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withani

Member
Oct 31, 2017
42
This might be a strange question, but I'm curious how much this might be like Stardew Valley vs Factorio. One of the things I love about SV is the ability to build/farm/craft but then balance that with other quests or villager interactions when that gets too tedious. Factorio is much more grindy, obviously. Where does this fall on that spectrum? Anyone have any insights?
 

Sblargh

Member
Oct 25, 2017
3,926
This might be a strange question, but I'm curious how much this might be like Stardew Valley vs Factorio. One of the things I love about SV is the ability to build/farm/craft but then balance that with other quests or villager interactions when that gets too tedious. Factorio is much more grindy, obviously. Where does this fall on that spectrum? Anyone have any insights?

Neither, really.
Think Sim City, Cities: Skyline or Tropico, but with a survival twist, where messing up means your citizens can die very quickly.
 

SirVilhelm

Member
Oct 27, 2017
393
So I have a fun bug. Game won't load any of my saves, not the two autosaves or my two manual saves. Fucking awesome.

Xbox btw, game will freeze and crash to desktop. Why don't companies test their shit before release.
 

Versipellis

Member
Oct 29, 2017
40
Can't because it's too far from a drone commander, and since I have no way of getting down there with a drone commander I'm kinda at a loss :P
I didn't see a reply on this, but only one end of the tunnel needs to be near the drone commander (or hub). Despite what the UI says, the other end can be in a inaccessible area, within the tunnel maximum length radius. The drones will work on the side that they can reach, but the tunnel will be built anyway.

Can I just say how much I really, really hate the stupidly tiny basic dome?

Really rattles me when I can't even get all their wants met, let alone have room for kids and their support structures. Also means I'm running on borrowed time since there's no education, and thus no way to replace specialists when they die off and their kids take over, aside from perhaps shipping them back to Earth and bringing in some new applicants (a tedious process if I've ever seen one). And I have to unlock shuttles just to be able to transfer colonists across domes, too? Man, come on. This is ridiculous.
Small domes can work well if you plan to have a few and specialize them (hybrids with two specializations work too, especially when the colony is not very big). The residents will survive even if they cannot drink booze or gamble.
Apart from specialized buildings (farms, factories, labs...) and 2 "big" housing lots, my usual set is: diner, clinic, small fountain, art shop (polymers are easier to produce than electronics), plus a small science lab somewhere if I want to improve my science output while I wait to build a science focused small dome.
Kids will later have their own small dome with nurseries (and apartments for the Youth), school, university and the usual set. All specializations, apart from medics, must be banned from this dome, but do not ban the age groups (apart from seniors). Diners and things like that need non specialized workers and the clinic needs doctors. Put the thumb up on children and youths.
Seniors will have their own dome too, with all the luxuries! Gambling! Bar! and all the shops. Just ban elders from all other domes and put a thumb up in this one and you will have a nice retirement dome.

To avoid seeing the colonists die from exhaustion when moving out, domes must be built in a very small area (if there are domes along the way, they will walk through them, so they *can* travel long distances, as long as they can enter a dome before they run out of oxygen).
 

Sblargh

Member
Oct 25, 2017
3,926
Oh boy, patch notes:

OSX,Linux: Added OpenGL mods' shaders support
Linux: fixed occasional crash when loading savegames
Window: fixed white borders on some UI elements

UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
UI: Tourist trait shown in "Review Applicants" UI
UI: Fix for cancelation of change of display settings
UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
UI: Fix for Custom anomaly icon disappearing from time to time
UI: Fixed missing sounds when some Mods are active
UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
UI: Rockets have correct (default) skin on game start

Gameplay: Removed exploit for endless export from the Space Elevator
Gameplay: Refugees are now immune to Earthsick condition
Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves)
Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
Gameplay: Fix for drones not to be abandoned by RC Rover
Gameplay: Fix for maximum drones allowed to work on trade rocket
Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them
Gameplay: RP cost of repeatable techs now increase after each research
Gameplay: "Alien Imprints" tech effect reduced
Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
Gameplay: Fix for stuck drones when picking up resources from destroyed farm
Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
Gameplay: Fix for RC Transport when changing skin while loading resources
Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
Gameplay: Fix for Rocket take-off in some cases
Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
Gameplay: Workers properly select workplace based on their specialty
Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
Gameplay: Easy start now always starts with a Mystery
Gameplay: Scanning que increased
Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
Gameplay: Biorobot gurus no longer create biorobots
Gameplay: Fix for replacing existing techs by using mods

Visuals: Dome glass has correct self illumination
Visuals: Meteorite craters no longer appear over and next to objects
Visuals: NVIDIA 1050s family now loads "High" setting preset
Visuals: Fix for proper positioning of newborn child colonist at spawn

RP dcost of repeatable techs now increase after each research. :(
Workers properly select workplace based on their specialty. Didn't even knew that was messed up, lol. Good it was fixed.
Scanning queue increased. Yay!
 

SirVilhelm

Member
Oct 27, 2017
393
I didn't see a reply on this, but only one end of the tunnel needs to be near the drone commander (or hub). Despite what the UI says, the other end can be in a inaccessible area, within the tunnel maximum length radius. The drones will work on the side that they can reach, but the tunnel will be built anyway.

Oh no way! I read earlier in the thread you need to land a rocket with drones on the other side so that is what I did! haha
 

KDR_11k

Banned
Nov 10, 2017
5,235
Biggest downside to automated extractors is that your universities think you need a ton of geologists... Insanely powerful besides that. Plonk down extractors without needing a whole mining town for them, make up for the low building effectiveness by running the things 24h without risking anyone's sanity. But hey, breakthroughs should probably be such major game changers. Like in the other game where I got cables that cost nothing to place, don't need drones to install and never need maintenance.

Speaking of universities, how exactly do they work? Do the people using them still work a day job?

Also seems you can't order an empty rocket for the purpose of exporting despite being able to tell a rocket to automatically come back empty after exporting?

Europe + Futurist rates at like 150% difficulty but it was pretty smooth sailing, guess I need to pick a harder setting (or just get less lucky with my breakthroughs?). One day I can be bothered to build a mega dome.

How quickly do you expand your colony? I placed my second medium dome (only got one small dome) at sol 70 in this game. I'm now at 3 medium domes at something like sol 140.

Seeing that the game is on consoles too I'd kinda like a Switch version since that system lacks a city builder AFAIK.
 

Mindlog

Member
Oct 25, 2017
684
I was a bit curious about universities as well. When I first placed them I thought all those people were professors.
Thought I saw how to do an empty rocket run, but otherwise a rocket with 1 passenger will have to do for now.
Colony expansion is entirely dictated by resources and needs for me.

Very solid patch notes.

My first few games into my first real attempt were all with easy starts. Going with a harder start plays way differently. I'm happy I didn't go hard first because of how different it feels. I can't even get rid of an old concrete extractor because tech is so expensive for me and there are other more pressing issues.

While micro-networks still seem as prone to failures as larger ones I like the way they look and how easy it is to valve them up properly. I'm going with this design moving forward. My first attempt isn't perfect because of how I landed my rocket and placed my initial dome, but it's close. The primary reasons for distortion were placement of other resources/buildings and the sloppy rush to build the network towards something that needed to be connected.
xkvSTdF.jpg

This setup also saves on precious resources early in the game. I'm only now rolling in polymers. Mechanical parts are next. I will probably quit after 100 days. This was primarily to complete the Russian mission. Actually looking forward to a new game again for a perfect beehive power setup.

Great PC mod list from Reddit. Info bar should definitely be part of the game and it sounds like it just might be!
GaortcC.png

Season pass pickup is looking likely for me.

Bonus informative image.
Extractor Dust Range
qJfATZz.jpg
 
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Aaron D.

Aaron D.

Member
Oct 25, 2017
9,326
Wow, that screen-grab from the Paradox stream looks like they're addressing like every issue people have with the game.

Amazing.

Do you have a direct link to the vid?
 

Wotkar

Member
Oct 27, 2017
1,243
Wow, that screen-grab from the Paradox stream looks like they're addressing like every issue people have with the game.

Amazing.

Do you have a direct link to the vid?

that's how they (Paradox) do with every game they release, though. release bare-boned, and continuously add in expansions. EU4 did this, CK2 did this, HOI4 did this, Cities: Skyline did this, Stellaris did this and Normandy 44 did this.
 
OP
OP
Aaron D.

Aaron D.

Member
Oct 25, 2017
9,326
Yeah, as a no-shame whale for CK2/UE4/Stellaris, I'm well familiar with Paradox's GaaS model, lol.

I'm just glad Haemimont Games is so quick to identify user complaints & requests and fold them into concrete plans for the immediate future.

Makes it feel like they're invested both in the IP and wanting to do right by their playerbase.
 

Sblargh

Member
Oct 25, 2017
3,926
I love Paradox, but man, those DLCs pile up.
And then this is the same devs as Tropico, and man, THOSE DLCs pile up (and unlike Paradox's, are usually not very good, so hopefully they will straight them up).

Regardless, brace yourselves, DLCs incoming.
 

Mindlog

Member
Oct 25, 2017
684
Just actually got around to the video. The devs are super frank.
First few content packs will be free.
They are looking to expand mod support.
I'm pretty happy with the base game, but just the beginning of the dev stream has me pretty positive about what's coming.



Also I vastly missed the goal of the Russian mission. Seems a wee bit more difficult than I thought it would be.
*wait. 10,0000 of any resource? even water? that's easy.
 
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bshock

Self-requested permanent ban
Banned
Nov 3, 2017
1,394
I hope all that is coming for consoles as well. I love the game and definitely want the season pass but not until I see the support for all platforms. Skylines has yet to receive all the DLC addons.

Edit: Having watched the video, yes, all is coming to consoles but after each update has been tested on PC first with the usual certification delay process as well. Oh boy.
 
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Mindlog

Member
Oct 25, 2017
684
I think this game would be well served with weekly challenges. I'm again impressed with how different each game feels trying to nab the achievements for each faction even if it all feels reliant on rare metals.

Managed to complete New Ark (100 Martianborn by Sol 100) on Sol 60. Could probably cut 7-10 Sols off that by just remembering I only have one rocket to start with. Landing zone had plenty of surface metals so a full solar panel setup was most efficient. Work rare metals and import almost everything else needed to support baby making.
cmA4M1r.jpg
 
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Sblargh

Member
Oct 25, 2017
3,926
Kind of sad to see the game being downvoated on Steam because of difficulty. I really like the difficulty curve.
My first game was Europe in a place with reasonable resources and no disasters. It took some learning, restarting, trying new things, but the game rewarded me with a self-sufficient colony full of happy people breeding like rabbits.
I guess people get into the game thinking there will be some hurdles on the beggining and then you'll snowball into this magical self-sufficient place and it's not exactly like that. You only really reach this point with the wonders that are literally the last things you research, until then you are always on borrowed time, trying to survive just a bit longer by either expanding your production through new colonies, or trying to grab resources somewhere, or buying them from earth. You'll probably be trying to do all three and not quite having the resources, then the mystery comes and test you either a little or a lot depending on what it is and after you survive you get your first wonder as a reward then finally, FINALLY, you start to finding permanent solutions to your problem. And then the victory lap lasts as long as you want and only then you have your chill colony builder that I think people expect the game to be right from the beggining.

Now this game I am again Europe in a place with that has a lot of resources, but a lot of dust storms and meteor showers. Dust storm made me rethink everything in a way I didn't think I should. You read the description to dust storms and say it increases production of wind turbines while decreasing of solar panels, so your first thought is "well, then I'll make a bunch of wind turbines and less solar panels", right?
Nope, that's exactly how you die. Yes, your solar panels are better closed during wind storms and your wind turbines produce more energy, but they also, along with everthing else, accumulate more dust. Wind turbines maintenance cost machine parts, solar panels cost metal. You make a bunch of wind turbines, you'll never have enough machine parts on the early and mid-game to sustain the colony. It will eat all your resources to try. So you need A LOT of solar panels, with a reasonable ammount of power accumulators and just a few wind turbines. When the dust storm comes, you just hope you have enough in store until it dies out.
It took a lot of tries to figure this out, but now it feels so good to have basically conquered the map.

And I'm already thinking how I will slightly increase the difficulty next and how that will make me re-evaluate everything again. The game really is how easy or how hard you want it to be.
 

Mindlog

Member
Oct 25, 2017
684
And I'm already thinking how I will slightly increase the difficulty next and how that will make me re-evaluate everything again. The game really is how easy or how hard you want it to be.
100%

My first few games were just me screwing around with the various systems. My first real game through easy start was actually really easy. You can buy yourself out of any real trouble. Cranking the difficulty up forced me to learn each system with greater detail. I can't just buy a couple Stirling Generators then ignore power for a couple of Sols. Much more fun this way.

Easy is really easy. Looking forward to more difficulty options or even custom factions.

I need to pay closer attention. Extractors should throw more dust on domes as well, but not sure about that. Putting them five space out as a precaution.
 

Blayde

Member
Oct 27, 2017
1,690
Kentucky
Im pretty much at the end game of my current save, and was wondeiring a few things... I have shit tons of homeless and unemployed people. I tried making several domes with mostly housing, and it just doesn't seem possible to keep up with it. I think there were about 1500 people total, constantly grows. Is there anything I can do about homeless people?

As far as unemployed go, i really don't need anything at all. Everything is very well sustained, health/happiness at each dome is quite high. I can make more domes with bs jobs in them, but it really just keeps sky rocketing the population... so more homeless and more jobless. Can you ever reach an equilibrium?

And last... I have everything researched, except one breakthrough is missing. Is there a specific way to unlock the last one? I have 18 total, i think theres supposed to be 19 in a playthrough.
 

Sblargh

Member
Oct 25, 2017
3,926
So, one thing I learned is that homeless and unemployment are non-problems.
Unemployment is a literal non-problem since it gives no penalty to nothing. They're freeloaders is all, but if your economy is all right, then whatever.
Homeless people cause a penalty to baby-making, so it's a problem that solves itself. It gives a comfort penalty to people, but if your dome is otherwise good enough, then it is irrelevant.

So, as of now, my suggestion to both these problems is to take them as signs that you are doing well. Homeless people is also good because it guaranteed a population on your next dome if you need another one.
-
There is a wonder that reveals all breakthroughs.
 

KDR_11k

Banned
Nov 10, 2017
5,235
Starting another game of Futurist Europe, even ending up on the same map went quite differently because I got much less luck with the breakthroughs and general research tree. Oh and the first two meteor showers went right on top of my colony. Fortunately meteors aren't as dangerous as they look, plus free metal and research!

The game seems quite forgiving to me. Make sure to go slow and always have spare capacity for everything and you can recover from any disaster. Worst case you'll have to order some things from Earth. So always keep some mission funds at hand (Europe probably makes that easier since you get regular cash injections from your research). I wonder if people are too hasty with their expansions?

How much living space do you allocate in your domes? I usually have less than a third of the building space taken up by residences, as a result I'm always short on workers... At least they're happy and healthy, I guess. Does the mystery starting time depend on your population?

I'm not a fan of how you need domes next to extractors. Having the automated extractor breakthrough certainly makes that aspect a LOOOOT simpler. With how much work it is to build, outfit and crew a dome there's a high cost to simply claiming a new deposit. And then you have to deal with finicky humans that have tons of different modifiers, spread opaquely across a dozen buildings and suffer if used in night shifts.

And last... I have everything researched, except one breakthrough is missing. Is there a specific way to unlock the last one? I have 18 total, i think theres supposed to be 19 in a playthrough.

Some breakthroughs are part of the mystery scenario, perhaps your mystery didn't need all the slots that are allocated to mysteries or some decision ended up not giving you a breakthrough research to do?
 

Ashdroid

Member
Oct 27, 2017
1,320
Is there a way to assign colonists to specific jobs in the PS4 version other than by searching for them in the dome and selecting them there?

Also, is there a way to fire just one worker? "Fire worker" closes out the entire shift, even if multiple people are assigned to that shift. (Toggling workload and "closing a work slot" also close the entire shift.)
 

SJRB

The Fallen
Oct 28, 2017
4,861
In my opinion "fire worker" should literally be "fire worker into space".
 

Mindlog

Member
Oct 25, 2017
684
Is there a way to assign colonists to specific jobs in the PS4 version other than by searching for them in the dome and selecting them there?

Also, is there a way to fire just one worker? "Fire worker" closes out the entire shift, even if multiple people are assigned to that shift. (Toggling workload and "closing a work slot" also close the entire shift.)
Finding colonists needs an overhaul. I lost a top of the line scientist Guru in a crowd and it took me a while to get them in the right workplace.
The workplace stuff is broken on PS4 right now. There are actually quite a few menu/controller bugs. Sorting domes doesn't work right either. Probably a simple controller miscode that will fix everything when it's found.
 

visvim

Banned
Oct 27, 2017
1,160
there are some really clunky UI decissions in this. Kind of annoying when you have to repeat the same tasks over and over and hit the same issues over and over to boot.
 
Oct 25, 2017
1,486
I've been running into this new bug where all of my drones get stuck at my dome doors. I have two domes right next to each other and the drones are stuck at the doors between the domes. It's really annoying and I don't know why it started happening all of a sudden.
 

Sblargh

Member
Oct 25, 2017
3,926
I just found out you have to change the radios manually. lol.
I thought that list was the various songs that were playing, nope, each of those is a different set of songs, some with DJs.
 
Oct 25, 2017
1,486

It was definitely a real headscratcher. Suddenly all of my drones could not move and got clogged in a passage. I was planning on stopping playing until the bug got fixed because it would be the second save ruining bug I hit since the game launched. The dome fracture bug made me restart a new game. Hopefully switching the dome skins back fixes it.
 

SirVilhelm

Member
Oct 27, 2017
393
I had a bug where when building a metal extractor the drones would bring all the resources to the construction site expect 1 concrete. Even if I brought the concrete right to the site the drones would pick it up and bring it back to the deposit pad. Cancelling and rebuilding the extractor would result in the same thing. Even setting the priority to highest wouldn't fix it. No idea what to do in that case.
 

Mindlog

Member
Oct 25, 2017
684
What 20 Units of day/night power looks like.
Jf6IZCz.jpg


Fun times when you are just about to complete an achievement and the game says; "Hold on. Take these meteors." First meteor storm I've had hit a colony directly without laser defenses. Spent the whole time terrified I was going to get the dome bug. Every dome was hit several times. Survived! Completed the SpaceY mission.
 

Sblargh

Member
Oct 25, 2017
3,926
Got the Church of something something achievement. 100 Martianborns before sol 100.
Was a lot easier than expected. Got a map with not a lot of resources, but also no disasters other than meteor showers.

Wondering if I continue. Got real lucky with a very high grade rare mineral deposit near the starting position, so I am being able to fund myself nicely.
But now resources are so far away. I am sure that when I finally decide to do a medium dome with all the factories, things will spiral out of control a lot before I become stable ago.
I am suffering by antecipation. lol.

BTW:
Mods that automate the rovers are SO GOOD. Such a nice QoL improvement. There's no challenge in manually sending your rovers to anomalies or surface metals, it's just busywork. Cutting that down is a godsend.
 

Mindlog

Member
Oct 25, 2017
684
My PS4 version is acting really weird for some reason. Menus are taking forever to load at times.

The achievement for Russia was easier than expected after I actually understood the requirements. 10000 resources extracted before sol 100 includes concrete and water.
India is massively easy. Five domes just take a bit of concrete.
Working on Europe right now. Set up a small food dome, next is a small mining/support dome than a full bore research dome.
 

Jimbobsmells

Member
Nov 17, 2017
2,167
PS4 version is still unplayable at times. Wonder how long the patch will take to arrive?
It's making me consider getting a new pc.
 

SirVilhelm

Member
Oct 27, 2017
393
My PS4 version is acting really weird for some reason. Menus are taking forever to load at times.

The achievement for Russia was easier than expected after I actually understood the requirements. 10000 resources extracted before sol 100 includes concrete and water.
India is massively easy. Five domes just take a bit of concrete.
Working on Europe right now. Set up a small food dome, next is a small mining/support dome than a full bore research dome.

Do you then just move people between domes as their needs change?
 

Mindlog

Member
Oct 25, 2017
684
Do you then just move people between domes as their needs change?
The only time I really bother with that right now is when a new rocket lands and specialists go to the wrong dome. I usually let them sort themselves out. Trying to look for specific colonists can be tricky because of the PS4 building menu problems. Later in the game they'll either use shuttles or die trying.

Even with early domes I try to keep them to the same task. I normally don't build specialty domes so early, but it will make completing achievements easier for me.

*Occasionally I'll switch my institutes from auto to one specialty when building mega-domes dedicated to a task. A research megadome will have a pair of universities creating new scientists.

I'm actually really impressed with this player. He's extremely thorough through every step of his colonization process. Lots of excellent information. Even more useful than previously posted tutorials.
 

Sblargh

Member
Oct 25, 2017
3,926
Enjoyed the video and learned some things, but it is kind of too specific, I feel, too much "you do exactly this and then exactly that".
I think it is a good video as long as you know you can, obviously, play differently.

One thing I definetly should learn to do is calculate how much power I am producing and consuming instead of just "I'll do another set of power-making thingies and hope it is enough".
 

KDR_11k

Banned
Nov 10, 2017
5,235
Got the Church of something something achievement. 100 Martianborns before sol 100.
Was a lot easier than expected. Got a map with not a lot of resources, but also no disasters other than meteor showers.

Wondering if I continue. Got real lucky with a very high grade rare mineral deposit near the starting position, so I am being able to fund myself nicely.
But now resources are so far away. I am sure that when I finally decide to do a medium dome with all the factories, things will spiral out of control a lot before I become stable ago.
I am suffering by antecipation. lol.

BTW:
Mods that automate the rovers are SO GOOD. Such a nice QoL improvement. There's no challenge in manually sending your rovers to anomalies or surface metals, it's just busywork. Cutting that down is a godsend.

Church was a tough one for me but still worked out, had a map consisting of a plateau and low land that cut me off from most deposits, plus the map does dust storms, cold waves and meteors. At sol 80 or so I had ~25 martianborn ones, by Sol 100 I was at like 120. Exponential growth, ho! Also you can run three habitations with limited services in a dome and still get kids, at least with the Church. That REALLY helps. Only one (very low grade) water deposit, one rocket, limited funds and limited research made for a hell of a balancing act.

Though meteors now seem to destroy buildings instead of forcing maintenance, was that patched or does that depend on the map altitude (IIRC I'm on a mountain)?
 
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KDR_11k

Banned
Nov 10, 2017
5,235
Man, FUCK SpaceY. Their evaluation goal is "get 200 colonists by Sol 100". That requires insane cramming, unlike the Church they don't get bonuses that help with population growth/maintenance either. Normally I reach 100 colonists around or after Sol 100, with SpaceY I couldn't grow my colony according to needs or resources, I had to spam domes and homes to get all those people crammed into the colony and only did it with a Sol 99 delivery of 2 passenger rockets, because the arcology didn't even finish in time for them half of them left on the next rocket. Maybe this would have worked better with an easier map...
 

Mindlog

Member
Oct 25, 2017
684
I've been picking easier maps with random mysteries for fast challenge runs. That achievement is actually China and not SpaceY. SpaceY is 200 drones. I'm working on it now. I selected the Oligarch for free Arcology tech. The comfort level is insane and might make him better than the doctor.

I did this and it amused me.
7k0PqB4.jpg

Colonist giving birth in just a little over a sol in-game. Between high fertility and massive passenger space on rockets this seems like an easy achievement. The only thing I am lacking in my landing zone is metal so I am going to have to build a dome pretty far away just to mine enough.
 

Sblargh

Member
Oct 25, 2017
3,926
Eh, I'm not really going for the achievements. I feel they are either suicide runs or just making colonies I'm not happy with.
What I'm doing is 50% increments in difficulty with each new colony (my next run will be between 300%-350%).
 

Mindlog

Member
Oct 25, 2017
684
That's what I thought until I started doing them :]

The act of pushing your colony hard in one direction or the other emphasizes what nuance exists in early builds and sponsor symmetries.

Managed to finish China on Sol 76, but I'm going to keep going because the mystery is new to me. Rovers from earth are mulling around doing something. My landing zone didn't have many hazards, but it was also resource sparse. My second dome was across the map from my first and the third was up a cliff through a tunnel. I actually had to buy multiple transport vehicles because Drone Hub chains are expensive. Manually keeping up the supply chain with a DS4 is a chore.

Going after the achievement I elected to stick with Basic domes and Arcologies. This is a pretty neat way to go. I normally move up to medium before building a fourth basic dome. My tech is slower than usual because of different focuses, but I managed to finally get a shuttle network up and become fully self-sufficient without a heavy micro load. The 100 Sol evaluation goal is 80 Martianborn, but I may have passed that already. Arcologies are tremendous aphrodisiacs.

I have a few more achievements then I'm diving head first into max difficulty. Hopefully hearing about the first content packs/DLC right around then as well.

Very pleased with the game.
 

DGS

Member
Nov 2, 2017
2,297
Tyrol
Currently I play on the easier difficulty levels. But that's already fun, because you understand - step by step - how everything works. One of my colonies has grown to nearly 1,000 colonists - they breed like rabbits. ;) Setting and mood also contributes a lot to the fun and it's not too stressful. Only the UI, micro-management and a few bugs are still annoying. Hopefully the promised updates coming soon.

EDIT:

What I haven't managed yet are domes with 100% in all four areas. The first two values are completely green, but then it gets difficult. Is that even possible? Should I even provide a lot of comfort? That's probably why I have so many problems with overpopulation / birth rate...
 
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KDR_11k

Banned
Nov 10, 2017
5,235
I've been picking easier maps with random mysteries for fast challenge runs. That achievement is actually China and not SpaceY. SpaceY is 200 drones.

200 colonists is the evaluation goal (the thing that's "research 40 techs" with most sponsors). I don't know what happens if you fail the evaluation but they make it sound like something you MUST pass.
 

Mindlog

Member
Oct 25, 2017
684
Ah.

On my China run my evaluation goal is 80 Martianborn by Sol 100.
At Sol 90 I'm at 166. They're all unspecialized too because I don't have the rearch/electronics to spare for universities yet.

Oh yeah and a rash of idiots can really hamper productivity. Hope we have better tools for dealing with them soon enough. I may be forced to make idiot domes in the future.
 

Sblargh

Member
Oct 25, 2017
3,926
200 colonists is the evaluation goal (the thing that's "research 40 techs" with most sponsors). I don't know what happens if you fail the evaluation but they make it sound like something you MUST pass.

I just failed my first evaluation and...

It does nothing. Really. Just score. You receive less score.
-
Once you realize people will be just fine without:
- Cassino, eletronics store, art store, open air gym, space bar.

Domes start being huge.
Small domes have just enough size for your needs. Medium domes are quite big. Mega-domes is where you build everything just because you already won by that point.
 
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