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This won't work for water, but there are patches of iron, chemicals, aluminum, and silicon overlapping your starting sector. In the case of silicon, it's further south of you, due west of Hellas Planitia.
I would try there. but yeah, aspera is clearly meant to be a lot more challenging than normal. You really want to think long term in securing key resources. And I don't think it's a coincidence that the first sector you unlock to travel to is the one with a big patch of water on it.
No. The starting sector, SA-5, extends significantly further south than huygen's crater, straddling the north end of Hellas Planitia. I won't guarantee you get silicon there, but it's where I would be looking.
Also, to be clear... you are nearly 18 years into the game and have 3 aerological scanners. This might just not be good enough for the highest difficulty of a new game for you. Sector SA-5 is probably bigger than the polar sections, and is one of 12 sectors. That means that at minimum, I would estimate that it's got 8.33% of the surface area of mars in it. Probably quite a bit more, as I believe the polar sections are much smaller than the equatorial sections.
You have 2.25% of the map scanned. 2.25%/8.5% is not 80%. It's 27%, and frankly, that's being wildly optimistic. You don't have 80% of your sector scanned, you have about a quarter of it scanned.
Try building more scanners, and not putting them all in your starting location. It makes a huge difference to their speed to have them near the area they are scanning.
I had the silicon problem as well and by the time I realized there was a patch close to the starting location it was too late.
I had some issues with workers too but those were mostly easy to work out with storage and being a bit efficient with building placement.
Game is very fun, just going to take some time to learning things.
It shows water, but there is no water patch in your starting sector on campaign. you have to expand to the sector unlocked in the narrative to get the high water area. That's what I mean by "won't work on water". In this specific situation, where he is locked to the starting sector, it won't tell you where in that sector to find water.
I think it's intentional to bottleneck you into drawing out the game (tutorial wise)....when I started a sandbox I had AT LEAST 2 mines of everything in my starting location (apart from the fact I could PICK my starting location so I dropped dead center of 3 resource patches).
I don't think it's a bad thing perse...but if you've played any kind of resource management game it hopelessly bottlenecks you and leads to unexpected results. For me that meant I got the message about black dust BEFORE I EVEN RESEARCHED THE TECH ITSELF.....on my first game I actually got stuck waiting for over an hour following the tutorial guidelines because I instinctively had built a selfsustaining base (apart from the iron) and started to run AHEAD of the game....colonists were LEAVING because I couldn't stop the project to migrate them to mars even though I had a surpluss of resources to sustain them but no place to put them.
Likewise I discovered that my idea of building stuff close together for optimal logistics is WRONG in this game...instead you should build spacious because you'll be stuck at that 50 building limit until your first colonists arrive and you can do research and you need to be outside the AOI of your main droppod for quite a couple of those tutorial missions. Because of this I can't reach the patch of iron east of my influence zone anymore because I've reached the cap of those 50 buildings.
Now that I know all these things I'm 1000% sure I'll do better on my next playthrough but if the tutorial had been better at explaining stuff I wouldn't have felt like such of an idiot for thinking that having a surpluss of stuff couldn't hurt because in this tutorial it definitely can.
The secobd sector had no veins, just literally one iron deposit.
All the others veins were in locked sectors. Sent a landing site there hoping to find some iron and nope.
Personally, two games in a row were ♥♥♥♥♥♥ because the lack of iron, normal difficulty.
I needed Iron and found (after 15 years of scanning) some deposits WAY far from my first landing site but apparently devs did not think of a way to move resources without having to build long ass and expensive building chains between your landing sites.
They should atleast add a recycling center or something.
Yeah, I believe you are right. I did a couple starts (sub 6 years, just to learn how the systems worked), and I got very similar layouts of patches both times, and I think I just assumed they were the same. My third start is noticeably different.
I will say, you sound incredibly unlucky. I am on aspera, not normal, and that lowers the resource frequency, and I haven't had anything like the problems you guys are having in 3 starts so far.
Here is my standard start.. It looks spread out, but it distinguishes heavily between buildings which need to be supported by workers (production), and buildings which don't (scanners, power, to a lesser degree maintenance hubs). My production is all crammed basically as tight as possible, but you can see I am EASILY getting to the edge of my maintenance hub to throw down scanners. It's not even an effort.
I got very lucky here picking up an extra silicon AND extra aluminum very early, but frankly, I could easily scale this up to 6-7 scanners by year 6 without finding any other resources, and at that point..... 6 scanners just discovers a lot of tiles real fast.
I don't know what I would do if I literally had none of a resource, but so far, I haven't really seen any screenshots to demonstrate how far people are having to travel. You can easily see that I am getting about a sixth of the way across a grid square per maintenance hub, and that tight spacing is only BECAUSE I am finding resources I want. If I hadn't discovered aluminum that needed maintenance, that second maintenance hub going down would be a LOT farther away. At that rate, assuming I put down say, 2 worker hubs, a maintenance hub, and 2 power collectors? that covers a lot of ground with your 50 building limit. I could probably reach the sector edge comfortably on 50 buildings if I didn't already have what I need.
I don't actually feel moving resources are a huge problem. The thing is, most of the time when my resources are not getting moved, it's because of workers doing the wrong thing, not having problems doing the right thing fast enough. The bucket chain method of transport is quite viable because you can use a little bit of spare worker time from 5-6 different workers, and that is just a very fast way to move bulk products. It's mostly a matter of making sure that important legs of the journey don't have any other tasks to distract them.
This. For the tutorial there are artificial limits set I think. As chemicals and water are revealed when the trigger comes on your initial base. But these show up instantly when creating a new landing site. I too on my first playthough found 2 iron, 3 silicon but only 1 aluminium in the first 10 years or so. Only 3 scanners (2 of the quite late) though so lesson learned.
I think other then the triggers, once you are beyond a certain distance from the first landing site, then randomness is natural. But it's early yet.
Play on sandbox to remove the triggers. On the scenario, I am sure with a 4 cornered scanner setup on the extents of your base, it'll be fine.....eventually.