Surviving Mars

Surviving Mars

View Stats:
Colonists are abandoning their jobs
I have enough jobs for everyone, everyone lives in one central dome that has a high comfort rating, that's connected to all the others and not very far away. And yet I've got so many colonists saying they're unemployed. I try to assign them myself but I can't keep up anymore.

can some one tell me why this is happening and how to fix it?
< >
Showing 1-15 of 20 comments
Not enough info.
Screenshot might help, if you selected the useful buildings.
Originally posted by some moron:
Not enough info.
Screenshot might help, if you selected the useful buildings.

How do I add a screenshot here?
Alex May 21 @ 11:20am 
Originally posted by Eccentric Gentleman:
How do I add a screenshot here?
Make a screenshot via the steam overly, then link it here.
Originally posted by Eccentric Gentleman:
that's connected to all the others and not very far away.
How are the others connected? Via passages? Or rail?
Originally posted by Eccentric Gentleman:
I try to assign them myself but I can't keep up anymore.
Where are you assigning them to?
https://steamcommunity.com/sharedfiles/filedetails/?id=3485444026

Via passages

To jobs they fit. Either the relative experts or the unskilled.
Alex May 21 @ 1:21pm 
Originally posted by Eccentric:
Via passages
Don't use them. It's a makeshift mechanic, which is rarely useful.
Originally posted by Eccentric:
To jobs they fit. Either the relative experts or the unskilled.
That's supposed to be done automatically.

I think that you're simply playing the game wrong.
1. Assume that every dome is a self-contained city. It should have everything inside of it, living space, jobs, recreation facilites, etc.
2. Specialize your domes. For example, a farming dome should have farms and a water reclamator spire. A research dome should have labs and a network spire.
Last edited by Alex; May 21 @ 1:21pm
Originally posted by Alex:
Originally posted by Eccentric:
Via passages
Don't use them. It's a makeshift mechanic, which is rarely useful.
Originally posted by Eccentric:
To jobs they fit. Either the relative experts or the unskilled.
That's supposed to be done automatically.

I think that you're simply playing the game wrong.
1. Assume that every dome is a self-contained city. It should have everything inside of it, living space, jobs, recreation facilites, etc.
2. Specialize your domes. For example, a farming dome should have farms and a water reclamator spire. A research dome should have labs and a network spire.

I think that's a bit strong to say "wrong", although there ARE efficiency hits. But sometimes that's necessary, or at least short time. But I will agree that I don't like nor use passages. But apparently enough people demanded them that they were added on...does make common sense IRL.

AND some performance hits are okay, such as getting a poor comfort instead of none, but again I agree I don't have my martians using other domes. But maybe he should use passages because they look cool and could look cool to have a whole network of connected domes? With a large central pleasure dome? to satisfy all the needs/wants?
Alex May 21 @ 1:43pm 
Originally posted by some moron:
I think that's a bit strong to say "wrong", although there ARE efficiency hits. But sometimes that's necessary, or at least short time. But I will agree that I don't like nor use passages. But apparently enough people demanded them that they were added on...does make common sense IRL.

AND some performance hits are okay, such as getting a poor comfort instead of none, but again I agree I don't have my martians using other domes. But maybe he should use passages because they look cool and could look cool to have a whole network of connected domes? With a large central pleasure dome? to satisfy all the needs/wants?
The game is terrible at balancing the population of interconnected domes. So this leaves just the "central housing dome, satellite work/pleasure domes" approach. However, since it'll give everyone a -10 commuting penalty, it's not a good setup.

A long time ago, before we had the small factories, setting up a triangle of interconnected small domes to staff a electronics factory was sometimes necessary, But now, it is no longer a viable strategy.
Originally posted by Alex:
Originally posted by some moron:
I think that's a bit strong to say "wrong", although there ARE efficiency hits. But sometimes that's necessary, or at least short time. But I will agree that I don't like nor use passages. But apparently enough people demanded them that they were added on...does make common sense IRL.

AND some performance hits are okay, such as getting a poor comfort instead of none, but again I agree I don't have my martians using other domes. But maybe he should use passages because they look cool and could look cool to have a whole network of connected domes? With a large central pleasure dome? to satisfy all the needs/wants?
The game is terrible at balancing the population of interconnected domes. So this leaves just the "central housing dome, satellite work/pleasure domes" approach. However, since it'll give everyone a -10 commuting penalty, it's not a good setup.

A long time ago, before we had the small factories, setting up a triangle of interconnected small domes to staff a electronics factory was sometimes necessary, But now, it is no longer a viable strategy.
I thought this was a good setup as colonists won't move more then one dome away from where they live. But if the game doesn't like this setup, what does it like?
Passages make sense IRL but not in this game, because they give a performance hit. And take up a valuable space.
Let's just say every colonist does not need every need met. "good enough" comfort is your friend here.

Here are some good readings.
https://steamcommunity.com/sharedfiles/filedetails/?id=2024463810

and
https://steamcommunity.com/sharedfiles/filedetails/?id=1811731605
Last edited by some moron; May 21 @ 2:11pm
Originally posted by Alex:
Originally posted by Eccentric:
Via passages
Don't use them. It's a makeshift mechanic, which is rarely useful.
Originally posted by Eccentric:
To jobs they fit. Either the relative experts or the unskilled.
That's supposed to be done automatically.

I think that you're simply playing the game wrong.
1. Assume that every dome is a self-contained city. It should have everything inside of it, living space, jobs, recreation facilites, etc.
2. Specialize your domes. For example, a farming dome should have farms and a water reclamator spire. A research dome should have labs and a network spire.
I do specialize the domes, the central one is for living and the other three are either farming, leisure or other work. How am I supposed to fit everything into one dome? I thought the whole point of the passages was so you didn't have to do that? What are the passages for then? I thought the mechanic was that colonists won't move more then 1 dome from where they live.
Originally posted by some moron:
Originally posted by Alex:
Don't use them. It's a makeshift mechanic, which is rarely useful.

That's supposed to be done automatically.

I think that you're simply playing the game wrong.
1. Assume that every dome is a self-contained city. It should have everything inside of it, living space, jobs, recreation facilites, etc.
2. Specialize your domes. For example, a farming dome should have farms and a water reclamator spire. A research dome should have labs and a network spire.

I think that's a bit strong to say "wrong", although there ARE efficiency hits. But sometimes that's necessary, or at least short time. But I will agree that I don't like nor use passages. But apparently enough people demanded them that they were added on...does make common sense IRL.

AND some performance hits are okay, such as getting a poor comfort instead of none, but again I agree I don't have my martians using other domes. But maybe he should use passages because they look cool and could look cool to have a whole network of connected domes? With a large central pleasure dome? to satisfy all the needs/wants?
I thought the whole point of passages was so colonists can move between domes?
Originally there were no passages. Then they were later added, but the game isn't built on them.
It's true colonists won't use other domes, but they WILL move between them as needed, automatically too, according to the rules. This is your friend to managing ALL the domes. You should not have to move anybody manually (though I often do because I can't wait for it to do it automatically lol)

You have to use the filters CAREFULLY (not intuitive), and provide cheap basics in every dome, and only occasionally higher comfort when you want to reproduce.

Counter to real life, it's inefficient to make a living dome and comfort dome and work dome. Instead, you want to make a electronics dome, and parts? dome, food dome, science dome, and nursery dome.
In the early game the electronics dome and the parts dome will be the same dome with the small factories.
Last edited by some moron; May 21 @ 2:16pm
Alex May 21 @ 2:40pm 
Originally posted by Eccentric Gentleman:
I thought this was a good setup as colonists won't move more then one dome away from where they live. But if the game doesn't like this setup, what does it like?
As I already said, the game favors the "self-contained" dome approach, or even better, a specialized dome strategy.

The passages, well, simply forget that they exist. There are only a few cases where they might be useful, and those are rather niche things.
What you are saying doesn't make sense. EG said he HAD made specialized living dome. As you just said, You say to make a specialized dome.
Originally posted by Alex:
As I already said, the game favors ... even better, a specialized dome strategy.
Then you say to NOT make a specialized living dome, then you say TO make a specialized dome. I think you are very confused by yourself! lol Make up your mind!
Last edited by some moron; May 21 @ 5:25pm
@OP - it is a know bug, colonists found fulfilling their needs in dome A when their shift starts in dome C, they will go unemployed because there is no direct connection between the two domes (A services > B residences > C workplaces).

To have residence as main hub is part of the issue, in may case I make factories, Sanatorium, University and some specific services as hub, while residence domes all around have enough services to be self sufficient.

That layout can still work if you put enough basic needs together with housings while specific services together with related working buildings. The trick is that colonists looks for services first in the dome where they reside, so if you have enough services there they won't need to move to a nearby dome.

Yet you can put Space Bar in a mining dome connected to your residential hub and your Geologists won't quit their job (but others with random Alcoholic flaw may). For Luxury (both Botanists and Medics) the Amphitheater will do.

Needs worth of attention are Social, Relaxation and Shopping, as they cover a lots of cases.
Others are :
- Dining for Engineers (that it should be already covered with Diners)
- Drinking for Geologists
- Gaming for Scientists
- Exercise for Officers (that is should be already covered with small decorations)
- Luxury for Botanists and Medics
- Playing for kids
- Safari for Tourists

It is not an issue if someone don't fulfill a specific need, unless you want to min-max to the extreme, and from the look you are not and it is perfectly fine.

About Passages, if you check most rated screenshots ever, more than 90% of them are using Passages, they are pretty liked and they can still fit specialized domes.

Sorry for the wall of text, I hope the extra information didn't bother you : )
< >
Showing 1-15 of 20 comments
Per page: 1530 50