• 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.
Hi! It seems like you did it as I explained. Do you have enough housing space in every dome to accommodate all the moving colonists?

Cheers!

Arcology and at least one apartment in every dome. 10+ available slots in every dome, most have 20+ slots.

You're mad if you're even trying to do that. You need to operate on a dome level basis not a pop level. Have a dome that filters for biologists and fill it with farms, one that filters for engineers and is full of factories etc. You will eventually need a retirement dome that prefers seniors and set your working domes to kick them out etc

That's a crude and amateurish approach to colony management. The game wasn't even designed to cater to that. Why would there be a common-pool research topic that increases the comfort of all residences in a dome if there's a farm in it, if they wanted you to pack all your farms into one place?

If I wanted a smart-phone app level of complexity to my colony manager, I'd play a smart-phone app. I bought a full-priced PC title because I expect to be able to make a colony a bit more complex than "throw all your farms in this dome and call it a day".
 
I just went into Surviving Mars and followed your advise. I have 2 medium domes and 3 small domes all in a cluster. Each has a farm. I have 24 botanists. I followed your advise and hit thumbs-up on botanists for every colony. After 3 Sols I now have 0 botanists in one medium dome, 9 in the other medium dome (4 of which are working in the farm), 7 in Small Dome A (3 on the farm), 8 in Small Dome B (5 on the farm), and 0 in Small Dome C.

As far as I can tell, that's the same number that was in each dome before I hit "Thumbs-Up" on botany in every dome.

I thought you wrote clearly, but obviously some part of your directions aren't making sense. Can you explain better?

Hi! On a second thought, I think I might know why they are not moving. I think that, since your botanists are already in one of the domes you thumbed up, they have no reason to move to other domes.

On the other hand, if they were initially in a neutral dome (no thumbs up for botanists), I believe they would be distributed somewhat evenly to the other domes. That is the situation I normally come across in my game, since specialized colonists come from a neutral dome, where the university is located, and from there they are assigned to other domes.

Again, I hope this is helpful.

Cheers!
 
Hi! On a second thought, I think I might know why they are not moving. I think that, since your botanists are already in one of the domes you thumbed up, they have no reason to move to other domes.

On the other hand, if they were initially in a neutral dome (no thumbs up for botanists), I believe they would be distributed somewhat evenly to the other domes. That is the situation I normally come across in my game, since specialized colonists come from a neutral dome, where the university is located, and from there they are assigned to other domes.

Again, I hope this is helpful.

Cheers!

Is this another hunch that falls apart on first inspection? Or have you actually done some empirical testing this time?

Cheers!
 
Arcology and at least one apartment in every dome. 10+ available slots in every dome, most have 20+ slots.



That's a crude and amateurish approach to colony management. The game wasn't even designed to cater to that. Why would there be a common-pool research topic that increases the comfort of all residences in a dome if there's a farm in it, if they wanted you to pack all your farms into one place?

If I wanted a smart-phone app level of complexity to my colony manager, I'd play a smart-phone app. I bought a full-priced PC title because I expect to be able to make a colony a bit more complex than "throw all your farms in this dome and call it a day".
Larger domes can do multiple things but early on you need a clear purpose for each dome as their size is so limited.

E. And you're still going to need a retirement dome and maybe a babby factory dome or you'll loose production. It's best to view each dome as a self contained factory complex rather than a town
 
Last edited:
Except for the farm those are basic services that you need to put in a dome to maintain comfort. If you want large scale food production for the late game you need committed farm domes. You can distribute production if you don't mind the productivity loss from mismatched specialisations. It can work but not well enough if you are bringing in multiple passenger rockets each Sol.
 
The problem I am getting with filters is that there is no nuance. Either you flat out deny, allow or prefer a specialization. There seems to be no way to direct amounts of people, limit spec's or prioritize one dome over another. Sure you can set to prefer a spec. for two domes but then you get the opposite problem of over saturation split evenly between the domes in question. It's either hands off or too much, at least for me.

Guys, right now, on 1.0. Don´t try to fight much the " 1 Dome, 1 World" system.
This means, make every dome its own little world with everything you can fill there.
It does seem that way and if we got full sized domes at the start it might work. Pity my run through gave me both the medium and mega domes right up the end of the research tree.
 
@Snarky

to fix this i recommend for first dome instead of a factory to just make labs, farms and populate that rare mineral mine and rush Engineering until you unlock medium domes. Or get luck and get oval domes breaktrough.
With a small dome you can totally live from imports form earth as the demands are not really that high and hoard money, polymers, Machine parts and eletronics so by the time you go to mega you are sitting in a pile of resources that you can use to explode your growth.

Also without a factory there is no need for a metal extractor.

Also useful for score runs.
 
@SnarkyOr get luck and get oval domes breaktrough.

I agree with your approach to expansion. About the oval domes, I heard they only come from a single Mystery. Anyone know if there's any truth to that? Seems a shame, it looks like the most viable of the late-game domes. A Sanitarium and Hanging Garden would be amazing for a dedicated nursery/training dome.

Except for the farm those are basic services that you need to put in a dome to maintain comfort. If you want large scale food production for the late game you need committed farm domes. You can distribute production if you don't mind the productivity loss from mismatched specialisations. It can work but not well enough if you are bringing in multiple passenger rockets each Sol.

The farm is a comfort building as well, and an easy way to push colonists into the baby threshold with just a grocer, diner, and park for recreation. It's an essential tool for those who use Small Domes appropriately - as an early game research/rare metal spot which need a single farm for food, and as a mid-late game comfort boost for mining posts.

Regardless, you're muddying the waters here. The problem is the poorly designed logistics system. Nothing you're talking about is a solution to that problem.
 
@TekDragon

oval domes are a breaktrough. from 55 you have 13 per game. (locked per game, so if you want new breaktroughs you need to use the newgame option and type the coordinates again).

around 2% chance on first try.
 
There is a 24% chance of any particular breakthrough appearing in a game and a 1.8% of it being the very first you find.

E. Unless breakthroughs are semi randomised like base research.