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To be fair there's a LOT of threads about people not understanding basic game concepts, and complaining about them, demanding they are simplified even further - That kind of annoys those of us who "get it" and have no issues understanding and playing by them.
Like I have already said, having a building rely on its own production to maintain itself is only a problem, if your total production is exceeded by the maintenance costs in the colony (Which you can easily keep track of in the colony overview).
If you want to ensure a specific Electronics Fab keeps producing, you can raise the priority to ensure full staffing at all times, as well as click the maintenance button a bit early to reserve electronics parts if you're in full on crysis mode.
And if everything goes to sh- you can always send an emergency rocket with electronics for the factory to reboot it.
I found this out the hard way in my first game. If you can't staff a full shift (even with non-specialists) you probably shouldn't be operating it.
Your recommendations are good ones. I think some of the difficulty comes from the fact that raising priority on a workplace building actually has multiple effects simultaneously. Players may not notice all of them and not realize the full impact of using the priority system
Priority has the following effects that I can think of
- Building is prioritized for power and water/oxygen
- Building is prioritized for consumable input materials
- Building is prioritized for maintenance (this is the critical one for electronics factory)
- Number of workers is prioritized, AI will try to fill all open work shifts, which can cause severe work shortages in lower-priority buildings
- Worker specialization is prioritized, AI will try to fit the correct specialists here first, other buildings needing this type of specialists will suffer
Sometimes a player does not want ALL of these effects but I think the current system is OK to work with as long as the players understand what they are getting.
My general rule is to try and keep at least 10 Sols' worth of electronics for maintenance in reserve, plus an extra three for the factory itself.
Also, FORBID IDIOTS FROM THE DOME IT'S IN.
If this is how the devs instill the drive to survive then they really need to go back to 'developing tension in a setting' school.
This game sucks because I suck, you suck, we suck, they suck, ......
This get even more ridiculous when I play a 475% game on my second game ever and yawn all the way in because the game is so frigging easy... Then you get threads like this...
Yeah, made a post about that and said it's too easy, received no comment, I thought I was on my own thinking that. Sol 570+, got 2000+ of everything, nothing left to research, no end game, so many domes, killed all the male population and replaced them with robots ... solved everything, there is nothing left!
The best part is, in most cases, once these people get what they want. They will be the first to abandon the game and complain how simplistic it is.
They are probably frustrated. Depending on how much experience a person has with games in general, plus time they have to play, I understand and it is OK for people to think 'game should be changed'. It is OK to wish for the game that you want. Doesn't mean you'll get it :)
My opinion is that the first question should be 'how are other players dealing with problem _____'? If there is an answer, then try it and see if playing the game that way is fun for you. If not, go nuts with your mods, etc. There is no wrong way to have fun (well, in a non-exploity or single player game).
Maybe the game could have done a better job of helping the player understand the mechanics and prodding the player to try that solution. I think the problem with the one-million-and-one 'domes should be connected' threads is not that all those players are dead set on the opinion that 'the game must have it', it's that the game did not go very far toward explaining 'the game is designed around the idea that you will not have it'