Surviving Mars – Health, Comfort and Sanity Guide

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Health, Comfort together with Sanity Guide


Preliminaries


High together with Low Stats



  • A stat is high if it is lxx or higher

  • A stat is depression if it is 29 or lower


These are game constants together with are used to determine what coloring cloth a stat displays equally together with whether bonuses or penalties are applied. For instance Whiner trait causes sanity penalties at depression comfort, that agency comfort less than 30.


Breakthroughs, Events together with Traits


For the most business office I’m non going to live mentioning the effects from Breakthroughs together with Events, for they are many together with frequently aren’t encountered inward whatever given game. Also I won’t elevate all colonist traits, but I endeavour to elevate the to a greater extent than of import for gameplay ones.


Comfort


Comfort Bonuses


A colonist tin gain comfort from the next sources:



  • Visiting a service edifice regardless of argue (daily interest, daily meal, medical care, etc), comfort is only awarded if the colonist’s comfort is less than the Service Comfort rating of the building. The bonus is unremarkably +10 but tin live higher if the edifice has a high Service Comfort relative to the colonist’s comfort.

  • Resting at home. Typically this is +4 to +6 depending on service comfort together with is only applied if the residence service comfort is higher than the colonist’s comfort.

  • Traits similar Vegan, Party Animal tin abide by comfort boosts, these bonuses don’t have got whatever sort of service comfort condition.


Comfort Penalties

A colonist tin lose comfort for the next reasons:


-10 for failing to fulfill a daily interest. This penalization is non applied if the colonist sought out a service for a argue other than the daily interest, for instance if a colonist wants medical attention but no clinic is available, they do non endure a comfort penalty.

-20 for homelessness.

-3 for eating an unprepared meal.

Some traits apply comfort penalties, similar Loner applies -4 comfort every sol if the colonist is inward a dome alongside over thirty colonists.


No comfort penalties


There are some things which don’t apply comfort penalties fifty-fifty though y'all mightiness hold off them to:



  • No food. Even though a colonist gets a -3 penalization for eating an unprepared meal, at that spot is no comfort penalization for no repast beingness available at all.

  • Missing life support: equally alongside food, at that spot is no comfort penalization for power, H2O or oxygen beingness missing.

  • Very pitiable service. Influenza A virus subtype H5N1 colonist tin never learn a comfort penalization for a depression Service Comfort, fifty-fifty if a colonist has 100 comfort together with sleeps inward an Apartment alongside a Service Comfort of 30, they don’t endure a comfort penalization for the pitiable service. They exactly learn no bonus.


The effects of high together with depression comfort:



  • High comfort awards a +5 morale bonus which is also a +5 piece of work performance bonus.

  • Low comfort afflicts a -10 morale bonus which is also a -10 piece of work performance bonus.


Colonists never deliberately essay out to heighten their comfort, fifty-fifty beingness inward depression comfort doesn’t motivate them. They only heighten comfort past times randomly seeking an involvement or equally a side resultant of seeking nutrient or medical care.


When an Earthborn colonist reaches 0 comfort they learn Earthsick which renders them unable to piece of work together with they volition board the side past times side rocket that lands nearby. If they compass high comfort (70+) the Earthsick status is removed. Martianborns don’t appear to endure whatever special sick resultant from beingness on 0 comfort beyond the -10 morale penalty.


Comfort inward Practise


Many players mistakenly believe the vogue to deal comfort is to banking concern check what services colonists are complaining almost inward the dome comfort overview together with render them. Don’t do this. Colonists don’t know what is proficient for them, they complain almost things that aren’t of import similar Gambling together with neglect to complain almost things that are of import similar lineament food. It’s almost realistic.


The most of import service is Food


Food service is provided past times Diners together with Grocers. It is real useful to render this service for ii reasons: Firstly, it avoids the -3 comfort penalization for eating an unprepared meal. Secondly together with peradventure to a greater extent than importantly, everyone has to eat, so everyone visits a Grocer or Diner in i trial per sol, this see volition abide by them (at least) 10 comfort if their comfort is low. In full general y'all should build a Grocer together with Diner per 50 colonists.


Since the average Grocer has a service comfort of 50, together with Diner 60, equally long equally colonists tin swallow a daily repast their comfort volition hover to a greater extent than or less 50 to 60, fifty-fifty if they consistently neglect to fulfill their daily involvement together with learn a -10 comfort penalty, they’ll learn the +10 comfort dorsum from eating a meal. Since the depression comfort threshold is thirty providing meals almost exclusively prevents depression comfort.


These


This colonist is pretty annoyed at the lack of luxury together with shopping, but the meals sure are good!


Unfortunately the dome overview doesn’t say y'all if colonists are eating unprepared meals, y'all require to personally inspect the comfort of private colonists (you tin move the colony overview to notice colonists alongside depression comfort).


Given the selection betwixt Diners together with Grocers it’s usually best to render both, so colonists tin fulfill Shopping, Dining together with Social. Shopping together with Social are both real pop together with are economically provided past times Grocers together with Diners.


It is acceptable to only move Grocers, the only existent payoff of this is forcing colonists alongside Social involvement to attend Open Air Gyms piece pleasing shoppers (Dining is uncommon interest). You tin move Heavy Workload to boost the service comfort to almost sixty which is proficient for breeding.


Diners are by together with large superior equally nutrient providers equally they render 2 extra capacity together with 10 higher service comfort. If all y'all attention almost is maintaining average comfort y'all tin run Diners at 1 worker per shift getting 2 extra capacity over a Grocer together with almost the same Service Comfort. Alternatively y'all tin run total shifts plus Heavy Workload, this boosts the Service Comfort to almost lxx which tin easily seat colonists into High Comfort, for that tasty +5 performance boost plus increased breeding potential.


The other most of import service is Rest


Rest is provided past times a domicile together with similar Food every colonist wants it every sol. The principal thing is to avoid the -20 Comfort Penalty for homelessness, that comfort penalization is so large that only a few things similar The Hanging Gardens tin render plenty comfort to proceed homeless colonists out of depression comfort.


The daily comfort boost is also useful inward combination alongside the daily meal. Say a colonist is a Gamer together with a Loner (like absolutely nobody I know) living inward a good populated dome. In a 24-hour interval they tin lose 10 comfort for failing to game, together with iv comfort for overcrowding. But they gain 10 comfort from eating a meal, together with six comfort from resting, together with hence stay at to a greater extent than or less 50 comfort.


For the most business office y'all don’t have got to live worried almost the Service Comfort of residences. It is undesirable if they are only 30, equally that makes it easier for colonists to learn into depression comfort, but twoscore is fine (i.e. Apartment alongside Vista). And it’s squeamish if y'all tin learn them upwardly to 60-70 to aid learn colonists into high comfort. Between twoscore together with sixty is all much the same.


It’s useful to render inexpensive services


Cheap services are those alongside a depression toll to build together with depression or no ongoing cost. It is worth noting that inexpensive services have got depression service comforts, together with equally such they rarely ever abide by a comfort bonus unless your colonists have got real pitiable comfort (which mightiness live the instance if a Colonist has multiple comfort-harming traits).


For the most business office the argue y'all render these services is to avoid the -10 comfort penalization for the service beingness missing. Since y'all aren’t using them for the comfort bonus, it’s exactly fine to seat them inward a passage connected dome, the passage penalization matters non inward the slightest when at that spot is no bonus anyway.



  • Decorations: Cheap to build, complimentary to maintain but convey upwardly a lot of space. Provide the real pop Relaxation involvement which is otherwise difficult to render early on inward the game, along alongside the less pop Exercise together with Playing. It’s non a bad thought to create total whatever unused slices alongside decorations, y'all tin ever take them later on when y'all require the space. Also putting them inward a passage-connected dome tin live a proficient idea.

  • Open Air Gym: Influenza A virus subtype H5N1 combination Comfort together with Health building, it provides the pop Social interest, though inward exercise Socialites volition prefer Diners together with if y'all desire them to exercise y'all should plow off Diners! It also of course of education provides the non real pop Exercise interest. The Open Air Gym takes upwardly a lot of infinite but it’s complimentary to maintain. Best seat inward a passage-connected dome.

  • Playground: Influenza A virus subtype H5N1 combination comfort, sanity together with character-building service, the Playground is only used past times children, but it’s amazing for them, alongside a massive service comfort of eighty together with basically maxing out their comfort together with sanity. It is highly recommended to render plenty Playgrounds for your children equally everything it provides is incredibly useful, including awarding random useful traits similar Sexy together with Party Animal, together with nearly exclusively eliminating undesirable traits similar Idiot. Putting playgrounds inward a passage connected dome is fine.


It’s mostly pointless to render expensive services


Expensive services are those which are expensive to build, maintain together with employ the workforce for. Often they also have got depression capacity per tile together with per worker.


Previously I noted that y'all tin learn high comfort only past times running Diners alongside Heavy Workload, Diners have got first-class capacity per tile together with appeal to everyone, piece only consuming food. This beingness the case, together with due to the somewhat marginal benefits of high comfort, it’s non actually worthwhile investing inward expensive services unless y'all real specifically desire to increment breeding charge per unit of measurement fifty-fifty beyond that of the lxx comfort provided past times Diners together with inexpensive services.


If y'all do desire high comfort it’s most efficiently provided past times The Hanging Gardens spire, or inward Space Race the Church-specific Temple spire or China-specific Tai-Chi Garden. Medical buildings alongside Rejuvenation Treatment are also extremely effective at boosting comfort through the roof together with similar nutrient services everyone needs medical care, especially if you’re a ruthless slave-driver.


Sanity


Sanity Bonuses


Colonists tin gain sanity from the next sources:



  • Resting at home. Usually +5 sanity.

  • Visiting a medical building. Usually +10-30 sanity depending on the edifice performance.

  • Visiting a playground, usually +10 or a Temple spire, usually similar +150 (which is completely bizarre).

  • Recovering from the Stressed Out status +50 sanity.

  • Living inward a Geoscape dome or alongside a sure breakthrough (applied when resting).

  • The Gamer trait awards sanity when gaming.


Sanity Penalties


There are iii principal classes of sanity penalties:


Sanity abusing piece of work practises



  • -10 Heavy Workload (overtime)

  • -10 Nightshift

  • -10 Working exterior a Dome


Disasters


Cold Waves together with Dust Storms inflict regular little sanity penalties, usually almost 10 per sol inward total. This occurs regardless of how good y'all are managing the disaster.


Missing Life Support


Also known equally administration disasters, when an human face of life back upwardly is missing fifty-fifty real briefly colonists endure a randomized sanity penalty. They volition non have some other sanity penalization for that item human face of life back upwardly until the side past times side sol, this is defined equally midnight, so if life back upwardly cuts off exactly earlier midnight they tin learn ii sanity penalties inward rapid succession.


Also when a colonist dies, other colonists inward the dome endure a -15 sanity penalty.


Other


Certain traits afflict sanity penalties nether sure conditions. Those atmospheric condition are usually real tardily to avoid.


The effects of high together with depression sanity



  • High sanity awards +5 Morale.

  • Low sanity inflicts a -10 Morale penalization together with the colonist volition aggressively essay Medical Checks for so long equally they are inward depression sanity.


When a colonist falls to 0 sanity a serial of things happen:



  • First they have got a 1% jeopardy of committing suicide. Basically they gyre a d100 together with if it comes upwardly 1, they swallow it together with choke to death.

  • If they are yet alive, they have got a 30% jeopardy of developing a novel flaw (reduced to 9% alongside Supportive Community).

  • Whether or non they gain a flaw, they gain the Stressed Out status which prevents them from working together with lasts 3 sols, when it ends they gain +50 sanity.

  • The Stressed Out status completely protects against gaining novel flaws, but does non protect against suicide.

  • As long equally sanity remains at 0 the colonist has a 1% jeopardy to commit suicide every fourth dimension they idle (decide what to do next), this won’t occur to a greater extent than than 24 times per sol, but usually much less equally the colonist volition pass large periods of fourth dimension inward a service edifice or resting together with non rolling the d100.


Sanity inward Practise


Sanity administration involves balancing sanity abuse alongside sanity healing.


Medical Care vs Sanity Abuse


It is of import to render medical attention to all working colonists, at that spot is no existent require to render medical attention for colonists who don’t work, such equally Elders together with Tourists equally past times non working they convey real few sanity penalties together with they yet find +5 sanity per rest.


The require for medical attention depends on how much y'all move sanity abusing piece of work practises. Colonists naturally find v sanity per nighttime when they rest, together with they lose 10 sanity per sol when doing sanity abusing work. This agency that effectively the offset sanity abusing exercise causes a loss of v sanity per sol. After xx sols without medical attention the colonist volition have got a breakdown. 2 sanity abusing practises drive the loss of xv sanity per sol, together with 3 practises the loss of 25 sanity per sol.


Medical buildings tend to abide by 8 to thirty sanity per visit. Influenza A virus subtype H5N1 basic clinic employing wrong-specs volition abide by almost 10 sanity per visit, alongside medics it’ll abide by almost 15. Medical Center tin easily abide by thirty per visit. Influenza A virus subtype H5N1 colonist tin see multiple times inward a row (in fact without fifty-fifty leaving the building) together with volition inward fact do this if they are yet at depression sanity after the offset visit.


These


This colonist suffered a serial of sanity abuses, in i trial they roughshod to depression sanity they sought medical care. Then they got hitting past times -30 sanity at work, they visited the clinic repeatedly to restore their sanity to inward a higher identify 30.


We tin crudely approximate how many medical buildings nosotros need. If the infirmaries have got medics, a colonist doing i sanity abusing exercise volition require to see the clinic every iv sols. An clinic tin consider almost thirty colonists per sol, so at a depression score of sanity abuse an clinic could service to a greater extent than or less 120 colonists.


When ii sanity abuses are combined, colonists lose sanity 3 times faster together with require to see the clinic nearly every day, equally such the Infirmary would only live able to proceed almost twoscore colonists sane.


When iii sanity abuses are combined, at nowadays colonists have got to see the clinic every sol or fifty-fifty multiple times per sol, together with a unmarried clinic volition only grip almost 25 colonists. Because colonists don’t essay sanity-healing until their sanity is already low, losing upwardly to 25 sanity inward a 24-hour interval agency that colonists are living on a knife’s border inward damage of sanity, piece a depression sanity colonist WILL real aggressively essay medical checks, if the clinic is permanently total that colonist volition have got a breakdown the side past times side sol. Also these severely abused colonists volition almost for sure have got breakdowns if they endure an extra +10 sanity penalization from disasters.


The proper amount of sanity abuse


If y'all don’t abuse your colonist’s sanity at all, they volition stay at high sanity together with learn a +5 morale/performance bonus. This is quite a little bonus compared alongside nightshift which makes buildings 33% to a greater extent than productive, together with Heavy Workload that makes buildings somewhere betwixt a piddling together with a lot to a greater extent than productive depending on how pitiable the performance is (Heavy Workload adds +20 shift performance, so if the performance from workers is 150 it’s only a 13% bonus, but if the performance from workers is vii it’s a 285% bonus). And outdome piece of work is frequently non optional, equally y'all mightiness absolutely require to mine rare metals or make polymers.


So ideally, y'all desire to convey payoff of the +5 sanity regen, past times applying 10 sanity abuse to all colonists. That is, laid Heavy Workload on in-dome day-shifts, activate nightshift inward in-dome jobs, together with for outdome piece of work only run 24-hour interval shifts. At this score of sanity abuse infirmaries are barely stressed at all.


The trickier enquiry is whether to double upwardly sanity abuses. On average:



  • For unmarried sanity abuse y'all require 1 medic per twoscore population.

  • For double sanity abuse y'all require 1 medic per xiii population.

  • For triple sanity abuse y'all require 1 medic per 8 population.


Even for triple sanity abuse y'all only require 12.5% of the population to live medics, so if y'all tin boost worker productivity past times 20% that tin live acceptable, especially if the edifice y'all are boosting is harder to provision than an infirmary, y'all tin build equally many infirmaries equally y'all similar since they’re exactly concrete together with have got negligible ability requirements. But other buildings tin have got higher costs together with maintenance, much higher ability move together with express placement options. You mightiness prefer to run a Rare Metal Extractor at maximum abuse together with build to a greater extent than infirmaries, rather than edifice a 2nd Rare Metal Extractor together with less abusive practises.


In short. Single sanity abuse is nifty together with y'all should pretty much ever do it fifty-fifty though y'all missy out on the +5 morale for high sanity. Double sanity abuse together with triple sanity abuse should live considered, but brand sure to render sufficient medical care!


Personally I move universal single-sanity abuse except where it actually doesn’t affair (some service buildings aren’t going to give comfort bonuses anyway). I also move double-sanity abuse quite a bit, but mostly avoid triple-sanity abuse because it leaves colonists besides vulnerable to spontaneous breakdown if they endure a fourth sanity penalty. My dominion of pollex is 1 clinic per 50 population, or 1 Medical Center per 150 population.


Natural together with administration disasters


Sanity losses from a disaster is almost equal to a unmarried sanity abusing piece of work practise. It’s pretty much ever worthwhile turning off most of your sanity abusing piece of work practises during these disasters so that colonists tin maintain average sanity. Also brand sure infirmaries are operational, past times setting them to maximum priority.


Achieving High Sanity


There are actually only ii ways to attain high sanity:



  • Don’t abuse your colonist’s sanity, they volition naturally regenerate to high sanity past times resting.

  • Lure colonists to buildings that boost sanity. For instance Playing -> Playground, Relaxation -> Infirmary alongside Rejuvenation Treatment or Relaxation/Social -> Temple.


Other sanity mitigation strategies


Some perks are real helpful together with are proficient to select for.



  • Composed halves absolutely all sanity penalties. These guys require clinic attention a lot less than other colonists together with deal disasters much better.

  • Workaholic prevents penalties from Heavy Workload together with equally if that weren’t enough, also awards +20 piece of work performance! These guy are nifty together with a top pick.

  • Religious prevents suicide together with also awards +10 morale/performance. Breakdowns aren’t nifty because y'all lose the worker for 3 sols, but suicide is worse.

  • Hypochondriac together with Chronic Condition causes colonists to see infirmaries to a greater extent than often, hence potentially healing their sanity to a greater extent than frequently than they otherwise would together with maybe achieving High Sanity.


The Gamer perk is non useful. Buildings that render gaming also tend to learn filled alongside other riffraff seeking shopping or social or whatever together with tend to live expensive alongside depression capacity. And gamers aren’t smart plenty to deliberately essay gaming when their sanity is low.


Sponsor together with Commander


The Psychologist Commander provides an extra +5 sanity when resting. This agency that a unmarried sanity abusing exercise doesn’t drive sanity loss at all together with that greatly reduces charge on medical buildings together with agency most single-abuse workers volition have got +5 performance from high sanity. It has less impact on double or triple sanity abuse.


The Church Sponsor gives all its applicants Religious trait for free, so they’re all immune to suicide. In Space Race they learn the Temple spire which is Bonkers, Broken, OP together with everything inward between. It appeals to Social together with Relaxation which is basically all colonists together with tin abide by good over 100 sanity per visit. With this broken Spire y'all tin move nuts abusing your colonist’s sanity piece skimping on medical care.


Health


Health Bonuses



  • +5 Health for resting at night.

  • Visiting a medical edifice awards a large bonus, but does non piece of work when colonists are starving, freezing, dehydrated or asphyxiating.

  • Visiting Open Air Gym or Tai-Chi Garden awards a real large bonus together with status effects do non preclude the wellness beingness awarded.


Health Penalties



  • -10 for Heavy Workload

  • If Oxygen, Water or Power is missing for an unbroken duration of almost 1 sol (it’s slightly randomized), a randomized wellness penalization is applied which tin sometimes live real large, oxygen deprivation tin fifty-fifty live over 100 wellness damage, instantly killing total wellness colonists.

  • If a colonist fails to swallow a repast they learn starving together with lose almost 2 wellness per sixty minutes until they eat.


High together with Low Health



  • A colonist at high wellness gets a +5 morale bonus.

  • A colonist alongside oculus wellness seeks the Medical Checks service if they don’t have got anything amend to do.

  • A colonist at depression wellness suffers a -10 morale penalization together with is unable to piece of work unless they have got the Fit trait, they aggressively essay the Medical Checks service.


A colonist volition non intentionally essay services that abide by wellness other than Medical Checks.


When a colonist reaches 0 wellness they drib dead together with are ejected from the edifice they are currently inward onto the sidewalk. Death is an incurable status except via the Phoenix Project breakthrough.


Health inward Practise


Health is actually quite obvious together with y'all hardly ever require to pay attending to it. If you’ve taken attention of sanity so wellness is also taken attention of.


Even though Heavy Workload applies a -10 comfort penalty, this does non resultant inward losing the +5 morale/performance bonus for high health. This is because a colonist volition move to work, they’ll live flogged to brand them piece of work harder together with after the shift is over lose 10 health. Now that they have got oculus wellness they essay medical attention together with learn healed dorsum over lxx laid upwardly to piece of work the side past times side shift at High Health.


There are only a few traits that impact health. Survivor reduces wellness losses during administration disasters, Party Animals gain extra wellness when exercising at Gym for some reason, it mightiness live a bug. Chronic Condition loses 8 wellness per sol.


How to proceed colonists live during prolonged disasters


Plan Influenza A virus subtype H5N1 should live to non run out of life back upwardly or render uninterruptible life support, for instance a unmarried hydroponics running Algae provides 1 oxygen to its dome, fifty-fifty if it is disabled.


Plan B is to pulse life support. a colonist needs to have got been missing life back upwardly for 24 hours earlier they endure a wellness penalty. Even a brief pulse of life back upwardly in i trial per sol volition exclusively preclude that wellness penalty. So if y'all know y'all ARE going to run out, together with at that spot are yet several sols to go, switch off tanks/batteries, so switch dorsum on briefly in i trial per sol. Colonists sanity volition yet learn tanked, together with some volition commit suicide if non religious, but it agency no-one volition croak of depression health.


Plan C is what I telephone phone Survival of the Fittest together with the Last Resort of the Desperate. Provide an ample disclose of Open Air Gyms together with disable whatever service that provides Social, such equally Diners. Colonists who similar Exercise or Social volition move to the Gym together with regenerate large amounts of health, this should drive them to live a lot longer than their to a greater extent than sedentary companions. In fact exercising tin real nearly counteract the wellness penalization from Starving, together with Party Animals together with Survivors tin live on indefinitely without nutrient provided they are working out every day. Since asphyxiation tin instantly kill colonists Exercise is less effective against depression oxygen.


These


This colonist refuses to move quietly into the night!


Morale


Morale is different to the other iii traits inward that it is calculated exclusively on the footing of the electrical flow status of the colonist alongside no reference to past times events.


Colonist’s base of operations morale is somewhat randomized.


Morale Bonuses



  • +5 each for High Health, Comfort together with Sanity

  • +10 for beingness Religious, an additional +10 for each Saint inward the Dome.

  • +10 for beingness a Nerd if a technology scientific discipline has late been researched (non-stacking)


Morale Penalties



  • -10 each for Low Health, Comfort together with Sanity


High together with Low Morale


Colonists gain a piece of work performance do goodness or penalization equal to Morale – 50.


Renegades


Renegade creation happens on a dome footing rather than an private colonist footing together with is determined past times the average morale of the non-child, non-renegade residents living inward the dome. The renegade creation threshold is 65 morale.


Every sol, progress towards the side past times side renegade accumulates equal to



  • 65 – average_morale


(morale higher than 65 reverses progress). Once the accumulated progress equals 231 the colonist alongside the lowest morale is picked to learn a Renegade. If the Rebel Yell game dominion is active so the dome is treated equally having an average morale of 55 fifty-fifty if it is higher, but this only applies if the dome has to a greater extent than than xv population together with only when fewer than 20% of the population beyond the 15th are renegades, otherwise the non-Rebel Yell dominion applies.


A dome alongside a morale of 64 would convey 231 sols to generate a renegade, a dome alongside a morale of 50 would convey xvi sols.


Morale In Practise


Given that Morale is a amount of other factors at that spot is no existent vogue to straight manipulate morale, other than promoting the Religious together with Nerd traits when picking applicants together with assigning traits to schools. These traits both give +10 morale which is quite a squeamish bonus especially for wrong-spec workers.


The average worker alongside proper specialization has a performance of 100, together with the +10 performance bonus is a +10% increment inward productivity. The average wrong-spec has a performance of 50, together with the +10 performance bonus is a +20% increment inward productivity. Hence these morale bonuses are extra valuable when colonists are doing wrong-spec work.


The Enthusiast trait awards a +20 performance bonus when at High Morale. In exercise the Enthusiast trait is non real useful, unless a colonist rolls peculiarly high base of operations morale they are unlikely to compass lxx morale unless they are also Religious together with a Nerd or beingness blessed past times a saint, or y'all learn lucky alongside morale-boosting Breakthroughs. Feel complimentary to learn it inward schools together alongside Nerd together with Religious.


Renegades


Low morale causes renegadism together with other than avoiding depression morale inward the offset identify y'all have got iii principal ways of dealing alongside them:



  • Assign them to their ain dome via filters together with either cutting off the life back upwardly or don’t render the dome alongside food.

  • Ignore them, they yet work, exactly at reduced efficiency, together with usually only drive little economical impairment (but proceed them out of domes alongside really expensive stuff), eventually they grow onetime together with die. Security Stations don’t actually appear worthwhile, why endure the guaranteed loss of the output of six workers, when renegades usually only drive little harm.

  • Assign them to their ain dome via filters together with render it alongside life support. After a piece an trial may drive the dome to declare independence. Leave it for a piece together with it’ll rejoin y'all together with the renegades are cured.


Conclusion


If y'all were hoping for a TL;DR:


Provide a Diner, Grocer together with Infirmary per 50 population. This keeps people inward oculus to high comfort, keeps them salubrious together with is cheap.


Use Heavy Workload together with Nightshift liberally to increment edifice performance together with productivity but live aware y'all require to proceed a unopen oculus on medical capacity if y'all are stacking these abusive piece of work practises, together with plow these practises off during Dust Storms together with Cold Waves.


When life back upwardly is missing, colonists endure sanity impairment straightaway but won’t endure it in i trial to a greater extent than until the side past times side sol, on the other mitt wellness impairment requires to a greater extent than or less 24 hours of uninterrupted absence of life support. Use this noesis for evil.


Open Air Gyms tin stave off decease past times starvation indefinitely for colonists who similar Exercise together with Social together with non much else. This is non typically useful but is hilarious.


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