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porpsi

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Mar 23, 2018
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  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Magicka
1- When building your first dome, if you are planning to have it as a research dome (i heard this was a good idea for the first one), is it silly/pointless to still put it near metal/rare metal deposits?

2- Which colonist flaws are not actually too bad? I know idiot and chronic condition are very undesirable, for obvious reasons, but i just saw that whiner and coward are now thumbed down by default too... Coward i can kinda understand but whiner sounded like one of the more manageable flaws to me

Thanks!
 
1) It will be hard housing and service wise at the same time. Mines do need a lot of people. Give you the room to make two domes in this area if you can.
2) I'm not really looking too much at flaws later in the game personnaly. It's more important for the beginning though. Loner may concern you if you make crowded domes with two appartments or more.
 
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(IMHO, naturally)
1. I wouldn't say it is silly or pointless, especially if later on you decide to turn that dome into a production dome. At some point you may consider moving research to a "better" dome - either bigger or better location.
2. As Gilmund said, I think for the first 12 colonist, you'll probably want as few flaws as possible. But later in the game when you've got lots of colonists I don't think it matters too much.
 
I tend to avoid bringing in any colonists until I have medium dome researched. Basic dome is incredibly impractical for anything except disposing of old people and other undesirables.

A medium dome will comfortably house both a (modest) research effort and some miners. Schools and universities, however, should probably go in another dome. Both of those are very population intensive.

I think Idiot is the only thing you absolutely do not want. Even chronic condition is very acceptable as long as your domes have clinics. Lazy is bad news but a lazy person is better than no person. The only thing that's not true of is idiot.
 
1- When building your first dome, if you are planning to have it as a research dome (i heard this was a good idea for the first one), is it silly/pointless to still put it near metal/rare metal deposits?

2- Which colonist flaws are not actually too bad? I know idiot and chronic condition are very undesirable, for obvious reasons, but i just saw that whiner and coward are now thumbed down by default too... Coward i can kinda understand but whiner sounded like one of the more manageable flaws to me

Thanks!

1. Research Dome is specifically viable for Europe (and Politician). For harder starts it's not really very viable. Having it near a rare metal deposit is not a bad idea so long as you import food and don't try to fit in a third job type in the Dome (regular metal is generally not worth mining early). Eventually the mine runs out anyway and you can turn it to a pure research dome.

2. Whiner and Coward are mainly really bad if you have a lot of disasters to deal with. On a more forgiving map you can live with them.
 
For flaws I suggest to use the thumb down on all of them at start, and only let in anyone with flaws as you start to run out flawless colonists. Maybe try to find the flaws of the genius/celebrity if you really want them, but even those are not that needed and sooner or later you want all of them (except idiots.) Loner actually one of the worst flaws, only the small domes will be below 30 pop, and only if you keep them with that low pop (two starting house is 28, a single apartment is 24, just a few homeless and you are above the limit for the loner, and you usually want more than this in domes.
 
Awesome, thanks a lot one and all, certainly cleared a few things up. I am playing as Europe (with astrogeologist commander) so i guess i will go ahead with the research dome but leave the closest good mining spot for another dome later on.
Feel like i got pretty lucky with this map (the deep scanning tech from day one is amazing, don't think i will go back to rocketeer again).. Now i'm just trying to make sure that i don't get into another death spiral.. taking it real slow for now.
I may well come back with more questions as and when they come up.
 
Awesome, thanks a lot one and all, certainly cleared a few things up. I am playing as Europe (with astrogeologist commander) so i guess i will go ahead with the research dome but leave the closest good mining spot for another dome later on.
Feel like i got pretty lucky with this map (the deep scanning tech from day one is amazing, don't think i will go back to rocketeer again).. Now i'm just trying to make sure that i don't get into another death spiral.. taking it real slow for now.
I may well come back with more questions as and when they come up.

Might as well plug the guide then:

https://forum.paradoxplaza.com/forum/index.php?threads/surviving-mars-a-primer.1083069/

Mining rare metals and the Europe research bonus should prove to be a very viable start. Just note that you will have labor issues if you fit in hydrophonics, so just import food instead.
 
hey thanks for the guide Zinegata.. Some useful tips in there.
I have another more specific question (and i dont want to make a new thread for it)...
I restarted so that i can use the workplace filters mod once i realised how annoying it is to have your manually placed botanist decide he would rather work in the diner after 5 days... On my current game i havent been quite so lucky with breakthroughs... but i did unlock Nocturnal Adaptation. I havent researched it yet, but if ihad researched it and If i am only going to be running 2 shifts a day (due to small workforce), should i be running 1 nightshift, 1 dayshift and 1 free shift in the daytime?

Also, is there any way to re-order pinned items?
 
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I restarted so that i can use the workplace filters mod once i realised how annoying it is to have your manually placed botanist decide he would rather work in the diner after 5 days... On my current game i havent been quite so lucky with breakthroughs... but i did unlock Nocturnal Adaptation. I havent researched it yet, but if ihad researched it and If i am only going to be running 2 shifts a day (due to small workforce), should i be running 1 nightshift, 1 dayshift and 1 free shift in the daytime?

It depends really on your power situation more. Night shifts also tend to be empty because solar panels don't work at night, but if you're relying on 24/7 power sources then it should be fine to do night shifts with Nocturnal Adaptation.

Also, is there any way to re-order pinned items?

I don't believe so. That's one of the legitimate UI issues that need to be addressed.