Welcome back. That last update was really long, so long I had to split it into two parts. But this one is going to just be one. Let’s dig in.
BTW, this is another two part update.
Last time we refabed one of the GHG factories, today, we’re refabing the waste rock processors. We have enough concrete for now and I need the waste rock for building atmosphere.
Research wise I swapped some things around. Interplanetary Projects will give me access to a special missions that will allow me to build atmosphere and water by sending rockets out.
Oh look, a tree and a bush. Trees will be growing like weeds now and I can’t wait to see the thriving forests they will eventually become.
In the meantime I need another Carbonate Processor. We’re moving fast towards finishing the techs needed for independence and I want to push hard to finish to finish the game not too long after. Getting up to 95% atmosphere is going to be a challenge.
I need more people underground. So many more people.
I’m also pushing to get the 40% workers in workshop milestone, so I start squeezing them in where ever I can. I will need more work space here in the near future, so I add an Art Workshop.
Gaming service? Okay, one electronics store coming up.
Swapping out the art store (which New Sol doesn’t like) for an electronics store (which they do) is easy enough. Note the name on the electronics store in red near by. Oh ha ha game.
Now I’m not running OUT of electronics, but if I can trade for some I will. Sadly no one wants to trade them with me.
Smart Home tech comes in. The real gem here is the Retirement Home. I’ll be looking to install these in domes with lots of Seniors in the near future.
ART! I take the last option as it has a better reward ultimately. Also, another Genius to the pile.
The Retirement home is a rather small building, only 3 hexes, but it holds a lot of people. 16 base, 19 thanks to the crowded living law. Now I won’t ever fill them up, but if I have 9 or 10 Seniors, that’s 9 or 10 extra living spaces in the main colony. Thus we can continue to grow faster.
Huh. No idea why she died. It says “low health” but that could mean anything.
I keep getting warnings about the Carbonate Processors not having enough waste rock. I THOUGHT it was because they weren’t getting enough attention, so I brought down one of my commanders to deal with them almost exclusively. But something else is going on as they aren’t keeping them topped off even after cranking them up to max priority.
Another Retirement home goes in. I think I install 4 or 5 of them throughout the colony. They’re small so I can fit them in just about anywhere. Also I put in another Hawking in this dome for more research.
Another law for the pile. This one isn’t strictly necessary as domes by themselves don’t soak up that much power, but I really just want to pass more laws.
Look how busy this part of the map is. Shuttles darting around, trains moving, the storage areas filling up faster than I can clear them out. We’re starting in on the late stage of the game and there’s so much going on it’s hard to keep track.
I set one of my rockets to automatic mode so I don’t have to keep chasing it around.
Deep Asteroid Mining will spawn extra resource patches on the asteroids, typically larger ones.
This one was nearly done, down to a single rare patch in the middle, now it has one more rare and two exotics.
And picked up an extra rare and exotic here. The third one got a few more too, I just forgot to screenshot it.
Another Terraforming milestone hit, Pure Rains. They won’t create toxic pools and shut things down. That’s about it.
Another dome getting a Retirement home, but to do so I need to yank out this Living Quarter.
And another Retirement home. Also Interplanetary Projects comes in. The techs are coming in fast and furious now. I need to bring a couple rockets back to do those projects.
Taking this out to make way for another Retirement home. The workers can be put to better use in the Hawkings next door.
Yes yes, you’re still not content. I brought you a Celebrity and you’re still not pleased. I wonder if they want one to spawn in the colony? That can happen, but it’s a random event. Bah.
Maned asteroid missions are something I just don’t enjoy managing, so this law won’t do much.
I’m pretty sure Dome Bioscaping covers the underground domes, but I can’t be sure. Otherwise it only effects a couple domes on the surface.
I start ordering supplies from Earth to get my rockets back. You can launch them empty if you must, but if I have some kind of need, why not?
That’s a much better reward.
Lot of stuff here now. Growth Simulators just makes plants grow faster. Advanced Rocketry’s big bonus is being able to BUILD rockets and landers. As we dig into the terraforming tree, we’ll want to be able to build them for some of the very special projects.
Sending this lander back to Mars full to the brim with stuff. 166 rares is a LOT for an asteroid. I’ll then route to the donut asteroid and pick up stuff from there.
Lake Crafting is the primary way to build water on Mars. The issue is that you have to be warm enough to have liquid water. No problem for us, but for new players they might try to install one without having the heat requirement.
By the way, look at our research. It’s really cooking now. In my last game, when I got to this point in the game, I was cranking out 13k of research per Sol, so I’m actually lagging behind. That said, at this point most of the techs are going to be finished in 2 or 3 Sol. I can push for Independence whenever I like now.
I wasn’t sure, but it appears the Elevator maxes out at the same point as the Drone Hub when it comes to drone count. Well, on this end. The underground half has plenty of room.
Martianborn Strength isn’t a game changer, at least now it isn’t. I hardly get any disasters but it’s cheapish.
Still short of workers underground. I have a third of my total population down here. I don’t know what else to do now.
Removing this should help a bit. Also makes room for, wait for it. . .
Yup, another Retirement home. Also Growth Simulators finishes. The trees are going to be growing fast now.
So much food. I have 4 farms and a fungal farm on the surface and they’ve filled one of the large storage areas. I have another, but man do I have a lot of food. I haven’t even bothered building the Open Farm yet, I don’t need it!
I still have a lot of laws to pass, but most are, to my mind, negative, at least politically. Swapping this over keeps the ball rolling. Because I have the consulting government active, I don’t think they can just pass laws, but I’d rather not risk it.
Look at all the green! It’ll start spreading on it’s own soon.
I swore this was close to both metal patches when I built it. I guess it wasn’t quite close enough. Ah well, I’ll fab it and move it over a bit.
This one is almost empty. Good, that will give me more room for storage and train tracks. Does mean they’ll need more work though. Another workshop will go in soon enough.
As I have plans for my two spare rockets, I lock them out of getting rares loaded by default. That will save some time and energy.
I also get Mars Nouveau in. That will be helpful soon.
I debate adding Interplanetary Astronomy to the queue. It unlocks the science wonder, but I’m not sure I need this right now. I also add High Powered Jets to haul more cargo faster.
I decide to just get the strut up here. Not the dome though, I really don’t need another dome in the underground yet.
Important Greenhouse Gases costs money and fuel. I have plenty of money, fuel is a bit more of an issue, but I should be fine.
Capture Ice Asteroids costs a lot more fuel and machine parts. The boost to water is significant, and worth doing a few times.
Keeping New Sol and FML happy with this is fine. It doesn’t DO anything as I get rid of most of my colonists flaws. Only Idiot hangs around, so maybe that will help them a bit.
Wow, this got long too, splitting here.
BTW, this is another two part update.
Last time we refabed one of the GHG factories, today, we’re refabing the waste rock processors. We have enough concrete for now and I need the waste rock for building atmosphere.
Research wise I swapped some things around. Interplanetary Projects will give me access to a special missions that will allow me to build atmosphere and water by sending rockets out.
Oh look, a tree and a bush. Trees will be growing like weeds now and I can’t wait to see the thriving forests they will eventually become.
In the meantime I need another Carbonate Processor. We’re moving fast towards finishing the techs needed for independence and I want to push hard to finish to finish the game not too long after. Getting up to 95% atmosphere is going to be a challenge.
I need more people underground. So many more people.
I’m also pushing to get the 40% workers in workshop milestone, so I start squeezing them in where ever I can. I will need more work space here in the near future, so I add an Art Workshop.
Gaming service? Okay, one electronics store coming up.
Swapping out the art store (which New Sol doesn’t like) for an electronics store (which they do) is easy enough. Note the name on the electronics store in red near by. Oh ha ha game.
Now I’m not running OUT of electronics, but if I can trade for some I will. Sadly no one wants to trade them with me.
Smart Home tech comes in. The real gem here is the Retirement Home. I’ll be looking to install these in domes with lots of Seniors in the near future.
ART! I take the last option as it has a better reward ultimately. Also, another Genius to the pile.
The Retirement home is a rather small building, only 3 hexes, but it holds a lot of people. 16 base, 19 thanks to the crowded living law. Now I won’t ever fill them up, but if I have 9 or 10 Seniors, that’s 9 or 10 extra living spaces in the main colony. Thus we can continue to grow faster.
Huh. No idea why she died. It says “low health” but that could mean anything.
I keep getting warnings about the Carbonate Processors not having enough waste rock. I THOUGHT it was because they weren’t getting enough attention, so I brought down one of my commanders to deal with them almost exclusively. But something else is going on as they aren’t keeping them topped off even after cranking them up to max priority.
Another Retirement home goes in. I think I install 4 or 5 of them throughout the colony. They’re small so I can fit them in just about anywhere. Also I put in another Hawking in this dome for more research.
Another law for the pile. This one isn’t strictly necessary as domes by themselves don’t soak up that much power, but I really just want to pass more laws.
Look how busy this part of the map is. Shuttles darting around, trains moving, the storage areas filling up faster than I can clear them out. We’re starting in on the late stage of the game and there’s so much going on it’s hard to keep track.
I set one of my rockets to automatic mode so I don’t have to keep chasing it around.
Deep Asteroid Mining will spawn extra resource patches on the asteroids, typically larger ones.
This one was nearly done, down to a single rare patch in the middle, now it has one more rare and two exotics.
And picked up an extra rare and exotic here. The third one got a few more too, I just forgot to screenshot it.
Another Terraforming milestone hit, Pure Rains. They won’t create toxic pools and shut things down. That’s about it.
Another dome getting a Retirement home, but to do so I need to yank out this Living Quarter.
And another Retirement home. Also Interplanetary Projects comes in. The techs are coming in fast and furious now. I need to bring a couple rockets back to do those projects.
Taking this out to make way for another Retirement home. The workers can be put to better use in the Hawkings next door.
Yes yes, you’re still not content. I brought you a Celebrity and you’re still not pleased. I wonder if they want one to spawn in the colony? That can happen, but it’s a random event. Bah.
Maned asteroid missions are something I just don’t enjoy managing, so this law won’t do much.
I’m pretty sure Dome Bioscaping covers the underground domes, but I can’t be sure. Otherwise it only effects a couple domes on the surface.
I start ordering supplies from Earth to get my rockets back. You can launch them empty if you must, but if I have some kind of need, why not?
That’s a much better reward.
Lot of stuff here now. Growth Simulators just makes plants grow faster. Advanced Rocketry’s big bonus is being able to BUILD rockets and landers. As we dig into the terraforming tree, we’ll want to be able to build them for some of the very special projects.
Sending this lander back to Mars full to the brim with stuff. 166 rares is a LOT for an asteroid. I’ll then route to the donut asteroid and pick up stuff from there.
Lake Crafting is the primary way to build water on Mars. The issue is that you have to be warm enough to have liquid water. No problem for us, but for new players they might try to install one without having the heat requirement.
By the way, look at our research. It’s really cooking now. In my last game, when I got to this point in the game, I was cranking out 13k of research per Sol, so I’m actually lagging behind. That said, at this point most of the techs are going to be finished in 2 or 3 Sol. I can push for Independence whenever I like now.
I wasn’t sure, but it appears the Elevator maxes out at the same point as the Drone Hub when it comes to drone count. Well, on this end. The underground half has plenty of room.
Martianborn Strength isn’t a game changer, at least now it isn’t. I hardly get any disasters but it’s cheapish.
Still short of workers underground. I have a third of my total population down here. I don’t know what else to do now.
Removing this should help a bit. Also makes room for, wait for it. . .
Yup, another Retirement home. Also Growth Simulators finishes. The trees are going to be growing fast now.
So much food. I have 4 farms and a fungal farm on the surface and they’ve filled one of the large storage areas. I have another, but man do I have a lot of food. I haven’t even bothered building the Open Farm yet, I don’t need it!
I still have a lot of laws to pass, but most are, to my mind, negative, at least politically. Swapping this over keeps the ball rolling. Because I have the consulting government active, I don’t think they can just pass laws, but I’d rather not risk it.
Look at all the green! It’ll start spreading on it’s own soon.
I swore this was close to both metal patches when I built it. I guess it wasn’t quite close enough. Ah well, I’ll fab it and move it over a bit.
This one is almost empty. Good, that will give me more room for storage and train tracks. Does mean they’ll need more work though. Another workshop will go in soon enough.
As I have plans for my two spare rockets, I lock them out of getting rares loaded by default. That will save some time and energy.
I also get Mars Nouveau in. That will be helpful soon.
I debate adding Interplanetary Astronomy to the queue. It unlocks the science wonder, but I’m not sure I need this right now. I also add High Powered Jets to haul more cargo faster.
I decide to just get the strut up here. Not the dome though, I really don’t need another dome in the underground yet.
Important Greenhouse Gases costs money and fuel. I have plenty of money, fuel is a bit more of an issue, but I should be fine.
Capture Ice Asteroids costs a lot more fuel and machine parts. The boost to water is significant, and worth doing a few times.
Keeping New Sol and FML happy with this is fine. It doesn’t DO anything as I get rid of most of my colonists flaws. Only Idiot hangs around, so maybe that will help them a bit.
Wow, this got long too, splitting here.