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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!
 
Hello,
will the game be available on Paradox Launcher after release?
Guess that'll depend how ready the Paradox Launcher will be by then, for starters.
 
First thing that came to my mind after reading dome and farming was Matt Damon (The Martian) planting potatoes in in Martian soil. I would love to see early habitable space for colonists to be more like the movie but that could probably come later with mods or DLC. Still this looks nice, "Come live on Mars, we have Domes!", or "Join us on Mars, we have Domes!".

Was also thinking just now. Would it be more cost/fuel efficient to set up a space station on Martian orbit first? You then drop Drones on the planet for early work and preparation for habitats to be build. What the station also does is provide an easier way to transfer resources and prefabricated structures between space and surface. Freight ship drops its cargo on the space station and then shuttle drops it on the surface. That way large supply ship does not need to land on planet surface and can be larger to bring more supplies. Would it cost less fuel that way? Later you build and adapt space station as part of Orbital Elevator.

Space station would also be your first entity with colonists and kick starter for research.
 
what is this paradox launcher thing you guys talking about? will it affect how I access my games on steam normally?
It's an alternate launcher you can get on the Paradox webshop, for games bought there. Basically, at least for now, when you buy the Steam key, you also get a "Paradox version" of the game at same time. And you can chose to start the game either way.

So no, it wouldn't affect the use of Steam in any way (unless they forego the use of Steam and go all Paradox launcher... which is doubtful at best).
 
many Martian Congressional Republics in the future I'm guessing :p
 
Awesome features with the citizen traits! I can definitely feel the Tropico influence there
Will needs such as hunger and entertainment work like in Tropico 4 or in Tropico 5 or something different?
 
Wow not really looked into this game before tonight. I'm a big fan of df and rimworld and this looks like the next gen of those kind of games.

Will the game have other people on Mars who are also building and can be interacted with?
 
The art looks gorgeous. ;)

How does the Water Reclamation System Spire works? it sounds more like a late game thing, while I feel a water reclamation system comes about second to an oxygenator. And yeah, I am a The Martian fan...

It effectively lowers the water consumption of the entire dome significantly. You will still need water supply, but much less than normal. Farming domes in particular benefit the most from this effect.
 
Awesome features with the citizen traits! I can definitely feel the Tropico influence there
Will needs such as hunger and entertainment work like in Tropico 4 or in Tropico 5 or something different?

No, needs will not work like in Tropico mechanically. At a superficial level they look similar (bars that go from 0 to 100), but the logic behind is very different.

The reason for this is that we found out that the Tropico logic doesn't suit a survival game. And that we really, really didn't want to make a "reskin" of Tropico, but a game that stands on its own instead.
 
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Wow not really looked into this game before tonight. I'm a big fan of df and rimworld and this looks like the next gen of those kind of games.

Will the game have other people on Mars who are also building and can be interacted with?

Not yet. Seriously, this is out of the current scope of the game, but of course we talked about it.
 
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I am eager for someone to write a converter from HoI4 to here, so your player nation becomes the country you receive aid from and other events (wars etc.) are also customised to the nations that existed when you converted it over.

I would write it myself, if I had HoI4 :)
 
Are you guys going to be keeping track of how many colonists are alive after release? If so are you going to let us know when we’ve reached milestones?

...or when we’ve killed a milestone amount of colonists?
 
Just want to put in my tuppence, in that I am really liking the looks of this game so far and can't wait to play this game! I especially like the looks of the mystery! Hopefully, the stream next week won't spoil too much.