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Demiurge4
Aug 10, 2011

It's weird too because connected domes were shown in early screenshots.



Anyway I fired up my first game last night. I picked the Church of the New Dawn because I've watched the streams so I totally know how to play :smug: It hasn't gone well.

First of all you only get 1 rocket, you get 0 sponsor research and rare metals exported yield 20m. Everything so far has been a constant battle against death spiralling out of control, with a total loss of power at least 3 times so far. The first time a dust devil took out my entire powergrid, the second one was a big freeze and the third time was another dust devil. This all happened immediately after my founder stage and I've lost probably 6 colonists to deaths so far and another 8 to earth sickness. The last dust devil also took out my drone hub and drone rover so I had to sit there for a long time until my rocket got back and repaired the grid.



This is fine.

I finally managed to stabilize my colony last night, bringing in more geologists, a pair of medics and some scientists to keep my metal extractor working and went to bed just before another big freeze started. I have doubts I'll survive this freeze but I have ultra sensitive solar panels so I might be able to squeeze through if I stop all other productions.

Game is rad.

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Demiurge4
Aug 10, 2011

That's what the shuttles are for though? I think the early game is supposed to be a series of independent domes with basic infrastructure, loosely connected with the transport rover. I really dig the slow early game, I've made an effort to not go above 2x speed and a lot of the time I'll just go down to normal speed and watch my little colony :3:

Once I get a good base of people I can start going for the martian born techs and from there I think the game will really streamline.

Demiurge4
Aug 10, 2011

I also noticed that Kalypso is still publishing a Tropico 6 this year and I wonder what caused the break for the devs to move over to paradox.

A big beef of mine with Tropico has been their DLC policy and I'm really hoping this game adopts the Skylines model of intermittent expansions and massive mod support.

Demiurge4
Aug 10, 2011

There are deep veins that are low grade (produces slowly) but are infinite. There's also a wonder or two that produces resources.

Demiurge4
Aug 10, 2011

Martian born is a fantastic trait with the techs. No penalties for working outside, no penalties for disaster. Lots of production boosts etc.

Demiurge4
Aug 10, 2011

Why aren't my guys moving between domes? I guess it's too far for them but will they move if I build aircraft? I got 5 homeless in one dome and an empty arcology in the other.

Demiurge4
Aug 10, 2011

That is rad as gently caress.

Demiurge4
Aug 10, 2011

I found a mod tools folder in the game directory. They have a bunch of example mods and the .lua files have notes and documentation on what each line does and how to make it all work, super good.

I'm thinking of trying to do a mod on crops because I really don't like the utility and gene crop techs, they just give slightly better versions of crops and I'd really like it if instead hydroponics could be a real alternative to Moxie's for oxygen generation. I'd also like to make soil quality swing a bit more so you're not just using soybeans and potatoes all game.

Demiurge4
Aug 10, 2011

Okay I've been putting the crop types together and done some basic math and... I hate it. Potatoes will produce 11 food per sol (45 over 4 sols) with an increase to 16ish at 100% fertility. The cost is a dome slice and 6 workers. In comparison a fungal farm will produce 6 food per day and harvests every day with no wait time but uses 2 oxygen, 3 workers and sanity loss for working outside. The superfungus breakthrough is underwhelming for 50% more food and double the oxygen cost, it's not even resource efficient.

I'm still working on it but I figure I'll try to make my mod work better to balance out crop types between the different types of farms and synergise them. Moxies kind of gently caress this up because of how cheap they are, but I want to make it so that a hydroponics and fungal farm together could produce the food and oxygen for a basic dome. With a much higher emphasis on making the hydroponics the most efficient on water and oxygen once you get utility crops, so you could conceivably run a basic dome off a single moxie and water evaporator with the right crop choices.

Demiurge4
Aug 10, 2011

Power and fluids flow through domes at least.

Demiurge4
Aug 10, 2011

It'd be nice if the priority system was more robust too. Like directional valves for water and oxygen so I can put a fuel plant next to my water and a directional valve into a water tank. Then any excess water goes into the tank but if something shuts down the water source it doesn't flow back into the fuel plant and the dome next to the water tower takes everything.

It could also just be used as a first come first serve. Water goes into the dome and flows out to other structures. The dome takes supply priority because it's first in the chain, not because I set it's priority to 3.

Demiurge4
Aug 10, 2011

WhiskeyWhiskers posted:

Any idea what the coordinates were? It looks like a fun map.

I got that same map, but there's a few subtle differences, notice he got a crater in the top left and I got a plateau.



Coordinates are 16S 149E.

Demiurge4
Aug 10, 2011

For you guys talking about crops, I put together a spreadsheet to help me get an overview on how much each crop produces. I want to make a mod that rebalances some of it and I feel like the hydroponics farm should be able to supply enough oxygen for a basic dome to run independently, mostly for that future sci-fi feel.

If you take a look at corn and potatoes, corn produces 20 food for almost literally no other benefit. A lot of these choices are just plain *boring* and you're never incentivized to do anything but potatoes/corn and soybeans. I'm looking for some general thoughts on how to best do this so feel free to comment, I'm going to mess around with values over the next week and see what sticks.

Demiurge4
Aug 10, 2011

Trying to minmax my next church game.

I'm thinking 4 geologists, 3 scientists, 1 botanist, 2 engineers, 1 medic, 1 untrained. The idea is to get a rare metals running immediately and use the infirmary to get babies popping out asap, while running the grocer and infirmary on the second shift so only 2 people can't satisfy shopping and the arcology gives maximum comfort for more births. The first rocket after the initial landing would bring 20 polymers for the first dome + arcology as well as a prefab machine parts. With such an early factory I wouldn't need to ever import parts and I might even be able to swing a second passenger rocket before another supply run for electronics if I get lucky on researching the polymer factory.

Demiurge4
Aug 10, 2011

Started a new Church run with the Last Ark and Amateurs game rules with the oligarch background. Set my first dome up as a small with an archology tower so I can fit in more services and bring the early comfort up high enough to start making babies asap. It's gonna be a slow burn but the small factories are a goddamn godsend, once I get a rare metals mine up I should be basically self sufficient and able to go indefinitely barring any crazy disasters.

Demiurge4
Aug 10, 2011

I lucked out with farms already researched when the first colonists arrived so food isn’t going to be a huge issue here. I’ve already had the first baby born so the founder stage is done, once the first generation grows up I’ll have excess workers to start doing more research but at this point I’m basically throwing everything at the social line.

I went for all youths or young adults and an even split on males and females so I should be okay, no serious cons that make people lose comfort or sanity if they can’t get electronics for example.

Edit: My starting position is pretty good. I've got a separate power grid set up on the dome connected to the main grid with a switch, so in case of disaster I can disconnect it and keep it running with the windmills + solar/battery. I need to do the same with oxygen and water storage so there's always an emergency supply that can be shut off from the rest of the system.

Demiurge4 fucked around with this message at 11:06 on Nov 22, 2018

Demiurge4
Aug 10, 2011

How do expeditions work exactly? I sent a rocket to a site with 6 drones and it came back but nothing seemed to happen?

Demiurge4
Aug 10, 2011

My only breakthrough so far is 25% less food eaten, heh. But it's pretty alright because it reduces the capacity I need at the farm. I've gotten 5 babies so far and the university came up as the 5th social tech so this run is going really well. I'll have to expand to an extra dome soon though, I need more real estate to put down a school for the kids and get people to work in the other dome.

Demiurge4
Aug 10, 2011

This cool thing is on Steam now, it's not a game but rather an interactive 3D model commissioned by NASA that shows what a future Mars base could look like.

https://store.steampowered.com/app/224000/Project_Eagle_A_3D_Interactive_Mars_Base/

I kinda wish Surviving Mars had this aesthetic now.

Demiurge4
Aug 10, 2011

Are they turbines from before you got that tech? Someone was talking about a bug earlier where he had to rebuild every turbine built prior, but every one built after worked perfectly.

Demiurge4
Aug 10, 2011

This looks hella sweet.

Demiurge4
Aug 10, 2011

How many new radio stations?

Demiurge4
Aug 10, 2011

Farmer Crack-rear end posted:

Are micro domes useful for anything?

Yeah they’re cheap places to dump some factories for a small dome with habitation.

Demiurge4
Aug 10, 2011

Clarence posted:

I really want to like this but I keep bouncing off because I just cannot manage to repair breaks in cables.

I have drones nearby (RC commander). I've put a metal storage nearby. Drones whether carrying metal (they carry 4 at a time) or not don't seem to have the option of interacting with the break.
I've run it forward 5 sols and nothing has happened automatically.

Any ideas?

I think its a bug. I keep my oxygen and water storage behind a switch so if there's a leak in the network I can isolate my storage so its only connected to the dome. But if I do that now then the dome stops getting oxygen or water because it's not connected to a water/O2 producer.

So they must have changed something about the code on that because it's definitely not supposed to work like that, I imagine the reason you can't repair the leak is because that cable isn't carrying any power. If you open the switch again it should let you repair.

Demiurge4
Aug 10, 2011

My church run with last ark was slow going at first, but I’m 50 sols in with a university up now and I’m already at a point where I want to turn off births until I can build more factories. The barrel dome is really good but man I wish it had a spire slot.

Demiurge4
Aug 10, 2011

What are the churches downsides? Hydroponics produce less food but hydroponics is already quite poo poo so why would you ever build one? I put one on seed production and the hydroponics farm produces just over 1 seed per day.

Demiurge4
Aug 10, 2011

I want to try a super hard game mode, set all the disasters to max using game rules and embark somewhere with concrete, water and metal at level 3 only.

For sponsor I'm thinking Japan, because getting distant metal deposits will be very important and a cheap extra rover will be a tremendous help for that. I'll also be able to buy an extra command rover so I can move around more easily and build in distant areas if need be. The flying drones are also good to have but the sector scan research bonus you get is a huge multiplier to stay alive early on and get heaters online.

For commander I'm thinking either Astrogeologist for the guaranteed metal deposit and depe scanning combo's well with Japan's research bonus. Or grab City Mayor for reduced maintenance and construction costs, plus an extra bit of money for emergencies early on.

Demiurge4
Aug 10, 2011

Yeah the games aesthetic bothers me too. I’m sure it’s because they want the game to seem less hardcore survival sim and be more accessible. I don’t hate the idea of the domes but I think they should come much later as your society matures. The most serious aspect of the game is the power and life support grid, everything else is sort of just there.

Demiurge4
Aug 10, 2011

This is why large water tanks are a must.

Demiurge4
Aug 10, 2011

I would prefer some more grit and a less jovial theme/tone but it’s jot a deal breaker. There’s a few good mods out there (and all seem to be made by one guy) that add some QoL like automated extractors and there’s also a really cool outdome forest plantation that produces oxygen by has to be manned.

Demiurge4
Aug 10, 2011

I don’t get the apartment hate. The comfort isn’t that important if you got decent services and they allow some great population density.

Demiurge4
Aug 10, 2011

Yeah apartments rock and especially with the vistas giving 10 comfort to any dome, even multiple ones, in its radius. Just lol at the idea of spamming basic habitats everywhere. Just make yourself a breeding dome with some adult to middle aged people and give them high comforts, then disallow children in the dome so the kids all move to your playground.

Demiurge4
Aug 10, 2011

I lucked out pretty hard with the double wind production breakthrough. So now I’ve got turbines on in a hill producing 28 power each.

Demiurge4
Aug 10, 2011



So my all disasters maxed challenge map is going well so far. I got a 5 sol electrostatic storm early on and now I have a 5 sol cold snap that covers the entire map. The only reason I'm still alive is that I'm on a hill and my first breakthrough was double power from wind, so my turbines are producing an amazingly efficient 28.6 power each, and that's without the blade upgrade.

It's insanely rough so far, it's sol 14 and I have colonists but I'm gonna have to plan very far ahead and make sure I always have a cache of money for emergency resupply, as well as ensure total heater coverage which means a lot of evaporators to keep them running.

Demiurge4
Aug 10, 2011

Game could use a challenge mode. I ‘won’ my max disasters run around sol 80 as that’s when my scrubbers came online and now I can easily survive any disaster even if they last 6 sols. There’s a lot of techs and breakthroughs that basically disable huge parts of the game. Scrubbers? No more maintenance for outside buildings which means infinite wind power. The pipe/cable breakthroughs? Never worry about leaks again ever.

Once you get certain terraforming milestones you also disable a disaster completely. 50% heat and you never get a freeze again. I’m basically missing a slower and more gradual buildup. Maybe if martianborn was a crap perk with a bunch of defects and handicaps until you get technology to mitigate them, instead of being a straight buff perk.

Demiurge4
Aug 10, 2011

It'd actually be pretty nice if they set up the long game a little better, so that deposits last longer or just decay in output a little bit. You could do something like a surface deposit is grade high which nets 12 metals per sol but degrades to 8, then 4, then 2. Researching deep metal extraction can bump them back up for a while but eventually they'll bump back down again, this way you always have a trickle and you can plan around it with your infrastucture instead of a deposit, and potentially an entire area of your base, becoming unsustainable because the only reason it existed was the rare metals deposit.

I'd also like it if the early terraforming parts relied more on earth imports, at least for the early stages. Seeds work really well and eventually become sustainable because Mars based plants start producing their own seeds. But the heaters just run off fuel infinitely and fall off after 25%, at which point liquid water becomes possible. If instead heating the planet required solid investments from earth and plants weren't even possible until liquid water, you'd be able to design a more robust economy inside the game itself.

Edit: In fact something I'd like is a more story and event based system for terraforming. Simply disallowing the player from constructing the early terraforming buildings entirely and make them a pre-fabricated unit you have to purchase from earth, or earn from your sponsor by hitting certain milestones. On sol 10 your sponsor might give you a heater and tell you to run it until Mars is heated to 10%, running it requires some maintenance imports from earth and a few specialists (scientists) to keep running. When you hit this goal you'll be given a new objective and more tools to accomplish it, with some variety based on sponsor.

Demiurge4 fucked around with this message at 02:07 on May 27, 2019

Demiurge4
Aug 10, 2011

I’d like scrubbers to not be a thing. Completely trivialising game mechanics is a thing this game does a lot and it’s kind of annoying. Overlapping scrubbers just cost a bit of power and now you’re never paying for outdome maintenance again, but what should happen is that you experience a mid to late game resource crunch and the breakthrough that lets empty deposits produce a trickle should be default. This way you’d be able to go for a boom-maintenance cycle where each new deposit you mine lets you expand and the trickle you get when it’s empty lets you maintain the buildings you made from the deposit.

Demiurge4
Aug 10, 2011

CLAM DOWN posted:

One of my games I didn't clean up any garbage, rock piles, abandoned/dead structures, etc. I'd like to think I was just emulating Detroit.

The only reason I research decomisison protocols is because I can't clear stuff out of domes without it. I do wish it didn't auto-default to clearing the shells though, I love having the ruined remnants of my early concrete extractors hanging around and I build monuments near them.

Demiurge4
Aug 10, 2011

kidkissinger posted:

Space elevator kind if breaks this game doesn't it. Of I'm running low on something I don't need to reinforce that supply chain anymore, just buy it from space.

A lot of things break the game. It's actually pretty hard to run a satisfyingly sustainable game because of the way late game wonders make resources essentially infinite.

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Demiurge4
Aug 10, 2011

A radical rework of the drone system and a move to rover-based logistical product movement would be aces. Mid game transition to monorails replaces the flying airships.

Edit: ideally I’d like the game to be a lot more gritty but that probably goes against the core design.

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