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OwlFancier
Aug 22, 2013



http://store.steampowered.com/app/464920/Surviving_Mars/

:siren:UPDATE: THIS GAME IS FUKKIN GREAT AND STEAM REVIEWERS ARE loving MORONS, TRUE FACT.:siren:

So I've been following the prerelease coverage for this for a while and it came out a couple of hours ago.

Launch Trailer

Review

Far as I can tell, it's a colony manager/city builder about colonizing mars. The difference is it actually looks really interesting. Like, I want to try this out, but obviously there are an assload of lovely colony sims out there and it's making me hold off hence I come to you, dear goons. Do you have this game? Is it good?

It looks really neat, with a nice amount of managing colonists/food/supplies and a randomized tech tree, plus endgame "mysteries" to play with which I'm mentally connecting to Crises in Stellaris. I also really like the retro-futuristic twist to the visuals with people living in giant glass domes. Haemimont have also been around for like, forever, and I'm sure I've played some of their other stuff.

Plus it's supposedly got a lot of mod support with Lua and I would guess something like the Cities Skylines asset editor? Can't find any info on this in detail.

If you have this game please tell me/us what it's like!





OwlFancier fucked around with this message at 23:46 on Mar 20, 2018

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OwlFancier
Aug 22, 2013

Alkydere posted:

AAAAH! WHY IS THERE NO THREAD FOR THIS GAME! AM I GOING HAVE TO SLAP TOGETHER SOME LAZY rear end-oh here's a thread!

Anyways, played for an hour or so, it's a lot more in-depth than I got at first look, you have to manage resources (which involves actually shipping them about) and your colony starts with you sending a rocket full of robots to build it up. Looking good so far, bug I've only played an hour or so of a quick-start before screwing up.

Hints:
-Don't put your starting solar panels (or anything really) next to your initial rocket ship: when it takes off you'll basically nuke anything nearby due to the exhaust. (how I hosed up)
-Make sure to place a storage area near the start so your drones actually unload your rocket ship.

It feels pretty solid so far.

Fear not, I have slapped together some lazy rear end poo poo so you don't have to.

I admit I'm mostly interested in whether it's going to take off like Cities Skylines and whether or not it's got the mod tools to really expand on the core mechanics. Cos the core stuff looks really drat solid and the only thing I think that's making me hesitate is that I think this game could be amazing if it just had lots and lots of content to play with, hence the hope for mods.

OwlFancier
Aug 22, 2013

Pylons posted:

Didn't notice this thread got made. I'll echo my impression about the game that I posted in the paradox thread.

It's good - very pretty, and I like the focus on drones, but logistics is annoyingly limited. Trying to make a far-off outpost (for concrete, as an example) seems basically impossible because shuttles just kinda seem to work completely randomly. Transport drones are so stupid that they'll just let themselves completely run out of power on a route instead of stopping when they're low to recharge. I was kinda hoping that drone hubs would *expand* the range that drones work in, rather than drones being limited to the space of each hub they're assigned to. The fact that there's little/no interaction between domes is also kinda disappointing. It means you have to build a lot of the same building in each dome which kinda limits specialization (but they also encourage specialization with spires and the ability to limit which colonists with traits go in which dome?) I liked the radio, but I turned it off pretty quickly because there's not much variety to each station. Randomized research is a neat concept, but by the end of my playtime today I was starting to feel really limited by just the basic dome, and I can't tell if I'm close to unlocking a bigger one. Exploration rovers serve basically no purpose, it'd be nice if they could help scan a sector.

One thing I thought I noticed in the preview videos but nobody seemed to try, is that if they put the dome preview with the doors touching another dome they seemed to highlight? I figured that was how you connected domes together.

OwlFancier fucked around with this message at 00:12 on Mar 16, 2018

OwlFancier
Aug 22, 2013

Pylons posted:

You know, I didn't really try that. I figured if "connecting" domes was possible they'd have little tunnels for it. Maybe I'll give that a shot.

It's been bugging the hell out of me honestly watching the preview streams because they seem to miss a lot of important stuff, such as "being out of oxygen" and "having leaks everywhere" so I haven't been able to keep up with them :v:

I would have assumed they'd have a kind of passenger pipe too if it was possible but maybe not.]

E: Reading the steam forums suggests apparently you can't connect them, weird decision if so.

OwlFancier fucked around with this message at 00:22 on Mar 16, 2018

OwlFancier
Aug 22, 2013

Demiurge4 posted:

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



That I believe is actually just a type of dome you can build, it's elongated and holds two spires.

OwlFancier
Aug 22, 2013

It's real weird that you can't connect them even by building adjacent cos that would make for interesting logicatical challenges and with the variety of dome shapes you could make some interesting complexes. Even if it meant degrading service quality for having to cross domes.

OwlFancier
Aug 22, 2013

Zephro posted:

So is this a chillaxed city-sim-in-space like SimCity or Cities:Skylines, or is a spin-a-bunch-of-plates-till-they-inevitably-come-crashing-down failure-fest like Dwarf Fortress or Rimworld?

Both are good, I'm just not sure which it is from the coverage. I think the first?

From what I gather it depends on how high you set the difficulty modifiers. If you embark at like 500% difficulty, you're probably going to struggle.

I've had it recommended to me that you should harder and work down until you find your comfort zone as it's possible to make the game trivially easy and you'll blow through everything very quickly.

OwlFancier
Aug 22, 2013

Hot Dog Day #82 posted:

So what should be the first building you have your intrepid pioneers work on. A polymer factory? That seems to be my bottle neck more often than not, since I think it’s the first thing that you “need” which isn’t available on the Martian surface... but it always seems a toss up between that or a reliable source of metal. What do they do in the streams with the founders/next 12 colonists?

Most people seem to go for just getting them comfortable and fed, as popping a baby out will let you bring in new dudes faster. Then yeah it's usually polymer production as that doesn't require an in-dome slot.

E: ahh gently caress it I might just buy this drat game.

OwlFancier fucked around with this message at 20:58 on Mar 16, 2018

OwlFancier
Aug 22, 2013

DreamShipWrecked posted:

Is it possible to be self-sustainable, or is it just "live til you die"? The resources do run out, after all.

Supposedly there are infinite but slow-to-extract deposits.

E:

Let's go boiiiiiis.

OwlFancier
Aug 22, 2013

If I dig out a bunch of concrete, can I build over the ditch it leaves behind?

OwlFancier
Aug 22, 2013

Alkydere posted:

Yup. The quarry hole will remain but you can build on it just fine. Probably hurts your wind-farms if you put them down there.

Also, guys...everyone's suddenly tripping balls on my colony and Mars just turned green. O.o

Ah, nice, there's one right in the middle of an eventual great dome location but I want to mine it out.

OwlFancier
Aug 22, 2013

Agean90 posted:

why do i have to build a space bar to satisy space drinking

cant yall just have a space bbq and get space drunk that way ffs

You can't have a space barbeque because fire doesn't work in space air, the space bar has a special space filter that it runs your space drink through.

OwlFancier
Aug 22, 2013

Superconductive computing is a pretty great breakthrough.

OwlFancier
Aug 22, 2013

A good thing about vaporators is that they don't switch off during cold snaps, whereas tanks and mines will, so they're a valuable backup even if you aren't using them primarily.

OwlFancier
Aug 22, 2013

Hot Dog Day #82 posted:

The hint about putting supply depots near areas where drones overlap is a great suggestion. Right now my Martian colony is doing the tried and true “throw poo poo to the wall and see what sticks” method of colonial development, but hopefully in my next game I’ll actually think out how I want my colony to grow better.

Also, does anyone know how much money you get per rare metal received by earth? My colony can now finally mine them, so I’m looking forward to exporting “something” in the near future.

Hover over the funding tab in the colony overview, it will give you the rare metal price per unit. I think it usually starts about 22 million but I dunno how much it changes.

E: loving hell a meteor storm will just irreversibly destroy your colony if it hits it. It instantly breaks any buildings and destroys/ruptures cables it hits. I basically would have to rebuild the entire colony from scratch at this point.

OwlFancier fucked around with this message at 05:18 on Mar 17, 2018

OwlFancier
Aug 22, 2013

I'm on 39 people on 440% difficulty and am going to meet my export goal by day 55 I think. This is going fairly well!

OwlFancier
Aug 22, 2013

DreamShipWrecked posted:

Cool, glad my idiot colonists won't travel thirty yards to satisfy their needs and would rather just go crazy.

That's part of the appeal of larger domes, you don't need to build as many service buildings.

OwlFancier
Aug 22, 2013

Bhodi posted:

You need to dedicate 3 cheese slices to the basic needs right? Infirmary, diner, electronic store in one, then bar and open air gym?

Eh you can get away with one honestly. I go with Diner, Grocer and Infirmary with a 1 tile park in the middle and that will let most people do alright. You can put a high end thing like a casino in another slice if you want. But you don't need to satisfy every need.

OwlFancier
Aug 22, 2013

A six day cold snap is certainly something :stare:

OwlFancier
Aug 22, 2013

I think I'm finding that most of my job allocation issues are actually population and skills issues. As in, I don't have enough people or qualified workers. If you ensure a good supply of them they do work in the right buildings I think, and it helps to specialize your domes. I put all my engineers into my first medium dome, moved the factories there, put the polymer factory outside it, and then made the rest of it into the childcare/education dome.

It's working very well. I'm looking to decomission my second basic dome once it's mined out its metal deposit, and rolling everyone into the medium dome except for the first basic dome which I am coverting over to dedicated agriculture, with the basic dome comfort tech and the farm comfort tech it should be more or less self solving as far as comfort goes and food can be supplied across domes.

OwlFancier
Aug 22, 2013

I believe the game actually does take into account the geography of where you are and will put deposits in geographic features.

OwlFancier
Aug 22, 2013

Jeoh posted:

It'd be nice if I didn't have to manually ferry around resources to fix broken buildings.

You don't, really, that's what shuttles are for. Or if you build your depots and drone hubs right, they'll do a bit of balancing themselves.

OwlFancier
Aug 22, 2013

Webguy20 posted:

So I'm playing the tutorial session and I think I just ran myself into the mid game around SOL 25. I've used up basically all my money (I did a lot of outsource researching) and have 3 domes up that are mostly full. Now it is like "whats next?" It doesn't seem like sending rare metals back gets you much money at all.

It gets you 22m per unit, or should unless you have something that changed it. It's mostly there to help you with supplies, but you should look into at the very least securing a supply of metals and a factory to process them into machine parts, that will cut down greatly what you need to import. Your goal is to expand your workforce and research technologies, as tech will unlock the lategame buildings and make you much more efficient.

OwlFancier
Aug 22, 2013

Enzenx posted:

Funding per unit of rare metals actually depends on your mission sponsor. It ranges from 20 to 30 million.

Ah ok well Russia gets 22m/u at least. If you get more than that then even better.

OwlFancier
Aug 22, 2013

I'm not sure whether tunnels are needed honestly. I think if you added them you should add a penalty to crossing domes, so it's something you can do but in-dome buildings are much better.

Because a major crux of the game is that larger domes let you stack more buildings in them. You can do an awful lot by preferring specific types of colonists in domes and specializing the services to match. Different specialists prefer different kinds of service, and you can do things like boot your old people out into a dome with spare habitation space while putting all your adults/kids in a dome specced for childcare and development. Then split off your specialist types into other domes based on what you need them to do.

Honestly I think it works well and gives you a really good incentive to build bigger domes. If I had to suggest any sort of transport infrastructure it would be roads as an alternative to flying drones and transport routes. As well as things that require hundreds of colonists to actually achieve. Currently I'm on 450% difficulty and I'm about finished on everything while using only two domes.

OwlFancier
Aug 22, 2013

uPen posted:

This really seems like a game that will be 100x better with mods.

I agree with this. There's a really solid foundation here, what it could really use I think is some late game challenge, the early game is very good, but stuff like the mohole mine kind of trivializes the game. More really elaborate endgame stuff where you need dozens of domes to make it work, that'd be cool.

OwlFancier
Aug 22, 2013

Demiurge4 posted:

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.

I think a lot of the systems would work better if there was a more pressing reason to use the alternate options, like sure you could make crops produce oxygen but what's the point when moxies exist? If you had events in the style of rimworld that could actually shut down some ways of doing things for very long periods of time, I think it might make alternate solutions more important. Dust storms and cold spells are easily countered at the moment, I think, and are basically just a matter of storage capacity or overproduction.

OwlFancier
Aug 22, 2013

gently caress me but the steam reviews for this are garbage.

Piles upon piles of people just throwing in the towel because they didn't understand stuff.

Chakan posted:

I haven't found a use for waste rock, and I have several dump sites filled with it. Will there be some tech that lets me convert it to usable materials? Or am I doomed to eventually drown in boulders on sol 10K?

You eventually get a technology to convert it into concrete but it was literally second to last on the list for me. The tech randomization is a right bastard sometimes and honestly I think it could do with being a bit different because it fucks the pacing up something fierce when you unlock fusion power after researching stuff to make your wind turbines generate 20 power each.

OwlFancier
Aug 22, 2013

Fans posted:

They're garbage for every game ever. I wouldn't worry about them.

Yeah but they're like, aggressively bad and full of people making factually incorrect statements because they don't know how to play the game and apparently didn't bother to look at any of the menus?

I'm kinda worried it's going to sink the game honestly because it's really promising once you get it.

I'm going to post the one I wrote to see if anyone has anything they can think to add to it:

quote:

I think this is a good game when all is said and done.

The foundation of what is there is really solid. If it has flaws, I think they're mostly in conveying ideas to the player. I haven't yet found any systems that didn't work, but the way you organize colonists between domes and the way the domes themselves are self contained I think might not be obvious to people.

The tools the game gives you to assign people to specific domes are actually quite powerful and well automated, but the game relies on you setting up fairly specialized domes for your colonists to really get the most out of it, and a lot of the progression in the game ties to building bigger domes which you can put more buildings in which lets you really max out your specialization and devote more space to the actual purpose of the dome rather than just keeping people alive. The starter domes ARE too small to put everything you want into, and that's part of the point, I think. Once you get medium domes the game really lets you start building specialist districts for your colony and really start producing stuff. But you shouldn't try to put every building in every dome, especially not at the start. People won't be 100% happy all the time and that's fine, they don't need to be, you just need to keep in the black as far as sanity and health goes and try to keep your comfort up as best as possible. Your colonists will muddle through until you get established and can start building specialized domes, that's part of your goal in surviving, to get to that point, and you've got to make decisions about how you want to use the limited space you've got in your domes.

A lot of people have posted complaints about the colonist management system and the fact that people will work jobs they aren't specialized for, and to that I would have to say that they will do this if you don't provide colonists with the correct specialization in that particular dome, but this is very easy to do because you can set preferences per-dome to choose who should live there, and the game will quickly rehome people to meet these. You should have things like a manufacturing dome full of engineers, a mining dome with geologists, a farming dome with botanists, and these specializations also affect the kind of comfort buildings you will want to build because each specialization has preferences for recreation. You can even do things like making a retirement dome or a medical dome where all your old people go when they can't work any more to get them out of the worker housing, or a dome where people with flaws go to get cured and then leave when they no longer have those flaws. You can specialize domes in childcare by moving your children over there and giivng them buildings to get them educated and give them specialist skills, and the game WILL automatically handle all of that for you just by using the preference system. I really think people are just not understanding how the system works because I find it works very well, while still requiring you to make sure you have a good supply of colonists. It's powerful but you need to make sure you feed it enough people and skills for it to really shine, and with people and skills being an important resource in the game, that's a good thing, i think.

The same is true for resource management, the game actually can and will automate a lot of it for you once you unlock shuttles (or pick the option to start with them) and you can also do a lot of it by placing your storage depots centrally and overlapping your drone coverage over them. You don't have to do much micromanagement at all really if you set them up right to start with. The only micromanagement I've had to do is when I wanted to send a rover to harvest surface deposits, that I think could be improved a bit by having a "scavenge area" command that is a bit wider ranged, or letting drones treat the transport like a mobile stockpile. But for the actual colony itself the drones are very good at getting stuff where it needs to go, but make sure you have enough of them, if you don't have enough drones it's like running out of teamsters in Tropico, you'll stall.

If I have one complaint with the game it's that it's perhaps a little easy? I completed it with no real issues at 450% difficulty. I think it really is a matter of understanding how the systems in the game interact. But I still recommend it because I think this is absolutely the kind of thing that modding would be well suited to expanding on, adding more, longer term goals and challenges depending on what kind of game you like. At the moment much of the difficulty is front loaded, when you're first setting up a colony it's a real juggling act to keep everything running and supplied, but once you get established it gets a lot easier. And the game sets its goals to get around this because you're scored on how quickly and effectively you can achieve your mission objective, so you're pushed to expand quickly and get set up as fast as you can, but if you like playing the game just to play around with the mechanics, you may find the later stages a little trivial, though I'm still playing it to see how big a colony I can build.

The random tech progression is also a bit odd in that some things can be really trivialized by the time you get them. Like I don't actually need a fusion reactor because I rolled all the technologies to make half a dozen wind turbines produce more power than it does without any staffing and with less maintenence. In a way it has that typical Haemimont tendency to kind of falter in the endgame, a lot like Tropico 5 actually. The early stage is much harder than the later one though they've tried to add the Mystery thing to give you an end game. I think though that the size you can build colonies to would be better served by having some more mission goals past the first 100 days and also some things that require way more people involved to make them work. You can honestly win a hard start with just a couple of domes and less than 100 people but the game supports way more than that. it just relies on you really being self directed in building bigger.

If you do decide to get this, play it on as difficult of an embark as you can because that early game is really the best bit, figuring out how to set up a working colony I think is where the game works best and if you fail a bunch you can try again. If you're on the fence about whether you want to get it, I think maybe wait a while and see what mods come out for it because the game has put a good bit of work into supporting them and I think they could make this game shine the same way they do in Cities Skylines. The foundation here is very promising and most of the criticism I could level at the game is really just that the mechanics it has are sometimes underutilized by the pacing and challenge level of the later game. If it could keep the scarcity and need to expand into new territory to survive, I think this would be the best colony sim I've played in a very long time. As it is, it's still a good game and I've had fun playing it for the time I've put in so far.

I really hope the game gets picked up by more people and some mods are developed to build on the core mechanics more, and I'd love to come back to it at that point to play more.

OwlFancier fucked around with this message at 06:15 on Mar 18, 2018

OwlFancier
Aug 22, 2013

I wondered about that but I thought that surely someone couldn't have played a colony management sim before and not known about the importance of haulers..?

Or played tropico and not learned that teamsters are the backbone of all industry. Drones are like, one of the first things I import more of.

OwlFancier
Aug 22, 2013

Fans posted:

I will tell you one thing though, they really need the ability to reassign drones to new hubs that isn't doing it individually. It's not a big deal for the easier difficulties where you can just import more and ignore that, but on the harder ones it is a fucker and needs fixing.

It is a bit annoying yeah, I mean I didn't have too much trouble with it on 450% but it's still a bit of a pain that doesn't really need to be in there. Just being able to shift click multiple drones or box select and click on a hub to reassign them would be good.

OwlFancier
Aug 22, 2013

Pirate Radar posted:

I tried the International starter at first just to get the hang of things, but then I switched to Russia/Oligarch for the fuel bonuses and sweet arcology towers. I’m finding things a lot more interesting when I’m actually measuring out resources and struggling to stay on top of things instead of just ordering more from Earth by the truckload. 200/sol starting research sucks though.

I strongly recommend playing it this way, the game is really at its best when you have to deal with a lot of scarcity. I think honestly it's frankly just an easy game full stop, or at least it's a quite predictable game a lot of the time, your main challenge is dealing with weather events messing up your timing which is mostly an issue at the start and on high difficulties, but it can be really fun while it's in that stage.

OwlFancier
Aug 22, 2013

RE: drone reassignment, turns out that actually you can literally just disassemble drones into a nebulous pool of "prefabs" and then rebuild them at any hub instantly. I think that's how you're supposed to do it.

OwlFancier
Aug 22, 2013

nessin posted:

I don't think resource scarcity makes the game difficult, it just makes it longer. Maybe there is a balance there between trying to be as quick as possible with as few resources as possible, but so long as you can get an early chain up and running to earn money, you can manage any resource problem.

Disasters seem to be what provides actually difficult, but so much of that is just an RNG gently caress you. One small dust storm early and you can't recover because you'll have eaten through so many resources in maintenance. A single meteor shower can hit nothing or everything, even with well spaced redundancies. It ends up not being difficult, just a random roll of the dice as to whether you'll be able to continue or not.

Meteor showers are definite bullshit if they land on you though I didn't have too much trouble with dust storms because you can close your solars which will save you some trouble. I think mostly your goal first needs to be securing a supply of rare metals because that's your lifeline, it gets you steady funding and can keep your going until you can get more self sufficient.

I definitely had a really good balancing experience with my game trying to decide what I wanted to spend my money on and planning how I could get up and running before I ran out of rare metals. I think the game's at its best when you're always thinking how you need to expand to acquire new resources which is why I advocate for scarcity.

If I was going to change the game I would add the possibility of slow-to-extract but limitless resource deposits, so that you can build up a sort of foundation level of supplies, but you wouldn't be able to support many domes or machines with them, so you'd need to then plan your expansion to other resource fields to increase your base maintenance capacity. Then on top of that you'd have your exports and your exhaustible deposits to give you fast expansion resources. Then I'd slow research right down and probably cut export prices too/make imports progressively more expensive so that you have to focus on developing your own industry.

OwlFancier
Aug 22, 2013

The university I think is really an example of the game doing well with colonist management, you literally just build it and it automatically trains people in specializations you need, then if you set your domes up properly they'll automatically go move to the dome where their jobs are.

As a note, some buildings like the university and the school don't actually need staff, their job slots are for people using them, so open the nightshift to get people educated quickly. Same with the sanatorium spire.

OwlFancier
Aug 22, 2013

IcePhoenix posted:

After looking through some of the posts about specializing I think I need to rethink how I build domes. My evaluation goal was to have 200 colonists at sol 100 and I ended up building lots of apartments + the spire that houses people, but this often leaves me with too many people to work every job. I may have to stop building so many apartments and start building at least twice as many domes. That being said, I really wish there were more building types.

Also in terms of sustainability, you can technically sustain forever just off of spamming the techs that give you funding and buying the resources you need, but I wish there was true self-sustainability. Eventually the map will run out of metal, rare metal, and concrete, and the wonders that give you an unlimited source of either probably don't give you enough per day to keep more than a handful of domes running.

Triboelectric scrubbers are helpful for sustainability, they basically blow dust off things around them, so put one near each of your drone hubs (both those buildings use electronics for maintenence) and build all your outbuildings near them. Then you only have to pay the upkeep on the scrubber. Polymers scale basically with your workforce because you only need power and people to make them, so your main limitation is going to be metals/rare metals which again you can cut a lot of use out of by using the scrubbers.

Fans posted:

Once you research the Sanatorium you can put it in the Idiot dome and cure idiocy for good.

It can't cure idiocy by default unless there's a breakthrough for it that adds that functionality.

OwlFancier fucked around with this message at 18:22 on Mar 18, 2018

OwlFancier
Aug 22, 2013

Protip: Triboelectric scrubbers work on buildings inside domes through the walls :getin:

E: oh god I built a gently caress dome and now people won't stop having kids heeeeelp

85 out of 400 people in the colony are children and my population exploded by about 200 in the last 20 days from all the loving.

E2: Protip2: Triboelectric scrubbers work on each other...

OwlFancier fucked around with this message at 19:31 on Mar 18, 2018

OwlFancier
Aug 22, 2013

Bedurndurn posted:

So two tribo-thingies next to each other are immortal? And so is anything else near them?

Specifically they won't accumulate dust or need maintenence unless something happens to them, so they'll still be damaged by meteors or dust devils or being frozen, but it cuts your everyday maintenance bill to zero, yes. just takes power. Don't forget to expand their service area to maximum too.

OwlFancier fucked around with this message at 19:41 on Mar 18, 2018

OwlFancier
Aug 22, 2013

That's sort of intentional, the whole thing's supposed to have this retro futuristic vibe to it. It can look really nice once you get some things set up.

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OwlFancier
Aug 22, 2013

King Doom posted:

Has anyone had any success with childcare domes? I built one, filled it with nurseries, schools, playgrounds and an automatic grocer and diner and toggled children off in all domes but that one and made it child exclusive and now instead of moving there on their own they just sit wherever they spawned and die in the gutters. They will not move unless I manually make them and it's pissing me off.

I erm, don't think children work well in their own dome. You will have much better luck with more of a "procreation dome" setup where you make it comfortable and have a bunch of housing, then put a medical spire with the birth rate upgrade in it, and a bunch of nurseries schools and playgrounds. I think kids need adults around to look after them? If you stack up comfort you'll get people loving like rabbits and then the young unspecialized adults can move into a college dome with a bunch of universities/exercise fields to get them educated/fit, then they can move into specialist domes once they've qualified.

E: also yea maybe you need shuttles? I built all my domes right next door to each other and I get a lot of movement though so it might be distance related.

This is my gently caress dome, you can see it basically exploded my population:

OwlFancier fucked around with this message at 21:59 on Mar 18, 2018

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