• 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.

Lyrandon

Corporal
127 Badges
Aug 19, 2010
26
17
  • Europa Universalis IV
  • BATTLETECH: Flashpoint
  • Pillars of Eternity
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2: A House Divided
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
I don't really like that some aspects of colony management are hidden from you, like the actual usage of food per colonist per day. I ran a test game with only 10 colonists and it seems the usage is around 0.2 food per day, but some days it is a lot lower. Has anyone found out some other numbers?

I can only assume not to give the player those numbers is to create a fake difficulty to let him run into problems he cannot foresee, like your one farm is just not enough for all those people...

There are a lot more numbers i would like to hear...
1) Which length is too long for a cable so it breaks more than normally?
2) Whats the distance extractors increase dusting of other buildings?
3) What exactly is the formula for collaboration loss?
 
1) The length of the cable doesn't determine how often it breaks, it just means that the chance of a break somewhere increases because there are more cable lengths around.
 
Yeah, some of these 'missing details' are bothering me as well. In the grid overview I would like to see max storage capacity for power/O2/water. Not only the currently stored amount. The icing on top would be, if the details about power/O2/water were listed separately for day and night.
 
1) The length of the cable doesn't determine how often it breaks, it just means that the chance of a break somewhere increases because there are more cable lengths around.

That's how you think it *would* work, but it actually works out that if you have one cable that is 50 units long, and five cables that are 10 units long each, the per segment failure rate of the 50 unit cable is higher. The length of the cable/pipe run actually affects the per segment failure rate; for reasons that make no sense whatsoever.

Also, agree with OP - we should be able to see all of those stats, and more.
 
I actually prefer that some of the game mechanics are hidden, makes you play the game, not game the system ;-)
 
That's how you think it *would* work, but it actually works out that if you have one cable that is 50 units long, and five cables that are 10 units long each, the per segment failure rate of the 50 unit cable is higher. The length of the cable/pipe run actually affects the per segment failure rate; for reasons that make no sense whatsoever.

Also, agree with OP - we should be able to see all of those stats, and more.

I haven't really experimented, just working off my small game. The frequency of cable breaks or pipe bursts doesn't seem to be increasing as my network grow. Since it is supposed to be a random thing, how do you know that you haven't hit a 'bad luck' patch causing cables to break a lot more?
 
I actually prefer that some of the game mechanics are hidden, makes you play the game, not game the system ;-)

There's a difference between game mechanics that you have to figure out and stats that any colony should be able to pull up instantly: like how much food we're producing/consuming on average per day. Not averaging that data isn't just bad it's completely useless.
 
Not to mention that in most managerial games, figuring out the system and gaming it IS the core gameplay.

Then again, the consensus seems to be that noone paid much attention to the post-first-dome phase of the game during developemtn or QA.
 
Then again, the consensus seems to be that noone paid much attention to the post-first-dome phase of the game during developemtn or QA.

Can I just say that it really makes me sad to realize and admit to myself that this is probably true? I'm not sure if they ran out of time, or if it was a conscious decision, but it feels like all the attention was put into the initial "hook" - leaving little to no real gameplay with any depth beyond the early game. :(
 
Can I just say that it really makes me sad to realize and admit to myself that this is probably true? I'm not sure if they ran out of time, or if it was a conscious decision, but it feels like all the attention was put into the initial "hook" - leaving little to no real gameplay with any depth beyond the early game. :(

Oh, I am quite sure this is deliberate. Most streamers also only played up to the first colony/first 100 Sols. In addition, the time needed to grow past the first dome is riiight around 2 hours.