Reducing base safety and health values

Hi!

TL;DR Safety and health provided by player bases will be reduced to 25% of their current value over the course of the next 6 weeks (updated every Tuesday starting July 20th).

Over the past few months we’ve been monitoring the development of planetary populations in the new universe. We made several changes after introducing population development and infrastructure (POPI) in the last universe to make sure that the new one wouldn’t “crash and burn” immediately. This worked and in that case we’re much happier to overshoot in the “too easy” direction rather than the other way around. :smiley:

However, in its current form you don’t really need to care too much about POPI at all. Even the big hub planets easily provide enough safety and health to keep pioneers and (in combination with pioneer education) also settlers happy enough. Promitor currently runs one safety station and nothing else for almost 170k people. We want POPI to be more important sooner for big populations.

So we looked into the numbers again, and one of the biggest changes we had made previously was to increase the safety and health provided by each base “for free” as soon as it’s built, kind of as a “safety net” (pun intended) to make sure things would get rolling initially. At the moment, each base provides enough safety and health to support your initial pioneer amount multiple times over.

Therefore we will reduce the base safety and health values to 25% of what they currently are. We will make these changes in steps over the course of the next 6 weeks (i.e. by 12.5% of its current value) however to give you enough time to adapt and, if necessary, build additional POPI. The values will be updated every Tuesday starting July 20th.

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Can you explain that a bt more easily ? Maybe in wiki as well.
What happens to safety/health/education on a rocky/ice/gaseous planet?

My initial base module gives me safety for 100 pioneers ? Or is it the habitats ?
The safety etc. counts for all person on a planet or just for my workers ?
So I have a hab for 100 and I have 100 workers - Are I am fine ?

Honestly - I have read a bit of the mechanic here or there but it would be nice to know:
Safety - Core Module = 100 workers, hab = 100 workers divided by total workforce on a planet or 20 % or 50 % + what is the influence of fertile/non fertile planets.
:confused: :confused: :confused: :confused: :confused:

EDIT: Just saying I am confused as I clearly have no real idea how it works now and how it should or will work in future. Would be happy about any hint/wiki link to clearify. Thx

Edit 2: by the way what will happen if the population is unhappy ? They leave ?

Currently your base provides enough safety and health for around 800 pioneers (which means it will be closer to 200 after the full reduction, but you also don’t need 100% happiness all the time, so it’ll support some more workers before they start leaving). The planet type does not matter for this.

HABs currently just provide life support for as many workers as they can hold. They don’t provide any additional safety or health. On habitable planets (with water and oxygen) there is life support by default for everyone.

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This is a cooperate togehter thing ?
If in future I have 300 workers I will need extra safety for those 100 by creating an additional infrastructure project.
But from that project other players with an exceed of 200 workforce profit as well ?
Is it possible to know a number like a infrastructure project X makes Y workforce happy ?

Yes, to fulfill a planetary population’s needs you will need population infrastructure. That’s already the case for higher workforce tiers (because they have other need priorities as described in the handbook and bases themselves only provide safety and health).

How many workers will be made happy by which project on which level isn’t a straight forward number as it depends on many factors. In general we want it to be a process of feedback and adjustment (as it would be in real world). If you notice your population is getting unhappier, you may consider building additional infrastructure for them etc.

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Remind me how this interacts with POPR? As i understand it, health/safety etc only gets used when POPR is generated, and there is not ‘intermediate’ state, with the exception of reserve workforce. Is that correct?

Is 6 weeks sufficiently long enough, and is every week too rapid? As a governor, you might want to get information on whether you need to expand POPI based off POPR, however if it changes every week, it may overinflate the needed infra, causing maintenance to be too expensive.

I would suggest, that adopting changes once fortnightly, would give governors the ability to plan and scale POPI appropriately, without planets getting burdened by over-expansion of POPI, and sufficient time to build more if the need arises. For example, 18.75% reduction each fortnight over 8 weeks .

There is an intermediate state in the sense that you can provide need fulfillment partially during the week. For example if you fulfill a need to 100% but only for 6 out of the 7 days (and the last day 0%), you’ll only get ~85% (i.e. 6/7) fulfillment.

I’m not sure if I’d skip weeks. Since that takes away from the regularity of the changes, it might make it even harder to predict where it’s going. However I’m open to slowing down the reduction per week so it takes longer overall. The delayed availability of POPR information is a fair point.

Actually amazingly helpful, if inadvertently; the key being to build immediately after a POPR to maximise affect on next POPR.

Although this does compound my concern due to the opaque nature; if say 1 level of SST is sufficient to satisfy the current pop, but has only been built for 1 day before the next POPR, it could appear that another level is necessary, due to the minimal affect on the POPR. This is why every 2 weeks would be preferable in my opinion, as it gives (assuming POPI built in first week), at least one full week of operational POPI to get useful data from.

I can see how fortnightly might introduce ambiguity; however, it is still regular :wink:

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We didn’t ever hit the limit for health I believe. Was that enough for 800 settlers or around there?

I love this. It’s got me buried in spreadsheets again already. 10/10

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i guess my layman’s question is if i have bases on core worlds, with say 1000+ workers, should i be concerned that over the next few weeks i may start losing workforce due to the health/safety reduction from bases?

should i be concerned that over the next few weeks i may start losing workforce due to the health/safety reduction from bases?

Probably not. In the longterm there might be more of a concern, but I don’t think you should worry for now.

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I’d like to see an emphasis on higher tier upkeep materials. The goal should be that high tier industry supports low tier industries. The security drone post and hospital require greater commitment, before anyone decides to build higher tier POPI we will need some conclusive evidence that they are worth it.

There are two options: The devs provide a POPI calculator similar to the blueprint test flight (BTF) command or the devs provide enough information that players create their own calculator.

I have created a price estimate that shows that 1 SDP costs as much as 6 SSTs. What we need to know is that 1 SDP is at least as effective as 6 SSTs. If the SDP is not 6 times as effective then governors will focus on maxing out SSTs first and only build SDPs if the population is high enough. However this is under the assumption that we need more than 10 SSTs.

My fear is this: Nobody will build SDPs and high tier industries will continue to be irrelevant.

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the cost of building increases with every level

IIRC the SDP did around 2x the worst of a SST or so (those were just approximate from testing around last uni)

Also, weekly upkeep is a thing. Having access to cheap inputs from one or the other can make a large difference

No, current models predict you shouldn’t be too worried in the near term. Some planets show that in 3-4 months people may start losing pioneers, but by then, there should be SST up that hopefully mean that isn’t a problem.

Do you have concrete numbers for how much each Infrastructure building supports. It’s kinda hard to plan these things without better information.

The devs definitely do, but we don’t. We should be able to figure them out for SST within the next few weeks as safety drops below 100% on Promitor. Overall, without SST most planets will be fine for the foreseeable future. Some planets may experience small shortages of PIO or TEC, but nothing cataclysmic.

The health and safety bonus provided by bases has been adjusted again.