Surviving Mars

Surviving Mars

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Lucky-E May 19, 2019 @ 4:07pm
is there a way to get rid of earth sickness, or just let them leave.
also will they count toward an expedition that can use "any" colonist?
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Showing 1-15 of 21 comments
-=Maure=- May 19, 2019 @ 4:09pm 
Earthsick comes from low morale or comfort, keep the colonists happy, but it's not a big deal unless you're getting dozens of them leaving at a time.

The can go on expeditions normally, but the moment you land a rocket they will leave even if you don't send that rocket to Earth.
SkiRich May 19, 2019 @ 4:10pm 
Originally posted by spdrcr70x:
also will they count toward an expedition that can use "any" colonist?

There is a way, you must correct what they are complaining about. Scan their 4 stats and see whats missing.
As for any colonist, yes they would count.
Lucky-E May 19, 2019 @ 4:11pm 
aaa kk. thanks
Jack Burton May 19, 2019 @ 4:14pm 
There is a mod that allows a single shuttle service to scoop them up & take them back to earth. The only hassle is that you have to wait for them to be outside the dome for whatever reason. (traveling to work or the like...& Earthsick people don't want to go to work...etc etc... 45 mods loaded at this point. & my game is almost the way I wanted it to be in the first place :D
Bored Peon May 19, 2019 @ 4:17pm 
You realize that if you wait for their comfort to recover (after you fix the issue) they change their mind and stay. Just do not send any rockets back to Earth.

There is even an achievement for it.....
Lucky-E May 19, 2019 @ 6:14pm 
Originally posted by Bored Peon:
You realize that if you wait for their comfort to recover (after you fix the issue) they change their mind and stay. Just do not send any rockets back to Earth.

There is even an achievement for it.....


that's kind of what i was asking;
i did not
Lucky-E May 19, 2019 @ 6:17pm 
i saw somewhere on my search of the forums; but i cannot re-find it here

what building helps which specialty? i had a bar and casino,.. but my geos- and engs still got mad

once my botanists stopped it was all over
Bored Peon May 19, 2019 @ 7:42pm 
Look at the colonists comfort bar, look at the penalties they received. Then fix what is causing those penalties.
-=Maure=- May 19, 2019 @ 8:35pm 
You can look at the dome comfort too to get the total penalties and solve the more common ones first.
Lucky-E May 20, 2019 @ 9:50am 
guess now my issue is... getting through the founders stage. i seem to need m ore then 12 colonists to get things going

O2,
water
concrete drill
75 power
dome w/ living quaters
diner(1)
hydroponic(3)
machin parts (3)
poly factory (3)
rich mineral (2)
open air gym


usually lose a geoloist or botonists before founder is up. and then i have no new applicants i lost all 75 for some reason... or ... my ships just keep coming back to mars... i never get the option to load more colonists even after the founders stage is over
Last edited by Lucky-E; May 20, 2019 @ 9:54am
Bored Peon May 20, 2019 @ 9:58am 
Originally posted by spdrcr70x:
i seem to need m ore then 12 colonists to get things going

You are doing it wrong. You are trying to rush and not rushing the right stuff.

1 living quarters (not apartment)
1 food production building of any type (3 workers)
1 Space Bar (2 workers)
1 Grocer (2 workers)
1 Infirmary (1 worker each shift)
1 Diner (1 worker each day shift)

That should jump the comfort high enough your founder stage is done in 2-3 sols. Even less if you built near Vistas.

Then you start bringing in factories and such along with people to man them. Running that much as you are doing is only wasting materials on maintenance.
gimmethegepgun May 20, 2019 @ 10:00am 
You're spending way too much before the Founder stage with all that. Just focus on getting them fed and providing an assortment of comfort buildings. Everyone needs Food, Relaxation, and Social as a base, as well as Medical when their health or sanity gets low, their traits and specialization will add or remove from that. Best to make a Grocer, a Spacebar, a Park, and an Infirmary to cover those and most of the other wants. You won't have Gaming, Luxury, or Gambling unless you build a Casino or Dining without a Diner but those use a lot of people and a lot of electronics. Dining is only from Gluttons, which you should avoid anyway, or Engineers, which you don't need for the Founder stage. Doing this will generally give them enough Comfort to cause a birth and end the Founder stage about 4-5 Sols in.

You might also feel like making an Open Air Gym, which they might use to satisfy Social and possibly give them Fit, which is a pretty nice perk.
Last edited by gimmethegepgun; May 20, 2019 @ 10:05am
Lucky-E May 24, 2019 @ 10:54am 
OOO .. wellt hen I see... i just thought i need to start making replaces parts for maintenece first (like planetbase) ....

i did manage to squeak out a 119 colonist base with 4 domes .. took over 65 sols

I also never built a grocer.. usually just a diner and small space bar
Last edited by Lucky-E; May 24, 2019 @ 10:54am
gimmethegepgun May 24, 2019 @ 11:03am 
Diners use more people to be effective (and with half staff they're less comfortable than a grocer) and they don't satisfy Shopping, which nearly everyone will have as a want.
Lucky-E May 24, 2019 @ 11:52am 
ok i guess i took for granted a "Diner" was for dinning... i didn't notice the grocer fulfilled that need as well
Last edited by Lucky-E; May 24, 2019 @ 11:52am
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Date Posted: May 19, 2019 @ 4:07pm
Posts: 21