Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The UI shows only the cap based on the number and type of buildings that you have, but the actual cap is the lower of the cap allowed by your buildings and the cap allowed by your level of bio-tech. So, if you have only researched bio-tech 1, but built 50 colonies I (100 / colony), then the UI will show a cap of 5000, but the actual cap will be much lower than that (500? something like that).
I have Biotech 2 researched, all my colonies & outposts are stockpiled and no colonists wanting to leave Mars. Instead, I have some 7200 new arrivals in spaceports (I guess these are on Earth) which I cannot get motivated to join my adventure.
Any ideas on what's wrong?
I should note that I find the colonist "deployment" and their subjectively random movement between colonies is rather unintuitive so troubleshooting is difficult.
May I suggest that
a) the number of colonists in flight from Earth to Mars are given
b) they can then be assigned a colony/outpost when they arrive on Mars
c) colonists leaving for Earth are flagged as such in the departure window to make that extra clear and
d) that airship speeds are boosted
Thanks for considering.
[Edit:] I just don't understand. I created a new (sandbox) game, set up my first colony, it's fully stockpiled and I have no other outposts whatsoever.
Immediately after arrival of my first 100 colonists, 3 peeps are scheduled for departure already.
Screenshot for reference: https://ibb.co/MD4t6kb
In the end 8 out of the 100 people left their fully supplied habitat back to Earth for reasons unknown to me. So I modified the savegame and instantly set up a second colony. After reload those 8 leavers left for my second colony instead of leaving Mars.
However, when the second wave of 100 new colonists arrived, only 8 left the spaceport and joined colony 1 to fill up to the original 100, whereas the other 92 stayed in the spaceport and thus "vanished".
I guess that is why in my original game I have some 7200 people loitering around in the spaceports, refusing to join my colonies...
...which is a mess.
[Edit 2:] Sorry for the autobiographical wall of text here but I think I may have gotten a clue: One singular starport doesn't seem to be capable of serving multiple colonies, even if they are very close together. It's just like colony #0 does exist for starport #0 but colony #1 right next door isn't recognised. I found out after I upgraded colony #0 to 250 people and that was when the starport "activated" the accumulated 92 loiterers and sent them straight to colony #0, once again completely ignoring the empty colony #1 buildings.
Should a developer read this, could you please confirm if this is indeed intended or a bug?
Thanks in advance, fly safe!
I can absolutely confirm that this is not working as intended and that this a bug. Our initial investigations (thanks to your ticket!) seem to be that zeppelins are disappearing en route. Although I won't have an ETA available given the complexity of bug fixes such as this, we are working on fixing the problem.