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But it sounds like your problem is you are using the thumbs up on the overcrowded dome filter. While good as a "quick boost", you shouldn't use the thumbs up on any filter for long unless you want absolutely every colonist that matches that filter to be in that dome, as otherwise it just causes the overcrowding that you are describing.
Use the thumbs down to "push" colonists out of domes you don't want them in rather than the thumbs up to "pull" them, as it works far better and allows a much better kind of control IMO.
Make sure that you have people with qualifications to fill the jobs (so botanist for food supply etc). People are much more likely to MOVE to a new dome (they seem to like the new shiny and if it is BIGGER than their current dome that is incentive also).
It is certainly true that shuttles transport colonists from far away and that citizens from nearby domes can walk over --- BUT.
I have watched time and time again brand new turned on buildings (both vanilla and mod games) fill instantly (we are talking one to two seconds here). The shuttles did NOT deliver these people and they didn't walk over -- sometimes there are no other domes nearby at all. Again, this in both games with mods and pure vanilla. I have no idea WHY this happens but it does happen -- for me anyway.
IF you are building a new dome you need to have both housing and jobs for the people -- obviously. You can turn the dome OFF as you are building and be sure and have the oxygen and water and power all hooked up before turning it back on again. You also at a minimum need to have some way for folks to get food -- like a grocery or a diner. I know that in theory folks will go outside to get food boxes from a storage area but that hasn't been the case with the majority of my people. They just sit there and starve (or would if I let them).
Best is to have enough jobs for the amount of housing you put up. You don't need to fill larger domes completely before opening. Room for extra housing and work buildings can be filled in while the population grows. Of course there should be something else to do beside just working or you will have unhappy folks. What you can use for that depends a lot on the age of the game, the size of domes and if you have any extra DLC buildings. If you have a LOT of unemployed folks then the TV station is very good if you have that or the agridome (mod) or the power plant (vanilla). All take a lot of workers.
IF you don't have enough shuttles to handle both supplies and people then that can be a problem too. But think about the balance. Making a dome with ONLY housing will obviously lead to a huge unemployment problem. And as you domes hold more people, it seems to take longer for "migration" to happen or at least show up in the top bar statistics. I have about 3K folks now and the stats for unemployment and housing seem to lag some (new very fast computer). Supplies seem to still be fast. That "could" be my imagination -- or not. So a bit of patience might be needed.
My problem isn't with having more people than I can employ the problem is that the AI puts lots of people in domes with very little work and leaving all of my grocers etc empty in other domes. Is there a way to not allow people without a job in a dome? Because having limited living space just produces homeless people.
For example lets just use 2 domes to keep it simple. One dome has lots of job openings and lots of empty residences and the other dome has no open residences, no jobs and lots of unemployed and homeless. Those unemployed and homeless will roam around for a while but eventually the light bulb will come on and they will either walk if in range or take a shuttle to the dome where they have a home and a job. Your main task when it comes to colonist management should be to keep them alive, happy and manage their population by allowing or restricting births so your colonists always have a place to live and most of them have a job. It's not a bad thing to have a few unemployed colonists in reserve.
There is also a feature in the game that many people overlook because they think it only affects drones but that is only true for buildings with no workers. That feature is the building priority button that can be recognized by it's 3 arrows pointing up. Lets say that your unskilled workers have left their jobs in droves and decided to go to the Martian University. Now you have a bunch of diners, casino's etc. that have no workers and you didn't want that to happen. All you have to do is to set the Martian University to a lower priority than the rest of the buildings then boot the colonists you want to put back into the jobs they left.
Have you been actively researching? You can get both a medium dome (very handy) and the archology spire (holds 32ish I think) that can let you get more people into the domes. You can also LINK domes with passages so that domes can share services. People will use domes that they are directly connected to. You can turn on and off the ability to use passages for work if you don't want them losing points (I have never done that and still had very good luck). So there ARE options besides just building more basic domes and worrying about people moving in.
That was a very good point about PRIORITY of buildings. I mostly use that when trying to get something built quickly, but will remember that tip for the future. For now I think I am about done with game six and time to take a break :D.
You can add a spire to an existing dome and solve a LOT of homeless issues IN THAT DOME. No one needs to move. Build some work areas outside (polymere factory seems to always be needed). In general the AI does a pretty good job with the people and they certainly seem to know when a new dome opens up -- even when there isn't homeless and out of work folks.
It seems to me after six completed games now that the biggest key is BALANCE. With more time I suspect you will find out what works for you.
Are you using any dome filter on the overcrowded dome, and if yes can we see a screenshot of it?
As I said, this is the quintessential behavior almost solely seen as a result of using a thumbs up filter, and you did not address the issue at all in your reply.
Yes I use filters on all my domes as I prefer the specialise them. However except for the dome with children and old people none have a thumbs up, only thumbs down for specialties or age groups that I don't want. So all domes should have an equal appeal to the none specialised.
However I continued playing a bit and the situation has gone from non optimal to crazy. My university dome which only accepts non specialised is over run with people, over 40 don't have a job and 25 are homeless and it only becomes more as time progresses. And yet I have over a 100 open housing options which they won't go for.
@chic.aeon I get your point but I'm sorry to say, I'm stupid. Yes I have larger domes, apartments etc. some domes simply don't have a lot of housing because I don't want many people in that dome, and yet the game keeps transporting people from a dome where they have housing and a job to domes where there is no jobs or housing.
I really don't get why my game has so much difficulty with putting people where they are needed. I would love for the dome filter to have a number system, so I can give a max number of colonists per dome/per specialisation.