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Dev Diary 9: Opportunity by Boian Spasov from Haemimont Games

Hi everyone!

Surviving Mars was always planned as a game that we will keep improving and supporting post-release. The upcoming Opportunity patch is our first... well - opportunity, to add significant features to the game and evolve it in response to your feedback. In this dev diary, I will provide a brief overview with the shiny stuff in the upcoming patch and our reasoning for adding them to the game. All the features I am going to talk about are free and will become available to every owner of the game as the patch releases in the very near future.

Passages
The one issue where player expectations differed most from our own was Dome connectivity. We imagined Domes as isolated from one another and the gameplay centred on carefully rationing the available space and customizing each Dome as a separate mini-city. The overwhelming amount of feedback we received on the issue proved that the majority of players imagine Domes differently - as elements of a larger interconnected system.

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Luckily, we had already received some signals about this issue and have been working on a solution for a while. Allowing free unrestricted travel between all Domes on the map was never an option that we liked. It would create major problems on two fronts. First, it would trivialize planning, since every building is going to become immediately available to every colonist, regardless of distance. Second, it could never work with our individual simulation, since it would take many, many hours for a colonist to reach a bar in a distant Dome and then go to work in another distant Dome, causing him to miss his work shift and most likely suffocate on the way.

Still, a more limited solution was possible - allowing colonists to work and visit services in nearby domes, directly connected with the residential Dome of the colonist. Thus Domes become something akin to districts in a city, instead of each one being its own mini-city.

How do you connect Domes? With new constructions called Passages that can connect any two nearby Domes. They are placed similarly to cables, but can't be interconnected and have a limited maximum length. Each Passage takes a single hex both in the source and in the destination Dome for the entrance/exit on both sides. We experimented with other ways of connecting, such as joining the existing airlocks, but aligning and connecting Domes felt much more unpleasant in these experiments and sacrificing a useful hex for each new connection turned out to be an interesting tradeoff in the small Domes.

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But what if you want to create a system in which some Domes only receive visitors and workers from connected Domes? New policies in every Dome info panel allow restricting work and visits in connected Domes - these are similar to the birth control policy that we added in our previous patch.

Before we move to other new features, here are some additional details about passages that might be interesting for experienced players:

  • Passages are equipped with moving walkways that accelerate pedestrian travel in both directions.

  • They are not normally traversable for drones and Rovers, but you can place Ramps over them to facilitate traffic.

  • They connect both Domes for purposes of Power and Life Support grids.

  • Meteor strikes on passages cause fractures and might kill colonists inside.

  • If one Dome has a Power or Life support issues for a long time, passages leading to it will be disabled until the issue has been resolved.

  • Work performance and service comfort in connected Domes is slightly lower, so it is still more optimal for a Colonist to use workplaces and services in his own Dome
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Game Rules
I still remember how excited I was when Game Rules were added to Crusader Kings II. It felt only natural to add something similar in Surviving Mars empowering the players to further customize their games.

You can turn on game rules at the start of a play session but they affect the entire playthrough. We are shipping 13 game rules in Opportunity, most of them focused on customizing the game difficulty since we received lots of feedback about players demanding a more challenging experience. We are certainly not planning to stop there - we can imagine game rules changing entire game elements according to individual taste (alternative Wind Turbines, anyone?) and we can't wait to see what the modders will come up as well.

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Here is a complete list of the Game Rules coming in Opportunity:

  • Prefab Colony - start with enough prefabs to build the basics of a Colony and the first Dome

  • No Disasters - disables all disasters, except the ones coming from the Mysteries

  • Hunger - can't import Food from Earth

  • Inflation - import prices increase over time

  • Long Ride - rocket travel time to and from Mars is three times longer

  • The Last Ark (a.k.a. The Quill Challenge) - can call a Passenger Rocket only once

  • Amateurs - no specialist applicants

  • Rebel Yell - colonists periodically become renegades. Crime is more severe

  • Chaos Theory - tech fields are fully randomized

  • Winter is Coming - Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more

  • Armageddon - Meteor rating set to a new Max level for all locations on Mars

  • Dust in the Wind - Dust Storm rating set to a new Max level for all locations on Mars

  • Twister - Dust Devil rating set to a new Max level for all locations on Mars
Storages
Opportunity introduces new storage buildings for Water, basic and advanced resources. Storing large quantities of processed resources was a huge problem, especially in large colonies and the new storage facilities have been created to address this issue.

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The new Large Water Tank holds up to 1000 units of water (1500 with an increase from tech) while the new Storages hold up to 4000 resource units of the corresponding basic or advanced resource. These facilities are locked behind research. Unlike Depots, Storages consume Power and require a certain amount of construction materials.


Workshops
The final new feature we are introducing is a cycle of three researchable buildings called Workshops. But wait, wasn't there a service building named Art Workshop already in the game? We always wanted to have a dedicate place in which the colonists can be creative and make their own works of art, but the old service building was a poor choice for this and should've been named otherwise in the first place.

To prevent confusion with the new buildings, especially since one of them is a true Art Workshop, we are renaming the old Art Workshop to Art Store. This name is more similar to the names of the Electronics Store and the Grocer with which it shares functionality.

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With that out of the way, let's talk about the new buildings. The Workshops, called "vocation buildings" during development, are completely optional end-game buildings that consume advanced resources and allow colonists to pursue higher life goals once the colony has become self-sufficient and has an excessive workforce. All people employed in Workshops receive Morale and Comfort boost, as long as their Workshop is supplied with resources. They are also counted towards a new challenging milestone that requires 40% of your population to be employed in Workshops.

We know that many players will opt to ignore the Workshops and the corresponding milestone, opting for more practical benefits for their Colony. Still, we felt that it was important to provide a cycle of buildings allowing the colonists to pursue self-realization, to climb to the top of the Maslow's pyramid, signifying that the colony has grown enough to support that kind of lifestyle. The fact that this provides a new optional endgame goal is an added benefit. Hint - to reach 100%, just make sure that your last starving colonist is employed in a Workshop.

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Note that both the Workshops and the new Storages are locked behind new technologies and thus will require a new playthrough to become available in your game.

What do you think about the new features coming in Opportunity? Which one excites you the most? What game rules and buildings would you like to see added to the game?

We will announce when Opportunity will be released in the near future.
 
I really like the concept of the game, but after about 20 hours of playing my interest has started to peter out. But I think in time, this will grow more and more interesting. I know when I played early Rimworld, it didn't have a whole lot, and now I've sunk many hours into it, and it doesn't feel like running on hamster wheel. I look forward to Surviving Mars reaching that same sort of level.


Smiles
 
OK several points to address:

First, I wasn't referring to those types of techs at all, so I probably should have specified more. Getting techs to increase botanists, engineers, medics, security +10 are pointless techs in this game. Because when your people are already specialized and working at 100-150 point levels, adding +10 points means nothing. But if those specialized and non specialized levels were slashed by 30% outright... so they were 70 instead of 100 (just an example)... then +10 means a whole lot more. Suddenly you're looking at ~15% increase in productivity which they desperately need. Because it wasn't just one person working at 70 instead of 100, it's 10 people. So it's an amplified effect. Same for morale. Morale levels are so high to begin with the structures and tech to make them better are meaningless in most games because people are always "just fine". I've not had a single game where I actually needed those techs. They are just fluff to fill out a tech tree. I highly doubt they started out this way. I'd bet when people weren't moving between domes those values fit perfect. This is not what players want to see in their games. When you have a bunch of things you can do but they don't make an impact because the games almost never calls for it... but it is a part of every single game we play.

This was an issue in older Gal Civ games, of one I worked on (Dark Avatar). Most of the techs were just 10% more of a bunch of everything so it felt like a drop in a bucket. You weren't doing relevant work cause you were filling buckets as opposed to doing cool things (for many techs). With so little to do in Surviving Mars, having pointless techs is a very bad thing. Based on what Haimamont has said and their own mods, it feels like their design changed over time and the values we have now were appropriate for people stuck in one dome forever and not shared. But shared domes drastically changes the formula and with the tunnels, will further break the Vanilla balance.

Saying "Difficulty and challenge do not equate with fun" is wrong for many if not most games. If that were true most of what we play would be walking simulators or screen saver fish tanks. For most people the reason to play a game is to have difficulty and a challenge. Otherwise there's no point (unless one is doing it for simple relaxation). Nothing wrong with that, and of course playing with the easier levels of this game is a relaxation exercise. However... Why is multiplayer Fortnite so big? The challenge. Why else are we playing any Paradox game if not for a challenge. Heck, it's a challenge just to figure out how to play a Paradox grand strategy game cause they can't be bothered to do a good tutorial and then keep it updated.

No challenge, no fun, no point once you see what's in the game. This leads to the very of this title. Was this SimMars? Or Cities Skylines Mars? No, "Surviving Mars", and with so few structures, the challenge is why many of us play. The mysteries are great too, but there's not enough of them.

I love this game. But if we wanted Simcity Mars, we could just download mods for Simcity or Cities Skylines that puts us on Mars. We already have Planetbase doing much of what this game did 3 years ago. If you play for different mysteries you're doing the same exact thing over and over til you get there. Same domes, same structures in said domes... every single playthru.

Now I see

you refer to games like Dark Souls or competitive multiplayer games where the challenge is indeed linked to the challenge. the thing is, you seem to treat challenge like it is the same thing as fun. Its not. Not even in a gaming context.

I've heared gamedevs talk on Youtube about some games or parts of them being very challenging, but no fun. Yes, the gameplay might be difficult and challenging, but playing it isn't exciteing or fun or enteraining, its a frustrating, tedious, boring chor you'd happily skip if you could, but keep going in order to unlock an Achievement or to find out what happens next in the story. Some players have talked about playing games they've grown to hate, just to finish the ingame challenges. It's especially RPGs and Platformers who suffer from this.

And then there's games like the Tunguska games, that are so easy you beat them no problem, without getting stuck once, even if its the first time you ever touch a videogame, and their deep, interesting characters and the mysterious, emotional story makes it fun.
the Sims games, where the fun comes from exploring your own creaivity, wierd situations or seeing how your Decisions influence the lives of those virtual humans...
Peaceful mode and creative mode in minecraft...

Challenge is not the same thing as fun. it can provide fun, but it can also ruin it. Fun can also come from surprise, good jokes, good story, encouraging creativity...
Not all challenging games are fun, not all fun games are challenging, and just because many are, doesn't mean one is needed for he other.
No challenge, for anyone, but still a lot of fun.
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Challenge is not the same thing as fun. it can provide fun, but it can also ruin it. Fun can also come from surprise, good jokes, good story, encouraging creativity...
Not all challenging games are fun, not all fun games are challenging, and just because many are, doesn't mean one is needed for he other.
No challenge, for anyone, but still a lot of fun.
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The thing to realize however is what's challenging for some players is really easy for others, which is why the correct approach is to have varying levels of difficulty so as to not disenfranchise players of different skill levels. The varied difficulty options and modes already achieve this to some extent.
 
you refer to games like Dark Souls or competitive multiplayer games

While I refer to them, I don't like them at all myself. I enjoy single player strategy games. After all, Paradox Grand Strategy Games has built their following on very difficult games which separates them from say, Civ VI which is easy unless you play on super cheaty difficulty levels. But let's not get distracted from what I've been trying to point out. The issue I'm hitting on is balance. It doesn't all have to be hard, but the game elements all need to matter. Something once again people who are downvoting my posts ignore - including yourself. We have techs that are superfluous because the game isn't balanced properly. Heck I'll do the work myself, but Paradox/Haimamont has neglected to offer any help to me in creating a mod to balance these factors.

As I've mentioned over and over and over - the techs to boost morale and work performance are meaningless unless you choose the worst of everything and also mod difficulties to make it harder still. In all but the easiest levels they should mean something but they don't. Since half the game is literally just unlocking tech, you better balance your game so those techs don't look like filler.

Keep in mind while reading my comments I'm just a mediocre strategy gamer at best.
 
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@Boyan_Haemimont

Any plans to change the breakthrough system? To allow players a bigger hand in which one gets picked? I don't mind if it's weighted or tiered to exclude the player from outright choosing the best ones, but I would like at least some ability to choose a direction.

I've played over a twenty games now and I'm looking forward to finally having the chance to explore some of the breakthroughs I haven't had yet. Maybe I'm just unlucky, but a few have constantly escaped me and it kinda sucks starting the game and playing for a dozen hours, only to discover my seed doesn't have the ones I'm looking forward to and being forced to start over again.
 
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Any progress on answering the question which produced an embarassing silence during the Q&A session on Twitch last Thursday?

The one which went "Will the dome filters stop "visitors" because of the passages?"
 
While I refer to them, I don't like them at all myself. I enjoy single player strategy games. After all, Paradox Grand Strategy Games has built their following on very difficult games which separates them from say, Civ VI which is easy unless you play on super cheaty difficulty levels. But let's not get distracted from what I've been trying to point out. The issue I'm hitting on is balance. It doesn't all have to be hard, but the game elements all need to matter. Something once again people who are downvoting my posts ignore - including yourself. We have techs that are superfluous because the game isn't balanced properly. Heck I'll do the work myself, but Paradox/Haimamont has neglected to offer any help to me in creating a mod to balance these factors.

As I've mentioned over and over and over - the techs to boost morale and work performance are meaningless unless you choose the worst of everything and also mod difficulties to make it harder still. In all but the easiest levels they should mean something but they don't. Since half the game is literally just unlocking tech, you better balance your game so those techs don't look like filler.

Keep in mind while reading my comments I'm just a mediocre strategy gamer at best.

Never played a Civ game. Heared Ghandi nukes you there.
I agree that the game isn't perfect and could use some tweaking. One of the biggest gameplay issues, at least if you ask me, is that we are getting techs that reduce the amount of workers needed to have a factory at full capaciy when we are struggling to find places for 40 unemployed and 130 homeless. (thats the situation in my current game. two megadomes are in the making...)
the passages don't solve gameplay issues, but immersion issues and increase the freedom we have designeing domes.
 
Never played a Civ game. Heared Ghandi nukes you there.
I agree that the game isn't perfect and could use some tweaking. One of the biggest gameplay issues, at least if you ask me, is that we are getting techs that reduce the amount of workers needed to have a factory at full capaciy when we are struggling to find places for 40 unemployed and 130 homeless. (thats the situation in my current game. two megadomes are in the making...)
the passages don't solve gameplay issues, but immersion issues and increase the freedom we have designeing domes.

I've been confused on that issue as well. It's so out of wack I almost wondered if they intended to have legions of unemployed people in advanced colonies on purpose? ie. automation allows most colonists to kick back and enjoy life by not having to work? I've not seen a particular malus to being unemployed, have you?
 
I've been confused on that issue as well. It's so out of wack I almost wondered if they intended to have legions of unemployed people in advanced colonies on purpose? ie. automation allows most colonists to kick back and enjoy life by not having to work? I've not seen a particular malus to being unemployed, have you?

No. that is another Immersion Issue.
Colonists doing Jobs helps the colony as a whole. And any colonist profits from it, even if he doesn't contribute, but what makes any individual want to contribute, instead of leaving that to others and just consuming? Nothing is offered as an Exchange for doing the job, no negative consequences are there for those who don't work, as long as there are enough people to do what is needed to keep everything running... How does that work?
Having a Job doesn't grant any perks for any individual Colonist, nor does being unemployed deny him anything.
If being unemployed doesn't make a Colonist unhappy, doesn't limit his access to food, services, comfort, shopping...
Why look for a Job at all then? What incentive does a Colonist have to look for a Job?

Humans aren't inherently selfless and altruistic. Investing hours of hard work for free or in exchange for stuff everyone gets regardless if they do it or not goes against our fundamental survival instincts. Having to work hard for something others get for free makes people envy and causes aggression... those Colonists do not follow natural human behavior.
Behavior follows incentive, civilization is based on cooperation, so there must be something that gives an incentive to cooperate, right?
In Real Life, this is done in two ways: One, through rewarding cooperative behavior. Wages or a share of whatever was accomplished, for example. Many people hunting together can kill much larger animals, which means more food for everyone. One part of the group staying in the village, keeping it clean and save while the rest is hunting. the hunters can spend more time hunting because they don't have to clean up and protect the village, more food for all AND a clean and secure village. Second, through punishment for uncooperative behavior. Don't contribute, don't get any reward. Just taking something you have not earned, destroying something someone else built or earned or harming another member of the community, get punished. Beaten, killed, imprisoned... whatever it may be.
If cooperating and acting in a group increases our chance of survival more than being a selfish ass, if it yields better outcomes for the individual, we will do it. If not, well...

(Edit: Writing with several broken keys on the keyboard sucks. Copy-pasting every single t)
 
No. that is another Immersion Issue.
Colonists doing Jobs helps the colony as a whole. And any colonist profits from it, even if he doesn't contribute, but what makes any individual want to contribute, instead of leaving that to others and just consuming? Nothing is offered as an Exchange for doing the job, no negative consequences are there for those who don't work, as long as there are enough people to do what is needed to keep everything running... How does that work?
Having a Job doesn't grant any perks for any individual Colonist, nor does being unemployed deny him anything.
If being unemployed doesn't make a Colonist unhappy, doesn't limit his access to food, services, comfort, shopping...
Why look for a Job at all then? What incentive does a Colonist have to look for a Job?

Humans aren't inherently selfless and altruistic. Investing hours of hard work for free or in exchange for stuff everyone gets regardless if they do it or not goes against our fundamental survival instincts. Having to work hard for something others get for free makes people envy and causes aggression... those Colonists do not follow natural human behavior.
Behavior follows incentive, civilization is based on cooperation, so there must be something that gives an incentive to cooperate, right?
In Real Life, this is done in two ways: One, through rewarding cooperative behavior. Wages or a share of whatever was accomplished, for example. Many people hunting together can kill much larger animals, which means more food for everyone. One part of the group staying in the village, keeping it clean and save while the rest is hunting. the hunters can spend more time hunting because they don't have to clean up and protect the village, more food for all AND a clean and secure village. Second, through punishment for uncooperative behavior. Don't contribute, don't get any reward. Just taking something you have not earned, destroying something someone else built or earned or harming another member of the community, get punished. Beaten, killed, imprisoned... whatever it may be.
If cooperating and acting in a group increases our chance of survival more than being a selfish ass, if it yields better outcomes for the individual, we will do it. If not, well...

(Edit: Writing with several broken keys on the keyboard sucks. Copy-pasting every single t)

It would be interesting to see the designers input here what they were going for.
 

Whoa... I went through the code this afternoon and guess what I found out? Unemployment is the preferred state of colonists! They get a +30 boost to comfort when unemployed. So the theory goes, automation allows the colonists to focus on more relaxing pursuits. So to balance this, we need to cut comfort across the board so when we can get a colony automation it really feels like a boost.
 
No. that is another Immersion Issue.
Colonists doing Jobs helps the colony as a whole. And any colonist profits from it, even if he doesn't contribute, but what makes any individual want to contribute, instead of leaving that to others and just consuming? Nothing is offered as an Exchange for doing the job, no negative consequences are there for those who don't work, as long as there are enough people to do what is needed to keep everything running... How does that work?
Having a Job doesn't grant any perks for any individual Colonist, nor does being unemployed deny him anything.
If being unemployed doesn't make a Colonist unhappy, doesn't limit his access to food, services, comfort, shopping...
Why look for a Job at all then? What incentive does a Colonist have to look for a Job?

Humans aren't inherently selfless and altruistic. Investing hours of hard work for free or in exchange for stuff everyone gets regardless if they do it or not goes against our fundamental survival instincts. Having to work hard for something others get for free makes people envy and causes aggression... those Colonists do not follow natural human behavior.
Behavior follows incentive, civilization is based on cooperation, so there must be something that gives an incentive to cooperate, right?
In Real Life, this is done in two ways: One, through rewarding cooperative behavior. Wages or a share of whatever was accomplished, for example. Many people hunting together can kill much larger animals, which means more food for everyone. One part of the group staying in the village, keeping it clean and save while the rest is hunting. the hunters can spend more time hunting because they don't have to clean up and protect the village, more food for all AND a clean and secure village. Second, through punishment for uncooperative behavior. Don't contribute, don't get any reward. Just taking something you have not earned, destroying something someone else built or earned or harming another member of the community, get punished. Beaten, killed, imprisoned... whatever it may be.
If cooperating and acting in a group increases our chance of survival more than being a selfish ass, if it yields better outcomes for the individual, we will do it. If not, well...

(Edit: Writing with several broken keys on the keyboard sucks. Copy-pasting every single t)


Well now wait... We're dealing with a simplified system here where everybody is willing to do whatever job so long as there's room. It's probably closer to a salaried position on the ISS than anything else, except we're not paying anyone and we're more interested in having a self sufficient colony than something that costs millions of dollars a day to maintain. Astronauts have gone on strike before and have been lazy before, we don't disincentive them even in year long missions by taking away their food or homes or beating them or even refusing to send their kid's fridge drawings up there.

We could probably add a prison system, but we already have something similar to that with the renegades. People who don't as much work and occasional steal precious resources; as things stand now, adding a prison building to store them away both wouldn't fit into the current mechanic of, "renegades fix themselves when life is good enough," and would be less useful than the security tower (which few people build as is.)

In city building games, it's more fun to imagine every problem and solution as your fault. If people are happy, it's because you have a well designed city. If people are sad, it's because you've failed them. If people are unemployed, it's because you didn't provide them with jobs. I for one think that it's a rather dystopic idea that we should make our colonists work even when everything could be an automated paradise.

And besides, humans are naturally altruistic as individuals. We give food to the poor, we feed stray dogs, we make cute faces at children when no one is looking. We're pretty bad when it comes to collective altruism, (we hate taxes, welfare when we don't benefit, and go to war) but that's kinda the role we play when we're in a city builder. We take on the face of the collective and so long as we want to feed the jobless when we have enough food, we can find the colonists to work in the farms. At the very least, we can say, "Hey, we need more food or people are going to start dying. You lot are the only ones who aren't already working. Want to fiddle around with the semi-automated farm controls every morning?"
 
Hi, I'm quite new to this amazing game, I'm having a lot of fun with it, but digging into the mechanics I've noticed that a couple are bugged.
The dome does not register the filtring by traits, and also the farms does not allow me to close working slots or to fire a single worker, pressing the button i hould be able to close the single working slot instead i close the whole time slot of work and fire all the workers.
Can anyone advise in regards to that?
Ps4 User.

Thanks in advance.
 
@Boyan_Haemimont

Any plans to change the breakthrough system? To allow players a bigger hand in which one gets picked? I don't mind if it's weighted or tiered to exclude the player from outright choosing the best ones, but I would like at least some ability to choose a direction.

I've played over a twenty games now and I'm looking forward to finally having the chance to explore some of the breakthroughs I haven't had yet. Maybe I'm just unlucky, but a few have constantly escaped me and it kinda sucks starting the game and playing for a dozen hours, only to discover my seed doesn't have the ones I'm looking forward to and being forced to start over again.

We are aware that some players would like to have more controls over the breakthroughs they receive and are currently considering a game rule for this. It is not on the immediate horizon, though.
 
Any progress on answering the question which produced an embarassing silence during the Q&A session on Twitch last Thursday?

The one which went "Will the dome filters stop "visitors" because of the passages?"

Dome filters are supposed to affect residents and migration only - they do not stop visitors or workers coming through passages.
 
The Hex that a passage takes up in the dome, is it one of the buildable Hex's or is it one of the outlying Hex's that are unbuildable in a dome any way?
From the pictures, a buildable hex.
 
Can we please have a Recycling center that when fully upgraded could re-calm 75% of the base materials that are used every Sol for maintenance. so anything that requires machine parts and electronics would get back metals and rare metals. I would say the first version would only get back 25% of expended materials.

Also why do we not have any tech for farming Animals? We have colonists with the Vegetarian Quark, but everyone in the hole game has a 100% vegetarian diet, the farms could be split into two categories that match the tech trees. the first could be a fishery which would grow fish or shellfish and would be the same size as the hydroponics farms. second could be coops for Chickens/ducks as an out dome building like the mushroom farm, and the last would be the Ranch which would raise ether Cattle, Sheep or pigs.

These farms do offer a few new game mechanics that would be cool, first would be food diversity. this would increase a colonists comfort and increase productivity if they are able to get a proper mix of grains, greens, fruit, and meat. second would be composting, lets say the grocers and the Diner produce 1 unit of waste for every 10 units of food eaten. this could be used in the farms to increase the food yield by a small percentage. The Animal farms could also produce a good amount of waste every day.

But lets say a Vegetarian works in the recycling center, but the dome for some reason has only Dairy/meat their productivity will crash and possibly have a mental breakdown.

this will require re-balancing the farms over all and i think that could be easily done by reducing the number of workers neended

we could also ad Biologists to act as the animal farmers.
 
Can we please have a Recycling center that when fully upgraded could re-calm 75% of the base materials that are used every Sol for maintenance. so anything that requires machine parts and electronics would get back metals and rare metals. I would say the first version would only get back 25% of expended materials.

Also why do we not have any tech for farming Animals? We have colonists with the Vegetarian Quark, but everyone in the hole game has a 100% vegetarian diet, the farms could be split into two categories that match the tech trees. the first could be a fishery which would grow fish or shellfish and would be the same size as the hydroponics farms. second could be coops for Chickens/ducks as an out dome building like the mushroom farm, and the last would be the Ranch which would raise ether Cattle, Sheep or pigs.

These farms do offer a few new game mechanics that would be cool, first would be food diversity. this would increase a colonists comfort and increase productivity if they are able to get a proper mix of grains, greens, fruit, and meat. second would be composting, lets say the grocers and the Diner produce 1 unit of waste for every 10 units of food eaten. this could be used in the farms to increase the food yield by a small percentage. The Animal farms could also produce a good amount of waste every day.

But lets say a Vegetarian works in the recycling center, but the dome for some reason has only Dairy/meat their productivity will crash and possibly have a mental breakdown.

this will require re-balancing the farms over all and i think that could be easily done by reducing the number of workers neended

we could also ad Biologists to act as the animal farmers.

Yeah and it could form one or many mysteries around animal being saved on mars, food industry,...
Such idea could lead to save type of trees too and why not be able to cut some of them to have in-dome wood as a ressource.
 
From the pictures, a buildable hex.

Yes, it looks like you're right.

It's a shame tho, it could have been made so it attaches flush to the dome, while not taking up any buildable hex's by extending inwards by 1 hex.

I bet there will be a Mod to remove that extra hex, shortly after release.
 
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