So, at first a diner seems extremely neat -- 10 colonists served on 3 hexes, compared to almost all other social buildings that serve 10 colonists on 10 hexes. At the same time, smart complexes have less space than regular living complexes and cost electronics for maintenance? Miss me with that.
Except.....
Consider the following domes:
The lower 2 are most comparable: They satisfy all needs of unspecialised colonists (shopping, social, relaxation, and food) in the same space. At first, a diner + parks looks better than a space bar: Same service value (60) but 10 capacity for social plus 7 for relaxation, instead of 10 for both. There are however 2 things to note:
Now compare the third dome from below -- regular apartments, gym + 2 parks for social + relaxation. The comfort value will be a bit lower (roughly 55 in my test), but you save 6 people in the service workforce, which saves housing, farmland, children and senior domes, etc. Housing + farming for 6 colonists will already take at least 5,5 hexes in dome space (hence me adding 2 parks for fairness), not to mention the downstream costs of "producing" and sustaining colonists. Also, the gym will make many colonists fit, which combats any health damage without cost, as well as adding the "exercise" interest that can be easily satisfied using parks and gyms. So comfort value is a bit lower, but the part of your colonists that is only there to sustain the other colonists (service + medics) is reduced by a third. Effective workforce is 56-12=44 vs 56-18=38.
Which brings me to the top dome. A smart home gives +5 health and +15 sanity each sol. In combination with a gym, this realiably makes medics obsolete. In my test the top dome does have the highest comfort, but more importantly, its effective workforce is larger than the 2 lower domes (48-6=42) and they can constantly work night shifts/heavy work loads while remaining in green health and sanity.
High comfort, health and sanity are +5 performance each, while heavy workload is +20 performance. So compared to heavy workload + clinics this means +10 production from high health and sanity while saving the workers needed for clinics (which you would need quite a few of, since clinics only have 5 capacity). I believe this is well worth the ~0.2 electronics spent per sol (2 maintenance).
TL: DR: Space bars actually often perform better than diner + 7 hexes of park at the same cost.Gyms and smart homes save you indirect costs in "unproductive" labor force (services, farmers, medics), and smart homes + gym lets you run constant heavy workloads without clinics, which can make them well worth it.
EDIT: Contrary to my previous belief, colonists actually do gain comfort from visiting food service even if that does not satisfy one of their interests (e.g. a standard botanist from visiting a diner). Updated a section.
Except.....
Consider the following domes:

The lower 2 are most comparable: They satisfy all needs of unspecialised colonists (shopping, social, relaxation, and food) in the same space. At first, a diner + parks looks better than a space bar: Same service value (60) but 10 capacity for social plus 7 for relaxation, instead of 10 for both. There are however 2 things to note:
- Colonists will only satisfy one of their interests every day, but eat every day. Assuming all colonists have 3 interests, that means that a 10 capacity building can on average fully serve one normal interest of 90 colonists (3 shifts per day, and only 1/3 of colonists will pick that interest that day), or two normal interests of 45 colonists, or (only) the food need of 30 colonists.
- When a colonists with comfort below 60 visits a diner, his comfort is increased by 10 points. When a colonist with comfort below 60 visits a bar, his comfort is increased by 15 points each time (see here). This means that on average, the spacebar will increase comfort both more often and to a greater degree than the diner.
Now compare the third dome from below -- regular apartments, gym + 2 parks for social + relaxation. The comfort value will be a bit lower (roughly 55 in my test), but you save 6 people in the service workforce, which saves housing, farmland, children and senior domes, etc. Housing + farming for 6 colonists will already take at least 5,5 hexes in dome space (hence me adding 2 parks for fairness), not to mention the downstream costs of "producing" and sustaining colonists. Also, the gym will make many colonists fit, which combats any health damage without cost, as well as adding the "exercise" interest that can be easily satisfied using parks and gyms. So comfort value is a bit lower, but the part of your colonists that is only there to sustain the other colonists (service + medics) is reduced by a third. Effective workforce is 56-12=44 vs 56-18=38.
Which brings me to the top dome. A smart home gives +5 health and +15 sanity each sol. In combination with a gym, this realiably makes medics obsolete. In my test the top dome does have the highest comfort, but more importantly, its effective workforce is larger than the 2 lower domes (48-6=42) and they can constantly work night shifts/heavy work loads while remaining in green health and sanity.
High comfort, health and sanity are +5 performance each, while heavy workload is +20 performance. So compared to heavy workload + clinics this means +10 production from high health and sanity while saving the workers needed for clinics (which you would need quite a few of, since clinics only have 5 capacity). I believe this is well worth the ~0.2 electronics spent per sol (2 maintenance).
TL: DR: Space bars actually often perform better than diner + 7 hexes of park at the same cost.Gyms and smart homes save you indirect costs in "unproductive" labor force (services, farmers, medics), and smart homes + gym lets you run constant heavy workloads without clinics, which can make them well worth it.
EDIT: Contrary to my previous belief, colonists actually do gain comfort from visiting food service even if that does not satisfy one of their interests (e.g. a standard botanist from visiting a diner). Updated a section.
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