• 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.
And a very cool stream it was ! :)
 
Very nice video. I do have a few questions and concerns though
  • Will there be walkways/tunnels to connect domes in a way that does not require spacesuits?
  • Why do the colonists stop bouncing when they are inside the dome? Gravity is the same inside.
  • Why does an uninhabited dome consume oxygen?
  • Each specialization having a fixed entertainment need seems a silly and gamey. Building a casino first may be fun for a special challenge where you load up all gamblers, but doesn't make much sense as default route.
 
Will there be walkways/tunnels to connect domes in a way that does not require spacesuits?

Not that we have seen so far. There will be tunnels, but they will be for connecting parts of the colony through mountains and such.

Why do the colonists stop bouncing when they are inside the dome? Gravity is the same inside.

It was mentioned in one of the very early streams that the suits they wear in the domes have weights on the boots/legs/arms to weigh down the colonists so they can walk nornally (though that shouldn't apply to colonists born and raised on Mars).

Why does an uninhabited dome consume oxygen?

You wouldn't want to make sure the dome will hold breathable air before having colonists inhabit it?

Each specialization having a fixed entertainment need seems a silly and gamey.

I got the impression that it was more of a predisposition rather than hard set, though I could be wrong. I too would be disappointed it it is hard set. @Candyalien can you answer that?
 
You wouldn't want to make sure the dome will hold breathable air before having colonists inhabit it?
From how I understood the medium dome consumed more oxygen than the small one permanently, not just to inflate it.
Once it is inflated, oxygen should only need to be replenished depending on how many colonists are in, or animals possibly later on.
 
Very nice video. I do have a few questions and concerns though
  • Will there be walkways/tunnels to connect domes in a way that does not require spacesuits?
  • Why do the colonists stop bouncing when they are inside the dome? Gravity is the same inside.
  • Why does an uninhabited dome consume oxygen?
  • Each specialization having a fixed entertainment need seems a silly and gamey. Building a casino first may be fun for a special challenge where you load up all gamblers, but doesn't make much sense as default route.

1. Currently there are no such elements in the game, but I think I am allowed to say that the idea is on the table and we are seriously considering it.

2. There are some "decorative weights" added to their suits that are supposed to account for normal animations inside domes. The real reason is that while the lower weight animations looked awesome outside, they were a lot sillier when used all the time in the daily routine of the colonists. In any case, gravity is the same within the Dome and outside.

3. It doesn't have to, you can turn it off to conserve Oxygen. The reason we left the Oxygen consumption for an empty Dome is to give you a chance to test your setup while no colonists have arrived yet.

4. This came a bit off in the stream. Scientists have inclination towards the "gaming" interest and the Casino is one of the buildings that may service it. This makes Domes catering to particular specialization a bit more interesting to play with and optimize, but as others have guessed, it is more of a predisposition that can be further modified by other traits. We have a "Gambler" trait that is specifically tied to the Casino, but it is no way connected to the Scientist specialization.
 
Last edited:
Glad to hear about the scientists not all being gamblers. That seemed awful silly to me, since they should hopefully know enough about probability to be disinclined to that! :p If anything they should be inclined towards the bar, considering how rampant alcoholism is in academia.
 
3. It doesn't have to, you can turn it off to conserve Oxygen. The reason we left the Oxygen consumption for an empty Dome is to give you a chance to test your setup while no colonists have arrived yet.
My concern is mostly that the dome consumes oxygen, and not what is in it. A farm heavy dome should have negative oxygen consumption, while a habitation dome consumes more.
And as actually has been mentioned in the stream, starting with a bigger dome is a trap for the unwary if you cannot actually use that space, but it consumes oxygen non the less.
 
My concern is mostly that the dome consumes oxygen, and not what is in it. A farm heavy dome should have negative oxygen consumption, while a habitation dome consumes more.
And as actually has been mentioned in the stream, starting with a bigger dome is a trap for the unwary if you cannot actually use that space, but it consumes oxygen non the less.

While what you propose would certainly be more realistic, it would be much harder to code and would add a lot of extra calculations that are not really necessary. For each dome you have x number of colonists who each consume y amount of O2 and c number of farms that each produce d amount of O2 ( x*y)-(c*d). That has to calculated for each dome, and recalculated every time a colonist enters or leaves a dome. That can add up quick and bog the game down quite a bit. I'm okay with the abstraction as is myself.
 
"Oh my god i sound like the goverment" Nikki is now my favorite person