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Both the distances involved and the restrictions on freedom of movement that space colonization applies, makes that difficult. Even in the current ISS missions, where the astronauts go aboard their station, is tightly monitored and regulated.

Plus, it allows you to do some social engineering.


1.) You want you people to be productive. This is Mars, not a central park picknick. Them taking kilometer long jaunts between domes is a wasteful luxury.
2.) Domes are specified to take care of a certain amount of people. Let's say Tom is having a party in one of the smaller domes in sector G. That dome has enough oxygen to support 20 people. 100 people show up for the party. Also, there's an incoming meteor. Forcing your people to spread out in individual domes is just good practice.
3.) There are elements of social engineering in this game. Certain buildings will remove or add certain traits. If you want a subsection to become really good at a particular task, by giving them the optimum quirks and traits, it'd be helpful if they stayed near the same buildings and not wonder into other domes.

Space exploration at this level of tech, pretty much demands domes to work as individual units. It's not only required, but it's a good idea.
 
Both the distances involved and the restrictions on freedom of movement that space colonization applies, makes that difficult. Even in the current ISS missions, where the astronauts go aboard their station, is tightly monitored and regulated.

Plus, it allows you to do some social engineering.


1.) You want you people to be productive. This is Mars, not a central park picknick. Them taking kilometer long jaunts between domes is a wasteful luxury.
2.) Domes are specified to take care of a certain amount of people. Let's say Tom is having a party in one of the smaller domes in sector G. That dome has enough oxygen to support 20 people. 100 people show up for the party. Also, there's an incoming meteor. Forcing your people to spread out in individual domes is just good practice.
3.) There are elements of social engineering in this game. Certain buildings will remove or add certain traits. If you want a subsection to become really good at a particular task, by giving them the optimum quirks and traits, it'd be helpful if they stayed near the same buildings and not wonder into other domes.

Space exploration at this level of tech, pretty much demands domes to work as individual units. It's not only required, but it's a good idea.

it would be safer if the domes are connected if its saves time and resources if one dome fails with they can quickly evac
 
Would also be good to be able to connect outside production buildings with tunels. Why not totally avoid possible dangerous EVAs?
 
There's no logical or mechanical reason. It's definitely something the developers ought to work on. Properly specialising domes is exactly something you'd expect from this game.
 
The youtuber is wrong. In their dome preview Niki showed the domes area of action - if it overlaps another dome then colonists can move freely. If they dont overlap then there are both tunnels and an airship to move around your colony.
 
Let's say you have 3 domes, and one gets hit by a meteor and everyone in it dies.
What would be better for your Colony?


1. It was the dome that houses everyone, and only those who were working in another dome or outside the dome survived, and those are now all homeless and earthsick.
2. It was one of 3 independent domes, and the other two are unaffected by it, outside of being a bit shocked over the loss of some family members.
 
I saw a youtube that demonstrated that you could prioritize the population of a dome. For example let's say you have a small dome that is prioritized for children and youths, you could have it set up with a nursery, playground, and schools. When a baby is born, it would be shipped off to the Kids dome. Now, let's say you had a dome that was next to two or three metal deposits. You could prioritize that dome for geologists and engineers. You could also have machine parts & electronics factories in that dome to take advantage of those specific specializations. If you wanted to speed up your research, you could have a dome for geniuses that has a research lab and science institute.
 
I think the point is to move up to larger domes if you want more comprehensive services, rather than a series of interdependent, low tech small domes.

Having multiple, independent-yet-different domes means you can simply set up filters to favor people with traits that match the services. They'll sort themselves out eventually. Have a dome with an electronics store? Thumbs up the filter for gamers. No farms? Thumbs down botanists. Sanitarium spire? Thumb up every flaw.
 
I think the point is to move up to larger domes if you want more comprehensive services, rather than a series of interdependent, low tech small domes.

Having multiple, independent-yet-different domes means you can simply set up filters to favor people with traits that match the services. They'll sort themselves out eventually. Have a dome with an electronics store? Thumbs up the filter for gamers. No farms? Thumbs down botanists. Sanitarium spire? Thumb up every flaw.
But that is not what I want to do. I want to have a dome with all my services, domes with the farms, domes with my industry, domes with the homes.
Like this, once a dome is filled, there is little incentive to change anything, you can't expand. You can't organically grow.
If you want an incentive to build bigger dome, make them cheaper per space they provide, not less of a hassle for the player to manage. The first is a valid reason, the second is interface-induced annoyance to the player.
 
Hello!

Even though I don't dislike the idea of connecting domes or having specialized domes, I would like to look at the other side of this argument, and share why I think the current system is not bad. If you don't agree with something I say, please let me know in a respectful manner.

One thing that I think is being overlooked, is the fact that it is possible(ish) to create specialized domes. Maybe not so much in the early game, because the domes are so small and there is so much you can fit in them, but as you develop bigger and bigger domes, *I think* this ratio decreases. Say you want a dome specialized in farming. You can have a big dome pretty much full of farming plots, with maybe one or two sections for housing and services. Moreover, *I think* there is technologies you can research that increases the productivity of the colonists and increases their overall comfort, making it possible to have less housing and services per dome. The same could be applied for an industry specialization, or service specialization dome.

My second argument is personal, so you don't have to agree with me by any means, but when it comes to aesthetics, I prefer a dome full of different buildings, rather than a dome full of the same looking building.

My third and final argument is a complete guess, so I might be mistaken. *I think* the devs intended to make leaving the dome something undesirable, from the point of view of the colonist, given they even take sanity damage when they have to work outside the dome. Leaving the dome would mean taking risks that could cost your life, since you would be much more vulnerable to the hostile environment on Mars, so not taking this risk in a daily basis and staying inside the dome as much as possible would make sense. Connecting the domes through tunnels and transit systems could solve this, but implementing that to the game would be a different conversation.

Cheers!
FB