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Miravlix

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With 230 population (14 kids), I only need to use half to keep the colony running, this result in having close to 50% labors that stand around doing nothing most of the time.

This balance trivialize pop management, I have no desire to expand after something like 100ish pop.

Also labor's has cap, so with 70+ free labors I can't get anyone to build my roads, because only 4ish seems to be able to build roads at the same time, even worse, due to the many labors, a guy will go build one road tile and stop, then one of the 70+ will come from the other side of the colony and do 1 road tile, making it an INSANELY slow process with high population.
 

Area Reanon

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Maybe devs can put new end-game events with population Earth after apocalypse? Send 20-30 colonists to populate other region of the planet. Maybe some day they send to main colony some resourses or ask for help with resourses or another party of colonists
 

Anutha_1

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Nov 15, 2019
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I think there is going to come a point in time where they might introduce bandits attacking our colonies when it will be beneficial to have the abundance of colonists being produced.

At that point, our overabundant colonists will be treated like cannon fodder. ;)
 

satoru

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i think one way it could be addressed is to have workers age. As they do you can maybe hit several negative effects

1) Older colonists are more succeptable to illness, injury, radiation
2) older colonists take longer to heal at the first aid stations
3) older colonists lose work efficiency
4) penalties escalate as they get older (tier 1 10%, tier 2 20%, tier 3 30% etc)

But maybe some benefits would be

1) older colonists increase the % buff for school kids. If this was the case, I'd probably make the schools base bonus 5% and the 'older improved' 15%
2) older colonists can negotiate better trades
3) once like leadership stuff becomes relevant, maybe a buff there for older leaders


You probably need to somehow come up with a more robust set of benefits for older colonists, otherwise it probably makes more sense to "Logan Run" the colony
 

paradoxbound

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I just keep spamming fields, greenhouses, trapper's hut and fishing huts for food and trade. Team up foresters, trappers, sawmills and firewood, I recommend two foresters to keep both wood production buildings going. Use the wood production buildings to clear trees where you need fields and other buildings and it also helps your foresters to keep up. Have a lot of stockpiles, food tents, warehouses and general storage for resources place them local to your resource production facilities. Build a refinery and surround it with sunflower fields.
Eventually you are going to run out of everything except wood, food, fiber and oil so build up stock piles of everything else through trading as early as you can. Housing, mess halls, entertainment buildings and medical facilities should be built close to these key production centers to reduce travel times for your pops. Expand these clusters across the map from the gate outwards in all directions.
You should be able to expand out exponentially until you reach the space limits of your Calhounian "mouse utopia".