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Build two infirmaries per sector as there will be times when just one is not enough, but two should see you through. You can also research more beds fairly early.
Further in the game you'll get the equivalent to a hospital which one will cover all sector injury needs, but needs the rail transport.
The majority of my sectors stay Neutral on trust, as it still generates positive trust.
Trust as a mechanic can easily be managed with the all the stability buildings, putting crew in housing that's not cell housing, keeping homelessness low, avoiding cryo storage penalties, and keeping the working conditions optimal. You can stick with just the Propaganda at the start for huge stability bonus and ignoring any negative impacts until you can manage it via other means.
I did not ask for advice. If you bother read a little bit, you would see you completely missed the meaning of my post.
While your trust is growing fast, having a +10% given to you mean nothing.
However, if you had a prolonged period of negative stability, it will help delay going down (giving you more time to enact plan to provide stability) or raise it faster to the maximum trust.
Without it, what should happen when your stability get into the negative? Immediately lose something?
Trust allow for a time between when you get a new stability negative and the time it will take to make something to compensate it.
Of course, there more than necessary positive stability solution, but you shouldn't spend resources on them before they are needed.
Let's take a more concrete example. You didn't have enough battery/power during a meal cycle and some of your crew missed their last meal and are starving.
Power is back, so those crews members will be fed in the next meal cycle (in 5 cycle).
In the meantime, you have a -3 stability in that sector(s).
If your trust was full, you can safely ignore it, trust will go down a little, then the starving crew will be feed and trust will go back to full in a few cycle.
How do you think such case would be handled without the Trust bar?
What this guy said ^^
That's probably how Trust bar/system supposed to work ideally, but not how it works rn in the game.
It doesn't work as a timer, mostly because you will be dead or deep into death spiral long before your trust dips below even 50%. And 100% Trust does not help or prevent you from dying in any way. You can have 100% Trust, but if your Stability in all sectors is -5, it doesn't matter. You're in death spiral of Low stability > More accidents > Lower stability > Even more accidents > Even lower stability, riots, strikes etc. Again, Trust doesn't help you to recover or temporarily protects from negatives, it doesn't inform you of something going wrong, it's doing nothing.
Most events reward you with Trust, but as I pointed out, high Trust is worthless, because you're having problem with Stability.
The changes I propose are exactly to make Trust work as a timer and clear indicator of how good/bad things are for your crew. Currently it's a meaningless UI element/resource.
P.S. About your example with starving. This -3 in one sector will do nothing to your Trust, simply because Trust bonuses from all other sectors completely overpower the problematic one (Ironically that's exactly what happened to me today and while this sector with 250 people had -3 stability, I had +3.2% Trust each cycle). But it will not protect you from riots, increased accidents frequency and other negative stuff in -3 sector. Do you see my problem with current system?
If all your sector are at -5 stability, you cannot be at 100% trust, as trust will be decreasing each cycle.
Now, I never had a strike being provided just by negative stability, from what I've seen, strike will only trigger if you decline random event (which will be spawning when you have negative stability for a while).
Have anything put one of your sector in the negative and you will almost immediately have an event with a quest to fix something making stability low.
You get a quest with a timer, if the majority of your ship is currently in negative stability, then your trust will be decreasing in the meantime.
It take you a few days to fix the issue, your trust is now lower.
The event is now resolved, you get a bonus +% trust, completing some of the lost trust, the rest will raise overtime (now that stability is positive).
I agree that it is quite rare than stability is the factor that make you lose the game, but it is possible.
There are plenty of solution to stability issue and they take less time to put in place than it would need to kill you. (which is great, otherwise the moment your stability is negative you wouldn't be able to do anything).
But you can see in these forums that they are plenty of people who completely ignored all solution to stability and lost because of it.
For stability/trust to be an issue, it's because:
You tell them you will address it, but don't fix it
You refuse to tell your people that you are fixing it and they revolt
The trust coming from each sector is proportional from the population vs your total population.
If 4750 of your population are Happy, but 250 are angry, then obviously you are fine. (as you should be because only 5% are unhappy )
But Having your population sector unhappy can easily mean 1 sector is reducing trust more than the others, even if everyone else is Happy (if the majority of your population is inside the Angry sector).
I was more saying your whole ship is starving due to missing a meal.
Now the game does hide a little of why event are happening, but if you pay attention, you can see why.
Hull is below 50% = Sabotage happen (even if everyone is happy and work is optimal)
Decline random event giving you a quest = Strikes happens
The game should probably have aimed to have the player balancing various decisions to stay at ~ 70% or 80% across the course of the game, and had more mechanics playing into the dynamic. If you look at US Presidential approval ratings over the years, it's usually somewhere between 40% to 60%, but the Tiqqun isn't some two-party electoral system where there is competition against you as Administrator, so I imagine approval ratings might be a little less political.
They could have better integrated these systems a few ways. For example, buildings which provide passive changes to these numbers, or policies. The crew seems to hate Insect Farms and Mushroom Walls. You could imagine that building Mushroom Walls might slowly sap the Trust meter (and you could keep it proportional to the population affected still) - the citizens aren't starving, which would add unrest (i.e., stability penalty) out of desperation, but they also don't fully trust the Administrator's choices on food production. But building a Exo-Colosseum might improve your Trust meter, as the citizens are quite happy and distracted by it, but it actually decreases Stability as the citizens get riled up over their team's wins and losses, much like real world sports events.
And Stability could be more of an indicator of how orderly and secure a sector is, rather than how happy they are. It sort of is now, as negative Stability can result in very violent strikes, but it's a strange mixture of things. This way citizens might lose Trust if their sector is low on Stability, but that could be offset by other buildings they like more. Stability would then also be a separate source of concern for the player as low levels might result in more vandalism and crimes, have an affect on daily station operation.
So you could have different dynamics of buildings, some which are more expedient in resource usage at the cost of trust, or some which are inefficient or even near useless, but they comfort the citizens, some that destabilize their sector, etc. The player would be constantly needing to make planning choices which balance all of those factors.
Instead we have a Trust meter which almost never changes, and almost a mere cosmetic choice as to which one Stability building you'll build in each sector.