Surviving Mars

Surviving Mars

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Oddible Mar 18, 2018 @ 1:19pm
Dome Management - What is needed in every Dome?
Just getting multiple domes up and running and I'm wondering what services I need in EVERY dome? I will cater to the specific population (Mining domes with engineers and their preferences, Food production domes with botanists and their prefs, etc) but do I need for instance an Infirmary in every dome or will people travel for it? Will people travel for leisure activities and social stuff or does that always have to be in their home dome?
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Showing 1-15 of 26 comments
SkiRich Mar 18, 2018 @ 1:21pm 
That depends on where you are in the game and your game play.

For instance, on a new map I tried to make every dome self sufficient. That failed.
Then I switched to make a few domes close together and one specializes in food production, one in research and building stuff and one for extraction. That worked well and allowed me the space in the domes to add the needed building to keep morale at about 3/4 which seems to work.
what Mar 18, 2018 @ 1:24pm 
People will not travel between domes unless they're moving to live elsewhere. Typically i've found you want an infirmary, hyrdophonics, and a place to eat at minimum. Having more services will, of course, make your people happier.
If you feel like you dont have enough space at the start then you could pick the 'oligarch', which grants you the Arcology. This will leave you with alot more space for services.
Mnementh  [developer] Mar 18, 2018 @ 1:31pm 
Originally posted by Oddible:
Just getting multiple domes up and running and I'm wondering what services I need in EVERY dome? I will cater to the specific population (Mining domes with engineers and their preferences, Food production domes with botanists and their prefs, etc) but do I need for instance an Infirmary in every dome or will people travel for it? Will people travel for leisure activities and social stuff or does that always have to be in their home dome?
Different people have different interests. Basically, all Colonists require sleep, food, relaxation, socialization and shopping. They will be happy if they can receive all of those. Living quarters, grocery and a park or two would suffice for these needs.

Different specializations add to these needs. For example, a scientist would look for gaming (Casino or Electronics Shop), a geologist would look for drink (Spacebar). So if you have a Dome full of Geologists, a Spacebar would fit neat.

Different traits add to these needs. A Glutton would look for a Dinner, an Alcoholic would look for a Spacebar.

If you have a Dome full of non-specialist with no specific interests, a Dinner, an Infirmary, a Grocery and a park are everything that you need. (The Infirmary would improve their health and birthrate.)

P.S. People will be ok even when one or more of their interests is not met.
Last edited by Mnementh; Mar 19, 2018 @ 12:29am
xenofex Mar 18, 2018 @ 1:34pm 
i have found that every dome works 'ok' if it has at least a diner, a clinic, a park and an electronis store (pref. add a grocer or an art store too). i usually make two 'big triangles' each filled with 3 small triangle servicebuildings or decoration.

beyond that, it's about specializing the allowed citizens. dome for kids with nursery, school and playground. dome for alcoholics or gambers with the according big triangle service structures, lots of youth gets a university, ...

once you have your dome demography decided and happy, i add a productive building. my standard guideline i use is one for small domes, two for medium, three for mega.
guideline to be adjusted according to how things evolve ofc.
once unemployment starts hitting, use out-of-dome production buildings.

i hardly ever bother with security or the large exercise triangle.
spire is almost always an arcology. others are probably useful too (water saving in a 3-farm dome for example) but since population growth is a major concern, arcologies is what you want.

*edit* Mnementh beat me to it :)
Last edited by xenofex; Mar 18, 2018 @ 1:36pm
Lothos Mar 18, 2018 @ 1:44pm 
supposedly people can move to another dome to work and still live in a different dome. I've tried this both in walking distance and with shuttles and they simply do not want to go work anywhere but within their own dome range.
xenofex Mar 18, 2018 @ 2:25pm 
Originally posted by lothos:
supposedly people can move to another dome to work and still live in a different dome. I've tried this both in walking distance and with shuttles and they simply do not want to go work anywhere but within their own dome range.

Nope. Each dome is a totally seperated city on its own.
only thing you can do is (manually) move the colonist to live (and work and rest) in another dome.
Lothos Mar 18, 2018 @ 2:27pm 
read around and you'll see folks including the dev guy I believe stating they CAN work in another dome. I just can't get that to work and as such just deal with it.
VA gamer Mar 18, 2018 @ 2:39pm 
Originally posted by Mnementh:
Originally posted by Oddible:
Just getting multiple domes up and running and I'm wondering what services I need in EVERY dome? I will cater to the specific population (Mining domes with engineers and their preferences, Food production domes with botanists and their prefs, etc) but do I need for instance an Infirmary in every dome or will people travel for it? Will people travel for leisure activities and social stuff or does that always have to be in their home dome?
Different people have different interests. Basically, all Colonists require sleep, food, relaxation and socialization. They will be happy if they can receive all of those. Living quarters, dinner and a park or two would suffice for these needs.

Different specializations add to these needs. For example, a scientist would look for gaming (Casino or Electronics Shop), a geologist would look for drink (Spacebar). So if you have a Dome full of Geologists, a Spacebar would fit neat.

Different traits add to these needs. A Glutton would look for a Dinner, an Alcoholic would look for a Spacebar.

If you have a Dome full of non-specialist with no specific interests, a Dinner, an Infirmary, a Grocery and a park are everything that you need. (The Infirmary would improve their health and birthrate.)

P.S. People will be ok even when one or more of their interests is not met.

In small domes, it seems that the diner and other services can suffer from usage overload. Would you consider allowing higher usage in exchange for more resources (a few more waiters or more food input)?
Rennoch Mar 18, 2018 @ 11:31pm 
maybe someone should write up a dome specialization guide or something, b/c this question is coming up a fair bit, and it might be useful for new players (which let's be fair we all are right now but in the future) to get some idea of how to array their resources in domes.
rav Mar 18, 2018 @ 11:54pm 
Originally posted by Mnementh:

Different specializations add to these needs. For example, a scientist would look for gaming (Casino or Electronics Shop), a geologist would look for drink (Spacebar). So if you have a Dome full of Geologists, a Spacebar would fit neat.

.

Really? Where does the game explain this i never heard or saw anything about this
Mnementh  [developer] Mar 19, 2018 @ 12:16am 
Originally posted by rav:
Originally posted by Mnementh:

Different specializations add to these needs. For example, a scientist would look for gaming (Casino or Electronics Shop), a geologist would look for drink (Spacebar). So if you have a Dome full of Geologists, a Spacebar would fit neat.

.

Really? Where does the game explain this i never heard or saw anything about this
You can see it in the hint boxes that popup when you scroll the specializations in the Passenger Rocket UI and the Dome Filter UI.

Scientists... Interests: +Gaming, -Shopping (So, they require Gaming but no Shopping)
Engineers... Interests: +Dining, -Social
Security... Interests: +Exercise, -Shopping
Geologists... Interests: +Drinking, -Relaxation
Botanists... Interests: +Luxury, -Social
Medics... Interests: +Luxury, -Relaxation

Same applies to traits

Workaholic: -Relaxation
Gamer: +Gaming
Fit: +Exercise
Party Animal: +Social
Alcoholic: +Drinking
Gambler: +Gambling
Glutton: +Dinning
Hypocondriac: +Medical checks
Loner: -Social
Mnementh  [developer] Mar 19, 2018 @ 12:40am 
Originally posted by VA gamer:
In small domes, it seems that the diner and other services can suffer from usage overload. Would you consider allowing higher usage in exchange for more resources (a few more waiters or more food input)?
Well, if it's widely perceived as a balance issue, it won't be ignored.
However, a single fully-staffed Grocer would easily service up to 54 Colonists per day (18 per workshift), and a Diner would service up to 60 Colonists (20 per workshift). Given that the Diner satisfies Dining, Social and Food and the Grocer satisfies Food and Shopping, they should be enough for 50-60 or more Colonists.
joeltt1 Mar 19, 2018 @ 3:40am 
Originally posted by Mnementh:
Originally posted by VA gamer:
In small domes, it seems that the diner and other services can suffer from usage overload. Would you consider allowing higher usage in exchange for more resources (a few more waiters or more food input)?
Well, if it's widely perceived as a balance issue, it won't be ignored.
However, a single fully-staffed Grocer would easily service up to 54 Colonists per day (18 per workshift), and a Diner would service up to 60 Colonists (20 per workshift). Given that the Diner satisfies Dining, Social and Food and the Grocer satisfies Food and Shopping, they should be enough for 50-60 or more Colonists.

That's the thing though, I don't think anyone knew of those ^^ numbers prior to your post (I'm sure a few dedicated souls had some educated guesses lol). A big quality of life improvement to the game would be an overall improvement to the metrics it puts out (birthrates, power/water/oxy trends, graphs and more graphs, etc). You could even "hide" it under a general Economy window so if you didn't want to look at it you don't have to.
VA gamer Mar 20, 2018 @ 7:36am 
Originally posted by Mnementh:
Originally posted by VA gamer:
In small domes, it seems that the diner and other services can suffer from usage overload. Would you consider allowing higher usage in exchange for more resources (a few more waiters or more food input)?
Well, if it's widely perceived as a balance issue, it won't be ignored.
However, a single fully-staffed Grocer would easily service up to 54 Colonists per day (18 per workshift), and a Diner would service up to 60 Colonists (20 per workshift). Given that the Diner satisfies Dining, Social and Food and the Grocer satisfies Food and Shopping, they should be enough for 50-60 or more Colonists.

I concur with post above about information availability. Things like job-based needs listed earlier and the way AI prioritizes work slots over specialty could be posted on loading screens as hints. Lots of information just doesn't seem accessible in-game.

Given the numbers for usage above, should I be seeing "service buildings full" complaints when I only have 20 people in my dome and two single-person shifts in my diner or grocer? Something sees off there.

Also, I have one worker on each shift in the infirmary and zero lifetime usage. The overnight workers and out-dome workers have declining health and sanity. At what point will they seek medical attention?
rav Mar 20, 2018 @ 9:37am 
Originally posted by Mnementh:

Scientists... Interests: +Gaming, -Shopping (So, they require Gaming but no Shopping)
Engineers... Interests: +Dining, -Social
Security... Interests: +Exercise, -Shopping
Geologists... Interests: +Drinking, -Relaxation
Botanists... Interests: +Luxury, -Social
Medics... Interests: +Luxury, -Relaxation

thanks thats really helpful
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Date Posted: Mar 18, 2018 @ 1:19pm
Posts: 26