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Vivas

Second Lieutenant
78 Badges
Jan 25, 2005
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I have filtered my first colonist's specificly without traits like gaming so i don't have to build to much and still keep comfort high enough for my liking. But now 3 people want gaming and just one has that trait wich must be developed in the short time he is in the colony. The same goes for shopping and luxuary, 2 people need that and i can't reflect that on any colonist. How does that work?
 
Every specialisation have need. Scientists want gaming, botanists want luxury, engineers want diner, etc...

It can be important to have few specialisations in small domes. You can focus on the need of your people. But for your first dome it is hard to do it.

For the same reason having a scientist gamer is not a problem. It will want gaming anyway.

PS: I think you can see that in the selection for your rocket. When you are in the specialization tab, the tooltip on each specialization show the need.
 
I totaly overlooked that, thanks for the respons. Maybe looking for unspecialized people would be a proper idea at start.

Now i see that the traits are linked to recovering of sanity and the needs they want give comfort...if i am right.
 
you don't have to fulfill every comfort wish to make people reasonably happy. especially stuff like the art workshop and the electronics shop are expensive to maintain (they consume precious advanced resources). a grocer and infirmary are usually enough to make people comfortable enough to breed.

specialists will still be a lot better at their jobs than unspecialized people, even if you only cover a subset of their comfort needs.
 
tbh once you get to mid game art workshops are fairly easy to support, all you need to make polymers is water, and people, both things you can get an unlimited supply of :) Electronics on the other hand need way more people to make, are used for maintenance by way more things, and can only be produced from limited rare metals resoruces until you build the mohole.
 
yeah true. the polymers for the art shop are more affordable. but the demand is also lower. only botanists and medics look for luxury by default and it's probably not worthwhile to run an art shop in every dome just to appease the handful of medics in the infirmary.

probably worth it in a dedicated agriculture dome, though.

the electronics shop is probably best used in a dedicated science dome. which will eat a ton of electronics anyway (labs take electronics as upkeep). so at least that would make the logistics a bit easier.
 
It's been uploaded on the Paradox official Wiki since, but I've made study on this:

The Standard, unspecialized Colonists want: Social, Relaxation, Shopping.
Can be fulfilled with just a Bar and a Grocer.
I'd recommend every dome has at least these two buildings.


Then, when Colonists do specialize, they lose one of these interests and gain a new one. The scientist for example, loses the Shopping interest and gains Gaming.


Scientists want: Social, Relaxation, Gaming. Can be fulfilled by adding an Electronics Store (or Casino)
Security want: Social, Relaxation, Exercise. Can be fulfilled by adding a Gym.
Engineers want: Relaxation, Shopping, Dining. Can be fulfilled by adding a Diner.
Geologists want: Social, Shopping, Drinking.
Botanists want: Relaxation, Shopping, Luxury. Can be fulfilled by adding an Art Store.
Medics want: Social, Shopping, Luxury. Can be fulfilled by adding an Art Store.


My large main population dome (where everyone waits for jobs to open up and the only dome where the genders mingle - at least until Paradox gives us birth control) has all these buildings (Bar, Grocer, Electronics Store, Gym, Diner and Art Store), but specialized domes that only need one class of specialist and screen for them, need just three service buildings. This keeps them small and focused.
 
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