First off I've been really enjoying the game. This is primarily a list of quirks or oddities that I find detract from a mostly enjoyable game as well as my take on how to fix them.
Warnings:
- Food: I think this warning doesn't account for the food currently growing or for any in grocers & diners, it appears to only care about an arbitrary number in the stockpile. As such I get endless food warnings in the early years despite a growing stockpile. In the later game it suffers from the same thing. It warns me, I check and it's fine so I ignore it, then it warns me again a short time later, and when I check I have more food in my stockpiles than the last time. Something is off with this warning.
- Power: "You're out of power" ...thanks? If I just added some power consumption and I'm going to be out of power in a sol or less I'd love a warning please. Or perhaps a listing somewhere of battery charge level at sundown and sunup so we can see if we're doing fine or in a downward spiral.
Autopinned Colonists:
- At least give me an option to turn this off as this is incredibly annoying especially in the later game when my ui real estate is constantly full of these colonists that I don't want to see. This is unwelcome clutter that I can't stop.
Seniors:
- I can't think of any reason to not make a dome with only apartments & maybe an arcology (more housing room!) to send all the seniors, and only the seniors to. Early game this has the bonus of maybe making them Earthsick and leaving, later game I still want them segregated so I free up room for productive members of society in my real domes. And I don't dare give them any amenities, not only does their comfort and morale not matter but they can't run those amenities so it then takes up valuable citizens to care for them and I lose the dedicated senior dome. I honestly don't even want to give them food. Heartless? Sure, but we're on Mars and often struggling to survive so insert roleplay reasons here if nothing else. And this is all because there's no benefit to keeping them around and there's also no penalty for this unless they die of unnatural causes like suffocation. Perhaps they could be usable as teachers or grocer greeters, or have a chance to pass on useful perks to residents of the same housing complex.
Overzealous Breeders:
- It seems counter intuitive but I think I'm going to start making random domes much less comfortable on purpose since the colonists have no self control. We're on Mars and they're comfortable so they like to breed like rabbits giving NO consideration for the fact that we're on Mars and the only habitable locations are the domes which have a limited amount of housing available. Never mind the extra strain on food and amenities. I had a dome with room for 200 colonists, later on I found out there were over 250 living there. I had several other domes and the story was always the same. I also had several random unnatural deaths, every single one was a homeless child suffocating in the middle of the Martian wasteland, my take is that this is because his/her parents were selfish and that gave no consideration to the overpopulation issue they were contributing to. Could we please get an edict or something to enact where we lower everyone's morale and enact birth control and/or population limits. Or just have them not try to ruin everything.
Security:
- I've never built one of these buildings. I see no reason to as renegades seem to be incredibly rare. Might I suggest we get a new option to push undesirables out of airlocks in any dome where we have a security station? In my case that wouldn't just be the 2 renegades I've ever noticed I had, but also the seniors, and all those inconsiderate parents. And in future playthoughs it could even be part of my biorobot uprising. Or to deal with those pesky Cylons or toss that xenomorph out...
- Perhaps this building could be used to enforce my population control edict suggestion.
Suffocating, Starving, & Homeless:
- Colonists take many many many sols to die, please make them die off faster. I'd be dead without oxygen almost instantly, nevermind however long a sol is in this game. I tried to delete a dome the other day, so I took out all the buildings in it and disconnected the oxygen/water. The colonists that were living there all decided they wanted to stay there and die instead of going and being homeless in another dome. While I wasn't keeping accurate track of the passage of time, it think took them around 20+ sols to all die off. This was with no housing, food, oxygen, or water, and later on no power.
Biorobots:
- I can't single out biorobots. Building a biorobot gives them two quirks: Biorobot & Martianborn. At some point virtually every colonist on Mars will be Martianborn. As such you can say no to biorobots but you can't say yes to only biorobots, for instance if I wanted only biorobots in a particular dome I can't do that. I probably wouldn't have noticed this so soon but there's an achievement tied to them which requires you to put a lot of them in one dome. Later on I'd like to try roleplaying a biorobot master race that wants to purge the humans from Mars. I unfortunately can't currently do this anymore than I can push people out of airlocks.
Fungal Farm:
- The hydroponics is cheaper and works well, I'd rather 2-3 of them instead of the fungal farm. The actual farm obsoletes the other two, especially when you get the techs to have farms add comfort and lower the amount of people working in it. On top of this I generally get the farm tech before the fungal farm which makes it even less likely for me to use it. I can't see using it early-mid game as working out of dome lowers your Earthborn colonists sanity. Perhaps as a late game option and having more housing in a dome in it's place? I guess as a deterrent to overpopulation?
Martian Patents:
- Could we please get an option to repeat these two techs forever? When I've finished every other tech I end up returning to the tech tree every few days because it ran out of the 5 patents I was allowed to queue up.
- Might I suggest a change to have the 500M/2,000M techs be a default research sink? This way if I don't have anything else selected to research it puts it into one of these items instead of completely wasting the research points. Perhaps have it do the 500M tech until I get to you get access to the 2,000M tech and then switch to it instead. Additionally I'd suggest having them slowly increase in cost to complete as they get out of hand quickly once I have a science dome up.
Custom Landing Zone:
- I'd like a way to try a landing zone with all disasters maxed. I haven't found a location on Mars to experience this yet. Please consider allowing an actual custom landing location for disasters, resource scarcity, and flatness/roughness.
- Alternatively let us pick our preferred slider settings and then scroll through all the locations that match it or are at least close to what we wanted.
Restart:
- When I've picked all my starting options and landing zone I can use my probes and restart. This is basically an exploit as the map stays exactly the same. With just 1 probe I can keep hitting restart to find my ideal landing zone or pinpoint where all the anomalies are. Could you please add some randomness to the restart feature?
Rocket Back to Mars:
- Please let us manually send an empty rocket back to Mars. Currently I always need to bring at least 1 colonist or 1 cargo item back to Mars with it. The only way around this is to automate the rockets. However I don't always want that option on, and...
- ...I recently had 2 automated rockets get bugged out and stuck on Mars with full loads. I noticed this in Skye's playthrough and heard that it was supposed to be fixed at release. I'm sad to inform you that it isn't fixed.
Storylines:
- I've done one of the easy ones and one of the hard ones. Marsgate was actually easier than the easy one which was the Dreamers due to getting all that money and not needing to waste all those school perk slots. Actually I've done three, I did the cubes one too. That one was also harder than Marsgate as they were in the way for the entirety of the storyline. Might I suggest that the difficulties attached to the storylines be re-evaluated?
- Perhaps the AI storyline or one of the others does this in some way, if so please ignore this suggestion. Could we get a Battlestar Galactica style storyline with the Cylons invading and causing mischief? This would help give a reason to build the security station too.
- Aliens, the movie, storyline. Not sure how exactly to pull this off with the uber pacifist atmosphere the game has but xenomorph(s) ravaging a dome or three could definitely go into the hard category.
Breakthroughs:
- There's a bit of a balance discrepancy between them. Some are borderline useless, others are nice, and others are so overpowered you'll research and abuse them without hesitation.
- The extractor AI breakthrough where you don't need colonists to man it anymore is incredibly overpowered compared to any other breakthrough I've played with. Throwing extractors anywhere and everywhere and never ever using a geologist again is a broken. Might I suggest needing a dome nearby regardless of if it need a colonist inside it or not?
- The AI fusion is similarly OP, but slightly less so as fusion is generally a fairly late tech. That said, you get a ton of power from these, I think it told me 300. That's equal to 15 opened stirlings (30 closed), 90 solar (60, but +30 to cover the being useless at night), or 30+ windtrurbines in one building that has vastly less upkeep than any of the others. Even the sun wonder is bleh in comparison to this since fusion is much cheaper and buildable way earlier. If you manage to get the excess power = tech breakthrough then it's all over.
If you made it this far thanks for reading.
TL;DR I want to be able to push people out of airlocks.
Warnings:
- Food: I think this warning doesn't account for the food currently growing or for any in grocers & diners, it appears to only care about an arbitrary number in the stockpile. As such I get endless food warnings in the early years despite a growing stockpile. In the later game it suffers from the same thing. It warns me, I check and it's fine so I ignore it, then it warns me again a short time later, and when I check I have more food in my stockpiles than the last time. Something is off with this warning.
- Power: "You're out of power" ...thanks? If I just added some power consumption and I'm going to be out of power in a sol or less I'd love a warning please. Or perhaps a listing somewhere of battery charge level at sundown and sunup so we can see if we're doing fine or in a downward spiral.
Autopinned Colonists:
- At least give me an option to turn this off as this is incredibly annoying especially in the later game when my ui real estate is constantly full of these colonists that I don't want to see. This is unwelcome clutter that I can't stop.
Seniors:
- I can't think of any reason to not make a dome with only apartments & maybe an arcology (more housing room!) to send all the seniors, and only the seniors to. Early game this has the bonus of maybe making them Earthsick and leaving, later game I still want them segregated so I free up room for productive members of society in my real domes. And I don't dare give them any amenities, not only does their comfort and morale not matter but they can't run those amenities so it then takes up valuable citizens to care for them and I lose the dedicated senior dome. I honestly don't even want to give them food. Heartless? Sure, but we're on Mars and often struggling to survive so insert roleplay reasons here if nothing else. And this is all because there's no benefit to keeping them around and there's also no penalty for this unless they die of unnatural causes like suffocation. Perhaps they could be usable as teachers or grocer greeters, or have a chance to pass on useful perks to residents of the same housing complex.
Overzealous Breeders:
- It seems counter intuitive but I think I'm going to start making random domes much less comfortable on purpose since the colonists have no self control. We're on Mars and they're comfortable so they like to breed like rabbits giving NO consideration for the fact that we're on Mars and the only habitable locations are the domes which have a limited amount of housing available. Never mind the extra strain on food and amenities. I had a dome with room for 200 colonists, later on I found out there were over 250 living there. I had several other domes and the story was always the same. I also had several random unnatural deaths, every single one was a homeless child suffocating in the middle of the Martian wasteland, my take is that this is because his/her parents were selfish and that gave no consideration to the overpopulation issue they were contributing to. Could we please get an edict or something to enact where we lower everyone's morale and enact birth control and/or population limits. Or just have them not try to ruin everything.
Security:
- I've never built one of these buildings. I see no reason to as renegades seem to be incredibly rare. Might I suggest we get a new option to push undesirables out of airlocks in any dome where we have a security station? In my case that wouldn't just be the 2 renegades I've ever noticed I had, but also the seniors, and all those inconsiderate parents. And in future playthoughs it could even be part of my biorobot uprising. Or to deal with those pesky Cylons or toss that xenomorph out...
- Perhaps this building could be used to enforce my population control edict suggestion.
Suffocating, Starving, & Homeless:
- Colonists take many many many sols to die, please make them die off faster. I'd be dead without oxygen almost instantly, nevermind however long a sol is in this game. I tried to delete a dome the other day, so I took out all the buildings in it and disconnected the oxygen/water. The colonists that were living there all decided they wanted to stay there and die instead of going and being homeless in another dome. While I wasn't keeping accurate track of the passage of time, it think took them around 20+ sols to all die off. This was with no housing, food, oxygen, or water, and later on no power.
Biorobots:
- I can't single out biorobots. Building a biorobot gives them two quirks: Biorobot & Martianborn. At some point virtually every colonist on Mars will be Martianborn. As such you can say no to biorobots but you can't say yes to only biorobots, for instance if I wanted only biorobots in a particular dome I can't do that. I probably wouldn't have noticed this so soon but there's an achievement tied to them which requires you to put a lot of them in one dome. Later on I'd like to try roleplaying a biorobot master race that wants to purge the humans from Mars. I unfortunately can't currently do this anymore than I can push people out of airlocks.
Fungal Farm:
- The hydroponics is cheaper and works well, I'd rather 2-3 of them instead of the fungal farm. The actual farm obsoletes the other two, especially when you get the techs to have farms add comfort and lower the amount of people working in it. On top of this I generally get the farm tech before the fungal farm which makes it even less likely for me to use it. I can't see using it early-mid game as working out of dome lowers your Earthborn colonists sanity. Perhaps as a late game option and having more housing in a dome in it's place? I guess as a deterrent to overpopulation?
Martian Patents:
- Could we please get an option to repeat these two techs forever? When I've finished every other tech I end up returning to the tech tree every few days because it ran out of the 5 patents I was allowed to queue up.
- Might I suggest a change to have the 500M/2,000M techs be a default research sink? This way if I don't have anything else selected to research it puts it into one of these items instead of completely wasting the research points. Perhaps have it do the 500M tech until I get to you get access to the 2,000M tech and then switch to it instead. Additionally I'd suggest having them slowly increase in cost to complete as they get out of hand quickly once I have a science dome up.
Custom Landing Zone:
- I'd like a way to try a landing zone with all disasters maxed. I haven't found a location on Mars to experience this yet. Please consider allowing an actual custom landing location for disasters, resource scarcity, and flatness/roughness.
- Alternatively let us pick our preferred slider settings and then scroll through all the locations that match it or are at least close to what we wanted.
Restart:
- When I've picked all my starting options and landing zone I can use my probes and restart. This is basically an exploit as the map stays exactly the same. With just 1 probe I can keep hitting restart to find my ideal landing zone or pinpoint where all the anomalies are. Could you please add some randomness to the restart feature?
Rocket Back to Mars:
- Please let us manually send an empty rocket back to Mars. Currently I always need to bring at least 1 colonist or 1 cargo item back to Mars with it. The only way around this is to automate the rockets. However I don't always want that option on, and...
- ...I recently had 2 automated rockets get bugged out and stuck on Mars with full loads. I noticed this in Skye's playthrough and heard that it was supposed to be fixed at release. I'm sad to inform you that it isn't fixed.
Storylines:
- I've done one of the easy ones and one of the hard ones. Marsgate was actually easier than the easy one which was the Dreamers due to getting all that money and not needing to waste all those school perk slots. Actually I've done three, I did the cubes one too. That one was also harder than Marsgate as they were in the way for the entirety of the storyline. Might I suggest that the difficulties attached to the storylines be re-evaluated?
- Perhaps the AI storyline or one of the others does this in some way, if so please ignore this suggestion. Could we get a Battlestar Galactica style storyline with the Cylons invading and causing mischief? This would help give a reason to build the security station too.
- Aliens, the movie, storyline. Not sure how exactly to pull this off with the uber pacifist atmosphere the game has but xenomorph(s) ravaging a dome or three could definitely go into the hard category.
Breakthroughs:
- There's a bit of a balance discrepancy between them. Some are borderline useless, others are nice, and others are so overpowered you'll research and abuse them without hesitation.
- The extractor AI breakthrough where you don't need colonists to man it anymore is incredibly overpowered compared to any other breakthrough I've played with. Throwing extractors anywhere and everywhere and never ever using a geologist again is a broken. Might I suggest needing a dome nearby regardless of if it need a colonist inside it or not?
- The AI fusion is similarly OP, but slightly less so as fusion is generally a fairly late tech. That said, you get a ton of power from these, I think it told me 300. That's equal to 15 opened stirlings (30 closed), 90 solar (60, but +30 to cover the being useless at night), or 30+ windtrurbines in one building that has vastly less upkeep than any of the others. Even the sun wonder is bleh in comparison to this since fusion is much cheaper and buildable way earlier. If you manage to get the excess power = tech breakthrough then it's all over.
If you made it this far thanks for reading.
TL;DR I want to be able to push people out of airlocks.
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