The possible interests are social, relaxation, dining, drinking, shopping, exercise, gaming, luxury, gambling and medical.
Instead comfort is raised as a side effect: daily sleep and daily meal and further activities.Įach non-child colonist starts with a pre-determined number of interests based on their specialization, perks and flaws. And unlike with their Health and Sanity, individuals do not deliberately visit a building to raise their comfort. But comfort is only awarded if the colonist's comfort is less than the Service Comfort rating of the building. Several buildings which award comfort do so on a per visit basis.
A colonist will not intentionally seek services that award Sanity other than Medical Checks.Įxample: Individuals with the "Gamer" perk gain sanity by visiting a building which services "gaming", but colonists are not programmed do to so on purpose. The only buildings colonists will attempt to visit on purpose when sanity is below threshold are medical facilities. Both buildings award a lump sum of Sanity per visit. When the Sanity stat of an individual colonist falls below a set threshold, this individual will seek to visit the building(s) which awards sanity (i.e. So, the player needs to provide an adequate capacity of Medical Checks, but is encouraged to think out-of-the-box. So, a colonist at middle health will also seek the Medical Checks service, but only if they don't have anything better to do.īuildings other then the Infirmary and the Medical Center award health as well, but a colonist will not intentionally seek such services when on low health. When a colonist is already at low health, they suffer a −10 morale penalty and are unable to work unless they have the "Fit" perk. Both buildings award a lump sum of Health per visit. multiple times in a row until their health is above threshold. try to visit an Infirmary or Medical Center building. This is temporary and should be resolved automatically after a while.Ī colonist at low health will start seeking the "Medical Checks" service, i.e. a Botanist is working in a Bar and a colonist without a specialization is working at a Farm. Since everything depends on the individual simulation, players may have to wait for 1–2 sols until all workers find their desired work spots, so in any current moment there may be a situation where e.g.
Specialists prefer to work according to their specialization, as long as this doesn't mess up the above rules.all buildings at high priority staffed at 100%, all buildings at the medium priority staffed at roughly 50%, all buildings at low priority staffed at 0%) If there is not enough workforce higher priority buildings will be fully staffed while lower priority buildings will be partially staffed, but the game will try to keep them operational if possible (e.g.Buildings with the highest priority are fully staffed if possible.A colonist assigned in this way will not change jobs of their own volition in the next 5 sols. It is not normally necessary to do so, unless the player particularly likes to micromanage. The player can manually assign individual workers, ignoring all rules below.
If no such job is available, then they will fill spaces depending upon the priorities that have been set.Ĭolonists will only work within the dome that they live in, or a dome one passage away (at a performance penalty of −10), but they can walk from dome-to-dome or take a shuttle (provided via the Shuttle Hub) to move house from one dome to another.Ĭolonist work assignments follow these rules, in order: Self-assignment of a workplace Īs soon as a colonist turns 6 sols of age, they will start looking for work.Ī colonist will try to find work in a building that matches their specialization. Unemployed colonists will try to relocate to a dome with a job, even if they already have housing in their current dome. So the most convenient way to sway children to relocate is via the dome policy. Only in case a Shuttle Hub is available can they be manually ordered to relocate to an unconnected dome. Children will prefer living in a nursery in the same dome they currently reside in and will not relocate to a directly connected dome even if it contains a nursery with an available spot. When a colonist is born they are immediately considered a child (cf. Upon landing on Mars, colonists will try to find a residential building within walking distance to live in. But the intended way to properly manage the colony is via setting the dome policy per dome, the specialization policy per building, via training the needed specialists at the Martian University, and of course via getting only the right applicants from Earth. The player can manually re-assign the housing as well as the work place of each an every individual colonist. The player cannot micromanage them, but only provide for the necessary facilities: a place to live in, a place to work at, and places to fulfill their interests.