given that a single concrete deposit has less than 1000 concrete in it, how much payload would a train even carry? If it's <45, then a transport rover is better, if it's 100+ then it's such a waste after factoring the cost of building the tracks etc, that I have to ask, what's the point?

If anything, the only time a train would make sense would be the late game after you have your moho mine setup and you want to build a dome complex on the other side of the map and you need to transport food/electronics/machine parts over there.

DropsySufferer
Nov 9, 2008

Impractical practicality
I have to respectful disagree that springfield Mars needs a Monorail. Make it a prestige project to quickly move colonists between domes. With high maintenance costs in exchange.

I’m playing as Japan now with max everything but meteors. It’s pretty crazy. Anyway how can I change their colors? Pink rockets just don’t fit with Japan.
I’m about to look for a mod it’s just silly.

Demiurge4
Aug 10, 2011

DropsySufferer posted:

I have to respectful disagree that springfield Mars needs a Monorail. Make it a prestige project to quickly move colonists between domes. With high maintenance costs in exchange.

I’m playing as Japan now with max everything but meteors. It’s pretty crazy. Anyway how can I change their colors? Pink rockets just don’t fit with Japan.
I’m about to look for a mod it’s just silly.

It's in the command center window, buttom option titled building colors.

feller
Jul 5, 2006


Pink rockets fit with every sponsor always

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
So, the other day Paradox announced Surviving the Aftermath, which is a continuation of the Surviving franchise without being a sequel to SM.

More details later in October and a release set for late 2020.

Not much info as of this writing except a teaser. The teaser seems to show both missiles and meteors, which makes me wonder if we can pick from a variety of apocalypses to rebuild from.

Gadzuko
Feb 14, 2005

Mechanical Ape posted:

So, the other day Paradox announced Surviving the Aftermath, which is a continuation of the Surviving franchise without being a sequel to SM.

More details later in October and a release set for late 2020.

Not much info as of this writing except a teaser. The teaser seems to show both missiles and meteors, which makes me wonder if we can pick from a variety of apocalypses to rebuild from.

That seems like a natural way to work in some variety, choose a disaster type instead of a sponsor. I'm pretty excited for this. Wonder if we'll be able to trade with a successful Mars colony instead of Earth, or the moon or something. More likely it'll be trade with other Earth enclaves though.

It's supposed to hit early access on the Epic store but apparently the retail release won't be exclusive, which strikes me as a good compromise.

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
It would be pretty sweet if the scenarios included post-Wildfire and post-Last War.

dogstile
May 1, 2012

fucking clocks
how do they work?
That sounds like a great idea. I'm into it.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
it's not made by haemimont tho

toasterwarrior
Nov 11, 2011
Yeah, it not being made by Haemimont is probably why it's on EGS only for Early Access. Maybe a new studio that's yet to prove themselves?

DropsySufferer
Nov 9, 2008

Impractical practicality
If it’s not made by Haeminont or paradox directly not interested unless another it’s an established studio.

Was hoping for surviving Europa next ah well. :(

Willie Tomg
Feb 2, 2006
IS Haemimont working on anything right now? I haven't heard much since the last patch for Green Planet dropped.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Willie Tomg posted:

IS Haemimont working on anything right now? I haven't heard much since the last patch for Green Planet dropped.

https://www.mcvuk.com/frontier-signs-up-surviving-mars-developer-haemimont-games-as-its-first-publishing-partner/

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timp
Sep 19, 2007

Everything is in my control
Lipstick Apathy
BUMPING ‘CAUSE THIS GAME IS FREE RIGHT NOW ON THE EPIC GAMES INSTALLER!!

Helloooo I just got this game for free from the Epic installer on Friday and played it for like 8 hours over the weekend and I’m super into it! Haven’t gotten this into an RTS in a long time; played a little bit of Crusader Kings 2 mods several years back and I loved Roller Coaster Tycoon and the SNES Sim City when I was a kid, but that’s about it.

I’ve got about 34 colonists into Sol 28 and another 22 on the way. Two domes and about 1/3 of the map explored.

I’m sure I’ll be back with questions or something at some point but I just wanted to bump this thread since I’d literally never heard of it until downloading it a few days ago. If you’re curious, go get it and explore it with me!

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