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And I never (even when I first arrived) had enough manpower to run the refinery
At this point I've lost 40 crew to "accidents" and still haven't uncovered exactly how I'm supposed to find these 500 cryo pods so I have a chance to run the refinery
I'll check back in 6mo
The game is all about tight resource management, don't be afraid to shut down buildings you're not actively using to shuffle around manpower and other resources. Easy example is you don't need an electronics storage constantly running, tech lab can be shut down here and there (you only get 1sci/30days anyways), you only need one mining ship and cargo ship at that early stage of the game, and avoid opening up the second sector until you tap out all of the space on your first one. Science ships take 5 crew so stick with just one of them, and you only need one of the buildings that repairs hull until later. You can demolish + specialize later, but opening a new sector means dedicating manpower to the basic facilities such as construction, alloy/food storage, mess hall. Demolishing buildings refunds 100% of resources so don't be afraid to do things in a temporary way at first to get ♥♥♥♥ done
If you're running out of polymers prior to getting a steel mill + polymer factory running, that means you're doing something wrong somewhere. Could be building too many ships, or shooting probes at useless ♥♥♥♥ for that stage of the game such as ice or hydrogen. Prioritize getting the POI's first. And make sure you're only shooting probes at areas that are showing green for resources
https://imgur.com/a/CDG1kmp
Have more people than available jobs, and accidents are pretty rare. As soon as you have less people than your jobs the accidents start happening with regular frequency. Try turning some buildings off (the tech lab takes a ton of people).
If I go into overworked then things get worse - buildings start exploding, buildings start breaking, and workers start dying.
They literally do improve. You still get accidents during Optimal, but it's way less than Extra Hours.
They don't, and they compound. The devs literally have a pinned note that the accident rate even on optimal is being patched today. It's priority one, that's how bad it is.
I didn't say they don't stop. I said there are less accidents (and less severe accidents) on Optimal vs Extra Hours. The guy said they don't improve under better conditions (Optimal vs Extra Hours) but they do. I didn't comment on whether it was balanced or an issue.
The "improvement" is very much a placebo. While you do not have fires and buildings breaking at optimal, you still have accidents at almost exactly the same rate which take buildings out of commission and injure workers which is a massive amount of overhead even if it doesn't hurt your hull strength. As I mentioned, a mess having an accident right during meal cycles meant most of my people starved for a cycle which meant everyone was unhappy which meant my trust went down which spirals. I brought it under control because I had zero food issues and fed them the next cycle but there needs to be some massive amount of balancing rework. At least have accidents happen during extra hours and breakdowns happen at overwork and beyond because as of now, even dipping into extra hours is causing buildings to self-destruct and caused an actual death spiral. I had one sector at optimal and one at overworked and both had issues at almost exactly the same rate except in Sector 2, the buildings broke and in Sector 1, they were accidents. I counted the notifications at one point cause it was insane to see
There needs to be minimal penalty for running at optimal and next to zero accidents cause "optimal" duh. As it is, it's insane how horribly the game punishes you regardless