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candyalien

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May 16, 2017
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What key stats about your colony, in extension to the information presented in the infobar, would you like to easily access and view? For example, in the Command Center screen (Z).

We are currently addressing the Command Centre UI and would like player feedback to know where to aim.

Please let us know your thoughts so we can make the game the best it can be and give you what you want :D
 
Currently, there there doesn't seem to be a way to aggregate filtered data. Command Center displays a list of colonists but doesn't have a summary underneath it. As the colony grows, it becomes impossible to quickly get the information on a total volume of colonists with specific traits. Either in the whole colony, but also in highly-populated domes.

A summary bar at the bottom of displayed comman center screen would be helpful in that.
 
I’ll like a better way to show production vs maintenance.

Example I have 50 electronics but I’m using 65 for maintenance so that I would know that I’m not producing enough to self sustain.

I’ve always had a problem with figuring that out unless I’m doing it wrong lol :) it would be nice to see it on one screen somewhere
 
i would like to have a way to tell how many of my colonists had an unprepaird meal due to missing gocery/diner
this is currently only possible by iterating through every singe one, check and add the result which is overly complicated with several domes and severel hundred colonists
 
A more general answer/request: It feels a bit detached from the game. The old info panel was something you had open beside playing, the info center is something you open for a very specific reason and have to close it after wards. While the infos are great, have to open it in a "separate section" makes it less useful. It would be nice to have a smaller version of all pages that can kept open wile building and doing stuff. Also the text menu step and overall complex filtering makes it less appealing. E.g. if you want to find the renegade you have to open a menu (like hitting escape) select the entry (like selecting options) and click on the renegade filter, but is it the right filter? so check the other filter if you have not filtered out some traits or homeless people also make sure you select not only working people and so on. This is a simple task that should be open with one click (e.g. link on the info bar icon) Then you want use this information and check where they are and maybe interact with them but therefor you have to close the overview.

I would like to see a small version of the info center very similar to the old info panel, with different pages e.g. graphs, presets for colonist filter, list of buildings. All panels are expandable to the current version of the command center. This might make it "closer" to the game, you have the food graph open and keep an eye on the production, something interesting is happening then you can click the graph and open the detailed version.

But other then that I would like a report for sub nets, it is good to know the overall power consumption but when you have an outpost it is much more important to monitor the sub net and not the totals.
 
Hello!

Currently in the Colonists section of the Command Centre colonists are displayed in a list from younger to older. I wish there were a few more options on how to sort the list, such as sorting based on their specialization, their stat values (low to high health, comfort, sanity and morale), their interests and traits.

Being able to visualize this kind of information would greatly help me manage the colonists better, especially as the colony grows.

Thank you for listening! I hope the information is helpful.
Cheers!
 
An example from my last game:

I wanted to start working my metal/rare metal extractors at night as I had just acquired the tech that stops martianborn colonists from losing sanity by working outside so they would no longer be hit by a double whammy of sanity loss (working outside and working at night). So I needed to know if all of my non-martian born people had become seniors yet or not, which atm needs me to filter by martianborn and unable to work, to see how many martianborn seniors and children I had, subtract the number of children, as all children are martianborn, and then subtract the result from the number of seniors to get my number of earthborn seniors, then subtract my number of martianborn from my total population to get my number of earthborn* and see if it is the same as my number of earthborn seniors. As you can imagine this is a lot of clicking and checking different filters and remembering numbers to find an answer to the relatively simple question, are all of my earthborn outside of the workforce yet?

Also, +1 to the suggestion above of having some ability to display 1 or more graphs/tracking stats permanently on the side like the old colony overview, the thing I most often don't notice is when my food graph starts trending down instead of up so just having that graph passively displayed much of the time would be useful, and I can imagine a few specific situations for other resources/stats that I'd situationally need to track so some kind of configurable version of the info bar (say I want to have the number of vacant slots in my retirement dome on screen so that I immediately see when it's full so I know I need to build another or otherwise deal with non-working citizens taking up living space in productive domes)

*the old colony overview used to tell you exactly how many earthborn there were, but the command center doesn't let you filter by earthborn so you can't acquire a total easily.

EDIT: just realized I didn't offer a suggestion with my example, what I'd want is the ability to filter by two or more traits at once (maybe shift clicking lets you select multiple?) and to add earthborn to the filters.
 
Stats I usually need: Power, Air, Water, Food, resources used and needed for construction/maintenance.

I don't need to know about buildings not working, dead colonists. Probably some other things I can't think of right now (but will add here when I do).
 
I'd like more detailed info when calling a rocket.

Cargo: I'd like to be able to see if I have unused prefabs.
Passenger: How many of the active jobs aren't filled by a specialist of a given type (i.e. the same info that we get in the Martian University. On a side note, I just had a thought that it would be cool if each Martian University got its own name from important characters in the game, e.g. founders, geniuses, gurus, celebrities etc).
 
I don't fully understand Your question. Info bar and for example Command Center? :confused:
But if about Command Center - I think the most desire option is to multi-choose filter.
For example - to choose all religious which one are workaholic.
Right now it is impossible to select people who you want directly.
 
This one might be a bit tricky:

Currently it's very difficult to run multiple (i.e. disconnected) power or water/air networks. As far as I can tell, this difficulty stems entirely from the way the information is presented. The infobar gives the total power production/consumptions, which is kinda deceptive when the network is split (e.g. you might be in the green in terms of production vs consumption, and yet some buildings lack sufficient power). However, it often makes a lot of sense to have a split network from an infrastructure point of view. So it would be great if either every network was available at a glance, or if split networks were objects that can be pinned, and then made visible with a single easily accessible click.
 
Mostly what I'm missing is ways to sort and filter my colonists - for example, if I want to be able to see at a glance all my botanists or whatever I have in a particular dome.
 
Mostly what I'm missing is ways to sort and filter my colonists - for example, if I want to be able to see at a glance all my botanists or whatever I have in a particular dome.

Just click at Command Center,
next click people,
next get dome you want,
next get filter of specialisation,
there are not only colonists pros and cons but also all the rest, like a specialisations, in your case. What's the problem?

About that, what LeonOfOddecca said, if You have more than one electricity circle, the infos at info bar are incorrect.
 
1) For sending colonists and picking them, i think that whole interface needs a ton more tweaks to make it user friendly. It is really hard to pick colonists with the specific traits and specialties you want. There needs to be way to do multi filters for good vs bad traits all in the same window and then when you find a colonist you want you could "move to a staging area" so you can easily see them through the other hundreds of colonists that you have to scroll through. Would also be helpful if you got some kind of shuttle population stats for gender, their jobs and perks, negatives so you had a good full representation of that shuttle and what is arriving without having to hover over every colonist to make sure you have enough botanists to fill that new farm you just built. Having something say you have 10 botanists 5 engineers and 5 geologists aboard is where i'm going with this. When you have 32 people on a shuttle it gets very tedious to try and map out who you want and what you need.

2) For disaster planning it would be nice to know in days/hours (if nothing where to go wrong of course) how long my batteries would last last, and how much days is stored in air tanks(especially during dust storm, now that solar can't be used). A value of 100 air is stored in 3 tanks (300) doesn't give any information on how much that really is and how long it will last if i lost power. Add to this easier way to figure out if i'm making enough food. Maybe you can determine this in the current graphs but the information panel just seems cluttered and i find it hard to figure out stuff with the current methodology so i usually just try to overproduce as much as possible which probably isn't efficient.

3) disconnected power grids as stated above would also be helpful and useful to make sure you are sufficient across multiple colonies.

4) For parts, would be nice to see something like estimated parts needed to repair buildings this cycle, you produced or lack X so we can gauge production.
 
This is going to sound silly but ... it's not really apparent what you should be doing at all. I mean, yeah, the tutorial covers the colony building and scanning, the arrival and launching of rockets and there's plenty to figure out on your own but: the point of the game never seems to come up. I asked around in the forums and I was told you are supposed to complete your mystery. But there's no tutorial for that, no encyclopedia entries I can find that talk about even what a 'mystery' is, let alone why it might entail, or even that it's something you might be expected to do. The only place it comes up is when you start a new game you can pick a mystery, and under anomalies it says 'event' anomalies "can be associated with Mysteries, or not".

So, I mean, and I know this isn't exactly a stat, but for new players it might be worthwhile to explain how the game is 'won', in addition to how it is played. Factorio at least tells you to launch a rocket, even if it tells you nothing about how to go about doing it.
 
What key stats about your colony, in extension to the information presented in the infobar, would you like to easily access and view? For example, in the Command Center screen (Z).

We are currently addressing the Command Centre UI and would like player feedback to know where to aim.

Please let us know your thoughts so we can make the game the best it can be and give you what you want :D

I don't want more numerical stats, per se. Not right now.

What I want is graphs so that I can see how stuff changes over time. How Comfort, Morale or Sanity in a given Dome has changed over the last 2, 10, 50 or 200 Sols. Or same but for my entire colony (average value for all domes). A graph for stored Power, Water or Oxygen for the last 2, 10, 50 or 200 Sols.

I'm sure later I'll come back later and ask for more numerical stats. But right now, I just want those graphs. They'll be extremely useful.
 
I'd like more detailed info when calling a rocket.
<...>.
This (though it doesn't directly relate to the original question, I appreciate). It would also be awesome if we could toggle a particular potential colonist to be "pre-approved" or "rejected for now", so that every time you exit the "review" panel you don't have to select your potential 12-24 (or more) colonists from scratch every time.
Seriously, the Passenger Rocket resupply screen is one of the areas of the game that could really do with some love (for those of us that enjoy picking our colonists manually, anyway!).
 
Currently the stats for grid resources include production, demand, stored, and surplus/deficit, with the latter being the primary stat displayed. This leaves out some important information. Exactly which information depends on the resource in question.

Power: Not every power deficit is a cause for worry. If you have enough in storage, a deficit in the middle of the night, while one's solar panels are off, is more of a distraction rather than something that needs attention. However, whether or not a deficit is a problem depends on the total output of power storages, a stat which is currently not displayed in the game, but which you can work out if you count the number and types of batteries in your colony. Alternatively, it would be good to know the total distribution capacity, which is surplus + total output (of batteries with reserves of power). Arguably this stat is even more important than surplus, and should be the one displayed on the main screen, but whether or not that's so, it's still a very useful stat which should be easily accessible.

Water: water production works a little differently to power, because water production is always capped at water demand so that deposits don't go to waste. However, this means that water production minus consumption is not a very useful stat. Of course you need to know that you're not in deficit, but other than that it doesn't tell you very much. For example, if you want to build a new dome or plant a crop with high water usage, you don't know whether you have the capacity for that. To find out you currently need to click on all of your water extractors to find out how much unused production they have. So... we need to have easy access to total production capacity. Additionally, like with power, we need to have access to total distribution capacity, particularly when anticipating a dust storm or dust devil. In the case of water, however, total distribution capacity is not surplus + total output of storages, like it is for power. Instead water distribution capacity = production capacity + total output of storages. Again, I think it would be more useful to display the total distribution capacity on the main screen instead of surplus / deficit, but whether or not I'm right about that, it's still a very useful stat which should be easily accessible.

Oxygen: This one is the least complicated of the three, but it would still be good to know the total output and / or total distribution capacity.
 
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