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Dev Diary 3 - Dome, Sweet Dome! By Boian Spasov from Haemimont Games

Hi, folks!

I am back with the final dev diary for you this year, this time focusing on the human habitats and the lives of the colonists in Surviving Mars.

While setting up an automated colony staffed by the little drone guys can be a fun experience by itself, it also serves a larger purpose - paving the road for the first human settlements on the red planet.

But why would you need humans in your colony at all?

Thank you for the excellent question, Mr Skynet. The human colonists are required to perform many complicated tasks such as producing most of the advanced resources, managing complex underground mining endeavours and doing research. There are over 100 technologies, all unlocking new benefits for your colony. So, plenty of research to keep you busy!

The flipside is that your colonists are somewhat more delicate than the lowly drones. They tend to need functional life support, for example. And they kinda like medical care, food, entertainment... To sum it up - you need some kind of habitable settlements protected from radiation, the harsh Martian climate, supplied with all the necessities and, ideally, at least a few of the luxuries, that your colonists may want. I present to you... the Domes:


Beautiful, aren't they? The Domes are, at least in my eyes, the most iconic pieces of art in the game. Inspired by the classic somewhat naive, somewhat optimistic retro sci-fi aesthetics, these points of light in the Martian night represent our idealized idea for the first human settlement on another planet.

Our goal was not hard realism. Realistically, a manned colony on Mars would almost certainly be at least partially underground, and even if dome-like structures are employed, they would probably not look like our Domes. However, an underground colony will not be very appealing to live in, and we wanted to create a place that invokes the sentiment "Wow, I really want to leave Earth and go live there!"

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Building utopia

Domes come in various sizes, but all of them are mega-structures meant to house other buildings. Most of the buildings related to colonists can be placed only under Domes - this includes living quarters, research labs, certain factories and service buildings. Domes are expensive constructions, and space underneath is premium, so you are solving a spacial puzzle with every Dome you create.

Placing any building takes valuable space, and you have to maintain a careful balance between residences and workplaces. Food production, research and production of advanced resources can be distributed between Domes, but you can also create specialized Domes focusing on one particular gameplay aspect.

A dedicated farming Dome can feed a significant portion of your colony. A luxury service and residential Dome will provide comfortable conditions for the Colonists living inside, increasing their birth rate and morale. A mining Dome may be meant to service nearby resource extractors, located just outside the Dome, providing plenty of living space for miners and the facilities to handle the stress caused by their work.

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The monumental central structure in a Dome is called a Spire. Most Domes can have only one single Spire, but the Spire grants a powerful benefit to the entire Dome, specializing it even further in a chosen direction. An Arcology provides residential space for numerous colonists, a Water Reclamation System recycles vital H20, while a Network Node boosts all research conducted in the Dome.

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Livin' the Mars life

So, we've already established that you will need Colonists to keep many of your buildings operational. It is good to keep in mind that some of your Colonists have individual specializations that allow them to perform much better in certain workplaces. To get the most of your buildings, you will have to either cherry pick the needed specialists from Earth or secure a way to train them in the Colony. Generally, workers are assigned to their workplaces automatically, but you have the tools to micromanage their assignments and work shifts if you wish.

The current condition of any individual colonist is represented by four key stats - Health, Sanity, Comfort and Morale. Letting any of this drop too low has negative consequences. Colonists at low Health can't work, and if their Health depletes, they will die. Colonists with no remaining Sanity will suffer mental breakdowns and may gain negative traits such as alcoholism or gambling addiction (more on traits - below). Colonists at low Morale may become Renegades and start causing trouble in the Colony. Conversely, high stats may grant positive effects - for example, citizens with high Comfort are more inclined to have children.

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Unlike the drones in the automated colony, your colonists are not created equal. Each possesses a different set of traits with each trait granting some different effect to the colonist. A hardworking colonist performs better at his workplace while an idiot may cause a catastrophic malfunction, shutting down the building. Some traits are exceptionally rare and may benefit the colony as a whole - having a Celebrity will secure additional funding from Earth, as long as the said Celebrity survives on Mars.

Just as a teaser, here are few more example traits with their current in-game descriptions:

  • Survivor - Loses less Health without food, water, oxygen or when living in an unpowered Dome

  • Nerd - Gains a temporary Morale boost every time a new technology is researched

  • Hypochondriac - Will randomly visit Medical buildings and take Sanity damage if unable to do so

  • Chronic Condition - Loses Health each day

  • Guru (rare trait) - Randomly spreads other traits of this colonist to persons in the same Dome

As your colony grows, you will gain the options to cultivate certain desirable traits and treat some of the negative ones. And no, the definition of treatment doesn't include setting up domes without Oxygen supply and encouraging the colonists with the undesirable traits to move there. You monster! :p

You can filter the traits and specializations of colonists coming from Earth (but not of children born on Mars), as well as the individual Dome populations - if you want to create a Dome populated by Fit Middle-Aged Survivors and Sexy Nerds, you have the tools! You can even find some perfectly valid in-game rationalization to do so. Probably.

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As you can see, I love the traits and their effects - it is a wonderful, expandable system that will only get richer as we continue to work on the game.

That's all for today's diary! Thank you for reading and have a wonderful holiday! See you in 2018, when I plan to write about something very mysterious.

*****

Thanks to Boian for another awesome Dev Diary - just tacking this on as I think it will also be of interest... :)

Surviving Mars will be out in SPRING 2018

Also, Boian has been interviewed by PC Gamer - read it in full here!
 
Devs might want to mine the board game "Terraforming Mars" for ideas! This is a very good compendium of both scientific - and wacky - ways of overcoming Mars' lack of free water & oxygen, and body-numbing cold.
 
Devs might want to mine the board game "Terraforming Mars" for ideas! This is a very good compendium of both scientific - and wacky - ways of overcoming Mars' lack of free water & oxygen, and body-numbing cold.

Way ahead of you on this. I love boardgames and Terraforming Mars is awesome! I already organized quite a few Mars boardgame evenings with the design team and even with our creative director Gabriel. Highly recommend this game to everyone!
 
So what you indicate is that we can dispose all the colonists with negative traits into a special dome with little food, water or oxygen and watch them die, right? RIGHT???
Exactly that was mentioned in the last official gamplay videos. When they are from Earth it is also possible that before they die, they get Earthsick and take the next rocket home.
 
So what you indicate is that we can dispose all the colonists with negative traits into a special dome with little food, water or oxygen and watch them die, right? RIGHT???

You can, but there are some consequences. Less applicants will be willing to come from Earth if there are many unnatural deaths in your colony. Also, a colonist may often have a combination of negative traits and highly desirable positive traits, so you would have to filter carefully.
 
From what I understand, colonists can move from one dome to another - but can they commute for work? For example, if I want a dome with nothing but farms (no homes) - can I place another dome immediately next to it (including homes), with the doors facing each other and have the farmers go back and forth to work? I'd like to set up farming specific domes, but would want to maximize that usage.
 
Just how does a colonist transfer from one dome to another? The tools do not make this self-explainitory. I am able to assign a worker in Dome #1 to a work location in Dome #2, but they don't get picked up by the flying drones and moved. I can "assign" which dome they live in.

There is some text that says, roughly "...takes 5 sols for a colonist to move to a new dome and may require transport in a flying drone if the distance is too far."

Well, none of this is working for me. I had two colonists run outside from one dome to the other. And the domes are not close. About 7 or 8 sectors from each other. They died about half-way there. Both were botinists from Earth. You'd think they'd have a better education from Earth!
 
I hate to necro, but I can't seem to find an answer to this relatively simple question anywhere. I know that colonists will travel to work in buildings located outside of any dome as long as the building is within their resident dome's range. Will colonists also travel to buildings located within other domes to work or take advantage of their services?
 
I hate to necro, but I can't seem to find an answer to this relatively simple question anywhere. I know that colonists will travel to work in buildings located outside of any dome as long as the building is within their resident dome's range. Will colonists also travel to buildings located within other domes to work or take advantage of their services?

No, they don't.
 
No, they don't.

That stinks. Honestly, I think that was a terrible design choice. First off it doesn't make any sense. If it is outside the glass sure, but inside the glass? That is just too much travel for their poor sensitive martian feet! It also makes balancing domes much more difficult. In fact it seems to make balancing out the needs of a resident of a basic dome almost impossible.
 
I am loving the game so far. Bought it two days ago and I can't stop.

However I do have a few grips with the game.

1. The water collection in the game doesn't give you much in the way of options

2. There is no way to link domes nearby with a pressurized tube that allows a metro run back and forth ferrying citizens of Mars.
(With this it would make building domes so amazing. You could have your farming dome, manufacturing dome, education dome, living quarters dome, and so on and so on.)

3. The game really doesn't give you many options when it comes to how you build. It is always the same. Research up to the largest dome, then slap everything inside to keep your people happy, rinse and repeat. ( This will greatly reduce the longevity of the game IMO.)

4. Disaster prep. There are lasers and subterranean heating tanks, but there is no defense against the dust devils. Maybe a powered wall that will stop them from hitting, but when the wall is hit it will take minor damage and you will have to repair over time.

Just a few suggestions from someone with over 25 hours in 2 days since i bought it.


Love the game. Keep up the great work Paradox.