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@Skirlasvoud
So apparently everyone is allowed to voice what they want, but when I do it it's foolhardy? Nice..

You also confuse "need" with "want". You want more electronic, but you definitely don't need it.
Unless I was wrong in my assumptions, feel free to correct me in that case.

Noone was arguing about your lategame either, but if you read my previous comment, then you should've seen that Nano-Refinement is about more than just late-game.
If you follow the Dev Diary #9 thread or read barrygreybeard's post you probably read that devs are adding upgrades to Mohole, which only affects late-game. It's a much better solution to the problem OP and others were describing and it doesn't affect anything else but late-game.

I agree, there should be an option for custom breakthroughs, I think lots of players want that.
 
Oh no! Sorry if I left you with that impression. I'm only saying it's foolhardy to argue against other people's desires and wants. They won't change. You're fully in your right to voice your own of course or disagree on the direction of the game!

"need" vs "want" in this game is a rather thin line. We don't technically "need" anything, especially since there isn't a solid end-game. Everything all of us have is wants when speculating about an end-game. We even don't technically "need" colonists at all. Robo-colonies are perfectly feasible for several sponsors, but interaction with a thriving colony that has all features implemented, is a want that all of us have obviously.
My want is that I'd like to have an electronics store for my scientists since I want them to be comfortable. Since those consume electronics and my scientist population grows proportionally with the colony, I'd like a larger availability of rare metals. Does it go too far? Maybe, but like I said, it's foolhardy arguing other people's wants, which you're obviously not doing - like you've said.

If you follow the Dev Diary #9 thread or read barrygreybeard's post you probably read that devs are adding upgrades to Mohole, which only affects late-game. It's a much better solution to the problem OP and others were describing and it doesn't affect anything else but late-game.

I agree, there should be an option for custom breakthroughs, I think lots of players want that.

Excellent! The latter point we agree on then. I've already heard of the mohole upgrade. I'm not sure how it works though and I'm here to voice my desire for it to be infinite, with the proper challenge added of course to get it to work like that. Maybe they'll need to have geologists working there from now on?


Thanks for reflecting on my post.
 
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@Skirlasvoud
I'm glad, it's clear what you meant now :)
I guess if your comment is expressive and exhaustive enough so there's no room for misunderstanding, then it's so long that noone will bother reading it.

I might not have been specific enough, but I didn't intend to question anyone's playstyle.
I quesiton whether changes that affect every player should be implemented to indulge that specific playstyle of just a small group.
Given that mining all the Rare Metals takes a relatively long time - it can go well beyond post-mystery - not many players will do that.

While I think that building reserach facilities after you've got all the techs and repeatable money-techs are not worth it anymore certainly falls into the "want" category,
having colonists doesn't. Because the whole milestone-system is built around having colonists. Gameplay elements should make it possible to achieve goals built into the game.
Certainly you don't need colonists to play the game or have fun. But the option to have colonists needs to be in the game.
So that really contrasts maintaining a building that has no benefit for your colony.
I agree that it's usually a really thin line between "want" and "need", but in this case they feel sufficiently dissimilar to make that distinction.

I think the Electronics Store is problematic by itself. I need to test it some more, but I'd say the consupmtion is way to high with current Electronics and Rare Metal prices.

Mohole won't need workers if the dev's comment was exhaustive. Upgrades will need lots of materials initially, and when activated they'll increase energy consupmtion.
But then again they weren't sure whether the rocket landing/launch pad will be included either, so we'll see. It's a very good change regardless.

As some people implied here (but at least made me realise) late-game occupation is a real problem, so that's a strong argument for making NR a standard tech.
Not as a permanent solution of course, but a decent temporary fix.
 
My current game has Nano refinement as the first breakthrough, it changed everything from the planning perspective. I’m intentionally leaving spaces for 8-9 extractors early and planned to mine those extractors without AI Extractor breakthrough.

Knowing Nano will be there eventually kind ruined the game play unless only one extractor can work on a resource deposit.

I think this Nano Refinement tech is a bit too overpowered. My first concrete extractor is very high grade, after depleted, it’s still producing a good amount of concrete that I think I will never need a second concrete extractor any more.
 
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