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Eisscrat

Captain
Jan 22, 2016
443
462
Since you guys help me greatly with the low g lab question i have another question.

I dont really understand what service building are the best for the people.
Saw that there is a penalty for not prepared food so i build Dinners and Bars for drinking an social.
Groceries for shopping and a clinic cause health is important in my understanding. Dont know what lowers health when they have enough oxygen, water and food.

Somewhere i read that electronics shops were a noobtrap cause the electronic costs are way to high.

What are the necessary service building to make the people happy and so rise there efficiency?
And what building should be avoided?
 
What are the necessary service building to make the people happy and so rise there efficiency?
This specifically is one of the biggest noobtraps of S:M in my eyes.
High comfort has two effects:
a) increased birth rate​
b) +5 morale, which equals +5 performance -- the same as high health and high sanity.​
However, high health and sanity are almost always much easier to achieve -- so you should focus on them first. Infirmaries only heal to medium health and sanity, so medical centers or smart homes and gyms should be a priority.

And +5 performance isn't really worth much if you sacrifice half your workforce/productivity to get it. Comfort should be seen as an investment in either a high birth rate, or high tourist satisfaction. Each specialization has specific interests, which you can find here, so it makes sense to specialize domes

Achieving moderately high comfort also does not require avoiding all penalties, the increase each day must just outweigh the penalties. I usually ignore the gaming, gambling and dining interests and often drinking and part of food interests in non-tourist domes. A single very high comfort building like medical center with relaxation upgrade or hanging gardens also means you can ignore a lot of interests and still get very high comfort. Housing comfort is also important, as it is a bonus every day.

I would definitely avoid art and electronic shops, and usually restrict casinos to tourist domes. Generally, the IMO best strategy is to fulfill all social, relaxation and luxury interests with unmanned service, i.e. gym, park and amphitheater, and only build as many manned comfort buildings, including grocers, as needed.
Initially you can get most of your new colonists by flying them in, and later the medical centers alone are usually enough to have a more than decent birth rate.
See the longer discussion in this thread.




 
Thanks for the help so far.
So no more art and electronic stores for the colonist : D

Are colonists use service buildings through the night?
Is it worth it to run a third shift in the service buildings when there is a lack of some services?
 
Thanks for the help so far.
So no more art and electronic stores for the colonist : D

Are colonists use service buildings through the night?
Is it worth it to run a third shift in the service buildings when there is a lack of some services?
Yes, they do, and I usually run all shifts, as for most buildings.
 
Thanks for the help so far.
So no more art and electronic stores for the colonist : D

Are colonists use service buildings through the night?
Is it worth it to run a third shift in the service buildings when there is a lack of some services?
The thing what makes Surviving Mars dystopian, are nurseries... children just living without any parents... and participating in the economy too.. i dont understand that mechanic at all. What services do they need or use? who thought that would be a good idea ? why cant we simply get a family unit, and have them (adults) manage the kids (as a modifier maybe, for a higher service need). Its super weird to me.
 
The thing what makes Surviving Mars dystopian, are nurseries... children just living without any parents... and participating in the economy too.. i dont understand that mechanic at all. What services do they need or use? who thought that would be a good idea ? why cant we simply get a family unit, and have them (adults) manage the kids (as a modifier maybe, for a higher service need). Its super weird to me.
The real fun part is that a good strategy is to maximize comfort in tourism domes first -- so long-term, a large part of your population will consist of children left behind on mars by their tourist parents :oops:
 
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