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A Sensor gives also a flat bonus of 10% for each region, even not in range. Stacks 10 times, so 100% with that
 
A Sensor gives also a flat bonus of 10% for each region, even not in range. Stacks 10 times, so 100% with that
I have not seen this stacking. With 2 sensors, I see a 10% bonus for sectors out of range of both, not 20%.
 
Pipes and cables can be destroyed when a meteorite hit them!
I had a meteorite storm directly at my colony site once and had to rebuild many cables an pipes. Since then I always place at least one oxygen- and watertank and one battery directly beside each dome as emergency supplies.
you are entirely correct, and i was wrong previously.
found out first hand the other day during one of the mysteries and my base got HAMMERED with meteorites, and i thought 'uh oh, i better go respond to that thread on the forum...'

So, now i would say, make redudant connections if u have a meteor problem, but i'd suggest using switches and valves to reduce the overall network size and to isolate breaks.
if u have lots of stored power, o2 and water, or much excess production, u probably don't need to bother with the valves and switches tho
 
This is very helpful. So with the passageways that link domes now in the game, do I still have to keep a clinic or other life helping buildings in every dome?
 
This is very helpful. So with the passageways that link domes now in the game, do I still have to keep a clinic or other life helping buildings in every dome?
I should think the new passages make dome specialization much more viable now, without having to fiddle constantly with colonist filters and reassigning peeps from dome to dome. Just my guess here, but I'd say that given utilization numbers, yes, probably every dome needs a clinic until you can build a medical spire. Since that takes care of way more people, one spire can probably handle, I dunno, maybe up to 3 domes worth of people?

It's on my gaming to-do list this weekend to start over again and find out whether this will work. I think it will. The thing about the clinic though is it really doesn't use that much space and can function okay with as few as one worker for each of two shifts, so I could see leaving them be and including them in every dome at least until I get a spire built. (Which I'd never before done because no one dome ever needed that much healthcare support, whereas I usually did need an Arcology or Water Reclamation or Sanatorium.)

My point in all this is we probably need to look at building utilization more carefully from here on out, because if we have several domes depending on one service building, it's entirely possible we could run into dissatisfaction problems due to buildings being too full.
 
Buried in the Opportunity patch notes is the fact that there is a small effectiveness penalty for using services in a connected dome.
so it probably still makes sense to included the highest impact and/or multiple interest satisfaction service buildings in most domes.
Infirmary, Grocer, some small park spaces. Maybe Diner.
Maybe Gym, at least in medium+ domes - it is space intensive but it satisfies a lot of Interests.

One big advantage of an Infirmary in any dome is that is pretty much cancels Hypochondria as a Flaw.

Although I seem to get by just fine so far by just filtering out ALL flaws at the Earthside space agency, unless they are attached to a Genius, Celebrity, Saint, or (sometimes) Guru. Gotta be careful about exactly what Flaw(s) a Guru has; s/he might spread them. An all-Perks Guru is almost as good as a Genius or Saint, though. And a Vegan Guru will help you get that Green Mars Achievement (which is pretty difficult otherwise).