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Whitecold

Second Lieutenant
27 Badges
Jun 19, 2016
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Reading over the dev diaries and some of the streams I have a few questions. Some of the disasters and problems seem to me to lack the proper tools to combat them. I'm very much interested what you think, if I am forgetting something.

  • Sandstorms shut down your oxygen production, but I don't understand why. While external intakes for CO2 may need to be closed to prevent damage, nothing should interfere with splitting CO2 removed from the atmosphere of your domes. Of course, lack of power may cause oxygen problems indirectly, but the machine should itself should be fine working during a sandstorm
  • Water seems to be a open system as well, without any recycling by default. There was talk about a water reclaimer, but as a spire, instead of very basic equipment for every dome. In fact, I'd be very worried about not removing water, as high humidity can cause mold and all kinds of electrical problems.
  • I am also very much confused by the subsurface heating for surviving cold waves. Why should it be preferable and more energy efficient to heat an entire area than heat the buildings needed specifically and locally? With the thin atmosphere, the ground is likely to be the biggest channel of heat conduction, so you would want to isolate your buildings from it as good as possible. Also, why should you not be able to thaw frozen buildings? Electric heaters are extremely easy and reliable, so if you have enough power, you should be able to turn them back on.
 
1) Probably game-play contrivences.
2) I think we can assume that every dome already has basic equipment installed. The water consumption we're seeing, is already based on the assumption that there are basic water reclaimers present. The entire colonization attempt would be ludicrously ineffecient without. The new, spire-based water reclaimer could simply be a top-of-the-line unit that makes the process even more efficient.
1) Probably game-play contrivences.
 
I certainly don't know the exact answers to these points, but I believe it boils down to fun factor.
Yes, analyzing the points you brought up in an objective manner, they do make sense (I think), but changing those mechanics would maybe make the game less challenging, and in turn less fun to play. As far as I am aware, the core of the game is based on the challenge of surviving on Mars, and maybe little sacrifices to realism (such as the ones you pointed out) were made so the game suits this characteristic.

Cheers!
 
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Reading over the dev diaries and some of the streams I have a few questions. Some of the disasters and problems seem to me to lack the proper tools to combat them. I'm very much interested what you think, if I am forgetting something.

  • Sandstorms shut down your oxygen production, but I don't understand why. While external intakes for CO2 may need to be closed to prevent damage, nothing should interfere with splitting CO2 removed from the atmosphere of your domes. Of course, lack of power may cause oxygen problems indirectly, but the machine should itself should be fine working during a sandstorm
  • Water seems to be a open system as well, without any recycling by default. There was talk about a water reclaimer, but as a spire, instead of very basic equipment for every dome. In fact, I'd be very worried about not removing water, as high humidity can cause mold and all kinds of electrical problems.
  • I am also very much confused by the subsurface heating for surviving cold waves. Why should it be preferable and more energy efficient to heat an entire area than heat the buildings needed specifically and locally? With the thin atmosphere, the ground is likely to be the biggest channel of heat conduction, so you would want to isolate your buildings from it as good as possible. Also, why should you not be able to thaw frozen buildings? Electric heaters are extremely easy and reliable, so if you have enough power, you should be able to turn them back on.

1. Dust storms shutdown MOXIEs which are buildings outside the dome - mostly to prevent damage and clogging up the filters of the device. Farms inside the dome can sustain the dome's oxygen supply and they are not affected by dust storms.

2. Baseline water recycling is implied in water consumption in the colony as the consumption is rather small. The Water Reclamation System just improves the recycling process even further.

3. It is implied that all buildings do in fact have electric heaters and that is why their power consumption goes up when a cold wave occurs. The Subsurface Heater is a system that allows you to heat buildings more efficiently saving some energy in the process and avoiding the risk of having a building freeze if its power supply is cut off for a prolonged period of time. In general cold waves are a test of your colony's power network and efficiency is important.

That being said there are definitely elements regarding disasters where gameplay is more important than realism, especially in regards to pacing, numbers and balance. Ultimately we want to present a fun experience while also presenting what problems a real Martian colony will face.
 
1. Dust storms shutdown MOXIEs which are buildings outside the dome - mostly to prevent damage and clogging up the filters of the device. Farms inside the dome can sustain the dome's oxygen supply and they are not affected by dust storms.

2. Baseline water recycling is implied in water consumption in the colony as the consumption is rather small. The Water Reclamation System just improves the recycling process even further.

3. It is implied that all buildings do in fact have electric heaters and that is why their power consumption goes up when a cold wave occurs. The Subsurface Heater is a system that allows you to heat buildings more efficiently saving some energy in the process and avoiding the risk of having a building freeze if its power supply is cut off for a prolonged period of time. In general cold waves are a test of your colony's power network and efficiency is important.

That being said there are definitely elements regarding disasters where gameplay is more important than realism, especially in regards to pacing, numbers and balance. Ultimately we want to present a fun experience while also presenting what problems a real Martian colony will face.

I'm looking forward to exciting, dynamic, unpredictable gameplay experiences with every playthrough and I totally appreciate that entails more drama and design than reality.

However, I encourage you (and the rest of the brilliant Bulgarians on the team) to always retain your fealty to science fiction. There's such rich gameplay opportunities grounded in the real struggles of first building, then maintaining a martian colony.
 
1. Dust storms shutdown MOXIEs which are buildings outside the dome - mostly to prevent damage and clogging up the filters of the device. Farms inside the dome can sustain the dome's oxygen supply and they are not affected by dust storms.

Is it possible for a dome which is overproducing oxygen through farms transfer the excess oxygen to another dome through pipes?
Thanks!
 
Is it possible for a dome which is overproducing oxygen through farms transfer the excess oxygen to another dome through pipes?
Thanks!

The short answer is - no you can't have a dome overproducing oxygen to feed another dome. The long answer is we tried it but we kept running into a ton of problems with the dome being both a supplier and consumer of oxygen. It is still an idea I like and haven't given up on but for the time being oxygen production from farm works only for the dome in which they are built.
 
The short answer is - no you can't have a dome overproducing oxygen to feed another dome. The long answer is we tried it but we kept running into a ton of problems with the dome being both a supplier and consumer of oxygen. It is still an idea I like and haven't given up on but for the time being oxygen production from farm works only for the dome in which they are built.
Thanks for your replies. I am a bit worried though how flexible the modding can be if this already poses a limit to the engine. I expected a more detailed life support system from the first descriptions, and while I understand the need to make it accessible to everyone, I really hope that it is possible for a hard sci-fi mod to add a full 02-CO2 cycle.