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https://survivingmars.paradoxwikis.com/Colonists#Birth
"However, if there is even one homeless colonist in the dome, there is a penalty of at least 50% to birth rate, rising to 100% if 1/4 of the dome's population is homeless. [2] This is the game's original population control mechanism; it doesn't work very well because players tend to build homes in response to having homeless colonists."
I assume that's still true. Also, on the same page in the Stats section, in the Comfort row, Lowered By column: "Homeless: −20 each Sol" Dunno if that's changed.
I'd be fine with a separate birth measure, but then the measure of it somewhere, and also the indications as to why it's high or low as in for comfort.
Thanks for the info. I am morally opposed to being required to get info out of game.
The penalty of homelessness to comfort is so high that I don't allow any to become homeless. I wouldn't care as much about birth (can always make a high comfort dome for breeding aka Pleasure Dome"). But 50-100% is a stiff penalty. Usually people who are homeless aren't having responsible sex so it seems opposite anyway. And do they ship shopping carts to Mars for the homeless or what do they use? Do those solid little wheels really work well in the dust? Not so sure about that.
I'm not gonna digest all of it for you, that would require some serious math examples.
Take a look below. Here are the considerations:
Comfort only comes in to play to select the fertile people.
1. Number of fertile men = right age and comfort level above minimum
2. Number of fertile women = right age and comfort level above minimum.
The more above the minimum required birth comfort, the more fertile they are, which speeds up the progress calcs. A little hidden gem is the sexy trait. Having that boosts a colonists fertility number.
Then they have to pair up. So a dome with 5 fertile men and one fertile woman, is just 1 fertile couple.
Birth Rate progress is just a counter that you have to fill to the right level before one child is born.
The more fertile couples and the more fertile those couples are the faster the progress to that one child and then it starts over again. The homeless penalty is part of this calculation, but nothing else, just the couples and some math.
Where homeless penalty comes in is where the progress is calculated.
I'm not gonna post that formula, it will make your head spin.
Check it out in the source its ... GetHomelessBirthRatePenalty()
Suffice it to say its a strata. Meaning one homeless is as bad as say 5 homeless, but 6,7,8,9 are the same and then 10 is another level. Thats an example, so dont go by those numbers.
At the end of the day, what you really want to control is, how many pairs of fertile couples can I have in the dome. (fertile = above comfort min and the right age)
Homeless will sap that progress very quickly as homeless is a divisor in the formula, so avoid them if you want to spawn children at all costs.
So I hope this answers the question, about comfort and why you're not having any kids. There is much more to it.
local fertility, comfort = CalcFertility(colonist)
total_fertility = total_fertility + fertility
local traits = colonist.traits
if traits.Dreamer or traits.DreamerPostMystery then
dreamers = dreamers + 1
end
end
end
add_group(fertile_male)
add_group(fertile_female)
local avg_fertility = total_fertility / (2 * couples_count)
local birth_progress = Max(0, couples_count * (avg_fertility - 30 * stat_scale))
birth_progress = MulDivRound(birth_progress, 100 - self:GetHomelessBirthRatePenalty(), 100)
self.daily_birth_progress = birth_progress
self.birth_progress = self.birth_progress + birth_progress / daily_birth_checks
while self.birth_progress >= g_Consts.BirthThreshold do
self.birth_progress = self.birth_progress - g_Consts.BirthThreshold
CreateGameTimeThread(function(self)
Sleep(1000 + self:Random(self.building_update_time - 1000))
if not IsValid(self) then
return
end
self:SpawnChild(dreamers * 100 / (2 * couples_count))
end, self)
end
RebuildInfopanel(self)
end[/code]