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Surviving mars wiki domes
Surviving mars wiki domes












surviving mars wiki domes

farm dome (medium+) - water reclamation tower, oval if possible research dome (oval dome if possible) (2 network node spire) university dome (medium+) - basic services and arcology spire obviously, child and school dome (medium+) - basic services obviously, senior dome - basic services (diner, grocer, infirmary)

#Surviving mars wiki domes free

Originally posted by Kyun:You're kind of free to do what you want but I found that this works well: There are a couple of Community Guides that have good tips as well. There is the Forever Young Breakthrough that allows Seniors to work - essentially turning them into Middle Aged, but if you don't get that breakthrough in your playthrough., then having the Seniors leave via Earthsickness may not be a bad thing. My current Senior dome has nothing except a Grocer to feed the old people. So, it is kind of up to you on how comfy you want things. Low Comfort will result in no child bearing or Earthsickness. Services can prevent low Comfort and may impact Sanity. One example - if you have a building that needs engineers, but you lack them, use a wedge (even in a Basic dome) for the University and set it to produce engineers. Add housing and other buildings as necessary. So, one wedge for production, one for housing (apartment once researched), one for services. Traits may be supported by having the right kind of building, like an Infirmary for Hypochondriacs. add bonuses to Comfort without necessarily being tied to a Colonist interest (although some do - like Casino for Gamblers). Other buildings such as Infirmary, Playground, etc. Typically a Diner, Grocery, and Small Garden can cover these. Relaxation, Social, Shopping (Non-specialized only want these three)

surviving mars wiki domes surviving mars wiki domes

All colonists want two of these three things (called Interests): Services prevent Earthsickness by keeping the Comfort level high enough. Senoirs/Children will not move if there is no housing at the Senior/Child dome - and don't seem to move later when space opens up there. I have used filters in attempt to get Children and Seniors to leave and go to the Senior dome/Child dome, but this has not worked well as I end up with Seniors and Children that will not move (especially if you apply the filter after they are already in place). Colonists will not leave a dome just because they are unemployed. Game logic: Colonists only work in the dome they live in - there is no commuting to a nearby dome. Given the above, provide enough housing to equal or exceed production manning AND support services manning. Don't forget to manage the crops a farm produces - I find Quinoa, Corn, and Fruit to provide the maximum output once researched (upgrade soil to 100% by starting with Cover Crops, then Fruit). Since farm takes so few people (especially after the AI upgrade) I tend to group that with another indoor production. For example, Machine parts inside and Polymer outside. Generally I go with no more than one inside production (includes research and farm) and/or one outside. I tend to use Basic domes to focus on providing one thing, like Machine Parts production.














Surviving mars wiki domes