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What is the ideal number of duplicants?


What is the ideal number of duplicants?  

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  1. 1. What is the ideal number of duplicants?



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Never asked before (in poll form)!

There are so many playing styles and opinions for the best number of duplicants to have, I'm curious what is the most popular number.

FYI, a poll can have at most 20 choices, no more. :)

Also, be sure to name your tenth Mi-Ma, MiX-Ma!

8

- all oxygen can be delivered by a single pipe (<=10 duplicants)

- one electrolyzer can keep them happy and breathing (<= 8 duplicants)

[Since rocket the rocketry update I go for ~12 dupes but I have my dupes permanently inside command modules, so they don´t eat/breath. Command modules are the ONI equivalent of cryosleep capsules ]

 

PS: Would like to hear your opinion about WHY you choose your number ;)

1 hour ago, Lilalaunekuh said:

8

- all oxygen can be delivered by a single pipe (<=10 duplicants)

- one electrolyzer can keep them happy and breathing (<= 8 duplicants)

[Since rocket the rocketry update I go for ~12 dupes but I have my dupes permanently inside command modules, so they don´t eat/breath. Command modules are the ONI equivalent of cryosleep capsules ]

 

PS: Would like to hear your opinion about WHY you choose your number ;)

Same reason, only i go for 12, beacuse all my dupe must have diver's lung...it's a little slows the game, but i manage.

Where is 0?!

0 dupes mean 0 oxygen and 0 kcal needed while a base can run itself!

Huh? You get "Colony lost" if all dupes enter rockets? Don't mind, don't mind~

 

Seriously, 8 is perfect though perhaps 12 is now rather the standard considering rocketry. Although it takes like 100+ cycles to train an astronaut, with most of the time spend on Exo Suit training... 

1 hour ago, DaveSatx said:

As many as you can handle.

 

22 minutes ago, SakuraKoi said:

Where is 0?!

0 dupes mean 0 oxygen and 0 kcal needed while a base can run itself!

 

The question would be, what you consider "ideal":

- Printing an additional duplicant will increase your possible "cycle-worktime", till you have so many duplicants everything gets done parallel at peak hours

=> "ideal" = effectiveness

-Reducing the duplicant count will increase efficiency (Food- /oxygen- /timewise)

But there are some thresholds considering the efficiency like the minimum size for an oxygen/food production.

(Or maximum pipe capacity)

 

 

 

8 hours ago, Lilalaunekuh said:

PS: Would like to hear your opinion about WHY you choose your number ;)

12, because it is not a big upgrade from 8 and it is about the limit for feeding them from natural grown sleet-wheat. It is also still unproblematic with regards to water. I do stay at 6 or 8 for a long time before that though.

8 hours ago, Lilalaunekuh said:

PS: Would like to hear your opinion about WHY you choose your number ;)

Any multiple of 8 seems to work the best. It fits room sizes for bed room and mess halls the best, and oxygen supply is pretty basic with just a single oxygen generator piped in supplying 8 dupes comfortably. Most food sources also works great with multiples of 8.

I usually start with 4 dupes and get the basics done to support 8 dupes which I'll have for a good while until power/food/oxygen supply for more is easy to scale up at which point I move to 16.

I am considering moving to 18 with the extra couple being dedicated astronauts that have a separate mini base near the the top.

12.

Two SPOMs with the half of one used to supply exosuits and overflow stored for later LOX. Three bedrooms with four comfy beds each occupying a 16x4 room. Food production is a tiny bit decentralized, but that hallway is empty anyway. 

Efficiency isn't the top priority here, convenience is.

I usually go with 18-24, though I'm still adjusting for the weirdness of astronauts that spend most of their time in space.  I split them into 3 shifts, so 12-16 dupes working at any point in time and only need 6-8 bathroom facilities.  I'd like to try going higher, but I end up having trouble keeping them busy once I get much past 20.

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