Aven Colony

Aven Colony

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Vector 3 7. dec. 2017 kl. 10:06
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Sidst redigeret af Vector 3; 9. aug. 2021 kl. 3:29
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morpheus 7. dec. 2017 kl. 10:43 
click on a building, then in the popup on the face.

There you have every (i think) factors influencing happiness for that building. If you hover the mouse over a factor youll get a small info with a number, if the bars arent precise enough.
PT  [udvikler] 7. dec. 2017 kl. 11:14 
Yeah, it's a challenge!

The first step is to address any morale factors that are in the red -- Crime and Crowding in your case.

After that, add a variety of decoration / atrium buildings and service buildings all around your colony, especially in areas where morale is lowest.
PT  [udvikler] 7. dec. 2017 kl. 11:15 
The morale graphs in the Stats panel can be a big help with this; try docking them onscreen and watch the difference they make over time. This can really be useful in figuring out the best ways to enhance morale and what really works.
PT  [udvikler] 7. dec. 2017 kl. 11:32 
You can reduce crowding by just making sure there's plenty of living space. That morale factor tends to get into the red as the residential structures get closer to 100% occupancy; it's better to keep them around 80-90% when you can.
StyxAnnihilator 8. dec. 2017 kl. 3:18 
On normal difficulty not so difficult. Here is my current Tenari Glacier (Sol 5):
http://steamcommunity.com/sharedfiles/filedetails/?id=1224761139
LadyAquanine735 8. dec. 2017 kl. 8:56 
There are several ways you can deal with Morale, because it will affect the votes for you in the next Referendum.

1.) Like the others said above, address any complaints or problems the people have, like crime, crowding, polluted air, food availability, etc.

2.) I'll usually set aside space for my residential buildings for the 4 major "happy" buildings, as I call them. Hospitals are a must, as well as parks. The parks a nice cheap way to entertain people. Later on, you can build shopping centers and [after the lab is built] set up a VR center. I'm guessing it's like a movie theater and arcade all in one. Bars and Grills (usually one in regular mode and one in Bistro) are also very welcome.

3.) The final way of dealing with the morale issue during the campaign at Tenari Glacier, is to cheat. You can get the artifact early (before the subject comes up in the story) have your scientists research it, and activate it, and morale goes through the roof ;).

Frankly, I'm not sure statues really do much for the colony except make it look a bit prettier.
StyxAnnihilator 8. dec. 2017 kl. 11:23 
Plan so those larger (2x2 and up) "happy" buildings become the centre of the colony. If you see my screenshot, I have reserved space for the big ones above those 4 mid morale buildings (2x2). If to create a really big colony, then have several "city centre", close to Farmland since more people need more food production. And you probably will run out of Iron and need a good Kelkoo (sludge) production too. Sadly no good way to see the areas they cover (or I have missed how to).
City Builder 8. dec. 2017 kl. 17:40 
Oprindeligt skrevet af Paul T:
You can reduce crowding by just making sure there's plenty of living space. That morale factor tends to get into the red as the residential structures get closer to 100% occupancy; it's better to keep them around 80-90% when you can.

And here I thought they meant they wanted more distance between residential buildings, i.e. place residential buildings further apart to avoid crowding.

Guess it's time to start over *again* LOL
Sidst redigeret af City Builder; 8. dec. 2017 kl. 17:41
morpheus 9. dec. 2017 kl. 0:56 
well if you overbuild (i.e. habitat? nah, lets do a skyscraper, the nanites/sludge gotta go somewhere) like i did then its a solution.
Sidst redigeret af morpheus; 9. dec. 2017 kl. 0:57
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