Theungertaker's Recent Posts
Is there a way that we could make a graph or visual aid that would allow you to better see exactly how much money your making vs spending. I raise this question in particular regards to setting a living wage and labor wages. It is very difficult to know how much room I have to increase wages and living wage before I were to overcome how much im making. I would love some input if anyone else agrees or has something to add. Thanks!
i like this a lot....especially since you need to build tons of Centers for artificial Learning to get alien instructions, you have SOOOO much research just sitting there usless
Is there a reason why wood storage is not included in all the storage unit upgrade such as quantum and gravitational compression warehouses? just kind of seems weird that it wouldn't be considering almost everything else is.
KlingonDragon said:The Dark Pavement can be upgraded (to aluminium)
not if you use the lit dark pavement
any way to get a new building that produced ancient alien instructions....maybe introduced at the transcendence level? Its a pain to have to build a ton of AI research centers followed by a bunch of advanced robotics centers just to keep up with the research centers need for robots.... and then in the end, they really only produce a little of what you really need. Im at a point where i want to build more cupcake factories, and centers for relic studies...but its a pain to have to build 20 new research centers and corresponding robotics each time
sorry for the long post
sorry for the long post
It would be nice if you could convert any road type to any other road type when you open up a road menu. Even if it is for full price. The reason is that I would like to have all aluminum roads at this point in the game but I have so many roads zig zagging all over the place it would take forever to delete roads by hand and re pave them. Seeing as how you dont really have a choice on which roads you can build early on in the game (due to lack of aluminum until you can increase production much later)
It would nice to have a clay extraction company, or something similar. Now that I have the center for relic studies, I no longer need to keep building massive amounts of Ultra deep dig sites, which are my main supply of clay. However, I would like to build more pottery factories but keep sucking up clay. I have a mine site in the corner of my map where i just continually build clay mines in a pattern but that is getting old and doesnt produce much.
Would it be possible to add a drop down menu for transparency mode so that you could choose what types of building disappear. As the colony gets larger and Im building more and more arcologies, advanced robotics, AI research, and investment banks, it is getting very difficult to find smaller buildings that are spread in between these tall buildings. It would be nice to be able to make specific groups of building revert to the second option in transparency mode (the red squares for seeing roads)
I think that once you reach the max level of atmosphere needed to support life and you have the technology to build atmospheric scrubbers, a new option should be available in the government controls to set a lower lvl atmospheric scrubber control. This way, you can build a few scrubbers and not have to worry about turning them on and off if your atmosphere starts getting to low and then going up again. However, you would still need to monitor if they cannot handle how much atmosphere is being produced and you therefore would need to build more. Its just annoying since you only need a few at a time even for a large colony and then you have to constantly find them and shut them down to keep your lvls above 10mil but below 15mil
I found out what it is. The hall of congress. at 97% it costs approximately $350 million to repair. It just sucks cuz i saved up to build it, and now I cant even repair the rest of the colony without dealing with that. I wish there was a way to mass repair by building or something.
so quick update. Its the Hall of Congress thats causing massive infrastructure repair costs. Its at 97% and will cost approx. $350,000,000 to repair.....this is rediculous. plus, it means I cant even repair everything else (which I could otherwise afford to do) without having to do it one by one which is also rediculous.
Im having a huge issue right now where all of the sudden, my infrastructure repair costs are through the roof. It will be low and then BOOM! there will be a $100,000,000 add on. No idea whats causing it. Wish they would add a better breakdown of whats causing infrastructure costs so you can narrow down what is costing big time. Or is this some type of bug?
Im having a huge issue right now where all of the sudden, my infrastructure repair costs are through the roof. It will be low and then BOOM! there will be a $100,000,000 add on. No idea whats causing it. Wish they would add a better breakdown of whats causing infrastructure costs so you can narrow down what is costing big time.
I like the idea of tourism and think its a good way of making money....however, i have space for 19,000 tourist and probably about 500+ space ports and still cant bring in more than about 5000 tourist. Most buildings have and upgraded form that increases production. Why does the space port not? I assume the new star port will bring in tourism but am not sure since I cant find any info on it...however thats pretty late in the game. Maybe add an upgraded space port that will allow more tourism immigration to fill the spots.
I save the file multiple times in a row and then if i close the program and reopen it, i lose tons of resources....ie, i made a trade on the galatic board for 50mil $ for 100,000 alien artifacts. I used some, and then saved and restarted and the stuff i built was still there but instead of having 94,000 alien artifacts left, i have 600.....WTF
I save the file multiple times in a row and then if i close the program and reopen it, i lose tons of resources....ie, i made a trade on the galatic board for 50mil $ for 100,000 alien artifacts. I used some, and then saved and restarted and the stuff i built was still there but instead of having 94,000 alien artifacts left, i have 600.....WTF
So since it is important to place buildings and housing in close proximity as you build, it would be nice to have a button that shows (maybe in color mapping) where there are large groups of unemployed people. This way, you can build new facilities closer to where there are unemployed people. This would make dealing with fatigue a little bit easier and would be especially useful once your colony gets bigger and it is harder to keep track of where you built housing recently and who all is employed and not. This could be incorporated into the transparency tool perhaps.
It would be nice if there was a feature for vehicles such as clay collectors and wood bots to rebuild clay pits and especially fir trees once they deplete the source...its a pain to rebuild a whole forest of fir trees every ten minutes
There should be some sort of mass transportation buildings (ie bus stations, metros, giant suction tubes) to help reduce fatigue from travel to work and to keep buildings from going stagnant while waiting for people to get to work
Need more trash...especially now that I have recycling buildings. I think the trash output needs to be updated for different buildings. Even with fluctuating values, the small shelters (housing 3 colonists) put out not much less than the large residential buildings (holding 320), which can put out more than the underground dwellings (holding 1000)....basically I keep using up all my trash and my recyclers stop until the trash discharge amounts fluctuate up again.
Theungertaker
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Member Since
December 5th, 2017