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vdhawan

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I thought i'd put down some thoughts after about 30 hours in 2 different colonies -> Easy start (1000 colonists) & Paradox sponsor/320% difficulty. (50 colonists right now). I was on for most of the Q&A stream and a lot of the big issues were discussed so i'll try not to rehash those. This is also somewhat unorganized, my apologies for that:

Traits: Colonists develop new traits over time, however some parts of this system are still unclear. For example, does having a Spacebar increase the likelihood of someone developing the Alcoholic trait? In particular the Idiot trait has been causing me huge problems, especially in the big colony - i would have 3-4 factories/extractors break down every sol, negating a lot of my investment in scrubbers & maintenance tech. This is despite having 5 schools and 3 universities. So i guess the question is, would my idiot problem be much larger without the education buildings (meaning i build more to get rid of it), or does it make no difference?

High difficulty: With the paradox sponsor the rocket needs 100 fuel. This meant that after landing and setting up my fuel/concrete extraction infrastructure all i did was sit and wait for some 10 sols before the rocket was ready to go. I bring this up because i think it illustrates a problem with these difficulties that instead of adding more complexity and requiring careful planning, the high difficulty just seems to be about waiting for things to tick up (fuel, rare metals, rockets traveling etc.), at least for me.

Also some quick suggestions for changes:
- When trying to assign a drone to a rover that's full, you don't get any message saying that's not possible, it just pops up the build bar. It took a minute for me to figure out why
- Allow explorers to function like sensor towers, but only in the local sector (and maybe a reduced bonus)
- Let us set multiple waypoints for the transport
- Assign storage spaces to buildings, so they only send their output to one or more storage instead of everything in range.
- Update tooltips for all building to specify what traits they might affect (positively or negatively)
- My subsurface heater froze over some icy terrain and then didn't thaw itself out after restoring power - i had to build another heater next to it to thaw out the first. It's a bit annoying to do it that way.

I will end with saying i have enjoyed my time so far but i think the game could definitely be better. I heard a lot of positive things on the Q&A so am looking forward to the next few months.
 

dumbo11

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In particular the Idiot trait has been causing me huge problems, especially in the big colony - i would have 3-4 factories/extractors break down every sol, negating a lot of my investment in scrubbers & maintenance tech.
My approach is this:
- create 1 dome and set it to prefer 'seniors' and 'idiots'. Don't put any factories/mines/farms in it.
- set all other domes to reject seniors and idiots.
- be aware that anything you put in the dome will get broken, continuously.

Otherwise, as far as I know universities do not reduce idiots, but I believe flaws are gained during crises - so reducing those is helpful.
 

Egodeus

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Apparently it works so that Disasters lower sanity, and sanity breakdowns cause flaws.

So options are either improving sanity gains (techs and more comfortable dwellings) or lessen sanity losses (working security stations, no night shifts, etc.)
 

vdhawan

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Apparently it works so that Disasters lower sanity, and sanity breakdowns cause flaws.

So options are either improving sanity gains (techs and more comfortable dwellings) or lessen sanity losses (working security stations, no night shifts, etc.)

True, and i do have those techs researched but this was on the easy start, where there's basically no disasters (and very few breakdowns).