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The applicant pool will get you started. But in the mid-term you'll need to rely on your Martianborn population to replace aging colonists. If your birth rate can't sustain your colony, perhaps you expanded too fast. The size of the applicant pool varies with sponsor, but regardless it won't be enough to sustain a reasonably sized colony long or even mid term. This is something I struggle with. I generally forbid births until I feel I've got advanced resource production or rare metal mining implemented to support a bunch of schools and universities. So I try to keep from expanding too much so I don't exhaust the applicant pool and end up with a low working population. When to switch gears and start building child domes and university domes is something I generally get wrong-ish most of the time.
Next game, consider using the More Colonists game rule. That gives you an applicant pool of 500, which should help if you run into this problem again. The Forever Young breakthrough tech will allow seniors to work and have children. You can use survivingmaps.com to find maps with that breakthrough or use mods to get it on any map. That will mitigate the issue, but not solve it.
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With regard to the applicant pool, yeah it feels totally unreal, like scraping the barrel of the gene pool. Like where did they find these people?
have a clinic in each dome and soon you will have too many
Keep comfort in mind, and provide at least one activity of each type. (Luxury / shopping / gaming etc). Avoid comfort buildings that burn resources in the beginning, but don't fear to use them once you can afford it, since they are very space efficient.
Make sure to have free nursery space, esle new kids won't get born. Also as much school slots as you have children, and equally as much university space, once you have access to them. Colonists will usually train for those jobs that are currently held by a non specialist and require a specialist to function, so a colony sorts itself out over time.
Also, some breakthroughs are stupidly OP. The AI controlled fusion reactors will allow you to never worry about power generation again, and AI extractors solve all your resource problems. Since they don't require workers anymore, you get away with fever specialists, and it helps your dome comfort, since you can use resource burning buildings earlier. Just make sure to enable 24h shifts on them, else the building will shut down periodically, even if you have AI extractors.
I find my pace goes like this:
early game I want a minimum of people because i can't afford all the life support so I'm very picky about whom I accept
then when I get small factories up, I need as many as I can get so I accept many more, and many more flaws and I can deal now with flaws and insanity and suidice
until now I have had propagation turned off
around 100 imported, I build nursery dome and turn on progation
next 20 sols I am growing my own and importing many
another ten sols and i stop importing
another five sols and I turn off reproduction in most domes, maybe leave two on to keep a trickle being created
I'm trying to say yes there is a time in the middle where I can't import enough and can't yet produce them, but that quickly turns into producing too many. You have to get the techs to improve comfort, and cliinic in every dome. about 75% of the way through the game you should be producing more humans than you need.
The birth rate has nothing to do with free nursery spots. There may be a mod that regulates birthrate in that way, but that's not a game mechanic I've ever seen in my games.
I think the next patch(?) introduces something like this, but tied to school slots IIRC.
sometimes there's a problem where it doesn't go properly through all the recycling process