Surviving Mars

Surviving Mars

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Workload of service buildings? What services are needed?
Is there a way to tell the workload of service buildings or what services are needed in a certain dome?

My colonists suffer from low comfort but i can´t find an overview of what is missing oder what services are "overloaded".
Only way i figured out by now is monitoring single buildings or colonists over the day to find out whats going on.

Is there a better way to find out? Perhaps a mod?
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Showing 1-13 of 13 comments
spacer1256 Aug 9, 2021 @ 10:41am 
I know when I am in this game I have found that by being a little bit picky when deciding on who should come and pay particular attention to their interests are ( ie... gambling or gaming etc...) and then make sure I have a building to accommodate those interests if possible. But I have been playing this game since it first came out and have found no other way around that works better, so far. I hope this comment will help you.
NotThatHarkness Aug 9, 2021 @ 1:34pm 
You can check on individual service buildings to see if they are at max capacity. If they are routinely maxed out, then consider building more. Click on the building and look at the stats in the pop up panel.

You can also click on a dome, and hover the mouse over the comfort rating. The pop up window should detail what services colonists are complaining about being missing or unable to visit. Then decide whether to build those or not.

A standard 'service slice' of 1 diner, 1 grocer, 1 infirmary and a small (1-hex) park should be good for 30-50(?) colonists (I'm not sure about that upper limit).
chic.aeon Aug 9, 2021 @ 3:48pm 
Just want to suggest that at least a 3 hex park would be good. I have those benches filled most of the time even in a small dome. I tend to fill in with parks and fountains and such too because of the aesthetics :D. Even with a full sized large park in a dome with a spire, all the benches are usually filled.
Hedning Aug 9, 2021 @ 3:56pm 
Colonists are visiting a service for 5h in their free time. Colonists can't get higher comfort than one bonus higher than the highest rated comfort building that they visit. The bonus is in general +10 comfort for cheap services and +15 or even +20 for expensive ones.

You do NOT need to supply all services to keep someone at high comfort, because even if they have zero acces to a service that they need there are 2 other needs that can cover for it, plus the daily meal.

Most important are grocers and or diners, because they visit one almost every day for their daily meal. Diners can more easily get to higher comfort values but they supply slightly different needs and obviously the grocer needs fewer people. Everyone except scientists and officers need shopping which is supplied by the grocer. Everyone except engineer and botanists need social which is supplied by the diner, but the diner also supplies dining which the engineers do need.

In addition to grocers and diners parks are good. Only geologists and medics don't need relaxation found in a park.

Putting the service workers on working hard will increase the maximum comfort that building can give its bonus to. In general you only need have one high service building if it is a common needs service like the diner.

As long as they are not missing a service they will keep their high comfort forever even if you remove the high comfort service. If you keep it in though it can keep topping your colonists that have rare or expensive needs such as gaming (so you don't have to build them), or cover for colonists who miss a service because it was full.

The hanging gardens spire is an almost guaranteed high comfort to all colonists in that dome, even if you have a severe lack of common services that it doesn't cover, such as shopping.
Last edited by Hedning; Aug 9, 2021 @ 4:13pm
Sticky Wicket Aug 9, 2021 @ 4:25pm 
As NotThatHarkness says hovering the mouse over dome comfort rating is probably the best all-round/at-a-glance way of seeing what is causing problems.

I only use barrel domes right from the start as my *housing domes* (and use smaller domes connected to it via passages for specialist work spaces/schools etc) and manage to consistantly keep a comfort of rating of around 80 for a pop of around 50+ with; a diner, spacebar, grocer, infirmary and large garden. Pop will whine about lack of shopping (electronics and art shop) but have found you can get away with not having them at least for a long while. Having a large garden I find is essential in each dome and is a cheap way of keeping people happy. (Just like RL access to green spaces is important).
I also use smart housing for any people working outside the dome or on night shifts to heal sanity but they also provide very high comfort; I usually have 1 or 2 smart housing complexes in each dome as soon as I research them.

Comfort rating does not happen instantly, it takes a while to affect people. So you can have a dome with low comfort when you first move people in, but check back in 1 sol and might rise as much as 20 points just because it takes time for all the people to acclimatise to everything.
Last edited by Sticky Wicket; Aug 9, 2021 @ 4:35pm
cap-boulanger Aug 9, 2021 @ 10:02pm 
You absolutely should have an infirmary in every dome that has housing. Especially early in the game. Its just being there changes the math for birth rate (heavily in your favor).

Generally I start out with infirmary, grocer, diner, and some kind of park. Add a spacebar if you are doing mining, and a playground if you have kids. And if you have regular (not hydroponic) farms unlocked, one of those in each dome helps with comfort too (at least after you get some techs).
Thanks for all the ints. I know the infirmary-grocer-diner-park thing but was thinking of there is something better than that general one size fits all.
Too bad the game doesn´t provide some meaningfull statistics to fine tune your domes.

Does someone know a mod that improves on that.
some moron Aug 9, 2021 @ 11:40pm 
What are you wanting?
It seems to me, if I hover on the comfort area, and it tells me people are complaining about not getting gambling, I think that is the answer. What more could you want?
Hedning Aug 9, 2021 @ 11:53pm 
Originally posted by Gooru:
Thanks for all the ints. I know the infirmary-grocer-diner-park thing but was thinking of there is something better than that general one size fits all.
Too bad the game doesn´t provide some meaningfull statistics to fine tune your domes.

Does someone know a mod that improves on that.
An art store is a good way to boost your early comfort. It is one of the expensive ones, but polymers are easy to start production of. It satisfies shopping which again all but scientists (and officers) need which means it will boost "everyone" in the dome. And it satisfies luxury for medics and botanists.

This is me doing baby steps in 6 sols:
https://steamcommunity.com/sharedfiles/filedetails/?id=2571031486
As you can see it features the electronics store. This is very powerful for increasing your comfort, but I do not recommend it outside of challenge maps as it is very expensive.
Last edited by Hedning; Aug 9, 2021 @ 11:55pm
FM Helldiver Radio Aug 10, 2021 @ 12:13am 
Originally posted by some moron:
What are you wanting?
It seems to me, if I hover on the comfort area, and it tells me people are complaining about not getting gambling, I think that is the answer. What more could you want?

Something like "general workload of all diners in this dome/colony at 87%" would be nice.
Last edited by FM Helldiver Radio; Aug 10, 2021 @ 12:13am
cap-boulanger Aug 10, 2021 @ 12:21am 
Originally posted by Gooru:
Thanks for all the ints. I know the infirmary-grocer-diner-park thing but was thinking of there is something better than that general one size fits all.
Too bad the game doesn´t provide some meaningfull statistics to fine tune your domes.

Does someone know a mod that improves on that.

If you're playing with the Space Race DLC and are playing as USA, you can build the Mega Mall, which does everything all in one building, except for Medical, and possibly Playing (which only children need). Theoretically you could run a dome with just a Mega Mall and an Infirmary.
Sticky Wicket Aug 10, 2021 @ 4:21am 
Originally posted by Gooru:
Originally posted by some moron:
What are you wanting?
It seems to me, if I hover on the comfort area, and it tells me people are complaining about not getting gambling, I think that is the answer. What more could you want?

Something like "general workload of all diners in this dome/colony at 87%" would be nice.

You wont get anything like that. If you want to get a % idea of that then do manual regular checks on each of your service buildings to see how many people are using them each day/shift and keep note of it.

Btw gambling is something that you can do without all together if you are careful. I have never once built a casino ever.
Last edited by Sticky Wicket; Aug 10, 2021 @ 4:23am
some moron Aug 10, 2021 @ 10:24am 
Originally posted by Empire of Lies:
Btw gambling is something that you can do without all together if you are careful. I have never once built a casino ever.

Well that's simply because you have never built one. Once you build one, you will experience the sensory overload and seratonin-tickling that will compel you to build them everywhere. Perhaps even destroying food and housing to make more room.
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Date Posted: Aug 9, 2021 @ 10:28am
Posts: 13