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PaulMClem

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Sep 21, 2016
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Apologies if this a s subject that has been done to death, but I have a question about this. I am 56 sols into my first real game and there have been several martian born sprogs. I will therefore need to educate them into relevant skills via, I'm assuming, the University building. That's fine, the problem is basic domes are so small there is no way to have one along side everything else you need to live and work. Therefore the plan is to have a Dome with a Uni somewhere in range of domes with kids. Now, the question!

How far will the game allow kids (people) to relocate? I'd like an Education dome to cover a relatively large area i.e. a few cells - is this possible? As an aside I've also seen the game say that it takes 5 sols for people to move. That can't be right...5 years to pack yer shit and move?

Paul.
 
They will relocate pretty much instantly if you thumbs down children on all your other domes and thumbs them up in your educationnal dome. It's like you're throwing them away. The 5-sol is afaik the way the automatic system works if you let it go naturally. I don't think there is really a limited distance with thumbs up/thumbs down, thats why people are complaining about the death marches it can create.
Don't make a children dome until you have the medium dome it's pointless, make a nursery here and there in the meantime in your basic domes. Arcology could help though but you don't necessarily get it fast.
 
Just to clarify. If I thumbs down, say Botanists, does this mean all Botanists will immediately relocate if there is space in another dome - no matter how far away it is? However, if I want to relocate an individual, it takes 5 sols? As an aside, Colonist management is near on impossible with the non-existent UI and I currently feel that I don't have enough control. Hoping that changes soon.
 
Just to clarify. If I thumbs down, say Botanists, does this mean all Botanists will immediately relocate if there is space in another dome - no matter how far away it is? However, if I want to relocate an individual, it takes 5 sols? As an aside, Colonist management is near on impossible with the non-existent UI and I currently feel that I don't have enough control. Hoping that changes soon.

If you thumbs down botanists, they will immediately relocate only if you have thumbed up botanists in another dome. Because they'll try to go in priority in the domes where you thumb them up. Obviously only if they have houses to live in, they'll not leave their houses to become homeless.
The thumbs down for me is much more about naturally preventing categories of people to enter in the first place than making them leave. Basically once your houses in your domes are full, the thumbs down is not really working anymore. You have to get free houses somewhere to liberate slots to make people move to fit your needs.
 
It seems to me that colonists migrate a different rates. I've seen some move quickly after setting a dome's filter, but then I've also caught geologists working farms long after I change the dome's filter to reject all but botanists. Perhaps if they already have a job in a dome they tend to ignore the filter change?
 
It seems to me that colonists migrate a different rates. I've seen some move quickly after setting a dome's filter, but then I've also caught geologists working farms long after I change the dome's filter to reject all but botanists. Perhaps if they already have a job in a dome they tend to ignore the filter change?

No whats hapenning is they don't automatically switch domes if you only give reject orders, you have to give them accept orders too where you want them to land. They do not seek jobs they seek houses then jobs, but they can switch from a house+job to houses without jobs.
The good use of thumbs down/thumbs up between two domes is the principle behind any old/children dome you want to make happen. If you reject old ones in a dome and don't create a free dome where you explicitely tell to accept olds they'll not really move and that'll create an issue as your dome houses will progressively be filled by olds and your buildings will not have enough workforce. Olds have to go to an oldie dome and if you don't put a "go here in priority" order they'll move to all domes as they please if they see a open house slot. The "natural" way.

Plus you have paradoxal orders, for example if you reject olds but you accept botanists, old botanists will stay cause you accept botanists. Despite your reject order for olds. If you thumbs up botanists on another dome, they'll still stay, cause you have now two domes with the thumbs up for botanists, it's equal.
Accept (thumbs up) > reject (thumbs down).
 
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A sol is a Martian day (24 h 37 m 22.663 s long), rather than a Martian year (which is 686.98 Earth solar days, or 668.5991 sols, long).
I thought a sol in game related to a year or so i.e. if not seems a bit strange than you can research stuff in 2 days when research usually takes months/years in strategy games (it certainly does in something like Stellaris).
 
I thought a sol in game related to a year or so i.e. if not seems a bit strange than you can research stuff in 2 days when research usually takes months/years in strategy games (it certainly does in something like Stellaris).

The fact that there's a day/night cycle in game over the course of a sol suggests to me that it is intended to be a day. As for the speed of research ¯\_(ツ)_/¯
 
All scientists in one dome have either died or retired. I now have 0 workers in my Research Lab, but there are no spaces to bring people in i.e. kids have replaced the dead :mad:
 
I thought a sol in game related to a year or so i.e. if not seems a bit strange than you can research stuff in 2 days when research usually takes months/years in strategy games (it certainly does in something like Stellaris).

I wouldn't try to pin down the game speed too much, as everything runs off of different time frames. Research speed is different from aging is different from suffocation speed is different from rocket travel speed and so on. There's no one unifying time frame.