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Daje10

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Sep 6, 2013
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I have been playing for close to 100 hours now and I have noticed a few things that keeps bugging me that I wished where addressed;

The water deposits, these tend to be left unused except in very extreme emergencies. The Vaporizers tend to take car of any water need you have. One dome or 20 domes. So either make them slightly more expensive (at least 50M more I think would be a nice start) to buy or increase the upside of extracting water from the deposits. The teck for building them are already as late as can be but that have very little impact on the actual game play as you can by them for a pretty low price.

Drones, I find the drone production building to be of very little use. Early when you have preciously few workers there is not any way you can build it and operate it. That is if you have managed to research it. If you need drones early you just buy them. And late game I see no need for it as you still just can buy the drones. Or you can just do what I do. Build drone hubs, get 6 drones, dismantle the hub, rebuild and repeat. Gets you drones way way quicker. It is probably slightly more expensive. But you get the drones faster. Requires no electricity, no workers, no out dome building. A way to address it would be to make the building a in dome one that only takes up 3 hexes. That way the building have less of the drawbacks of a out dome one, and takes less space so you would be more likely to build it.

Power down / repair. Missing to power down a building just before the repair cycle hits can be extremely painful. Especially in the very early have where every resource counts. Being able to toggle the repair on/off would solve this. Then I do not need to micro manage this but I can instead just turn the repair of and just have the building power down by it self.

Hard shifts. This option seem to have very little impact on the performance. So I see no real need for it unless it is changed, I would increase the output and decrease the health more rapidly. That way it is more of a choice with a clear upside and a downside. As it is now why bother with getting 12 polymer instead of 11...

Workers. In the early game the number of workers you have is precariously few. I have found that if you manually turn on and off the work shifts you can have the same crew work all 3 shifts. Thus eliminating the need for 2/3 of the workforce. I have not seen any drawback to this in other then outdome buildings. There you get a increasing debuff from working outside in rapid succession. But I have not seen any real downside to this with the in dome buildings. If this is a real thing, and not simply a feature, I would like to have the option to automate this. Have the building be able to have a oscillating work shift. Or if it is a feature then it needs to be addressed so maybe a worker only can be allowed to work one shift per day. Or maybe the hard option would be fixed if it simply would be to allow a single worker to work 2 shifts each day. Instead of the normally max 1. This would be a way to address both issues. FYI I have not tested this on the farms to see if it impacts the crop yields.

Building sites. When placing a building construction starts immediately. Then you only have two options, let it be built or turn it of (hoping you stopped it in time before the last resource was put in). I would like to be able to toggle resources on and of, just like you can for the stockpile that stocks every thing. There you can turn a particular type of resource of. This would let you be able to put in all resource types except the types you turn of. Maybe you are low on machine parts and want to save the last for maintenance. But you want to be able to load in all the concrete and metal in the new tunnel, instead having your drones sit idle.

Fungus farm. I have to say I really like the idea of this building but I have to admit that I do not really see the reason for its existence. I get the ide that it being outside would allow for more space in dome for more people? But it being outside is such a big drawback in in of itself that that alone makes it pretty useless. Then the fact that it produce basically 0 food just makes it laughable. The terrace farm I get as it is a early building. But that to is almost never used because the farms are researched so early. Maybe moving the farms further down in the teck tree would allow more of a progression. That way the fungi farms would be the better option to the terrace farm, but it is outside. Then later you get the in dome farm.

The last thing I would like would be to have more tecks provide gradual automation to factories. As it is now only the farms have some automation. Why not let the factories have that as well. You could even let the player choose, either a efficiency upgrade or a slight automation.

Thank you for a very nice game.
 
The last thing I would like would be to have more tecks provide gradual automation to factories. As it is now only the farms have some automation. Why not let the factories have that as well. You could even let the player choose, either a efficiency upgrade or a slight automation.

There is such a tech, but it is a breakthrough, so you won't necessarily see it every play through.

Factory Automation Factory Upgrade (Automation) - Lowers the amount of Workers needed in factories (lowers shift by 2 workers)
 
There is such a tech, but it is a breakthrough, so you won't necessarily see it every play through.

Factory Automation Factory Upgrade (Automation) - Lowers the amount of Workers needed in factories (lowers shift by 2 workers)
Yes I am aware, but the teck gives you full automation or nothing. I am talking about gradual automation, like with the farms. Having one or two worker slots be removed. And yes there is one, but no more. And the one is only for one type of factory. Also there is no choice where you can choose efficiency or less workers (long term or short term).
 
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If you need food FAST early on mushrooms are the way to go.
Not sure if there ever is such a situation. You can more often then not just research the normal farm and use that instead. Maybe if the Fungal farm had 0 water consumption (only a initial consumption of X water) that would make it more appealing. But I highly doubt it.

Or you can just ship in food. =)
 
Yes I am aware, but the teck gives you full automation or nothing. I am talking about gradual automation, like with the farms. Having one or two worker slots be removed. And yes there is one, but no more. And the one is only for one type of factory. Also there is no choice where you can choose efficiency or less workers (long term or short term).

No, you are confusing that with Extractor AI.

Extractor AI - Metals Extractors and Rare Metals Extractors can work without crews at 50 performance

Factory Automation reduces the number of workers needed per shift by 2, in any factory the upgrade is installed on.
 
No, you are confusing that with Extractor AI.

Extractor AI - Metals Extractors and Rare Metals Extractors can work without crews at 50 performance

Factory Automation reduces the number of workers needed per shift by 2, in any factory the upgrade is installed on.
No no confusion, I know of them both. If you just read what I wrote in the quote it is all there. Not the fine print but the important parts. =)
 
Not sure if there ever is such a situation. You can more often then not just research the normal farm and use that instead. Maybe if the Fungal farm had 0 water consumption (only a initial consumption of X water) that would make it more appealing. But I highly doubt it.

Or you can just ship in food. =)

I use super long trips, so emergency supplies from Earth are never an option :)
 
a few ideas i had.

1. vocational orientated society is a weak breakthrough. a better use would be that unskilled workers working in a specialist facility for a while randomly ( 1:10 maybe, 1:20?) become that particular skill. something low so its not a broken no university mechanic but something that if you get it early or late becomes a happy accident. maybe set it so that's rather then on a timer its a repeatable tech like the money ones so that in times of desperate need when there are dust storms raging and you need more mechanics, cant get a supply of engineers or parts from earth you can give up a space bars employees to fill the hole more permanently.

2. any time you find a rover or mineral deposit that grants a reduction in necessary research give us a decoration of it. Think the fountain but with a dome, inside Russia's Mars 3 rover, or curiosity, a smashed beagle (destroyed probe, not a drunk dog), or any of the chunks of minerals mentioned. maybe it could give scientists a tiny research boost if they live or work near it. but only one placement and if you remove it you don't get it back so place wisely.

thoughts?
 
I like both ideas. A variation on number 1 would be instead of having the workers "get" the profession. Have the negative effect decrees over time. So if a unskilled, or "wrong" worker works at a place the negative effect gets lower with time. Would be them gaining experience from that workplace. 5-10 per sol should be ok I think. That way a worker with the "correct" skill still have their bonus and the university is still needed late game.
 
I like both ideas. A variation on number 1 would be instead of having the workers "get" the profession. Have the negative effect decrees over time. So if a unskilled, or "wrong" worker works at a place the negative effect gets lower with time. Would be them gaining experience from that workplace. 5-10 per sol should be ok I think. That way a worker with the "correct" skill still have their bonus and the university is still needed late game.

As a general mechanic that sounds pretty good but I just meant as a breakthrough tec.

your plan is like the reverse of the stress causing flaws, without it causing perks and a small boost i personaly think it sounds :)