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Thats only 12.5 water per man and thats considered low. Average is 15 and up I think.
The standard 16 per colonist, and a 22 per colonist.
And you need to set it to 22 for each pump seperately -.-
This still makes no sense. My water production is positive. What is in storage should not be considered for Daily Use, production should be considered. If I have positive production then all colonists should be getting full supply of water.
They are. But the lower the level of water per colonist, the more you're in danger of running into problems if your colony runs into problems.
Its not lazy play being able to shut down a building to redeploy your workers somewhere else they are needed. It is unrealistic to not be able to shut down production of a building.
And I'm not against shutting down, even agreeing to a centralised system to do so, (although auto redeployment does make it kinda' lazy - that's a pretty significant game mechanic) but with shutting down you still need to ensure you do not overproduce.
What I'm against is having production set using limiters because overproduction, a real threat to a mismanaged colony, becomes void. Even moreso now they buffed turrets, where are the threats going to come from?
We can just max build everything as fast as we can to win.
still you can't prevent overproduction in a proper colony with 100% employment since your colonists will take any job they can get. even with low priority they will provide a skeleton crew to any building, even if that building is as useless as a farm during winter. and you can't get them out!
you can repeat your pseudo arguments all you want but that doesn't make them any more right.
there is NO risk of overproduction! if you have too much of something you either throw it away by the thousands or you build another 10 storage depots.
show me just one colony that dropped dead because they had too much of something. guess what, wont happen!
are you finally done complaining? if you want a colony that's barely scraping by at all times you are free to go with insane difficulty.
like in any other city builder the focus changes from surviving the start to managing everything later on. it's as simple as that. at some point you can't lose anymore as long as you don't have a volcano blowing up in the middle of your city.
hitting the same buttons again and again is just as tedious as seeing your 'too easy meh meh' comments all over the place. you complain a lot but yet you don't provide any better suggestions on how to get rid of the tedium of doing the same things over and over again for no other reason than being kept busy with menial tasks that literally don't add anything to the game but annoyance.
i have said it before and i will say it again as often as you need to hear it:
i want to focus on building a glorious colony. not some sh#tty third world hellhole that drops dead the moment i stop pushing the same five buttons over and over and over again.
And no, over production is not a risk to the colony directly. What you fail to see is prevention of oversupply (with automated numbers) immediately allows spamming to prevent undersupply. THIS is the fundamental problem with it.
The actual problem here is "button mashing" and I agree 100%, a conversation we've already had. The solution is to reduce THAT, not change a fundamental mechanic to reduce the need to press those buttons.
As an alternate, if limits are considered, colonists need to be made bored out of their brains with nothing to do, lowering morale, this might create a reasonable offset to the inevitable spamming... and it IS inevitable because it's the solution to prevent undersupply.