![]() ![]() The exact number of medical buildings required depends on how much sanity abuse the colonists are suffering, but as a general rule one Infirmary can service 50 population, and one Medical Center can service 150-200 population, for a moderate level of sanity abuse. It's rather important to ensure that every colonist has access to an infirmary or medical center, and that they aren't over-capacity, a little over-capacity can be tolerated but if a colonist misses too many opportunities to get their sanity fixed they'll have a breakdown or commit suicide. These can heal between about 10 and 30 sanity per visit, depending on the service quality. The most important thing to know about sanity, is that it is healed by Infirmaries and Medical Centers. Originally posted by VA gamer:It's a bit of a tangent, but do you have similarly detailed thoughts on sanity mechanic? It's a bit of a tangent, but do you have similarly detailed thoughts on sanity mechanic? ![]() Generally, if you do want to breed population you should either play the Church of the New Ark sponsor, or get the Hanging Gardens (via Ecologist Commander or research) or get the Medical Center spire with upgrades, these allow for easy and cheap population booms. There's not much point in providing more advanced services because all it does is increase breeding rate and most the time you're best served importing more applicants from Earth. ![]() When a colonist eats a prepared meal they automatically get +10 comfort, which is enough to counteract any comfort penalty they might have suffered for gambling or whatever being unavailable, and the important thing is that very colonist eats every day so eateries work for all colonists without exception. The most important basic service is meals, provided by Grocers and Diners. Instead comfort is best managed by ensuring that basic services are available and not over-capacity. Colonists don't know what's good for them. Originally posted by Blake Walsh:Comfort has a few effects but the predominate two effects is low comfort causes morale problems and earthsickness and high comfort induces breeding.Ĭontrary to popular opinion comfort is not best managed by seeing what colonists are complaining about and providing it. Generally, if you do want to breed population you should either play the Church of the New Ark sponsor, or get the Hanging Gardens (via Ecologist Commander or research) or get the Medical Center spire with upgrades, these allow for easy and cheap population booms without tying up much population or resources. If these services are provided domes generally hover around 60-70 comfort, enough for replacement breeding at least. If you want higher comfort, the next thing to provide is cheap services like decorations and open air gym, these take care of relaxation, exercise and social, and don't require any workforce. Providing eateries will keep a dome comfortably at ~50-60 comfort, enough that colonists don't suffer morale problems. However as a rule of thumb, you want to provide a Diner + Grocer, each running all three shifts, per about 40-50 colonists. The game doesn't do a good job of indicating if there are enough, because the meal related comfort penalties don't appear in the dome overview, instead you have to personally inspect colonists (you can use the colony overview to find colonists with low comfort and see what is troubling them). So basically, the most important thing is providing enough grocers and diners for everyone. If there is no open eatery, a colonist suffers a -3 comfort penalty for eating an unprepared meal, and more importantly do not get a +10 comfort bonus, so their comfort deteriorates. When a colonist eats a prepared meal they automatically get +10 comfort, which is enough to counteract any comfort penalty they might have suffered for gambling or whatever being unavailable, and the important thing is that every colonist eats every day so Grocers and Diners work for all colonists regardless of interests. It's probably realistic even.Ĭomfort is best managed by ensuring that basic services are available and not over-capacity. Colonists don't know what's good for them and are happy to complain loudly about things that don't matter while barely complaining at all about the most critical things.
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