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Gundies

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May 13, 2016
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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.
 
Upvote 0
Loving these suggestions! Especially the last part. You appeal to my darker nature, Grim as it may be, you do have a point about floating (The 100 Reference FTW!) the undesirables! ;)

P.s poor Senior citizens, always getting the short end of the (walking) stick! They are pretty useless though. And take up much valuable residential space.. I believe you're onto something here about an Exclusive "Retirement" zone.. Emphasis on Retire. Rhymes with Expire Hehe. ☠️
 
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. 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.
Hm, did you consider building more Nurseries? As that is where Children are housed. Strange as it may be. That's their domicile.. You'd think that Families stuck together. But oh no, not upon Martian Soil. On Mars, kids have 'special needs' apparently..
 
Mostly Quality of life. Well here comes the second WoT;
  • Drones;
  1. Setting multiple drones to a single Drone Hub at once. After a rocket launch if drones are not in range of other hubs, well sometimes even if they are, they are not Auto assigned to Hubs. Having 20+ Drones to assign is a painful process.
  2. When collecting Materials to a single spot, for easier RC Transport deliveries to colony, using RC Rover, if more then 3 drones become low on battery, They just stop working. They just stand idle not being queued to charging at RC Rover anymore. Same thing happens to drones that will perform maintenance to a building, which causes some buildings to not receive their maintenance until most of the drones are being called to a mass resource collection or a big thing that requires all drones and spending time offline. Which can cause power, water, O2 etc. outages.
  • Colonists;
  1. Never used any of the colonists that are being pinged down. It just clutters the bottom bar. If Domes are full they automatically are assinged to best suited positions anyway.
  2. How can they survive 20 Sols without Oxigen/water/heat(power)? :D
  3. Being able to lock colonists to jobs. early stages they just keep switching job positions... Causing tons of low performance buildings. ea, security guy working at farm, scientist working at security, no specialization working at science institute...
  4. Assigning multiple colonists to different Domes with a single click rather then running after homeless colonists one by one.
  5. Birth Control, well, maybe? I don't have problem overflowing colonists. Usually when I'm at building dome stage of my games I don't have problems building more then enough to satisfy the needs of colonists.
  • Buying Materials off world;
  1. Shift+Click / CTRL+Click / Alt+Click , any of the combinations really, being able to purchase whole rocket full of said item rather then spamming click? It becomes a burden when you are trying to resupply whole colony with 1000 polymers, 1000 machine parts, 1000 electronics and 1000 food. Yea I mean, My mouse have Omron switches, 50M click life but, still :D
  • Technology Repeating Itself
  1. Yes money maker research to repeat itself, if no other research is available. When I have 3 domes without any outsourcing I can complete 3 of them in a single day without any social or alien research boost being applied.
  2. I'd like them to not increase in points over time though :D For me, I think after putting so much effort into a colony it should pay off.
  • Queuing Orders to RC Transport / RC Explorer
  1. Again just another quality of life improvement.
  • Different Power/O2/Water Grids - Cables / Pipes
  1. If the cable/pipe breakthrough is found, not so much a problem but, I have 2 different power grids, to reduce the malfunctions happening. Power Surplus shows whole colony output. And when I select a power generator it shows the same thing. Different grids same number. I have no clue if I have enough power for another Dome, at my Dome power grid, or not.
  2. Cables / Pipes are permanent? I don't understand why it is but Being able to remove a power line or cable, maybe moving it to sides even if it cost resources? That would be nice.
Edit: Empty Rockets landing on Mars-> yes Please!

No Further comments for the time being. It's a nice game though :)
 
Cables / Pipes are permanent? I don't understand why it is but Being able to remove a power line or cable, maybe moving it to sides even if it cost resources? That would be nice.

Actually... Nope it's Not permanent. Simply click on Salvage ( Found under Infrastructure) and then press A on the Target you wish to demolish, it doesn't cost you any resources, however, doesn't refund you for the Cables/Pipes either lol. No known way to Move Them without Salvaging. That's all I know, could be different on PC? (I play Console)
 
The results of my playing last night have proven only one thing to me. Stop being nice to the colonists. If you go all Eric Cartman on them at every consideration to improve the living standards or to be generous everything just seems to work better.

Grim:
- I tried the old folks dome last night. It works insanely well. Needing only 1 more water & oxygen for a basic dome with 1-2 housing is a very small price to pay to have the seniors not clogging up your initial dome where manpower is at a premium. They complain about no food, they hate no amenities, and then they kind of spam the earthsick colonist warning, but that was honestly the point in this trial. Win/win and I will do it forevermore until a patch changes my ways. I did put a stockpile beside the dome for food in the end, but it's barely ever stocked, seems to be just enough that no seniors have died of starvation yet...perfect!

- My newest playthrough with the dome aptly named "Senior's Graveyard" I've only put an infirmary in my original dome, nowhere else, and the comfort levels in the not seniors dome are hovering around 55. Eventually I'll add the nursery & school dome but until then I'm basically taking every applicant that isn't an idiot or tourist whenever I add more housing and my population is doing great as a result.

- In the game from my example I wasn't building nurseries as I didn't want more people. Additionally my dome expansion program was put on hiatus for awhile as I chain built all of the wonders in that game. Afterwards I added 2 more domes but they were instantly filled with all the homeless I had previously and there were still more homeless left over so I swore at them through my monitor and went back to doing other more important stuff, like unpinning colonists. In hindsight I think I was being too benevolent.

Dicho:
- While the rockets abandoning drones is annoying I recently discovered that at a drone hub you can dismantle drones instantly with 1 per click and then reassemble them elsewhere. Until I discovered that it was a brutal journey of grabbing one drone at a time to assign them to another hub.

- The colonists seem to live way longer in a completely disconnected dome than outside. I'd call that a bug as there's still no oxygen.
 
I think a very very nice feature to the game would be the ability to connect the domes. Either by airlock or tunnels (if they are far apart). I would prefer in late game to have specialized domes, one for housing, one for food, the other for manufacturing etc. It's a great addition in my opinion and give's you the possibility to create large cities in the process.
 
If the domes are close enough the colonists will walk between them. A midtechtree option is the shuttle hubs. They'll transport colonists between domes regardless of distance.

However they do want to live in the same dome they work in. Anyone Earthborn doesn't ever like to be outside, even the geologists complain when they need to work in a mine. So even if you could skip housing in certain domes it would be very detrimental to your colonits sanity until late game. The ai is kind of weak at sharing food between domes as well, so I'd highly recommend you don't build a food production dome. Other specialized domes like an old folks home, a school/university dome, a tech dome, and manufacturing domes do work very well.
 
Thx for the reply Gundies. You do have a point there but maybe some work done to the AI would be better. I got the idea from the game "Planet base" and thought it was a great feature.
Maybe a solution for this is when connecting 2 domes, the AI will consider it as one, because they will not need to go outside anyway, that's the point. As for the shuttle hubs, they are great, but as you stated, the colonist do not like to be outside and to work in a different dome. I see this work if you have some domes on a hill, maybe, and ones in a valley, if not a connection between them would much greater and the AI to consider it as part of the dome.

Hope what i said makes sense :p
 
The thing is, if we could build without so much redundancy in our dome furnishings, we'd even more quickly realise how little there is to build. (I looked at this and the issues ircreates in more detail in my own feedback thread though.)
 
Imagine three domes in row instead of just two. Does the middle one count as one twice, once for each side? Can you imagine the colonists handing that well? There would need to be a major overhaul for Surviving Mars to get that going right Typically games or anything written about living on Mars has a series of domes and tunnels connecting them, each dome would be either purely food or housing etc. With Surviving Mars all of that is housed under one roof. Don't get me wrong, I'd prefer that my colonists work anywhere within range even if it's another dome, but the game design here is unfriendly to it.
 
Just some general additional feedback as I've had more time to think on what I mentioned and suggested.

- It seems like the best way to play the game currently is to not care about the colonists, or to go out of your way to not care about them as evidenced by the things like the old folks dome which works way better than I ever imagined. There's a growing number of people that are realizing this too. This appears to be an unintentional design flaw as colonists are a big part of the game.

- I've changed my mind about the overpopulation and homeless issue. It's my fault, not yours that I made things too comfortable and that my random lottery winner colonists from Earth never had discipline to begin with. Myself and many many others don't manage comfort and we've all paid for it. I think this is largely because in most games getting morale or similar meters as high as possible is always the best strategy as there's never a problem with your population being more productive. Since that's not the case here it's leading to confusion. Therefore, I do think that the game needs to better portray that morale is something we need to manage. It's currently listed with three other bars where having the bar as full as possible is a goal. I suggest it gets separated and changed to more of a hot/cold bar. Have a knob on it that moves left/right depending on average comfort level in the dome. The middle is childbirth = yes, everything left is no childbirth, too far left is the earthsick/renegade breakpoint, and everything right is excess comfort to encourage faster population growth.

- This might just be me personally, but the current game speeds feel off and unsatisfactory. I find the medium speed is never useful, and that the fastest one is both too fast and too slow. It's too fast to leave it on without pausing, not by a lot but it's enough. It's also too slow for the "fast" game speed. As such I'd like to see a speed inbetween the current medium & fast, and I'd like a new actual fast "fast" game speed.

- There's a bit too much of a jump between the fully zoomed out map view and the closer colony view. Could we please be allowed to zoom out a bit more before it goes to the survey mode.

- Multiselect. I don't need it for everything. Mainly for drones and the RC vehicles.