• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

tksolway

Second Lieutenant
102 Badges
Dec 30, 2009
188
181
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron 4: Arms Against Tyranny
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Crusader Kings II: Horse Lords
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • War of the Roses
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
Do you seriously have to setup lights every dozen hexes just to see anything? Do you have to build Struts constantly to keep your stuff from being buried by constant rubble falls? It seems like I don't get power or water from above ground even though it seems like the elevator has hookups for it (numbers don't show on the map).

Are there any guides for how the underground works?
 
You theoretically have to set up lights everywhere. but I rarely do, except around domes. You can see anomalies and depots without lights, and rover lights are usually enough for me to maneuver around. I also usually build 1 strut per dome at most, and that only if there are many buildings around it. Underground marsquakes are pretty rare and the damage is not that bad.

You should get power and water from above ground when it is needed and can be supplied. The only stuff that's wonky is storage -- the elevator will supply excess power/life support, which is not the same as a connected grid. For example, a water extractor above ground will not produce more to fill up storage below. There is also some wonkiness if you have both producers and storage on both sides -- I have found that briefly turning off producers on one side can help.

The main advantages of underground:
  1. No dust storms or cold waves. You can e.g. move fuel and oxygen production below ground. Saves a surprising amount of storage/power/maintenance on disaster-heavy settings.
  2. Underground fungal farms are fantastic. You can get 20+ food/sol for 0.5 water.
  3. Research collaboration loss is separate. This means in terms of best research per worker, you should build underground labs before you build hawking institutes
  4. If you have spelunker profile or a certain breakthrough, you get (at least) +6 sanity heal and no disaster sanity damage. Together with the +5 for well rested this means you do not need any sanity heal to reliably run out-of-dome-buildings, or combine with a gym to run heavy workloads on colonists with a social interest (e.g. scientists). Pretty damn strong for polymer factories, fungal farms, mines, labs....makes every underground dome almost as good as the geoscape dome wonder.
 
  • 1Like
Reactions: