That's because when you build anything other than a hydroponics farm, or
a park next to a colony building, they apparently take offense, and the
government downgrades the amount of residents the building can hold.
It's a major pain, but it is possible to work around it (sometimes).
What I normally do is this:
First, build your colony buildings, then build the hydroponic farms on
either side of them (this prevents you from building factories and
things they don't like next to them). Do keep in mind though, that
because we don't know where the line wraps around, you are likely
wasting a square sometimes, because the colony building isn't in fact
next to the square where you just built that hydroponics farm. However,
it does make it easier to keep track of things. I find that typically,
(regardless of how much you reduce your population's dependence on
food), it takes 2 hydroponics farms for each colony building to keep
folks fed.
After you build your hydroponics farms, put the warehouses next to those
(on opposite sides from the colony buildings). It appears, warehouses
don't qualify for reducing population, but I don't risk it anyway.
I always try to keep a hydroponics, a lake, or a mountain between any
colony buildings and other structures, since I don't often bother with
parks unless the mission requires them.
This isn't a foolproof way to prevent population reductions, it still
happens, especially once you start building in the second row (which of
course, we don't know when that happens), but it helps, even after the
items seem to be rearranged after you leave and come back in to the layouts.
You'll also find that eventually, after enough research is done, your
population numbers will grow, so you can hold more population in a base
building without having to upgrade it.
Also, if you have research reduction items, use them. I've researched
everything I can already, and I still have something like 20 of those
research reduction things, because I almost never used them.
They cut your research time in half, so you can start more research
sooner. Only partly related to your issue here, but figured I'd throw
that out there.
Eventually, your buildings will hold 100 people, and when the population
reduces, it will drop to 80 or 60 depending on how much pollution is
around the colony building.
That will help a bit, but it won't solve the problem.
Also, don't forget that placing a hydroponics plant next to a lake
increases it's output, that's one way to get more food without building
additional plants. Again, we have the problem of whether the plant is
actually next to a lake, but <shrug>
Hope this helps.
On 2/18/2023 1:22 PM, Lindsay Cowell wrote:
Now I seem to be losing workers, the buildings don't seem to have
enough workers to function. I don't seem to have enough food to
support everyone, no matter what I do, the workers seem to be going
away instead of coming to work.
On 18/02/2023 16:43, Travis Siegel wrote:
The missions do get more complicated, but remember, you have all
the time you need. If you run out of funds, just put it aside for a
day or so, and when you come back (or get the message that production
has stopped), you can login, and have all that money earned during
the time you weren't using the game. That's how I got past a lot of
the missions on the game. It takes a lot of patients to play it that
way, but I'm all about not paying for perks in a game, I strongly
believe that if I can't complete a game without paying for perks,
then the game isn't worth playing. Perks should be nice to have
items, not necessary to completing the game.
That's why it takes me years sometimes to complete a game, because I
take my time, and even sometimes stay away from the game for months
at a time just to gain perspective after I return to it.
(talking games in general, not a specific game here). I do the same
thing with muds, though those are more like months instead of years
between playing, though I have had a couple muds where I did not play
for years, then returned to them, so there is that.
I'm actually working now on a couple missions that require 300
quantum batteries, and 150 drones. I'm actually really close to over
delivering, so I'll have at least a thousand of each. I *want* that
skill point. The last planet I completed over 100 percent extra, and
didn't get one, so this time I'm going for broke to make sure I get it.
It's taken about a week to accomplish this, and may take another day
or two before all is said and done, but I have plenty to do, so it
doesn't really bother me waiting for things to build all that much.
On 2/18/2023 6:13 AM, Lindsay Cowell wrote:
I love galactic colonies, except that the missions are getting a bit
beyond me to complete now. Which is a big shame.
On 17/02/2023 09:03, Shaun Everiss wrote:
Well if you want to try a mindless game
voyageur or beyond the chiron gate may be your best bet.
They are mindless romps and really random with some stratigy or the
4x4 galaxy series by agat.
All of thats on itch, most of it is free or low cost.
If I want to waste time, voyageur is my first go to along with a
bottle of beer its a good relaxe.
On 17/02/2023 5:02 pm, Jude DaShiell wrote:
The planet turns out to have been irrepairable so I ended up
deleting the
game. If coordinates ever get accessible, I'll try the game again.
Jude <jdashiel at panix dot com> "There are four boxes to be used in
defense of liberty:
soap, ballot, jury, and ammo. Please use in that order."
-Ed Howdershelt (Author, 1940)
.
-=-=-=-=-=-=-=-=-=-=-=-
Groups.io Links: You receive all messages sent to this group.
View/Reply Online (#125954): https://groups.io/g/blind-gamers/message/125954
Mute This Topic: https://groups.io/mt/97022285/21656
Group Owner: [email protected]
Unsubscribe:
https://groups.io/g/blind-gamers/leave/607459/21656/1071380848/xyzzy
[[email protected]]
-=-=-=-=-=-=-=-=-=-=-=-