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YertyL

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Jun 9, 2016
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So, I wanted to share a few thoughts and observations that I had and made when testing different comfort configurations in domes, because I did not realize a few of those things, particularly the interplay of residence vs service comfort, until quite recently. Wall of text incoming.

EDIT: Despite pretty extensive testing I still misunderstood some things. Updated.

The Basics:
Every colonist has a number of interests they will try to satisfy daily. For a colonist with no traits or specialization these are social, relaxation and shopping. When adopting a specialization, a colonist will lose 1 interest in favor of a different one depending on their specialization -- see here. Certain traits like workaholic or glutton will also influence these interests, but almost all colonists will share at least two of the "base" interests, which means you can, and should, mostly worry about satisfying them. Every colonist also wants to eat a meal at either a grocer or a diner every day; if they are unable to do so, they will take a special "unprepared meal" comfort malus of -3 in addition to the standard -10 malus for being unable to satisfy an interest. This means that satisfying social + food with diners and shopping + food with grocers should usually be a priority over relaxation and other needs.

Comfort capacity: Almost all service buildings can maximally serve (max visitors)*6 visitors if they run 3 shits, except parks, which for some reason seem to be capped at 4*max visitors daily. So up to randomness of colonist interests, a building running 3 shifts will have the capacity to satisfy one interest of (max visitors)*6 colonists, or 2 interests of (max visitors)*6 colonists. It's important to remember that every colonists eats a meal every day, so to satisfy social + food for 60 colonists, you need at least 2 diners, one for 60 daily meals, and one for 60 social interests. So to completely satisfy 60 "vanilla" colonists with interests social, relaxation, shopping and food, you will need either 2 space bars (60 social 60 relax) and 2.5 grocers (60 food + 60 shopping), or 1.25 art stores ( 60 shopping), 2 diners (60 meal 60 social) and 1.5 large parks (60 relax). Compared to a space bar, a diner + 7 park hexes has the lower service comfort for relaxation, but a higher capacity (30 social 30 food or 60 social + 28 relax vs 30 social 30 relax), so I generally consider it superior.

Food comfort, interest comfort, residence comfort:
If a colonist cannot satisfy a need, they will take a -10 hit. If they can, their comfort will rise by +10 for low service comfort buildings or more for higher service comfort buildings if their current comfort is below service comfort. This means you do not need to satisfy every need of every colonist, in particular if you have high service comfort buildings, but it is generally a good idea to satisfy more than half. The penalty for unprepared food (grocers/diners full) is only -3, but will be taken every day, instead of only on the days the colonist randomly picked the interest that was missing a service. For this reason, and because grocers are by far your cheapest shopping option, it is generally a good idea to fill food +shopping and/or food + social with grocers/diners first, and relaxation and other needs last. Almost all colonist will be interested in both social and shopping, so it does not hurt to overdo your food capacity a little using both grocers and diners.
Notable exceptions are botanists, who only want to shop, and scientists, who only want to socialize, so you will want to lean more towards grocers/diners to satisfy food in farm/science heavy domes.

Colonists will also receive a +6 bonus when resting if their current comfort is below the comfort of their residence.

High Comfort and Basic Comfort: A colonist's comfort will only increase if their current comfort is below the service they visit. It will only decrease if a service is completely missed. If a colonists satisfies their social need with service comfort 70 daily, it does not matter if they satisfy their shopping need with comfort 60 or 50, or if the comfort of their residence is 69 or 35. For this reason, I find it convenient to distinguish two kinds of comfort in each dome:
  1. Basic comfort: The only function of these buildings is to make sure a colonist does not eat the -10 penalty for a service missing. Service comfort does not matter, and you should pick the cheapest possible option. Examples are the grocer for shopping, parks for relaxation, and a diner with 1 person each shift or a gym for social, depending on whether or not food is sufficiently satisfied. Note that while a gym is larger than a diner, you will need to house and feed the staff of the diner, which means that total space usage is effectively pretty close. Since service comfort does not matter, basic comfort can be "exported" to another dome via a dome passage with no downside.
  2. High comfort: The buildings that are meant to increase colonists' comfort to the maximum they can be in this dome. One option for these is a manned dome service building, like a fully staffed diner, clinics and medical centers with the rejuvenation treatment upgrade, and spacebars/casinos. Art/electronics store in principal do the same job, but are too expensive in my book (see above). The second option for your highest comfort in the dome is a high comfort residence. As mentioned before, if you have high comfort service buildings, you will not need high comfort residences, and vice versa. So you will optimally want to pick and pursue one of the two. Which leads us to...
Urban comfort and rural comfort: You will not always need high comfort domes, but when you do aim for one, I believe you should optimally design your dome along one of these two patterns:

  1. Urban comfort dome: The classic strategy of most players. You can mostly ignore residence comfort (i.e. use apartments) as long as you have one or more high comfort service buildings, and basic comfort satisfaction for more than half of all needs (i.e. fill food, mostly ignore rest). A diner running heavy workloads will often be your best early high comfort option. Once you get to rejuvenation treatment clinics and med centers or casinos, you can ignore an increasing percentage of colonist needs, since their bonus of +20 or more on each visit will compensate for a lot of missing/full service malus.
  2. Rural comfort dome: The opposite strategy: Highest comfort are your residences. This will generally mean living complexes or arcology with some other bonuses. The daily comfort increase of a residence is mostly only +6, which means you will need to satisfy most needs with basic comfort, because you can maximally eat one -10 malus in 2 days if you want to increase comfort. The upside is that in a good situation, you can generate a lot of comfort for a lot of people with very little investment in manpower and materials. The base comfort of a living complex is 50. On this you can add the following effects: vistas (stack), dome bioscaping (+15 in smaller domes), biome engineering (+5 for each farm in the dome), home collective upgrade (+10), hanging gardens (+30), and the arcology breakthrough. As an example: After researching the dome bioscaping and biome engineering techs, living complexes in a barrel dome with 2 farms will have comfort 75, and raise average comfort to 81+ with only parks, gyms and grocers. Later, your biggest asset will usually be the hanging gardens with their insane +30 comfort, which means that your living complexes basically get free art store visits.
Below are showcase examples of extreme urban comfort and extreme rural comfort. Hanging garden + 2 farms + home collective means residence comfort 100 in the mega dome.

20190614131805_1.jpg
 
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Cold wave and dust storm disasters have events tied to them that provide permanent bonuses to comfort. The dust storm one has a one time cash cost. The cold wave one costs health to the colonists that use it. The cold wave one is better than it seems since the health cost is low and odds are you aren't really stressing your medical services anyways.
 
Cold wave and dust storm disasters have events tied to them that provide permanent bonuses to comfort. The dust storm one has a one time cash cost. The cold wave one costs health to the colonists that use it. The cold wave one is better than it seems since the health cost is low and odds are you aren't really stressing your medical services anyways.
The "food fight" event is also completely insane in that regard. Picking the "bio and organic" response gives +20 (!!!) service comfort to grocers and diners, which turns your grocers into casinos, and your diners into art stores (80 comfort). Did I mention it's kind of insane?

One other thing I find neat is making a gym the only social option in your education domes, because then your colonists will get a physical education in addition to their academic one, and later parks and gyms will satisfy two interests of fit colonists cheaply. A barrel dome can fit 4 nurseries, 2 schools, and 3 playgrounds (good unit for 30 children), 2 grocers in the middle (children want food service too), gym, university and living for 22-28 adults (either 2 living complexes or 1 living complex + 2 living quarters, you need 21 for uni + 2 grocers). Make sure to disable services in other domes if you connect the dome, because otherwise they will rather go to the higher comfort bars in adjacent domes, which students should never do *cough*

It's also nice to combine children + sanatorium, because then they can be cured of any psychopathic tendencies immediately after growing up, or all 3 in a super education trigon dome.
 
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I make my children domes exclusively for children. No adults at all. All kids have is food and playing interest so the playgrounds are excellent service capacity to space use. Depending on the dome type I end up using I either make the adults commute through a passage in to work the food service or make the kids commute to get food. Its easy to hook passages in since the kiddy houses are all 3 unit triangles.

I do the sanatorium in the same dome as my universities. Similar deal, most services are a commute away. The locals get their education, get their bad traits cleansed and get out.
 
Kids don't need food service buildings, simply put a food storage outside the dome and they will be quite fine. Children domes should consist of nothing but schools, playgrounds, and nurseries; no labor, no adults required at all. In fact, trying to place buildings that don't require labor but expect adults, like Hanging Gardens spire, actually breaks things.
 
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Interesting -- but which domes do you actually use then? If you want to combine 2 nurseries, a playground and a school, that's awkward for micro domes, in a basic you waste the spire, and anything else it will take a pretty long time to fill with children only. 4 nurseries and 2 schools in a micro? 6n + 4p + 3s in 2 micro domes?
 
My first child dome is a barrel: 4 schools, 7-8 nurseries, 6-7 playgrounds, with some small parks or whatnot in the extra space. No spire slot to waste. Second is a medium: 6 schools, 11 nurseries, 9 playgrounds. Efficient placement means no 1 hex slots go to waste, again put parks or whatever in the three 1 hex slots around where the spire would be. Spire slot goes to waste, but not really a factor by that point. If they would fix the bug with Hanging Gardens that renders children unable to use it, I'd put it in.
 
I'd think by the time you're worried about child domes a barrel dome would be best. Or trigon domes placed close to each other to spam out children domes.
 
I'd think by the time you're worried about child domes a barrel dome would be best. Or trigon domes placed close to each other to spam out children domes.
For your first one a barrel dome is more than enough. I think I didn't need another kiddy dome until around 500ish total population in my last game.
 
Ugh. OK, I did some more extensive testing with 3 different domes. It seems I was originally wrong -- one visit to a space bar will not take care of social and relaxation, which means that diner + parks is usually better.

As far as I can tell, every day a colonist wants to eat, rest, and visit 2 buildings of their randomly chosen daily interest - which can result in them visiting 3 grocers or 3 diners in a single day. However, when going over capacity and checking the total "visitors today" in all buildings at midnight, they tend to randomly vary between 3x colonists and 4x colonists, which might just be because visitors at midnight are counted double, but I am still not completely sure if I am right here. One thing I can definitely say is you will want significantly more food buildings than you would want for the service they provide, i.e. more diners than gyms, since every colonist eats a meal every day, but only wants to satisfy one random interest.
 
Regarding the child domes. Could combined child & tourist dome work? Tourists do not need much services, so you could put arcology in medium dome and else build it to fulfill needs of children, with food provided either from storage of, at most, with passage to adult dome from which worker could come run grocery/diner...
 
Regarding the child domes. Could combined child & tourist dome work? Tourists do not need much services, so you could put arcology in medium dome and else build it to fulfill needs of children, with food provided either from storage of, at most, with passage to adult dome from which worker could come run grocery/diner...
No. If you build housing that isn't nurseries your useful residents will move in if you don't filter out youth and up. Tourists come in all ages so you can't age filter domes for them.

Tourist domes work because you can filter the tourist dome to draw in tourists and block martianborn while also blocking tourists in your other domes.

You can mix tourists and seniors to save a dome's worth of maintenance in your early set up. However eventually its worth getting single specialized domes for the non-working pop types and the sooner you set it up the better. Its easier to add to a partially filled dome than to shift everything over.
 
My best comfort strategy.

Normal Domes with a Vista. Or 2 if possible in their work area with Living Complexs + Dome Bioscaping.
Around 1 vista I can fit 3 normal or barrel domes. All scrubbed by just 3 scrubbers and heated by 1 heater.
For no specialists I prefer a Gym and large park for 24/7(no workers needed) services of relaxation and social. And a with grocer or 2 for food and shopping.

After I train only engineers and enough medics for the med buildings and some officers for the security stations and planetary projects. With that I add diners and 1 Art shop. Small or big art shop depending on how much medics are in the dome.

For the kids and seniors dome with filters. No service buildings that require workers there. Kids can go to the next dome for food. I don't care about seniors. I usually build the university here since kids can get right to uni after they grow up and then leave the dome.

For getting bigger population I start using scrubbed Mega Trigons and just increase the number of diners and grocers. But also start putting Smart Home to offset for the lack of Dome Bioscaping.
I concentrate on having Religious Nerds for the higher moral=worker performance and less spawning of renegades.
 
Not in the dome. The dome itself requires maintenance. For the Mega Trigons its 2.5 polymers. And I can put next to the dome large water and oxygen tanks and 1, 2 lasers which will also be scrubbed. All birds with 2 stones. :)

It's even better with Oval Domes since these are biger. I can keep 2 Oval Domes maintenance free ( 2 X 4 polymers) with just 2 scrubbers. I don't remember but I think it's possible to scrub 2 Mega Trigons with just 2 scrubbers.

Diamond, Mega and Geoscape domes can't be scrubbed. The scrubber max range does not reach the centre hex of these no matter where you place it.

If the scrubber max range can reach a dome's centre hex = no maintenance for that dome. It's the same for the heater. If the centre hex of the dome is in the range it's heated.
Heater can heat/reach the centre hex of all dome types. I haven't tried, but I think that is also how a Drone Hub works. You just need to hit the centre hex of the dome with the work area of the building.
 
Damn me trying to start as ecologist and maximizing comfort from the start. Now I have rampaging overpopulation and don't know what to do with it since what I suppose is midgame. Always more pops than jobs and living space. Couldn't start tourism, running low on concrete from constant building. Had food situation periodically tanking because couldn't build farming domes fast enough. There must be a population control option somewhere that I overlooked. Anything? I've seen "births are allowed" decision, but that is per dome.

And while we are talking about comfort, what am I supposed to do with arts and electronics shops? Putting one in a small dome I get 50 visits per sol, and it depletes my resources in a few sols. Maybe they get visits from linked domes too. But I must be overlooking something again and there is a way to combine these services with some others and reduce this absurd consumption, because some people really want gaming or luxury.
 
Casino Complex gives luxury and gaming without the need of constant resources influx. But that building's base comfort is 70 which is just Ok.

BUT, the base comfort of any service building is increased if you staff it with workers that have high morale and/or are workaholic with the hard working turned on and/or are Enthusiasts with moral of 70 or more. Comfort of 70 and up for non Enthusiast, Genius, Celebrity just makes these colonists make more babies.

Only botanists and medics need luxury so I think there is no point to make an Art store and just go for casino if you have too much of these specialists in 1 dome.

Only scientists and colonists with the Gamer trait have the gaming interest. IMO the Gamer is a FLAW not a trait, it has almost no benefits.

Electronics store has a base comfort of flipping 100. Just like the Art store these are only good for making babies fast and early in the game because of the high comfort they provide. But are not worth it to keep them running if you can't afford the constant need of advanced resources.

Casinos can take care of the need for Luxury and Gaming interests, but their downside is that they are big buildings which also makes them need 3 times more workers.
 
Do you need to / shouid you keep service buildings open overnight? I always see big negatives when I check dome comfort at night.

Is there a handy guide to know how many services you will need per housing or dome total population? My comfort jumps all over the place and I am trying to figure out why, and why it claims there is missing services when the services themselves have extra space.
 
Do you need to / shouid you keep service buildings open overnight? I always see big negatives when I check dome comfort at night.
It can be depending on population and services availability. If you select a dome and hover over comfort you can see it. If there are a dozen people missing, say, shopping because service is full, making grocer work overnight can fix it.

Is there a handy guide to know how many services you will need per housing or dome total population? My comfort jumps all over the place and I am trying to figure out why, and why it claims there is missing services when the services themselves have extra space.
I think this guide above details it? Roughly one grocer and one diner per 60 people, for others more than one building is never needed, except parks.