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And I could push my domes to 1000 capacity pretty easily, I grow enough food for it, just don't have enough jobs currently to make it worth it (most of those colonists came from my Mystery as refugee swarms) and I was expecting more of them.
It could be just that the sudden influx of people I did have caused me to consolidate alot of my sprawling maintanence heavy infrastructure to get the biggest central population centers online as fast as I could.
It's still doable. Search around youtube and you'll see.
Though not indefinite that's a good start. The largest one I've moused over was 50k but I have not checked them all.
you can build vaporators with late game tech under the first tree. but id acctually suggest upgrading over building more they have a really high upkeep over the long term. some things have stupidly high repair costs. (talking about things with 3+ of a resorce to repair) and should be avoided. and if your smart about it and build well you shouldnt ever run out of anything.
big end game tip. build the sun stick solars around it and run a ring of power cables between the two for unlimited 1250ish power for next to no repair costs and no? water use after the first 1000 or what ever it is.
science also greatly lowers the repair cost to the point that its nearly pointless not to build 7 mega domes and 5 mids. plus a wonder dome. my best so far is around 1750 with the ability to make endless everything on mars. (after the food shortage was sorted with a food dome of course.) and i scrapped my rockets without an elevator since i didnt need them after the first half hour of play.
after you scan remove the scanners. they no longer have a use and there eating electronics. remove old miners when you dont need them as soon as possable. they do seem to degrade and dones will likely waste resorces on them.
remove all T1 batterys for atomics as soon as you can(1 atomic is 10 batterys off memory with 1% of the repair) . if you exploit the sun/solar setup and need more power fusion reactors are your go too. maintance is a little high but you can get 200+ power with 4 people a cycle via normal research or 200+ with no people via discorverys.
remove all devices you dont need that eat resorces. for example if you dont have the repairless/powerless drone hubs place your hubs better. use tunnels rather then long cables since cables will kill you with resorce drains late game.
after you have all the techs remove labs they are costly to keep working when not needed. during dust storms turn off the things that are degraded most by dust. (things like solar are a good example.) the anti dust AOE items (look like a scanner) are worth it and drop your upkeep to near 0 on everything.
turn off things during cycles when there not needed or to throttle output. IE if i need 4 electronics per cycle and im making 6 id shut off one work slot.
dont export unless you have too since it gets you a great buffer for electronics.
upgrade everything as soon as you can apart from pointless upgrades. fueled exstractors ae pointless if your putting them on a node with under 2000 for something like metal or concreate and your wasting the parts.
but the biiggest thing as i said above is the power. cut all your wind/solar for the man made sun and a solar ring as fast as you can. since youll get 1250+ unlimited free power. plus any fusions massively dropping upkeep. i can no stress how important this is. i went from over 200 metal a sol to under 10 a sol for upkeep. since i had over 1500 power in solar and batterys. and wind are actually harder on the upkeep.
yeah would be nice if the game was built for it and it would work, i know a few games that do it but you end up limiting those maps to people with 32GB+/64GB+ of ram for the insane sizes since the game has to keep the entire world in memory and can not just unload or unmap parts not in use. and the games really not built for maps much larger then we have. no matter how much i would love to have global maps i just Don't think its going to happen.
That's what a 2 year necro? worst I've seen is 8 years so this I'snt horrible but maybe check the dates next time?
I have 32Gb already but even when I only had 8Gb, I have games with several entire planets where you can build bases, transport resources between them and so on.
FYI, it can load and unload playfields quite easily and all you need is a simulation of what has happened while the playfield was offline.
It's been X hours since you visited the playfield:
Calculate the number of parts that have been produced
Calculate ore from a deposit and if it is now depleted.
Factories used components in repairs, calculate the number and subtract from the colony total.
Factories used resources in manufacture, calculate how many resources used and production.
And so on until everything has been brought up to date. Also include random events such as factories not having a full shift.
All this can be done in a fraction of a second and the colony updated during the playfield load to make it appear like it was never unloaded.
You do realise we are now in 2020 and not using pocket calculators as our primary PC's any more. Even my mobile phone now has more Ram and processing power than the PC I had when games were doing the above MANY years ago.
Even Elite Frontier in 1993 had autominers that you dumped on various planets to mine while you were off doing other things, come back a while later to empty what the game had calculated it would have mined during the time you were away. Not only did it track all your autominers, it kept track of when you last visited each one as well as procedurally generating each planet you visited and storing the information for use later so you returned to a planet that looks the same as when you left it.
That was running on a 486/33 with only 4Mb of RAM!
Even a smart wristwatch has more power than that now.
If you are lucky and get the breakthrough for getting recourses from let's say a rare metal deposit once it's gone. You know that after it's gone you'll get 4 metals a day forever. So place as many extractors as you can to drain the site. It doesn't matter. Each when it's gone is 4 rare metals forever. Plus that employs people. You'll have 100s doing nothing anyway.
Metal deposits once gone will give you 8. So pile the extractors on it 3 gives you 24 a day. Just like 1 would normal one. So 24 a day forever. Keeping more people employed.
Getting that breakthrough is a instant win. What seems like a boring Tec is really game breaking just on the rare metal side. Dry water pumps are giving you 1.1 water a day. There's no cost you have scrubbers. So pile up the water extractors. The more you get up the better it is after the water is gone. it's 1.1 forever from each. They are now like an evaporator which work even in a dust storm.
I've built a few colonies over 10K. Never ran out of anything. The only costs you have are what's in a Dome. Electronics and machine parts aren't that big a drain in a dome. Fully staffed 3 machine parts factories are putting out 75ish a day. You're not using that. Same with electronics.
I had 12K worth of each at the end. I even turned the silly things off I ran out of storage place. I didn't want to build another 4K storage space.
Some breakthroughs make the game so easy it's silly. Forever Young is one It's huge no more senior domes!
You don't need any of them to have a huge colony. You just need to remember. Scrubbers can clean each other. So your whole base will have ZERO upkeep cost outside of your domes. If you do then that's on you. And you will do broke.
So over lap scrubbers an you win. You make air and water for free. So you should never run out of that either. And they are outside so upkeep is free as well.
Remember upkeep isn't every sol. So a little extraction goes a long way. Such as food. A colonist eats once every 5 days. You don't need 10K of food every day. You need 10K of food every 5 days.
And if you are playing with trading and lose. Wow. You can trade for anything you need. You trade food for metals. Then you can trade the metals for machine parts. So for food which you make for free. You can end up with machine parts.
it depends on how the engine was done. stardock loads and never unloads entire galaxys from memory and the largest modded sizes can exceed 256gb of ram now. these have 100s of 1000s of worlds and races and use dozens of cpu cores and 4 or more gpus to work though. as stardocks engine is core neutral (will use endless cpu/gpu/ram vs every other engine that has an upper and lower limit)
it may still be on the workshop but there was a mod that trippled the size of the maps about 2 or 3 months post launch and in return they were using as much as 10-15 times the memory to load making it useless to anyone with less then 32gb of ram. i have 64gb so it was fine for me.
specs https://i.imgur.com/GQig43a.png just incase you were wondering. in the case of stardock its giving 1 cpu core to each ai and a percentage of your total memory and each gpu ontop of what the map is using to stay rendered and ready to use in real time.
It can be done with compression and some memory optimisation. I recall a game on a Sinclair Spectrum that had a 64x64 map grid, that is a feat to put on 48K of memory even without the game. Now consider there wasn't even a hard disk to load chunks from as required so the whole map had to be in memory using bit mapping, games were written in assembly language back then, so byte manipulation was possible without excesive code.
WOW also uses zone loading but it's done in the background as you approach the border, so the transition appears seamless. However, a single zone in WOW is far larger than your memory could hold in one go, also consider that players weren't even using a fraction of the memory we have now when Northrend was added to the game, so there's a lot of minor loading going on there too, not just the map, but players and NPC mobs affected by the players etc.
It would be nice for games developers to get a couple of low level code programmers to do things that high level code would take far too much to accomplish (in terms of clock cycles and memory).
I have not done assembly language since the days of the Z80 processor, but I wrote code that had to operate in 1/50th of a second for an interrupt drive routine on a 2Mhz processor. That means adding the clock cycles of every instruction up to ensure you didn't exceed the 40K clock cycles you had to do it in, you also had to leave enough for other things like keyboard inputs to be done between interrupts to reduce input lag. Back then, programmers were a lot more aware of memory use and timings of their code to solve problems of optimisation. Now, they simply throw more hardware at a problem to make it go away. Sad that such techniques have been lost since developers now use high level languages, even though compiling high levle code is wasteful of memory and poorly optimised for timing at best. That's what causes a lot of the lag and other problems in games today.
I believe if a game was written entirely in low level code today, we would see a game that has far better graphics, far more going on and optimises the memory far more than other games do today. They waste more than half the processing power, memory and graphics capability by using compiled high level code, only using a fraction of the full capability of the processor and graphics (and still getting lag and other problems associated with optimisation).