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LonsomeSon posted:Yeah, so far as I know all buildings within a dome's influence hex count as being part of that dome for work slot purposes. You are still eating a Sanity hit for working outside on top of a Comfort hit from...having to ride a slidewalk. OwlFancier posted:Exterior jobs can be filled by residents of any dome in range of the job as far as I'm aware. luxury handset posted:citizens only work externally within the radius of their home dome, but one of the advantages of dome clustering is that you can have an external job site within the radius of multiple domes I still like the idea of domes that can support their own populace's major non niche needs as mentioned too (outside of supplies being delivered). But even ignoring the practicality of connections, it would probably feel silly to have two or three domes next to eachother that I left disconnected essentially out of spite anyways. Section Z fucked around with this message at 09:36 on Oct 23, 2019 |
# ? Oct 23, 2019 09:30 |
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# ? Jun 4, 2024 06:24 |
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Platonicsolid posted:CAROUSEL! RENEW! RENEW! Nice to see some appreciation for the classics.
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# ? Oct 23, 2019 10:38 |
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Hi folks, I wanted you to know I just made a City/Village building megathread here. Please leave comments in the the thread.
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# ? Oct 23, 2019 19:08 |
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If you're building connections between domes, that means you have at least one large building site per dome which cannot, in fact, fit a large building in it, but probably can fit three small buildings in it. If you're building in trios, that means you have a guaranteed six small building sites per dome that need to be filled, so there is a good chance you can put some service buildings in there for the residents, or some extra housing in service/work domes.
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# ? Oct 23, 2019 19:11 |
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I suggest 4 domes, with number 4 being the freeloader dome that exclusively houses children and seniors. Make them live in apartments with no amenities because who gives a poo poo if they're unhappy, they don't work anyway. I just wish there was automated food dispensers because then I wouldn't even need to connect them once you have shuttles. Lexorin fucked around with this message at 19:32 on Oct 23, 2019 |
# ? Oct 23, 2019 19:20 |
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Dependng how tight you are on water/space, you can make a couple tiny triangle domes. One with nurseries/playground/school. One with living quarters and a university. Play with the filters to make them dedicated training places. Wish I could try and train a few more different traits in the School though. Feels skeevy to make people religious. About to do a tech that gives me 100 Tourists in the pool. Might have to make a special place for them. EDIT : Just read a post in steam discussion where someone used only Tourists to make a pure Martianborn population. Tylana fucked around with this message at 19:28 on Oct 23, 2019 |
# ? Oct 23, 2019 19:25 |
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Tourism is one of the things in this game that could use an overhaul. Since you get paid upfront for taking tourists there's no penalty for just dumping them into an empty dome so they get earthsick and leave asap. They should be able to leave bad yelp reviews for mars or something lol Oh yeah I also think it would be nice to have an option for a tourist rocket distinct from a colonist rocket because I don't like having to mess with the passenger trait filters past the early game. Gaffle fucked around with this message at 19:42 on Oct 23, 2019 |
# ? Oct 23, 2019 19:35 |
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Continued newbie report. Decided to try Paradox Interactive as a sponsor for fun. Figured I'd go futurist for cheaper Breakthroughs as that's something they do. Chose a promising random map place. Starting on a big mesa (about 1/3 of the map) Concrete, a few vistas, some good water (though one in a crater that was pretty slow to cut a ramp into). But not Rare Metals, not many anamolies. Restarted to focus on the time limited sponsor goal. Was... struggling in an interesting way. Trying to keep up with maintence with a Small Mechanics Factory until I could refuel and get some more colonists to expand. Got a second batch of peeps in. Explored an anamoly with my rocket. Blew up my rocket. Welp.
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# ? Oct 25, 2019 23:47 |
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Paradox is very tricky because their other gimmick, their special building that has random video games that may or may not be profitable, is a gamble and not something you can really rely upon. The extra breakthroughs are nice though.
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# ? Oct 26, 2019 03:06 |
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I had a really good run as Paradox and had four Game Dev Studios running continuously. Maybe I just got lucky? Just starting on a Japan game now...the colonists recruiting hit is crimping my style more than I'd expected.
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# ? Oct 27, 2019 14:17 |
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Japan is probably my favorite sponsor, but you really need to get the babymaking going. Get all of the comfort upgrades you can. A medical center spire with all of the baby-related upgrades is also really helpful. I do like the automatic metal extractors. With those, it is very easy to keep big solar energy farms running at the start. I typically use solar only until I eventually switch over to triboelectric-scrubbed sterlings.
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# ? Oct 28, 2019 00:36 |
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My first breakthrough last time I played Japan was cloning which was amazing. Solved a lot of my population problems.
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# ? Oct 29, 2019 10:59 |
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My population problems are getting filthy humans all over my beautiful robot paradise
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# ? Oct 29, 2019 11:16 |
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Splicer posted:My population problems are getting filthy humans all over my beautiful robot paradise Yeah I just hit 1k on my current embark and I'm clearly past the pop growth inflection point into asymptotic territory. I've got the Incubator mod which in theory is more effective than default settings in restricting pop growth to designated domes and aggressively shipping newborns away from their parents and into educational hellscape domes, I ought to take a look at that before pop growth outpaces our ability to build new domes and houses. I snagged every Silva mod which looked vaguely interesting and I have to say that being able to plop geothermal plants near any dome for reliable all-night power and atmosphere progress is pretty OP. The Advanced Fuel Refinery on another hand doubles power and water consumption for like 80% more base capacity so feels a lot more balanced. Modular Apartments on the final hand is loving rad!
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# ? Oct 29, 2019 16:29 |
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I'm at the stage where I have over 100 colonists and holy crap are they stone stupid. Geologists working in the diner while a rare metal extactor sits dormant, the infirmary unstaffed next door to the bar fully employed with medics. What can I do about this poo poo aside from painstakingly manually assigning jobs with the horrible UI?
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# ? Oct 30, 2019 03:44 |
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Sandwich Anarchist posted:I'm at the stage where I have over 100 colonists and holy crap are they stone stupid. Geologists working in the diner while a rare metal extactor sits dormant, the infirmary unstaffed next door to the bar fully employed with medics. What can I do about this poo poo aside from painstakingly manually assigning jobs with the horrible UI? I use a mod called Career AI https://steamcommunity.com/sharedfiles/filedetails/?id=1606337956. It generally cleans this up but isn't perfect; way better than default, though.
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# ? Oct 30, 2019 03:55 |
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You can set buildings to only use the right kind of specialist. I also find it rejiggers itself okay if you give it a little time. Check priority levels too.
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# ? Oct 30, 2019 04:14 |
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Yeah set your domes to prefer the kinds of specialists that are supposed to work there, this is how you used to have to do it before tunnels were put in, they'll eventually move around
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# ? Oct 30, 2019 04:18 |
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Sandwich Anarchist posted:I'm at the stage where I have over 100 colonists and holy crap are they stone stupid. Geologists working in the diner while a rare metal extactor sits dormant, the infirmary unstaffed next door to the bar fully employed with medics. What can I do about this poo poo aside from painstakingly manually assigning jobs with the horrible UI? you can set priorities for building employment to high/med/low and this will help the job placement AI. i typically set entertainment buildings to low. you'll need to keep an eye on your job/colonist ratio and ensure you're not building too many extra jobs but you shouldn't be doing that anyway
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# ? Oct 31, 2019 02:25 |
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Overbuilding for the number of colonists I had a available was one of the biggest traps I fell into early game. Once you realize that mistake and stop doing it, the AI behaves a lot more responsibly. That said, it still requires a bit of micromanaging if you're trying to min/max your colonists, but I'm not that OCD. I think my biggest complaint is that shuttles don't seem to want to pick up more than one colonist at a time from a dome, so if you re-purpose one to be say a lab/retirement dome after a nearby mine dried up, it can take quite a bit for everyone to resettle. It'd be nice if shuttles would queue up at every possible exit instead of single file.
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# ? Oct 31, 2019 14:42 |
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I've started using the Martian University as a kind of buffer. Have more colonists than jobs and put an MU at minimum priority to soak up the overflow.
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# ? Oct 31, 2019 15:17 |
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I know it's only random if you get it, but that "automated service industry" breakthrough that lets you expend electronics so that service buildings like diners run without humans takes off SO MUCH pressure. I love it.
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# ? Nov 2, 2019 22:14 |
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Ia there a good way to deal with all these loving seniors? Holy poo poo they just eat and breath and do nothing
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# ? Nov 2, 2019 23:37 |
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Sandwich Anarchist posted:Ia there a good way to deal with all these loving seniors? Holy poo poo they just eat and breath and do nothing Techs to extend a colonist's life (STEM cell research makes youth and adult phases last longer) or make them work even as Seniors (Forever Young breakthrough)...or you make a EUTHENASIA DOME!
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# ? Nov 3, 2019 01:28 |
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Sandwich Anarchist posted:Ia there a good way to deal with all these loving seniors? Holy poo poo they just eat and breath and do nothing Make a nice, fun elderly-only dome! Then turn off the air
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# ? Nov 3, 2019 01:34 |
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Doesn't killing them reduce applicants by a shitload though?
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# ? Nov 3, 2019 01:58 |
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Sandwich Anarchist posted:Doesn't killing them reduce applicants by a shitload though? By the time you have enough elders around causing problems you should be having plenty of kids anyway.
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# ? Nov 3, 2019 02:07 |
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Don’t kill them. Just confine them to a dome without services. They’ll either go back to earth or be miserable and irrelevant all for the low low price of a dome and some apartments
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# ? Nov 3, 2019 14:40 |
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Senior Dog posted:Don’t kill them. Just confine them to a dome without services. They’ll either go back to earth or be miserable and irrelevant all for the low low price of a dome and some apartments I forgot that people being upset doesnt penalize you other than them wanting to leave
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# ? Nov 3, 2019 15:27 |
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Martian born low comfort is a bit less convenient than Earth sick
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# ? Nov 3, 2019 17:19 |
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Is there a solid guide or explanatory Let's Play for the post-Founders phase? I am new to the game (clearly) and don't really know what I'm doing. I'm basically playing on the easiest non-cheat settings just to get an idea of the production chains and such, but before Sol 10 I feel like I'm needing to constantly call in resupply for advanced parts since I don't have anything like the production or manpower necessary for setting up that type of production just for maintenance and building out.
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# ? Nov 9, 2019 16:15 |
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Locke Dunnegan posted:Is there a solid guide or explanatory Let's Play for the post-Founders phase? I am new to the game (clearly) and don't really know what I'm doing. I'm basically playing on the easiest non-cheat settings just to get an idea of the production chains and such, but before Sol 10 I feel like I'm needing to constantly call in resupply for advanced parts since I don't have anything like the production or manpower necessary for setting up that type of production just for maintenance and building out. If you're calling in resupplies that often, you are overextending. Focus on services and population centers to get manpower, and then start building up. You should work on getting a metal and gold extractor going along with a couple fuel depots asap. Polymer production is the easiest thing to get up and running, and gold exports will make you a lot of money. Don't use supply pods unless it is an emergency, they will burn through your cash quick.
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# ? Nov 9, 2019 16:28 |
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Or just be Brazil and export tons of rare metals and extend all you want. edit : either way tho 2 things that really help out early game is getting a polymer factory and a small machine parts factory rolling, along with a rare metals extractor for any of the sponsors really. ded fucked around with this message at 18:02 on Nov 9, 2019 |
# ? Nov 9, 2019 17:55 |
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Locke Dunnegan posted:Is there a solid guide or explanatory Let's Play for the post-Founders phase? I am new to the game (clearly) and don't really know what I'm doing. I'm basically playing on the easiest non-cheat settings just to get an idea of the production chains and such, but before Sol 10 I feel like I'm needing to constantly call in resupply for advanced parts since I don't have anything like the production or manpower necessary for setting up that type of production just for maintenance and building out. 1-2 drop-pods of supplies are one thing but if you're "constantly" doing it then you're probably doing something wrong. Most likely you're building way too many advanced buildings (like wind turbines instead of cheap solar panels). Also don't build mines until you have the colonists to support them. Go slow. Build up, don't rush.
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# ? Nov 9, 2019 18:07 |
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When I was poking videos quill18 and Skye Storme were fun and mostly made sense to me (though some will be in the old version pre-terraforming tech and stuff). Unless you have a challenge, or are chasing a timed sponsor goal, there's no time limit (I think?). Also I was a new player with different questions in the last few pages, so maybe the anwsers there will help. I think I also ended up googling how comfort and stuff works. And found this https://www.steamah.com/surviving-mars-comfort-sanity-health-and-morale-guide/ useful, but I don't know if it's entirely accurate. I'd also kind of suggest not playing IMM. They don't really... help you learn anything? But, finally, hope you are enjoying the game and find a way to the fun!
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# ? Nov 9, 2019 18:14 |
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Tylana posted:When I was poking videos quill18 and Skye Storme were fun and mostly made sense to me (though some will be in the old version pre-terraforming tech and stuff). Unless you have a challenge, or are chasing a timed sponsor goal, there's no time limit (I think?). e: I wonder if it would be better if milestones were global events or personal events, with the colony who gets there first just getting a bigger bonus. Like the colony gets research and money and everyone else gets to choose one or the other, either when it's first completed or when they complete it themselves. No matter what the icon for another colony approaching a milestone shouldn't be the big red "oh gently caress" icon and someone else finishing it shouldn't say you "failed". Splicer fucked around with this message at 12:26 on Nov 10, 2019 |
# ? Nov 10, 2019 11:32 |
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That eliminates the entire point of it being a competition.
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# ? Nov 10, 2019 16:59 |
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Splicer posted:The milestone competition early on for first dome/human/baby got me into the habit of rushing hard, then I learned a lot of bad habits from trying to catch up on the infrastructure I hadn't built up. That the default Europe/Rocket Scientist combo just hands these to you added to the feel bad of failing them when I'd try something else. You don't need to rush anywhere near hard for those milestones. You also don't need much infrastructure built by the time you are completing them. How fast are you trying to do all of this? The only time I feel I have to rush is when I'm playing India and being picky about where my dome should go since their sponsor goal is have a dome by end of sol 5.
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# ? Nov 10, 2019 17:33 |
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It turns out the version of the game included with the Windows 10 XBox Game Pass (or whatever the hell it's called) is just the base game, and if I want the expansions and such it'll be an additional ~$35 or so. Do the expansions add more stuff to do for the entirety of the game, or is it more later game stuff? I'm having enough fun
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# ? Nov 11, 2019 15:42 |
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# ? Jun 4, 2024 06:24 |
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Locke Dunnegan posted:It turns out the version of the game included with the Windows 10 XBox Game Pass (or whatever the hell it's called) is just the base game, and if I want the expansions and such it'll be an additional ~$35 or so. Do the expansions add more stuff to do for the entirety of the game, or is it more later game stuff? I'm having enough fun All right out the gate poo poo. The terraforming you won't really have the infrastructure built up to really go for it until mid game, but the content is all there right from the get go wrt other colonies and mild diplomacy, plus animal ranches and new sponsors
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# ? Nov 11, 2019 15:54 |