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Azmodael

Captain
6 Badges
Jan 26, 2009
356
327
  • Europa Universalis IV
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Crusader Kings III
  • Crusader Kings II
So far I have the following wedges

1 Farm
3 Living Quarters
1 Bar
1 (Nursery + Grocer + Infirmary + Small Park)

...but I feel it is not going too well...

What services do you give your first and second dome on high difficulty, where you can't import advanced materials like crazy?

  • Bar and Gym take too much space.
  • Casino is too expensive and takes too much space.
  • Diner and Grocer are mutually exclusive.
  • Art workshop eats polimers.
  • Electronics store eats electronics.

My most efficient setup was

Diner + Art Workshop + Infirmary + Small Park + one extra Living Quarters

But this one eats way too much polymers.
 
Diner is most important building for comfort in 1st dome. Diner and Grocer are not exclusive, you need both.

1 Farm
3-4 Living Quarters
1 (Diner + Grocer + Infirmary + Small Park)

If you want max possible comfort in 1st dome, start with Ecolgist and Handing Gardens.
 
My standard first dome is:
  • 1 service wedge of diner, grocer, infirmary, and small park
  • living quarters and nursery as needed (or an arcology, if you have the tech from Oligarch)
Always near a rare metals deposit, unless maybe if you're playing as Europe. If Europe, or you have extra passenger capacity on the first rocket, add a science lab.

You don't need any of the expensive/large service buildings starting out. That basic service wedge will do fine up to around 50 people. Just add a 3rd shift once you see colonists losing comfort because service buildings are full.

Farms are also a waste of manpower in the early game, IMO. Food is cheap to import. I'd prefer those 6 work slots to be 2 shifts of a science lab, or even 1 shift of a polymer factory.
 
Farms are also a waste of manpower in the early game, IMO. Food is cheap to import. I'd prefer those 6 work slots to be 2 shifts of a science lab, or even 1 shift of a polymer factory.
This. Polymers > Farm > Science for me. 1 Hydroponic is three people, enough food to bridge wind storms and only 3 hexes. Which leaves you with space for Lab and relaxation or Nursery and Playground.
 
no nurseries until you need to free up living space- children can live anywhere, nurseries are just slightly more space efficient [if u have the kids to fill them]
i'll often have a few basic houses which i later demolish for apartments and a nursery (or two) w/ playground (if u can spare the polymers).
 
If we're talking a basic small dome, I consider these services to be must-have: Infirmary, Diner, Grocer, Space Bar. Yeah, the Bar is huge, but it helps a lot of people so it worth the space. I try always to have a farm rather than hydroponics. So that's three wedges. The rest will be 2-3 apartments, maybe a machine parts factory. Always a polymer factory outside.

But for the 1st batch of colonists, if I'm using the small dome, I don't worry about a research station or much else. For the founders, I use the filters to eliminate all the flaws among the candidates, and prioritize botanists and engineers. And to be honest, if I have a good game start, more often than not I push right through and don't even bother building until I can make it a medium dome, which seems to me to be the most efficient size available.

Regarding the Space Bar though, there are some nice mods out there, including one with extra building variants, one of which is a Space Pub -- diner-sized, but does the same thing albeit with lower max service capacity. Really should've been something like that for the small domes in the base game.
 
I like putting the Gym in every dome. Cheap to build, no maintenance cost and it makes people get the fit trait. Once they have fit they visit the Gym more often for their comfort needs. Its a virtuous cycle.