Search - Depression
I have been playing the game for almost a year now and have been very happy about the improvements that has happened over all. However, there is still one thing that I do not understand. What the heck is DEPRESSION? Does that mean economic depression? If so, how do we know if there is an economic depression in the colony?
Concerning depression, it basically means how happy or unhappy your colonists are. You can increase happiness, thus lowering depression, by building more entertainment facilities.
Not economic depression, just depression as in your colonists are depressed or unhappy. To fix this you should make sure entertainment structures are built near your housing structures
You do have economic depression but that's under the poverty concern.
Normal depression concern is lack of entertainment
Normal depression concern is lack of entertainment
Ok, ok I didn't have a single problem with my colony in till now. People are getting depression all the sudden and won't work. I tried to plant a lot of flowers and more domes for entertainment but that is not working. So right now while people is not doing their jobs I am going to run out of food and water so I put rationing on but I am not for sure.
So I need help of how to fix people not working.
So I need help of how to fix people not working.
so I have a wee problem, I have no understanding of depression, I don't know what causes it and how to solve it.. could I get some help?
also... any chance anybody can explain what I'm aiming for on that pie chart for angry ppl concerns?
also... any chance anybody can explain what I'm aiming for on that pie chart for angry ppl concerns?
It seems that there is a lot of confusion as to how this chart works. I've encountered numerous players that are trying to figure out how to fix the concerns shown here, even when those concerns really aren't issues for their colony.
My suggestion would be to add "not concerned" or something to that effect to the pie chart. I believe much of the confusion would be eliminated if it showed something like "2% depression, 98% no concerns" rather than "2% depression, 98% fatigue" and causing many players to try and solve the issue with fatigue, or whichever concern is showing at that time...
My suggestion would be to add "not concerned" or something to that effect to the pie chart. I believe much of the confusion would be eliminated if it showed something like "2% depression, 98% no concerns" rather than "2% depression, 98% fatigue" and causing many players to try and solve the issue with fatigue, or whichever concern is showing at that time...
Thanks Constan, I really hope this get's put in the game. I don't even care if bast doesn't like my artwork and decides not to use it. As long as this is put in the game I'll be happy.
If bast does add this, how do yall feel about having light levels along roads at night affect colonist depression? I mean, since it would be possible to make lighted roads, it wouldn't be unreasonable to add a lighting aspect to colonist depression, since it would be fairly easy to light all roads, provided you have the power and resources.
If bast does add this, how do yall feel about having light levels along roads at night affect colonist depression? I mean, since it would be possible to make lighted roads, it wouldn't be unreasonable to add a lighting aspect to colonist depression, since it would be fairly easy to light all roads, provided you have the power and resources.
Can someone please explain just how this works? Homelessness is, well... homelessness - self explanatory. Poverty being the essential food and water, health is dependant on if hospitals are available to the colonists and if your atmosphere is over 15m. Unemployment again is self explanatory and fatigue is something you get if your workers have to walk more than 20 tiles from their housing. Depression I guess relates to either how much money you pay your colonists or colonist deaths or both.
With that in mind, I have no homelessness, poverty, depression, health problems and fatigue shouldn't be a problem based on my layouts for walking distances due to my arcologies. So why is it that my approval ratings INSTANTLY goes from 100% to 60% every hour or two, which causes colonists to leave jobs, which causes more unemployment. Granted the unemployment is very small, but it is consistently dropping from very high percentages to very low percentages on a whim and I can't tell why. Trash is low as well.
I just don't know what I'm doing wrong, what I'm supposed to do to fix this and keep it more consistent. So based on my description of my understanding of approval ratings, would you say that is accurate? Am I missing some fundamental function of the game and that's why the approval rating cuts in half almost instantly? I'm asking you guys this because I just don't know anymore, my last base was ruined because of this. All arcology buildings so entertainment isn't a problem, all the workers don't need to walk far either. So What gives? Why did that colony suddenly decide that each other were more tasty than the food they were supposed to be producing?
With that in mind, I have no homelessness, poverty, depression, health problems and fatigue shouldn't be a problem based on my layouts for walking distances due to my arcologies. So why is it that my approval ratings INSTANTLY goes from 100% to 60% every hour or two, which causes colonists to leave jobs, which causes more unemployment. Granted the unemployment is very small, but it is consistently dropping from very high percentages to very low percentages on a whim and I can't tell why. Trash is low as well.
I just don't know what I'm doing wrong, what I'm supposed to do to fix this and keep it more consistent. So based on my description of my understanding of approval ratings, would you say that is accurate? Am I missing some fundamental function of the game and that's why the approval rating cuts in half almost instantly? I'm asking you guys this because I just don't know anymore, my last base was ruined because of this. All arcology buildings so entertainment isn't a problem, all the workers don't need to walk far either. So What gives? Why did that colony suddenly decide that each other were more tasty than the food they were supposed to be producing?
The statistics screen has an area that shows your people's depression and other grievances. However, this is vague and unhelpful, almost 100% useless. For example people complain about homelessness when no one is homeless, and there is a high level of depression while 100% government approval. And if everything's great, everyone complains about being over worked while work standards are set at "be lazy if you want".
I suggest changing this specific political map to not show percentages anymore in a pie chart, but instead list the amount of people who are currently upset about stuff, and display how many people are upset because of x. With a possible "show people" button like in workplaces so you can find the resident who's upset because of X.
"Global: 5 of 688 people are upset with you. (0.007%)" <- Showing that 5 people of your 688 are upset with you, and that its only 0.007% of your entire population.
"4 of 5 people are upset with you because of Fatigue. (80%)" <- To show that 4 of these 5 people are upset because of Fatigue.
I think this would be vastly more helpful than the current pie chart thats totally unhelpful.
I suggest changing this specific political map to not show percentages anymore in a pie chart, but instead list the amount of people who are currently upset about stuff, and display how many people are upset because of x. With a possible "show people" button like in workplaces so you can find the resident who's upset because of X.
"Global: 5 of 688 people are upset with you. (0.007%)" <- Showing that 5 people of your 688 are upset with you, and that its only 0.007% of your entire population.
"4 of 5 people are upset with you because of Fatigue. (80%)" <- To show that 4 of these 5 people are upset because of Fatigue.
I think this would be vastly more helpful than the current pie chart thats totally unhelpful.
Read the message underneath the chart. "These are the top factors contributing to colonist unhappiness. For example, it is not saying that 1% of your population have depression, rather 1% of your citizens WHO ARE MAD are upset because of depression". Just because the chart says there is a small homelessness problem doesn't mean that there is a homelessness problem currently. It just people people who are mad are mad about that, which can be a handful of people. If you wanted you can think of it as a few people holding a grudge that there has been brief homelessness in the past for people just entering the colony.
Now if your approval rating is very low that chart becomes very useful because you can clearly see which problems are most likely to be causing the low approval rating. I do agree that there should be a statistic that tells you exactly how many people are mad, but i just assume that from the approval rating. 98% means 2% do not approve, so 2% contribute to the chart etc.
Also, that fatigue is very high, fatigue is generated not because they have to work but because their working space is more than 20 squares away from their accommodation. Now if their accommodation is less than 20 spaces away and fatigue is still a problem, they are likely choosing working positions further away and you need to fire drill. Make sure you have large food storage while you do this so they don't run out while there is no one producing food. I find that if you wait for current jobs next to accommodation to be filled you don't get any fatigue. I have had 1% fatigue almost the whole game like this.
Now if your approval rating is very low that chart becomes very useful because you can clearly see which problems are most likely to be causing the low approval rating. I do agree that there should be a statistic that tells you exactly how many people are mad, but i just assume that from the approval rating. 98% means 2% do not approve, so 2% contribute to the chart etc.
Also, that fatigue is very high, fatigue is generated not because they have to work but because their working space is more than 20 squares away from their accommodation. Now if their accommodation is less than 20 spaces away and fatigue is still a problem, they are likely choosing working positions further away and you need to fire drill. Make sure you have large food storage while you do this so they don't run out while there is no one producing food. I find that if you wait for current jobs next to accommodation to be filled you don't get any fatigue. I have had 1% fatigue almost the whole game like this.
How do I decrease depression and poverty? My depression is at 8% and poverty is at 48%. Help please
(All is for Human races only)(United Earth & League of Independent States)
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
First things first, I apologize for there being any grammar mistakes, am doing this from my phone, and I also don’t like to be too formal because I don’t really see a point of it.
Do I need to get rid of Trash and limit the amount of Atmosphere I have?
Atmosphere and Trash have absolutely no negative effects to your colony(as of right now), in fact it’s best to get as much of these two resources as you can. Reason for that being that Trash can eventually be used to make Plastic (Small Recycler) and eventually Plastic and Aluminum as well! (Medium Recycler)Also, if you really wanna boost your the amount of Atmosphere you have, the incinerator ( 2x2 building) produces a TON of atmosphere at the expense of burning away a lot of trash. Atmosphere can be used eventually to create a lot of water which is really useful in some colonies. The Ant Paste Synthesizer consumes trash as well to make Ant Paste.
(Do note, Atmosphere and Trash may effect gameplay negatively in a future update, however as of right now it does not)
(I personally currently have 42.8 Billion atmosphere, and 12.6 Billion Trash)
Aluminum! If you have this resource in your world DO NOT use all of it! Save as much aluminum as you possibly can because one it goes away, there’s not another way of making more until you get Alien Tech or you unlock the Medium Recycling Center! Aluminum can also be pricy at times aswell, but with that being said it is also an option to purchase it from the trade market, and also the Uranium Enrichment Facility allows you to purchase some Aluminum in amounts of 100.
Uranium Enrichment Facility? This building requires Uranium and Aluminum in order to function. It takes in 1 Uranium and produces 2. Meaning every time the bar is filled you will receive 1 Uranium.
Best way to get Civics? The most efficient way of generating high amounts of civics for United Earth is the Imperial Propaganda Office, while the Investment Bank generates more, the IPO is more space, and cost (the second clue for the challenge is a building not looked highly upon for it produces a resource only useful for the government and pubs) efficient considering the IB requires 4 tiles, 5k workers, and a couple thousand resources as well as $2.5M.
Best way of generating Research? The most efficient way of generating resource is without a doubt the Center for Artificial Learning. It generates about 1100 Research a second at max worker capacity.
What is the Department of Fish Mating Studies & is it Worth it? The DFMS is and was designed to simply be a building to send extra colonists to work without damaging your production lines. It simply just generates Research in amounts of 1 extremely fast while using Money, Rum, and Software. It can hold 5,500 workers, and it is a 3x3 sized building. It isn’t worth it if you have to worry about the resources required to build it, it is simply a job filler.
What is Tourism? Tourism is a quick way of earning passive income without the need of consuming a lot of resources. While you do not get resources produced by it you do get money. The amount of Tourists you can support can be found to the right of your Population number and it has the symbol of a colonist wearing a blue shirt, a red hat, and is looking through binoculars. Tourists will come in from the Space Port, and to increase your Tourism capacity, simply build more tourist buildings.
How do I get rid of Depression in my colony? In order to cure the depression within your colony simply build more entertainment buildings.
How do i cure Fatigue? Fatigue is caused by your colonists having to take too long of a trip in order to get to and from work, entertainment, education, and medical buildings. It is best to keep all of these buildings at an absolute max of 50 tiles, and a preferred max of 25 tiles. This means the path the colonists would have to walk, not a direct route through buildings. (like pac-man)
What is Ether and where can I get it? Ether is a resource primarily obtained by the Draconian and Zolarg race, however recently League of Independent States have been granted the ability to obtain it as well. When i say obtain i mean actually produce it from a source. The source can be found on Abandoned Planet and is found by Ether River tiles that have an infinite amount of Ether. This is obtained by building the Worker/Vehicle that can get get the Ether. Ether is used for human races for only two buildings currently, those being the Advanced Cloning Facility, and the Ether Tree Farms. Both buildings are the best for what they both do. (Immigration & Wood)
Is it useful to always Group Up my rovers? In most cases yes, however do not group them up if they are harvesting resources because it will slow down the rate at which you get said resources. If the rover is strictly for building, then yes group it up. Also, group if you are experiencing high amounts of lag.
Also, it is best to place a Resource Depot next to the resource you are harvesting (at most one tile away). This way the rovers do not have to take trips back and fourth and can constantly pick up and drop off immediately.
Why is Mobile so errr poor quality in some ways?
Well when it comes to this, and it’s from my experience considering I am a mobile player only and I do not actually own a computer. (am using an Iphone 8+) You have to consider the processing power of mobile phones, I mean, think of trying to calculate hundreds of buildings, manage the population, manage new buildings being built, the trees growing over time, the GDP of your colony, and more all at once. While many say this game is poorly optimized for mobile, it honestly is really optimized. While yes it may fry your phone and murder your battery, the fact that it’s possible to run something of this size at all from something in your pocket is insane.
If your colony is lagging horribly it’s best to group up your rovers, limit the number of buildings being built as low as you can, zoom in away from the majority of your buildings, and turn your settings down. With that being said, if you play in a Region you shouldn’t worry too much about lag however if your a single city colony, if you start experiencing lag even though everything i just listed is being done, then unfortunately there’s not much you can do.
What are Starships?Starships are another Endgame resource that does not currently really have a use other than for selling it for high amounts of money, I sell about 150k at a time and make a good $10-15 billion. Also, don’t sell it as a contract in the Trade Market unless you are doing it as a way of storage, nobody ever really buys them. If you want to make money, I would sell directly.
What is the Regional Bussing Authority? This is a recently added mass transit feauture that is useful simply for Regions only, it allows you to place one of these down in a Regional City that just has Housing & Colonists only, and place one down in an adjacent (right next to) Regional city that just has Jobs, and the colonists will then come from one city to another to work. It does not allow colonists to move from one city to another and stay there, they will only work. From what i have seen, 1 bussing authority transfers 400 colonists to an adjacent city. And as far as i know it is stackable. However in my personal opinion, it is better to just build the Housing and Jobs in the same city.
Is there a way to stop babies from being born? Unfortunately there is currently no way from stopping babies from being born within your colony, however there is an policy option granted by building the Hall of Congress that allows you to deport children from your colony.
How long does it take for them to grow up? If i am correct, and note i have not confirmed this nor has anyone else confirmed this for me. But it takes 15 minutes for a month to pass by in the game. The aging system is actually based on in game time so they will grow up based upon time, so it might take a good day or so for one generation of kids to grow up and begin working.
What are Embassies and are they worth it? Embassies are basically like a friend system, they allow you to build a building that allows a quick way to gift resources and send messages together regardless of if they are talking in global chat or not. Also, if you are human for example, and you get an embassy from a zolarg/draconian race. you will then also get zolarg/draconian colonists as well. and vice versa if your another race. The cross-race system has no benefits or downfalls, it is simply just a for looks or for bragging rights type of thing.
Is the arcologies worth it? if you have to ask yourself if it’s worth it even after i describe what they are then they are not, also note, the black/normal arcology consumes less resources than the Fantasy Arcology and has 500 medical slots, 2k education slots, 500 tourist slots, and 10k housing population capacity. However the downfall is it has 7k worker capacity. With the new addition of the sliders allowing you to make it so no one will work in it, it has become more useful if you need more education/medical/entertainment, however the Fantasy Arcology houses 16k people with no jobs or anything else, however it does use resources like Toys, Rum, and Cloth.
Is there any way to passively generate Clay without the need of constantly building Clay Mines? Yes! if you build the Ultra Deep Dig site (built by drones) then you will get more alien artifacts as well as some clay over time!
Lastly, I just want people to understand this. This game is not something that will be perfect, I mean, it can, and it already basically is. But of course there will always be bugs and issues. That’s just apart of expanding a game. Not to mention that this game isn’t on some million dollar budget, it is made by one, amazing person, someone who makes hundreds of different games, all free to play! Bast is only human, so please do cut him some slack on some things okay...? Yes there are some issues with My Colony, some big, some small. But we gotta take it one step at a time and we gotta help bast, not bombard him with a million problems at once and expect him to fix it all in that moment.
Bast is the only developer I know. He is the only person I know that actually gets this involved with the community and actually reads all the forum posts and provides feedback. Like I personally could never! The amount of time, and patience that would be required to have something of this scale and keep it in tip top shape to ensure thousands of people are happy at once? Like that’s honestly insane, yet bast somehow manages to do it flawlessly. So @bastecklein, I would like to say thank you.Thank you for giving us something that brings us all together, and something that we can all enjoy. To the part of the community that has been here with us and has supported, guided, and provided helpful feedback. Thank you.
I hope this answers some questions you may have!
If you have any other questions, please comment below and I will do my best to answer!
Posted 11-30-2020 (30th of November)
Update Version: 1.10.0
Hello...how do you combat depression in the game?
Thanks,
Kevin
Thanks,
Kevin
I just had another big problem fatigue is transformed into depression 63% of my settlers are depressive what to do?
OK so I have to save 20,000 search ok and for depression you also have to relax them this way?
What is their avg. savings? Do they have increased labor and living wages? What is your approval rating? A stimulus package may be needed to increase their happiness. My rule of thumb is tax them until avg savings is under 100, conduct fire drill, and stimulus package of 300.
Concerning your pie chart:
Depends on your approval rating:
If your approval rating is high (98 -100%) the concerns don't really matter (there's always somebody angry)
If your approval rating is low, it shows you what problems to adress to get your approval rating up again.
Depends on your approval rating:
If your approval rating is high (98 -100%) the concerns don't really matter (there's always somebody angry)
If your approval rating is low, it shows you what problems to adress to get your approval rating up again.
cool thanks guys :)
Oh I see. Makes sense now. Thanks.
just to explain here i have 99% approval rating which means 1% of my people are unhappy which is something like 14k people (if I'm not dumb).
If you look at the graph chart now you seetop citizen concerns, so out of those 1% (14k people) :
-0% is depression (which is 0, I know I'm gud x) )
-28% is homelessness (which is 3920)
-6% is poverty (which is 840)
-60% is fatgiue (which is 8400) so i have bad commute length it seems
-2% is health (which is 280)
-4% is unemployment (which is 560)
How do you increase wages? On the Droid version, I don't see an option for that.
With the government buildings
Fatigue is caused by long workdays and long commute lengths. You can fix that by changing the workload to light in your consulate or re-organizing your colony to have adequate housing within 20 tiles of the work building. Fatigue is shown in individual colonists by their energy level.
Homelessness is what it is; There isn't enough housing to give each colonist somewhere to live. To solve this build more houses that are at within 20 tiles of a work building.
Poverty is caused when colonists are very poor. You can solve this by giving all colonists a stimulus package or by raising their salary.
Health is when colonists are severely fatigued or when they do not have enough food or water. You can solve this by making them happier by giving the colonists money so they will stop protesting or by building hospitals.
Unemployment is when there are not enough jobs for colonists to fill. Solve this by building buildings that need a lot of workers.
Depression is the one I am least sure on. Correct me if I'm wrong but I think that its when colonists don't have enough entertainment and it can be solved by building entertainment buildings.
Homelessness is what it is; There isn't enough housing to give each colonist somewhere to live. To solve this build more houses that are at within 20 tiles of a work building.
Poverty is caused when colonists are very poor. You can solve this by giving all colonists a stimulus package or by raising their salary.
Health is when colonists are severely fatigued or when they do not have enough food or water. You can solve this by making them happier by giving the colonists money so they will stop protesting or by building hospitals.
Unemployment is when there are not enough jobs for colonists to fill. Solve this by building buildings that need a lot of workers.
Depression is the one I am least sure on. Correct me if I'm wrong but I think that its when colonists don't have enough entertainment and it can be solved by building entertainment buildings.
Cheich said:Ty for replying. The main concernwas fatigue wich I dont understand(light working policy). Green domes helped out-I dont get it neither(depression was about 2%)ratislav said:Greetings!
My colony has health at 96%, atmo at 4,5 mil., approval rating 86% and light labour policy. I have also almost empty bars and green dome.But there are still some colonists walking around my consulate, protesting and slowly dying. What should I do?
What are the concerns of your people? You can find it on the statistics too. 14% of the people angry is not just a few of them...
My food and water are 50m, my atmosphere is between 10-15m. I have no homelessness, all of the accommodation is arcologies so health and entertainment isn't a problem. I have no depression or fatigue. 3% of unemployment is a lot of people still, but because the approval rating is fluctuating so much its causing the unemployment.
I don't think you've played long enough if you want them more mad...they already go on a depression cycle if you leave the game for too long!
How many is quick math. Go to stats. If 99% are happy and you have 1000 colonists, about 10 are mad.
Knowing why for each colonists would be nice, but it becomes less relevant once you have a larger colony with way too many people to check each one individually. But would be nice for earlier on probably.
How many is quick math. Go to stats. If 99% are happy and you have 1000 colonists, about 10 are mad.
Knowing why for each colonists would be nice, but it becomes less relevant once you have a larger colony with way too many people to check each one individually. But would be nice for earlier on probably.
Hey, I seem to be having a problem. My people are dying, despite having plenty of food and water.
I just started playing a few days ago.
Their health is low, they seem to lack energy also. Fatigue is at 66%, Depression is at 16%, and Health is at 17%, and I have an approval rating that dropped drastically and quickly from a 98% down to 30% and I've been scrabbling to try and get things better for my colonists. (So 70% of my colonists are pissed off about being exhausted, depressed, and having health issues).
I don't know how to fix it, I'm not sure what I'm missing in their care, I've also got plenty of medical centers too! I'm at a loss.
Is there anything I can do at this point? Or are they doomed to all die?
Honestly, I'm not even sure how they're all so tired, I make sure not a single person has to walk further than 10 blocks to commute to work. I even gave them a living wage of $2 to help out.
I'm playing under United Earth, on a barren world. We just developed enough atmosphere for small plants to dot the ground, I thought things would get easier for them by now. Things were going so well for so long. I had the whole city planned out like grid work, only for some reason, I don't have the option to do a fire drill, or adjust wages for colonists.
a screen shot to help diagnose a problem I might not notice myself.
Cheers, Savi
I just started playing a few days ago.
Their health is low, they seem to lack energy also. Fatigue is at 66%, Depression is at 16%, and Health is at 17%, and I have an approval rating that dropped drastically and quickly from a 98% down to 30% and I've been scrabbling to try and get things better for my colonists. (So 70% of my colonists are pissed off about being exhausted, depressed, and having health issues).
I don't know how to fix it, I'm not sure what I'm missing in their care, I've also got plenty of medical centers too! I'm at a loss.
Is there anything I can do at this point? Or are they doomed to all die?
Honestly, I'm not even sure how they're all so tired, I make sure not a single person has to walk further than 10 blocks to commute to work. I even gave them a living wage of $2 to help out.
I'm playing under United Earth, on a barren world. We just developed enough atmosphere for small plants to dot the ground, I thought things would get easier for them by now. Things were going so well for so long. I had the whole city planned out like grid work, only for some reason, I don't have the option to do a fire drill, or adjust wages for colonists.
a screen shot to help diagnose a problem I might not notice myself.
Cheers, Savi
Sorry for necro, but I preferred not making another thread as this issue still seems to happen in version 0.67.
Another colony, 100% approval, people mad of homelessness, depression and unemployment even with more houses and jobs than there are people. And yes, I know how the chart works, but what happens when all people aren't mad of anything? It just falsely claims that people are mad for a random reason? Why?
With a small ish colony (round 400 colonists) and 100% rating it should mean that there are only a maximum of 4 people mad. Some calculations tell me that the chart ratios dont really fit well with just that few people.
Immigration disabled for a decent chunk of time so that the graph can't show the unhappiness of past immigrants (as you mentioned), and still happens.
Don't mind the fatigue lol, workplaces are rather far away as I have 4 districts for my colony: housing, government and entertainment, light industry, heavy industry. A light work policy just zeroes out all fatigue as it seems.
Another colony, 100% approval, people mad of homelessness, depression and unemployment even with more houses and jobs than there are people. And yes, I know how the chart works, but what happens when all people aren't mad of anything? It just falsely claims that people are mad for a random reason? Why?
With a small ish colony (round 400 colonists) and 100% rating it should mean that there are only a maximum of 4 people mad. Some calculations tell me that the chart ratios dont really fit well with just that few people.
Immigration disabled for a decent chunk of time so that the graph can't show the unhappiness of past immigrants (as you mentioned), and still happens.
Don't mind the fatigue lol, workplaces are rather far away as I have 4 districts for my colony: housing, government and entertainment, light industry, heavy industry. A light work policy just zeroes out all fatigue as it seems.
To re-iterate what others have been saying, your best bet is to look at the pie chart and grind against the biggest slice first.
I have found that fatigue is just about impossible to get completely rid of because colonists are lazy bums. I use a Light workload (It doesn't really effect production), and when I build new structures I make the jobs first and then do a little math on housing before building all of the housing needed for said jobs right next to them.
Poverty will be constant if you're always expanding because new colonists will be poor while older ones will have all the moolah. A good living wage and regular wages will deal with that in time if you hold up on expansion for a while.
Health, make lots of hospitals and just disperse them through your colony so everyone can reach it within a reasonable distance. I keep them close to the houses.
Unemployment & Housing, self explanatory. Make sure you got enough houses for colonists and enough jobs for them as well. If you make buildings that require a certain IQ (Research labs/schools/Medical Research Centers), give it time. They need to get their IQ up before taking jobs there.
Depression, lots of entertainment. Green domes, parks, pubs, and so on. Disperse them around near houses.
Let me know if i missed anything. I think I got it all. But, always remember when looking at the chart, that it says that the values there do not represent your colony as a whole. If you're at 99% approval and it shows fatigue is 75% of their complaints, that only means that 75% of that 1% are angry about fatigue.
I have found that fatigue is just about impossible to get completely rid of because colonists are lazy bums. I use a Light workload (It doesn't really effect production), and when I build new structures I make the jobs first and then do a little math on housing before building all of the housing needed for said jobs right next to them.
Poverty will be constant if you're always expanding because new colonists will be poor while older ones will have all the moolah. A good living wage and regular wages will deal with that in time if you hold up on expansion for a while.
Health, make lots of hospitals and just disperse them through your colony so everyone can reach it within a reasonable distance. I keep them close to the houses.
Unemployment & Housing, self explanatory. Make sure you got enough houses for colonists and enough jobs for them as well. If you make buildings that require a certain IQ (Research labs/schools/Medical Research Centers), give it time. They need to get their IQ up before taking jobs there.
Depression, lots of entertainment. Green domes, parks, pubs, and so on. Disperse them around near houses.
Let me know if i missed anything. I think I got it all. But, always remember when looking at the chart, that it says that the values there do not represent your colony as a whole. If you're at 99% approval and it shows fatigue is 75% of their complaints, that only means that 75% of that 1% are angry about fatigue.
I have a smaller colony of 1500.i annexed land and let my resources hit current caps. Then I built with purposed zones so large colony count buildings were right next to large housing units. Mathematically I made sure that the counts were perfect, then added schools 1 of each variety, multiple entertainment facilities, lastly clinics and appropriate housing to fill them. I leave some unskilled buildings to fill slots of uneducated. I was cruising at 100 % approval for about a week on light work policy,with average iq at 98.Last night it's suddenly dropped to 25% approval ratting. Main concerns are health and fatigue and depression, but hospitals are not in use and entertainment is not in use.
Don't know :/
Edit: I also killed off the population to zero, then filled them back in housing /building at a time to ensure they filled properly.
Don't know :/
Edit: I also killed off the population to zero, then filled them back in housing /building at a time to ensure they filled properly.
Starting with v0.75.0, a massive realignment of colonial GDP will be taking place, and some of you with massive GDP figures numbering in the quadrillions or more may not like it (or may not care), but on the whole, it will be a lot better.
Before v0.75.0, GDP has been just a lazy calculation, adding up the market value of all resources in a colony, along with all of the money that colonists had in their wallets. This was an easy way to set it up at the beginning, and it sort of worked, and not too many people cares, so I left it as is.
The problem, is that anybody who knows about economics will know that this calculation has nothing to do with GDP, making the number totally meaningless as a measure of economic output. The result was that a colony could have a massive GDP just by getting gifts, making an epic trade, or simply existing for a long time and building up massive resource stockpiles. Again, all of this is fine, but it really gives no valuable information about the health of your colony's economy.
With this update, I decided to just totally scrap the old GDP figures, and implement a real GDP calculation, in the economic sense. Going forward, GDP is now a rolling calculation of the gross industrial output of your colony over the span of one "year." This makes it a far more accurate and meaningful measure of the industrial strength of your colony.
So, in order to be able to make the calculation, I first had to definitively determine what one "year" is in My Colony. After reviewing some of the existing game mechanics, I came out with one year being 120,000 "tick" cycles in the game, or roughly one hour of play time. So going forward, the GDP of your colony will be the sum of all industrial output over the last hour of play time.
The part that will sting at first, is that since it is a rolling calculation, that means the GDP figure will be incomplete in your colony until you have played for an hour. I could probably just check the current output and extrapolate it out to fill in the gaps, and I might at some point, but since the issue is irrelevant after an hour of play, I haven't bothered to do it yet.
Now the other part that might sting, it that this represent a complete and total realignment of the various GDP's across the galaxy, especially among older more established colonies that are hoarding epic amounts of resources. Just now that the intention is not to punish those colonies in any way, but to create a more accurate measure of the industrial output of the colony. And really the fact that you just have millions and millions of resources stockpiled, doesn't really say much about the health of your colony's economy.
Because of the change, most people (probably everyone) will be seeing a massive reduction in their GDP. I mean massive. On the flip side, it is happening to everybody across the board, and you will now now for sure what the economic strength is of your colony.
Honestly, the old way of computing it was dumb. A brand new colony with 2 people could get an epic gift from their commonwealth and suddenly have a GDP rivaling colonies that have build up millions of population over the years.
And speaking of gifts, they are not computed in the new GDP calculation. It is solely based on the industrial output of the colony. Although taxes you collect from your charter colonies DO factor in.
Anyway, this actually gives way to new game mechanics that will be able to take advantage of a new GDP calculation. The GDP now gives you a real measure of the strength of your economy, and you will be able to monitor and respond to the boom/bust cycles of the colony. It's not in there as of this writing, but I will be soon adding the GDP Growth % statistic so you can monitor if your colony is growing or in a recession. A growing economy will boost your approval, while a recession will harm it. If your colony enters a great depression, you will get protesting.
Finally the GDP growth rate stat will also be added to the online database, so there will be a ranking coming soon of which economies are growing the fastest. Sort of like in real life!
Anyway, that is the change that is coming. I hope not too many people are upset about their massive GDP numbers being cut down to size, but I think in order to move things forward, it had to happen eventually.
Before v0.75.0, GDP has been just a lazy calculation, adding up the market value of all resources in a colony, along with all of the money that colonists had in their wallets. This was an easy way to set it up at the beginning, and it sort of worked, and not too many people cares, so I left it as is.
The problem, is that anybody who knows about economics will know that this calculation has nothing to do with GDP, making the number totally meaningless as a measure of economic output. The result was that a colony could have a massive GDP just by getting gifts, making an epic trade, or simply existing for a long time and building up massive resource stockpiles. Again, all of this is fine, but it really gives no valuable information about the health of your colony's economy.
With this update, I decided to just totally scrap the old GDP figures, and implement a real GDP calculation, in the economic sense. Going forward, GDP is now a rolling calculation of the gross industrial output of your colony over the span of one "year." This makes it a far more accurate and meaningful measure of the industrial strength of your colony.
So, in order to be able to make the calculation, I first had to definitively determine what one "year" is in My Colony. After reviewing some of the existing game mechanics, I came out with one year being 120,000 "tick" cycles in the game, or roughly one hour of play time. So going forward, the GDP of your colony will be the sum of all industrial output over the last hour of play time.
The part that will sting at first, is that since it is a rolling calculation, that means the GDP figure will be incomplete in your colony until you have played for an hour. I could probably just check the current output and extrapolate it out to fill in the gaps, and I might at some point, but since the issue is irrelevant after an hour of play, I haven't bothered to do it yet.
Now the other part that might sting, it that this represent a complete and total realignment of the various GDP's across the galaxy, especially among older more established colonies that are hoarding epic amounts of resources. Just now that the intention is not to punish those colonies in any way, but to create a more accurate measure of the industrial output of the colony. And really the fact that you just have millions and millions of resources stockpiled, doesn't really say much about the health of your colony's economy.
Because of the change, most people (probably everyone) will be seeing a massive reduction in their GDP. I mean massive. On the flip side, it is happening to everybody across the board, and you will now now for sure what the economic strength is of your colony.
Honestly, the old way of computing it was dumb. A brand new colony with 2 people could get an epic gift from their commonwealth and suddenly have a GDP rivaling colonies that have build up millions of population over the years.
And speaking of gifts, they are not computed in the new GDP calculation. It is solely based on the industrial output of the colony. Although taxes you collect from your charter colonies DO factor in.
Anyway, this actually gives way to new game mechanics that will be able to take advantage of a new GDP calculation. The GDP now gives you a real measure of the strength of your economy, and you will be able to monitor and respond to the boom/bust cycles of the colony. It's not in there as of this writing, but I will be soon adding the GDP Growth % statistic so you can monitor if your colony is growing or in a recession. A growing economy will boost your approval, while a recession will harm it. If your colony enters a great depression, you will get protesting.
Finally the GDP growth rate stat will also be added to the online database, so there will be a ranking coming soon of which economies are growing the fastest. Sort of like in real life!
Anyway, that is the change that is coming. I hope not too many people are upset about their massive GDP numbers being cut down to size, but I think in order to move things forward, it had to happen eventually.
Ape Apps Launcher on Windows 10, My Colony v74-75
My population is 127,719. I have 19,551 entertainment slots, 315 of which are being used.
I also have 33,712 medical slots (1,074 large medical clincs, 79 advanced medical research centers, and 6 medical clinics.)
My health is at 79% and dropping, but my colonists are always complaijing about depression which I've been led to believe is alleviated by using entertainment.
I have everyone on a light workload so they have plenty of time to do these things. What else do I need to do to make these idiots go to the doctor?
My population is 127,719. I have 19,551 entertainment slots, 315 of which are being used.
I also have 33,712 medical slots (1,074 large medical clincs, 79 advanced medical research centers, and 6 medical clinics.)
My health is at 79% and dropping, but my colonists are always complaijing about depression which I've been led to believe is alleviated by using entertainment.
I have everyone on a light workload so they have plenty of time to do these things. What else do I need to do to make these idiots go to the doctor?
Now that the crystal is gone, it's like my colony was visited by a herd of Depression-Era Faith Healers!
Was I supposed to know that crystals were toxic/poison to humans?
Was I supposed to know that crystals were toxic/poison to humans?
Wouldn't it make more sense to have the homeless complaints reset whenever the population cap increases? Similarly have unemployment reset when the job cap increases and fatigue reset when a fire drill occurs.
Education, poverty, health, and depression all make sense as is ('historical' average), since those can't be immediately remediated by player action.
Education, poverty, health, and depression all make sense as is ('historical' average), since those can't be immediately remediated by player action.