In the tutorial the player is asked to create a colony on Mars.
Unfortunately:
1) The player isn't told they have to feed the population of the colony
2) There's no (yet?) any detailed breakdown where the imperial money goes
So, after a hundred or so turns, the player that dutifully folowed all the steps in the tutorial finds themselves not only without any rewards, but with -5 or -10 bc per turn spent on importing food for Mars population.
If I might suggest, the best course of action would be altering tutorial so it tells player, how much unfed population may cost them and what should be done to avoid it.
No food on Mars bc sinkhole
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Zaimat
- Dev. Team

- Posts: 1427
- Location: Toronto, Canada
Re: No food on Mars bc sinkhole
Thanks for the very good suggestion, I agree that the colony management needs more info relayed to the player. Once the new changes go in, we will adjust the tutorial too.
Horizon - Lead Designer | a.k.a. Raf
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zivyTerc
- Voyager

- Posts: 1
Re: No food on Mars bc sinkhole
Mars is OK, but I forgot to build farms on a planet with a huge population (9b I think) and when I noticed it, I was already losing 5b every turn, treasure in negative and no way to fix it. Had to start a new game....
But even with farms (self sufficient in food production), some entertainment, industry and trade Mars was still losing money for me... the maintenance costs were simply higher than revenues. What did I do wrong?
But even with farms (self sufficient in food production), some entertainment, industry and trade Mars was still losing money for me... the maintenance costs were simply higher than revenues. What did I do wrong?
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Zaimat
- Dev. Team

- Posts: 1427
- Location: Toronto, Canada
Re: No food on Mars bc sinkhole
You can always destroy structures that no longer make sense / cost too much to maintain. Some buildings are not suited to be built on certain types of colonies, that is by design. Also timing is important, it might not be suitable now to build a Level 3 trade building but it might be when you get some tech or when you have more traders visiting your colony.
We are in the process of making changes so the penalties are not so harsh in this scenario and there is more information available. At the moment you can always abandon a colony (destroying the gov buildings).
If planet morale is very low, people refuse to work (workforce stat) so having a building doesn't help. In this case you are buying food to feed them which costs money. Perhaps that is what happened?zivyTerc wrote:Mars is OK, but I forgot to build farms on a planet with a huge population (9b I think) and when I noticed it, I was already losing 5b every turn, treasure in negative and no way to fix it. Had to start a new game....
We are in the process of making changes so the penalties are not so harsh in this scenario and there is more information available. At the moment you can always abandon a colony (destroying the gov buildings).
Horizon - Lead Designer | a.k.a. Raf
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True_poser
- Contributor

- Posts: 165
- Location: Minsk
Re: No food on Mars bc sinkhole
For me these penalties are ok.
When you invade a sufficiently populated planet, you find that:
1) Farms are partially destroyed
2) Planet still has population of a billon or two
3) And all that xenos lowlife doesn't want to work, but wants to eat
So the captured planet burns your money like insane twenty turns or so.
For me, it's a good simulation of pacifying and assimilating - winning their hearts will take much more time and money than digging them graves.
When you invade a sufficiently populated planet, you find that:
1) Farms are partially destroyed
2) Planet still has population of a billon or two
3) And all that xenos lowlife doesn't want to work, but wants to eat
So the captured planet burns your money like insane twenty turns or so.
For me, it's a good simulation of pacifying and assimilating - winning their hearts will take much more time and money than digging them graves.
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Zaimat
- Dev. Team

- Posts: 1427
- Location: Toronto, Canada
Re: No food on Mars bc sinkhole
Yes, we want to keep significant penalties for Assimilation.
We just reduced the food trade costs at very high populations because it could literally bankrupt you within a few turns. This also makes sense since the more you buy in bulk the cheaper the food
We just reduced the food trade costs at very high populations because it could literally bankrupt you within a few turns. This also makes sense since the more you buy in bulk the cheaper the food
Horizon - Lead Designer | a.k.a. Raf