Love the game and the new update, although I feel it may have been made too easy in the last update. The Devs should consider difficulty settings like HOI4, with easy, medium, and hard, which automatically apply rules that the player can tweak. At this point a slider for how maintenance is needed may be in order (stellaris style).



1) I don't see a way to reserve a dome for a demographic. I can ban certain traits from a dome but, for example, I can't make a dome only be for tourists. Also I can't make it so that If I have domes A, B, and C in a line connected by passages, that the tourist dome A can visit other domes for services but dome B can visit C but not A, the tourist dome. At the very least I want to be able to give the tourists priority for everything, maybe through an “only tourists” option that raises service quality. Also a reminder for when tourists are going to leave/want to leave is essential, and tourists should either pay extra when they leave or result in even more people becoming tourists if all their stats are at 90%. Having some tech or way to pay for a non player rocket to come down and ferry some of them away could work, maybe just a cheaper rocket that can only send people away from the planet. A tourism Sponsor, commander, and mission objective would be cool as a temporary measure until the inevitable tourism DLC.



2) There should be a screen explaining how many people cannot work and why more simply. And we should be able to toggle auto pausing for events, especially ones without a choice.



3) There should be a rule that disables the founder phase and nothing else. There should be a breakthrough that doubles the number of passages a colonist can travel through to get to work (passages should be able to intersect once too).



4) The Spires could be improved. The arcology should get an upgrade with one of the other techs that increases its capacity. The medical center definitely needs a boost, like providing adjacent domes with the same birth comfort and birth rate improvements. The Network node should be either boosted with a 25% increase in research or a reduction in needed workers. Let us deal with more flaws in the sanitarium, or make a breakthrough or something that allows all negative traits removable there. And the water reclamation system should not need a night shift. The Devs should also look at some of Silva's spires and consider adding something similar, like a huge restaurant that makes grocers and diners unnecessary in that dome and about two connected ones.



5) Let us choose what specializations will not be trained for in the university.



6) Also if you have telemetry on users actions in game please try and boost the least used options for set up to keep them balanced and fun. The mayor is good but maybe they should be able to buy new applicants, the psychologist should also boost comfort or morale or just provide the relaxation tech early as well, the politician seems unclear (does he increase tourism fees and rare metals price?), the doctor should increase the birthrate, the hydroengineer should reduce farm water consumption (if it does already please have it be a little more clear) and the futurist should be able to outsource tech research more cheaply (his breakthrough bonus also isn't really useful unless he gave you more breakthroughs in total). A tooltip like in Paradox Dev games that lists every modifier outright and its effect ("Water Con. Domes -25%, Farms Water Con. -15%, Water Dep. Revealed") for some of these things would be helpful.



7) Shuttles should be able to add to and remove from the huge stockpiles directly instead of waiting for the arm to move resources to the docket. Shuttle hubs should be able to store more fuel.



8) A vehicle that could bus colonists from dome to dome would make non connected domes more viable.



9) The Art store and Electronics store should consume less resources per customer, and there should be a small gambling building as well. The workshops personally should have more of a purpose, like building one biorobotics workshop makes drones faster, one art workshop improves all entertainment buildings, and one VR shop works as security or boosts the capacity of a type of building (remote workers). And some buildings should have upgrades that allow them to fulfill another need.



10) Wildfire should start later, and St. Elmo's fire should start without the player enabling it by sending a rover. Marsgate is a little confusing in terms what your choices will actually do. Mysteries should take into account whether you have already researched the reward.



11) A loan system that gave you money and took half your research until you have cumulatively give up 5 or 10k research would be a nice mechanic for people in dire straights.



12) the artificial sun and geoscape dome feel under powered, and the space elevator feels overpowered.



The following mods should definitely make it into the game, at least as toggleable things.





0) View Colony Map v0.2 by ChoGGI. I constantly choose coordinates and it turns out to be a map I played before and sometimes one I didn’t like or I just wish I was trying a new one. There should either be a bigger rework of choosing a landing ground (let us pick the parameters we want in resource availability and disasters and the show all compatible options) or at least this mod should get into the base game with full support.



1) Show Resources on Resupply Screen by Waywocket. There is a tooltip when you overlay your mouse on a resource now but having the amount actually on the screen works better.



2) Medical Researcher and Physicist Commander by the Devs. The Medical Researcher is too weak bonus-wise of a commander, and the physicist should also come with atomic accumulator tech at the start.



3) Construction: Always Show Drone Grid by ChoGGI. Self explanatory but it helps a lot when placing things because you know that a stockpile is between two hubs or a building is close to the hub you want.



4) Construction: Show Dome Passage Line by ChoGGi. Self explanatory but it helps. Passages in general should also be more freeform in how you place them, subject to the same length limits.



5) Advanced Air Tank and Medium Water Tank by Silva. There is no large oxygen tank and personally I feel like medium tanks can be more useful.



6) Shuttle Reservation System by SkiRich. This is great for larger colonies or emergencies, allowing you to make sure your shuttles focus on resources or moving people or both.



7) Waste Rock Liquification Plant by Ampoliros. A great idea and it would work great early game.



8) Biofuel Refinery by Ampoliros. A good way to incentivize food production if it has a higher output than the normal fuel refinery.



9) Better Resupply by Chippydip. Lots of helpful UI stuff and it makes you more likely to look in depth at who you’re bringing.



10) Drone Load Rebalance by Draco18. Looks great, although now it could have drone hubs pull back in drones and have other ones spit out prefabs.



11) Not as many pipe pillars by Spectre9000. Pipes don’t need the same treatment as cables (although the “superior” breakthroughs should be combined now) but this would make them less of a pain since they could go over smaller buildings.



12) Intercosmos Mission Emblem from os_aceteria. Because it's awesome. A soviet mission sponsor would be in line with the game's inspiration in my view, based on the Red Plenty optimism.