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Ever since I've been able to customize clothing I like to have my shirts color-coded (and this is WAY easier now that you can put a specific shirt on them when spawning a dupe). Star trek-style is the general way of things: Science/Medical is blue, Gruntwork/Culinary/Piloting is red, engineering/art/building is yellow, agriculture is green. I had to take a bit of liberty with the list since culinary is considered operations and would normally wear yellow outside the kitchen and I have plenty of yellow-shirts. For the artists, I considered it a specialty akin to an engineer or architect. Similarly, agriculture in starfleet would fall under the sciences and would be blue, but there is no green uniform for starfleet, but I do have them available and two specialties to assign it to.

So what's something you don't have to do in your colonies, but do it 'just because I want to'?

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Top Ten

1. Pretend the temporal tear is unreachable for hundreds/thousands of cycles even though its easily reachable and openable in the midgame.

2. Build colonies on multiple planets just to keep them going even though they are not needed at all.

3. Pretend that hospitals and recreation rooms with as many entertainment and medical buildings as possible are needed even though they aren't.

4, Provide a wide variety of high tier foods to the dupes even though the morale isn't needed.

5. Morph and ranch critters that don't need to be morphed or ranched.

6. Fabricate late game materials from rare resources despite most of it never being needed for any game goal.

7. Drywall the various rooms of the base to make them look fancy.

8. Make LH and LO2 despite hydrogen rockets not being needed in SO or LO2 oxidizer since radbolt rockets accomplish 95% of all rocket tasks in SO.

9. Make ceramic even though ceramic pipes and insulation tiles provide little benefit over plain old raw materials.

10. Ranch gassy moos despite not needing the meat, NG, or brackene (ok, brackene is kinda useful for plastium, which has few uses, and for ranching, just by the time you get to it, it's too late game to matter much)

The common theme is that the despite being a great game there is so much untapped potential because most players are hopelessly stuck in the early game and early midgame that the devs spend their resources there instead of improving the late midgame and late game.

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4 hours ago, Kderosa said:

Ranch gassy moos despite not needing the meat, NG, or brackene (ok, brackene is kinda useful for plastium, which has few uses, and for ranching, just by the time you get to it, it's too late game to matter much)

Yo if you are lucky and the Moo planet ends up being somewhat within 10-15 hexes away you can get them before you reach late game....

15 hours ago, Carib94 said:

Yo if you are lucky and the Moo planet ends up being somewhat within 10-15 hexes away you can get them before you reach late game....

To be fair, you are correct. And, I often just ignore it in favor of doing other things because I don’t need the brackene all that badly or finding a suitable spot to put the moo stable at the top of the map of a suitable planetoid and dealing with the brackene supply line logistics. 

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