Aven Colony

Aven Colony

View Stats:
Richon Jan 5, 2018 @ 5:33pm
Ways to reduce "crowding" malus?
I know the little atriums have some effect, but it seems minimal. Is there any other way to mitigate the effects of crowding? Especially low-cost ones? (I'm on Hyla's Crescent and every nanite counts)
< >
Showing 1-12 of 12 comments
SlimNasty™ Jan 5, 2018 @ 5:46pm 
I'm on the same map and it's easy to make more Nanites when you use the Expedition updates recently, just build settlements and then setup imports for iron ore....

You can check out my 6th Series on YouTube if you like, technically we've beat the map, just carrying on a little extra....

https://www.youtube.com/playlist?list=PL0VtYD7C_QreEfDd2uJU6m-Kfx4phslyE
Bartoszek Jan 5, 2018 @ 6:31pm 
You need more space then colonists. 80% max of housing fill.
Richon Jan 5, 2018 @ 7:48pm 
Originally posted by b-pyrtek:
You need more space then colonists. 80% max of housing fill.
So, other than the minuscule bonus from atriums, there's no buildings to make the colonists feel less crowded? I just have to keep building more houses?
Bartoszek Jan 6, 2018 @ 12:24pm 
Originally posted by Richon:
there's no buildings to make the colonists feel less crowded?
There are habitat, skyscraper :D I also noticed habitat occupants tend to have more morale penalty than skyscraper`s does
Richon Jan 6, 2018 @ 1:19pm 
Originally posted by b-pyrtek:
Originally posted by Richon:
there's no buildings to make the colonists feel less crowded?
There are habitat, skyscraper :D
Until they fill up again... I'm looking for permant ways to combat the crowding effect.

Originally posted by b-pyrtek:
I also noticed habitat occupants tend to have more morale penalty than skyscraper`s does
What about outposts?
Bartoszek Jan 6, 2018 @ 1:46pm 
You can stop immigration.Use policy minus to morale or deactivate ICs and/or SEs. Thats the only way to keep lower than 100% housing.
Richon Jan 6, 2018 @ 5:45pm 
Le sigh. I wish things like parks would help, too.
Adam Millard Jan 9, 2018 @ 7:18pm 
I don't want an easy game at all as that is boring but in real life a tower block that is only partly used is a waste of building time, labour, and not too mention the money lost ! just imagine a sign on the stairs and the lift saying 'do not occupy the top most 3 floors it is a crowding hazard!!!'
SlimNasty™ Jan 9, 2018 @ 7:42pm 
Think of it more like the RICH buying out entire floors to live on, less crowding :-)
MooBurger Feb 11, 2018 @ 2:33am 
I usually encounter unemployment way before housing problems, so either deactivate the immigration hub, or if you're already getting unwashed masses coming down the space elevator, enable Emigration (this will usually cause unhappy colonists to leave) and/or restrict immigration (if unhappy people leaving doesn't fix the issue)
Bartoszek Feb 11, 2018 @ 6:28am 
You might as well stop making food. It solves overcrowding very efficiently :steamhappy:
CursedPanther Feb 11, 2018 @ 7:58pm 
Originally posted by CoFRSirMoo:
I usually encounter unemployment way before housing problems, so either deactivate the immigration hub, or if you're already getting unwashed masses coming down the space elevator, enable Emigration (this will usually cause unhappy colonists to leave) and/or restrict immigration (if unhappy people leaving doesn't fix the issue)
Is it just me or does the game pushes workers back into deactivated buildings after a day/night cycle when there's unemployment?

I tend to build the Space Elevator during mid-late game for the super large storage spaces, but I definitely don't need the huge inflow of colonists so I usually deactivate it right after(the storage still works). But after some time I notice the building is somehow reactivating itself with workers assigned to it. I can't tell if this happens only after a save/load action so maybe some of you are seeing something similar?
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Jan 5, 2018 @ 5:33pm
Posts: 12