GuyGir's Recent Posts
It turned into a question of money the moment they let me buy and sell materials with the freight and space elevator.
If any of this is different in online play, that's not my problem. Aluminum generators in offline mode are the single worst investment I've ever seen in any game. Period.
Adding up the base price for all the mats needed to build an aluminum generator leaves us with a price tag of $333,500,000. "But I have fifty and I haven't spent billions making them". Good for you. We're using base prices to avoid talking about specific colonies. Anyways, the generators make about 4.8 aluminum (1k ea.) a minute. Minus the cost of the steel (350 ea.) used, you end up making an average of $4,380/min. on average at full production capacity. At this rate it would take 76141.55 minutes (1269 hours) of continuous, capacity production just to cover the cost of making the generator in the first place.
But that's not what happens, is it? Because this game handles work like none other I've seen: the workers take breaks for sleep and recreation. At any given time, only about a third of the colony is working at any given time. So really, those 1269 hours and multiply by three. The time it'll actually take to pay itself off will be closer to 3807 hours. Over five months of idling. Consider the alternative: Sell all the mats you were about to waste and just get 300,000 aluminum right now.
Compare this to the Ancient Condenser. With a base cost of 135,900,000, it's almost 2.5 times cheaper than the generator right off the bat. On top of this, it makes a constant 4114 water ($20 ea.) for $82,285/min. without workers. At this rate, it would pay for itself in 1651.56 minutes (27 hours).
So not only does the generator cost 2.5x as much as the condenser, it produces 20-60x less while also consuming useful materials and taking up four times the space. Add in any possible considerations for housing and entertaining extra workers, and you start to wonder why this is even in the game in the first place. For these to even be equivalent, you'd need to improve the value proposition the generator provides by at least a factor of 50, up to a factor of 150.
Tl;dr: Aluminum generator is at least 50x worse than an ancient condenser at making aluminum.
Adding up the base price for all the mats needed to build an aluminum generator leaves us with a price tag of $333,500,000. "But I have fifty and I haven't spent billions making them". Good for you. We're using base prices to avoid talking about specific colonies. Anyways, the generators make about 4.8 aluminum (1k ea.) a minute. Minus the cost of the steel (350 ea.) used, you end up making an average of $4,380/min. on average at full production capacity. At this rate it would take 76141.55 minutes (1269 hours) of continuous, capacity production just to cover the cost of making the generator in the first place.
But that's not what happens, is it? Because this game handles work like none other I've seen: the workers take breaks for sleep and recreation. At any given time, only about a third of the colony is working at any given time. So really, those 1269 hours and multiply by three. The time it'll actually take to pay itself off will be closer to 3807 hours. Over five months of idling. Consider the alternative: Sell all the mats you were about to waste and just get 300,000 aluminum right now.
Compare this to the Ancient Condenser. With a base cost of 135,900,000, it's almost 2.5 times cheaper than the generator right off the bat. On top of this, it makes a constant 4114 water ($20 ea.) for $82,285/min. without workers. At this rate, it would pay for itself in 1651.56 minutes (27 hours).
So not only does the generator cost 2.5x as much as the condenser, it produces 20-60x less while also consuming useful materials and taking up four times the space. Add in any possible considerations for housing and entertaining extra workers, and you start to wonder why this is even in the game in the first place. For these to even be equivalent, you'd need to improve the value proposition the generator provides by at least a factor of 50, up to a factor of 150.
Tl;dr: Aluminum generator is at least 50x worse than an ancient condenser at making aluminum.
I'm not able to get video of it, but here's a picture of the latest one: http://magaimg.net/img/7qpi.png
EDIT: The procession seems to always start at the large park now no matter what I do. I won't be doing a second fire drill.
EDIT: The procession seems to always start at the large park now no matter what I do. I won't be doing a second fire drill.
Approval rating started at ~93, then rapidly deteriorated as everyone's health dropped due to the march. They don't sleep either, so if the health drop doesn't kill them, the exhaustion will.
Median and average savings are $53, since I had to exterminate the last batch of colonists and start cold.
The homelessness rate is 4%. Not because there aren't any homes, mind you, but rather because the game insists on removing colonists from their homes and jobs.
Median and average savings are $53, since I had to exterminate the last batch of colonists and start cold.
The homelessness rate is 4%. Not because there aren't any homes, mind you, but rather because the game insists on removing colonists from their homes and jobs.
Long story short: My colonists will all inexplicably go on what I can only describe as a "death march". They will literally all form one big line, then walk around in a circle (or as close to one as the grid allows) until they all die. Fire drills just make it worse.
I've tried turning off schools in response, since the first march centered around roughly the school and the consulate. This did not help, and the colony promptly collapsed. I started the colony back up, cold, and I'm getting the same problem again. They all exited the large park simultaneously and are now just walking back and forth.
It isn't a protest. This time it's happening away from the government building, and whenever i select a random person in the group, it just says it's "moving"
I'm currently playing on Android, on patch 0.84.0 on a ZTE ZMAX Pro.
I've tried turning off schools in response, since the first march centered around roughly the school and the consulate. This did not help, and the colony promptly collapsed. I started the colony back up, cold, and I'm getting the same problem again. They all exited the large park simultaneously and are now just walking back and forth.
It isn't a protest. This time it's happening away from the government building, and whenever i select a random person in the group, it just says it's "moving"
I'm currently playing on Android, on patch 0.84.0 on a ZTE ZMAX Pro.
GuyGir
Member
Member Since
April 13th, 2019