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adder007usa

Recruit
Dec 17, 2020
2
1
Description
Surviving Mars: Colonists feel too good to get cured of wildfire


Windows


GoG

What is your game version?
249143

Do you have Space Race installed?
Yes

Please explain your issue is in as much detail as possible.
In my recent game, playing as India with city mayor, I had random mystery selected, and it chose the "wildfire" scenario, something I haven't gotten before

I've managed to reach the point where Earth is cured, and I've gotten refugee colonists, but the mystery has not ended. I believe I've found the issue though.

I have a few colonists that are still infected.

Now, due to my colony setup and the fact that I've completed some of the researches that increase colonist longevity and productivity (Forever young, and stem reconstruction), as well as widespread use of hanging gardens and other comforts; these colonists just won't die, and they also are too comfortable to feel like going to the infirmary building and get cured! And of course due to game logic, it's impossible to tell them to go to places where they could get this resolved.

I know there's some kind of logic that if you build a sanitarium spire, colonists with the treatable flaws will use the building because, well, they don't want the flaw. Shouldn't there be some kind of similar logic for colonists who are infected; shouldn't they want to go to the infirmary to get the permanent cure? This issue is causing the mystery to drag out for a very long time, and impacting other side effects such as the price of trade goods that come with it.

Can you replicate the issue?
Hard to say. I've reloaded the save file multiple times, and because this is an extremely late play-through bug with a weird set of circumstances that I'm not sure could be duplicated, it would be hard to duplicate. (Update) Yep, the last colonist with wildfire finally died of old age and that triggered the end of the mystery.

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Last edited:
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Colonists will only go to an Infirmary (or other medical buildings) once their Health drops below 70, or their Sanity drops below 30. If you absolutely want them to visit the Infirmary, you can manually assign them to a night shift in some building, and put it on overtime. They'll quickly dip way below 70 Health and 30 Sanity. :)