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Lord_Reavous

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May 1, 2016
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I've been watching Aavak, Quill, and Skye Storm stream/videos in anticipation of this game, really hyped up now. So after watching all these people play I noticed a pattern.

Most of these streamers mixed solar and wind power in the early game which I think is what was intended, but solar power just drops from the game later (not sure if that was intended given the new power plants). The streamers mentioned in passing the maintenance of the solar panels being just metal and the batteries being polymers, but they strongly favored wind. Wind at base is just barely better than solar, but requires machine parts (none of the streamers really had too much difficulty acquiring or maintaining a healthy supply). So my concern is that solar power is too weak on the base level to be enticing.

I think the idea that you can take in a bunch of power during the day and ration it at night is meant to be an exciting mechanic but it doesn't seem to play out because the guys above generally pack a stirling generator and plop more than sufficient wind power without concern--using solar to boost daytime power for the factories only. While this works and is efficient, I feel it means you would have to purposefully limit yourself to play that way. Not sure if anyone agrees or not, but it looks like solar is obsolete quick.

Something else I really think would be neat is an additional quirk: Night Owl/Nocturnal. Some people really do enjoy being up a night. Sure it's really rare, but it may be neat to have the exceptional person who loses sanity for working in the day instead LOL.

One last thing is I'm hoping for an expansion that could be harder to play, as others suggested too, the Moon or Phobos. It would require new tech trees and would play into the solar power game above, and getting oxygen would be more difficult b/c it's tied up in water and balancing how you use water as drinking water, field water, fuel (hydrogen) and oxygen just sounds like fun in this environment.
 
Solar I think is crucial for the early-to-mid-game given its ease of construction and maintenance. Until your Founders arrive, overnight power does not seem to be a significant concern.

I think you might have something with the colonizing new worlds/moons as a DLC. Which ones would be the most compatible with the existing tech tree ...

Betting dollars to donuts at *least* one mod hits the Workshop/et al that does just what you're saying!
 
As far as other places, I think the devs probably would be more keen on sticking to the Mars planetary system so it's moons Phobos and Deimos, but I'd prefer to go to our Moon (Luna). And I agree, I'm expecting an overhaul mod that does it, just kinda hoping something official happens too.

I can't think of any moon that technically would have the same needs and can implement the same technology. Titan (Saturn) is the only moon with a dense atmosphere. It has methane, nitrogen, and other hydrocarbons, not sure if there's enough carbon-dioxide or monoxide for a MOXIE to work though... and uh, no known water deposits on the surface, just trace water vapor in the stratosphere, so no vaporators.
 
Titan would be a heck of a lot colder too, wouldn't it?
Sticking to Luna, Phobos and Deimos makes perfect sense to me. Some of the techs won't work depending on which satellite (wind turbines come to mind). Bundle up a new map with coordinates and graphics using the same engine could work quite well. Atmosphere (O2 in-game) would have to be cracked from water. Depending on water resources on a given satellite, indigenously-sourced water won't be possible. Importation via ice asteroids and the processing thereof ...

In such cases the existing game engine won't be 'plausible'. A bit of tweaking however ...
 
I had to wiki Titan's surface temp, it's -179 degrees Celsius. It also gets about 1% the amount of Sunlight we do, so think candlelight. As much as I like Saturn and it's moons, I don't think it could/should be worked into any DLC/mods, it's beyond the scope I think.

There's water-ice in areas that don't receive Sunlight on the Moon, and it's possible other satellites have such deposits. It's not a lot though.
 
*Nods*

So 'Surviving Titan' could be a DLC-type expansion, perhaps as a series of "colonial expansionism" building upon a series of tech trees first starting with Mars. Given the intensive work for development re: mapping et al ... I would not expect such material for a year or three or five.
 
I think so, I just wouldn't expect something like that anytime soon or with this game honestly.

I say that and then the thought occurred: if we could ever get to fusing atoms for manufacturing, you could take Hydrogen from the hydrocarbons and oxygen from CO2 and carbon monoxide and fuse it into water. But that's not something I'm thinking is near-term.
 
IIRC one of the let's play shows some of the late-game techs, one or two of 'em touched on just that concept.
 
Quill18 hits the nail on the head for me. A Martian "Sol" feels more like a year than a day, so my 'head canon' accounts for it as such.

Pleasant result is that the plausibility of ballooning from near-future to nowhere-so-near future is content, i.e., not in the span of a mere year in toto.

What I saw was Skye's stroke of good fortune on a combination of breakthrough tech and social tech that permitted him to plow through several of the branches until he unlocked the wonder-grade techs that the tooltips showed the fusion-type goodies.
 
I agree about the Sols. Especially because of the length of time the rockets take to travel is close with that scale.

I'm still hoping they add the Night Owl quirk if anything I've posted gets a nod.
 
I like that, especially since I fit that description more often than not. KISS from a dev standpoint leaves it be ... but if they've done as well as I think on pre-orders, they'll be able to do some fun stuff a little ways down the road.
 
So my concern is that solar power is too weak on the base level to be enticing.

The game Offworld Trading Company has random events called solar flares, which boosts solar power energy production. A similar mechanic could also be implement in Surviving Mars, so solar panels could still be a viable option mid to late game. Cheers!
 
wind is just too strong. the elevation bonus needs to be reduced and additionally, there needs to be some more solar research to improve its efficiency so it is comparable to wind.
 
I haven't seen any youtubers go heavy on solar + batteries, so there is no real way to gauge its effectiveness.

The easy starts have no limits so efficiency is not required. This makes using wind or stirlings easy and effortless while solar + batteries would take more planning to get the balance right.

Maybe wind storms need to cause more maintenance for wind rather than just giving a boost to power. As it is wind storms look to be 'good' rather than be an actual threat. I'd expect a wind storm to exceed the capabilities of a wind turbine and break it, not make it better.
 
I haven't seen any youtubers go heavy on solar + batteries, so there is no real way to gauge its effectiveness.

The easy starts have no limits so efficiency is not required. This makes using wind or stirlings easy and effortless while solar + batteries would take more planning to get the balance right.

Maybe wind storms need to cause more maintenance for wind rather than just giving a boost to power. As it is wind storms look to be 'good' rather than be an actual threat. I'd expect a wind storm to exceed the capabilities of a wind turbine and break it, not make it better.
maybe a short boost to power of an insane level followed by a total breakdown.
 
Accelerated deterioration is presumably more accurate - the storm's efficiency bonus = deterioration acceleration. So those wind turbines getting a +50% output boost from the storm deteriorate 50% faster for the duration of the storm. Or twice as fast for the duration, whichever is felt to best reflect the accelerated wear-and-tear on the mechanical bits of the turbines.
 
I haven't seen any youtubers go heavy on solar + batteries, so there is no real way to gauge its effectiveness.

The easy starts have no limits so efficiency is not required. This makes using wind or stirlings easy and effortless while solar + batteries would take more planning to get the balance right.

Maybe wind storms need to cause more maintenance for wind rather than just giving a boost to power. As it is wind storms look to be 'good' rather than be an actual threat. I'd expect a wind storm to exceed the capabilities of a wind turbine and break it, not make it better.

I think the dust storms do increase wear on everything's maintenance, I'm just not sure how much it does (or should). Though I agree about the fact that wind turbines apparently are better off in locales with rampant dust storms. And yeah it'd be interesting if a few just broke after the storm.

I also started watching Skye's 485% Difficulty series. He has a mix of the two, with three domes. His wind farm seems to be about twice as big or more. It's just odd that even with the reduced "price" in maintenance that solar just isn't attractive. I don't know if it's because batteries are slow charging or what. They (batteries) seem to do better with wind farms, ironically, because factories are inactive at night are charging the batteries then.
 
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Quill18 hits the nail on the head for me. A Martian "Sol" feels more like a year than a day, so my 'head canon' accounts for it as such.

Pleasant result is that the plausibility of ballooning from near-future to nowhere-so-near future is content, i.e., not in the span of a mere year in toto.

What I saw was Skye's stroke of good fortune on a combination of breakthrough tech and social tech that permitted him to plow through several of the branches until he unlocked the wonder-grade techs that the tooltips showed the fusion-type goodies.

the devs have said in i cupel posts that it is both a day night sikel and a year atthe same time becuse of how city bilder games are