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Late game gets wildly buggy. I have drones pushing against a dome wall to get resources outside. All my drones are assigned to maintenance tasks, but can't get anything done because they insist on getting stuck pushing against a done wall for resources outside. Once this starts, the game is over and can't be played. Its extremely frustrating. Fix it asap or I will lose all interest.
 
P.S. Why should we find solutions around bad systems if those systems can and should be made better and it seems the devs think so as well. To me the better course of action is to point out why they are bad, how they can be improved, offer a feedback... rather than pretending everything is fine if only you stop caring about the state of those systems. Ok, this starts to remind me of the endless discussions about Dragon Age Inquisition after it launched. Time to go. Have a good day.

Because they're not bad systems, it's players insisting on the bad solutions. Therefore insistence on "bad systems" is nothing more than players trying to complaint and review-bomb their way to victory.

That's precisely why I firmly advocate the complete removal of the colonist micro. It is not an efficient way of managing colonists and the people doing it are almost certainly doing something else wrong at the strategic level anyway for it to mess up their colony. It's a trap option that only exists to make players think that they can win a city management game by being a glorified job placement officer.

That's why your argumentation is backward. I am not insisting on bad systems be retained. I recognize that the micromanagement system does not work - and will never work because human players don't want to admit they are bad at being job placement officers - which is why it should be simply removed.

In short, don't give a micromanagement option for a game that is fundamentally not about micromanagement. By contrast insisting that development resources be soaked up to try and "fix" an unfixable problem is basically insisting on bad systems be retained.
 
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Well, good luck with that idea. I think that you would be either the second or the third person out of the airlock, since people really do not take well to commanding officers executing people who are in essence civilians and there certainly isn't anything to say they were deserting in the face of the enemy, or anything really treasonous offences like that.

I think the ones that would run the colony (once it surpasses say half-a-dozen people) with so-called "military" efficiency are the ones that would see their efforts turn to dust since people tend to rebel under oppression.

Just my two cents.

depends- was the person who got airlocked an idiot who actively refused to,say,repair the life support system because he couldn't gamble,and got half the colony killed?
 
depends- was the person who got airlocked an idiot who actively refused to,say,repair the life support system because he couldn't gamble,and got half the colony killed?
Refusing to work because they are moping for earth is unworthy of a professional. Further, who exactly pays for the trip home and also for the food they eat while they are whining? And further, many humans actually detest the feeling that they are freeloading, especially when they can see the actions directly.
 
Is it a good plan to run more understaffed buildings? Doesn't matter, it's the player's choice, the game allows it, and they should be able to play that way without endlessly fighting the AI which doesn't know how to handle this. Yeah, one can close individual work slots, but that still doesn't stop the AI from badly assigning the carefully handpicked workers. Again, in the end it doesn't matter if they are assigned correctly, but then why specializations are even a thing...

I've yet to see the AI fail to this, care to share a savegame showing this case?
 
There is nothing in the game to suggest this is a military mission. Quite the contrary, the fact that your colonists include alcoholics, compulsive gamblers and criminals suggests that there is anything but military discipline in your colony. Also, I'd expect a real-life colonisation effort of Mars to be conducted like a research expedition rather than a military mission. Polar expeditions are a good example.
Alcoholics is a positive indicator for military and for military memes the criminal theft aka appropriations does happen especially if its material you need to do a job and another unit doesn't want to give up or hoarding it.
 
You have a dome with room for 48 people. the doom has 48 people.

Freshly Baked Scientist leaves the university in another dome, checks for places that want scientists, but the dome is full...

How can this thread be this long without A SINGLE one of you figuring out that full domes = everything breaks down.

Fix the population issue in your game and you fix movement of the population.

The game works fine and the population works well in moving around domes until they get full, so I'm not sure what the whine is about.

Seems like some of you want to sit at a full colony and simply be able to ignore population growth.
 
Well, the real problem with that is swapping. The game doesn't have the ability to handle colonist swapping because it has no way of knowing what each dome needs.

This is why we need concrete value sliders and not this ridiculous thumbs up/down system (which, by basic logic, only really works if you have 2 domes max).

We need the ability to say:

"I want X medics in this dome, and no more."
"I want X botanists in this dome, and no more."
"I want X non-specialists in this dome, and no more."
And, "I want X industry specialists in this dome, and no more."

Once we have that, THEN we can use the thumbs-up/down system to steer excess population into whatever domes we want them.

But without those concrete value sliders, we will NEVER be able to even approach optimal colonist management.
 
Well, the real problem with that is swapping. The game doesn't have the ability to handle colonist swapping because it has no way of knowing what each dome needs.

This is why we need concrete value sliders and not this ridiculous thumbs up/down system (which, by basic logic, only really works if you have 2 domes max).

We need the ability to say:

"I want X medics in this dome, and no more."
"I want X botanists in this dome, and no more."
"I want X non-specialists in this dome, and no more."
And, "I want X industry specialists in this dome, and no more."

Once we have that, THEN we can use the thumbs-up/down system to steer excess population into whatever domes we want them.

But without those concrete value sliders, we will NEVER be able to even approach optimal colonist management.

The game in fact does a fairly decent job of switching colonists around based on jobs with the thumb down system. The problem again is when you don't have X botanists to assign in the first place and players blame the AI rather than their own inability to balance labor requirements.

Seriously people need to play more and use the actual tools that work rather than keep proposing stuff that won't save them from their own strategic mistakes. Labor shortage is a player issue, not an AI assignment issue. That the same people keep repeating the same myths and memes about labor assignment while other players are already finding this whole thing to be very easy really demonstrates how this is not a systems issue.