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Chiruadr

Corporal
31 Badges
Feb 21, 2018
45
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So after about 80 hours I finally figured out how the population works and how to keep it stable (make a baby dome, keep all other domes low comfort).

But what bugs me the most is how comfort works. Buildings work by improving comfort by up to a point. For example, the diner has a max comfort of 40. Workers increase this value depending of their morale and so on. So in a low comfort dome you could plop just buildings that increase comfort to let's say a max of 50 and it would never go past that.

Now here's the problem. You know what I need in my baby making dome? An art shop. That's it. Even grocer it's optional. Shops go up to 80. So when a pop visits, it gains like +15 comfort, and it does so repeatedly until it gets to around 80. Sure it gets less comfort if it is a gamer for example and has no games, but it doesn't mater, they will just go to art shop and get their dose.
20180323230426_1.jpg

So I guess in the baby making dome they all look at pretty paintings and get horny or something. Even food is optional, the penalty for raw will still probably be overcome by the pretty art

I know I have a typo in the title
 
The whole human element lets the game down badly, moastcity builders I can spend weeks optimising things shooting for a cleaner nicer grander city, working to get some new municiple building or expoit a tract of farmland.

Survingmars there just isnt the depth or utility to interact with the human element in that way. I mean Ive sunk enough hours into it that I must love it but at this point the early issues ae rather solved and theres minimal pressure to try again.
 
I don't know if you know that but if you let your mouse go on the colonist 29/66 bar it will tell if your dome is comfortable enough to make children, comfort needed to make children,how many children are born in this dome, hom many male and female willing to have children you have there.
And your pop has different needs so if you make dome with more specialists it's nice to give them the appropriate service to their comfort.
 
Does comfort affect anything other than baby making and if too low Earthsickness? Comfort, morale and sanity are really badly explained (if at all), though at least Sanity is easy to figure out yourself. I believe Morale increases their performance but I do not know what increases it (maybe having constantly high comfort = morale slowly raises?!). If Comfort is somehow connected to work performance then I am in deep **** shit since maximizing it is my way to play.
 
I don't know if you know that but if you let your mouse go on the colonist 29/66 bar it will tell if your dome is comfortable enough to make children, comfort needed to make children,how many children are born in this dome, hom many male and female willing to have children you have there.
And your pop has different needs so if you make dome with more specialists it's nice to give them the appropriate service to their comfort.

One issue I have here is that this pop-up only talks about that very moment.

So if you have the medical building (name escapes me), it will correctly list the baby threshold as 55 comfort while the medics are working, but it'll go back to 70 while they're not. If you don't keep this in mind, you might think there won't be any babies born in a dome, when in fact there will be...
 
Does comfort affect anything other than baby making and if too low Earthsickness? Comfort, morale and sanity are really badly explained (if at all), though at least Sanity is easy to figure out yourself. I believe Morale increases their performance but I do not know what increases it (maybe having constantly high comfort = morale slowly raises?!). If Comfort is somehow connected to work performance then I am in deep **** shit since maximizing it is my way to play.

Morale is related to work performance. Morale is increased by various factors. Having the 3 other bars green gives 5 morale each, being religious gives more morale. Also I'm not sure, but I think low comfort can cause a colonist to break down
 
Morale is related to work performance. Morale is increased by various factors. Having the 3 other bars green gives 5 morale each, being religious gives more morale. Also I'm not sure, but I think low comfort can cause a colonist to break down

This is my problem, I would like to increase performance as much as possible, but that requires comfort. Also, babies problem, with mines outside I absolutely have to have Infirmary or the folks just off themselves eventually. However it makes controlling population explosion much harder. This time I am trying a Psychologist playthrough with a mod that reduces birth rate by 50%, hoping to finally be able to play the game the way I would like!
 
This is my problem, I would like to increase performance as much as possible, but that requires comfort. Also, babies problem, with mines outside I absolutely have to have Infirmary or the folks just off themselves eventually. However it makes controlling population explosion much harder. This time I am trying a Psychologist playthrough with a mod that reduces birth rate by 50%, hoping to finally be able to play the game the way I would like!

I found a nice mod that increases base baby threshold to 90. So with infirmary is now at 75. A lot less babies around