You're doing an amazing job of probing the corners of the simulation! Great stuff. The game should be discoverable without watching the how-to videos, so yeah, some of your questions indicate things that need to be made more obvious. And some things are cosmetic issues that just haven't made it to the top of the list yet, like police cars flying through buildings (yep, they do that).
A few answers, in no particular order...
A few answers, in no particular order...
- You can have a few more residents than housing because they are living in company quarters now shown, shacking up with friends/relatives, etc. Otherwise, it'd be impossible to build the first house, because there would be no one to build it (er, to control the giant 3D printers that build it).
- Different path types are cosmetic at this point. But we expect them to affect traffic someday.
- If you don't grow enough food, you will import it (which costs $). If you grow more food than you need, you'll export it (which generates $, though not as much as importing costs if I recall correctly).
- No, there is no fast-forward of time yet.
- You can't add to an existing colony; you can only build a new one. However, slow internet speeds aren't enough to keep residents from moving in.
- Net income seems to add up to me:
...total income $31.6 M, total expense $19.9 M, net $11.7 M. If yours doesn't add up, maybe you can post a screen shot? (Oh yeah, and yes, it's a snapshot, because it's a modal dialog rather than a floating palette.)
- Stats in the outside view are always for the whole colony, while inside, most of them reflect just the habitat part you're in; I don't know if this accounts for the differences you're seeing or not (but we'll look into it).
- In Design mode, the analysis tab shows details for the current selected part, or the whole colony if no selection; but the latter should never be less than the former, so you've found another weird case there.
Joe Strout
Lead Developer, High Frontier