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Dev Diary 6 - The Seven Wonders of Mars By Boian Spasov from Haemimont Games

Hi folks! With the release looming closer we are picking up the pace with the Dev Diaries. Today I plan to talk about the Wonders in Surviving Mars. But first, let's take a quick trip down memory lane, back to 1999 when, in the words of Douglas Adams, games were real games, and small furry creatures from Alpha Centauri were real small furry creatures from Alpha Centauri.

I adore sci-fi games of all kinds, but my single favorite of all times is Sid Meier's Alpha Centauri. I remember fondly so many things about this game, but in the context of today's dev diary I want to talk about the so-called "secret projects". They were an inspiring and very thematic adaptation of the Wonders of Civilization, that proved to me that the concept could work very well in a sci-fi setting.

With Surviving Mars belonging to a totally different genre, our Wonders ended up nothing like the secret projects in Alpha Centauri, yet for me, that was the very first inspiration for them. We wanted to create a set of special late-game buildings that evoke a sense of grandeur and epic scale, each of which feels like both an achievement and a reward on its own.

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Each Wonder is a unique building, representing the pinnacle of achievements in a specific tech field. They are visually impressive, monumental buildings that quite naturally become visual landmarks in your colony once constructed. Wonders are locked behind high-level research, and each of them may be constructed only once per playthrough. As a whole, they feel much more "fantastic" than our regular buildings, based on futuristic sci-fi concepts and possibilities. Wonders are very expensive in terms of research, resources and time to construct, but once operational they provide unique and powerful benefits to the entire colony.

For a while, we experimented with the concept of not having all Wonders available in every playthrough but ultimately decided against this because the wonders ended up both too crucial for our end game and too cool to be available only incidentally.

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As tradition dictates, there are seven Wonders, although I imagine many more will be created as mods or official content in the future. My favorite one is a highly experimental fusion generator called the Artificial Sun, but I already talked about it in an interview a while ago, so I plan to tell you about a few of the others this time.

The Mohole mine is inspired by the Mars trilogy of Kim Stanley Robinson. It provides a constant supply of metals and rare metals from the depths of Mars - something invaluable late game when more and more resource deposits are becoming depleted. It also heats up the surrounding area negating all negative effects of the Cold Wave disaster for any building positioned close-by.

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The Space Elevator is a wonder that speeds up cargo shipments to and from orbit. It can be used both to export precious metals to Earth and to receive resupply materials and prefabs from Earth at preferential prices. Once you construct it trade with Earth becomes much less restricted, not depending on individual rocket capacity and refueling. Since our space elevator is not equipped with life support, you will still need the rockets to get new colonists from Earth, but you will be able to order materials and prefab buildings in huge quantities, as long as you can secure the funding for them.

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I feel very tempted to spoil all seven wonders now, but it is probably best to keep the wraps on at least a few of them until release. It will be fun to see how many you will guess correctly at the very least. And the ones that you don't guess correctly are even more welcome as ideas for the future. So let the speculations commence! What kind of wonders would you like to see in the game?

Pre-Order for Surviving Mars is now live! You can order your copy on PC: http://pdxint.at/2EkHZW0 & on Console: http://pdxint.at/2nT5gIn
 
I made a series of tweets before I found out that this forum existed. Rather than retype those I'm just gonna copy them here because they are relevant.

Hm. Just had a thought, will there be any outside-dome landmarks like the "Statue of Colonisation", which could be a giant Kilometer-Tall colossal statue of a spacesuited person pointing at the sky?

11:04 AM - 16 Feb 2018


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    2. Glitch_FACE‏ @Misc_Reviewer 4h4 hours ago
      Replying to @Misc_Reviewer @Surviving_Mars
      Or a large pyramid, made obscenely expensive via it being constructed out of Earthian Limestone, which houses a museum of martian history (all landmarks would be very late-game)

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    3. Glitch_FACE‏ @Misc_Reviewer 4h4 hours ago
      Heck, you could even have a very convoluted-looking open-vacuum fairground. With the ferris-wheel pods having airlocks ect.

      1 reply0 retweets1 like
 
I thougt about a Wonder like a sort of "burj khalifa". A huge Hotel housing masses of Tourists.

Another Idea i like, is the Oxygen Generator from "Total Recall (1990)". If not a Wonder, it might be an Alien Machine, so also possible as the gift of the end of a "myth-quest-chain".

As i have played "Space Colonie" in the past, i think of a Golf Course on Mars also as a Wonder xD

Another suggestion of me would be a communikation network tower which communicates with satelites in the orbit around mars which communicates via laser with earth, so communication could be much faster etc. This could significantly increase the funds.

EDIT:
What aboout "The hanging gardens of Mars". A completly park Dome. The Absolute "must see" for every Mars Tourist.
Oh ... never mind. I saw a spire-structure called "hanging garden" already in game and it does not seem to be a wonder.

PS: Would be nice to have played the game befor i do further already implementet wonder suggestions :-D
 
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Hope there’s a hyperloop type transport that would be amazing above ground from dome to dome later in the game or even as DLC would complete this game for me✌
 

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I wish some of the aspects of this game were part of Stellaris. It would be so much more immersive colonizing a planet and getting to actually see a digitally rendered planetary surface as well as the increasing growth of your colonies, opposed to simply having illustrated surface tile slots. Even better is the idea of when landing your armies to fight alien opposition you can command your ground troops and watch surface battles take place. Combine this game with Stellaris and you have a piece of solid gold.
well there is the pre-order offer which gives you stellaris inspired domes/dome skins
 
Non-equatorial space elevators? Ouch...

I saw a youtube video about space elevators. Fun fact that I did not know. Instead of having individual space elevators, you could have 2 or more space elevators on the surface that reach the same point in space. If you had two, one would need to be based on the northern hemisphere, and the other would need to be at the opposite latitude on the southern hemisphere. If you had three, it would look like a massive tripod.
 
They are locked behind advanced techs. If you can unlock all the necessary techs, I don't see any reason you can't build all of them (assuming you have the resources).
 
They are locked behind advanced techs. If you can unlock all the necessary techs, I don't see any reason you can't build all of them (assuming you have the resources).

I hope you are right. And when I manage to build a colony that has all the wonders and has all the milestones reached, what then?
 
Are there end-game alternatives to the wonders? I am worried that if they are required, then you always need to build them, which makes them mundane.
Also, I am not sure I can stand the look of the artificial sun. It looks horribly dysfunctional to me, more prone to sweep the colony with neutrons than be a useful source of energy.
 
Are there end-game alternatives to the wonders? I am worried that if they are required, then you always need to build them, which makes them mundane.
Also, I am not sure I can stand the look of the artificial sun. It looks horribly dysfunctional to me, more prone to sweep the colony with neutrons than be a useful source of energy.

Yes. Such a sun would emit a lot of radiation and mess with the electronics and the gravity.
Plus the heat would be more than enough to melt half the planet.
Maybe put it in its own sort of dome and have some machinery nearby with the in-universe purpose of keeping this thing from destroying the planet and all the other things. It would make the Functionality basically the same but would make more sense scientifically. Somewhat. But I suppose, it's purpose is not to make sense or be realistic but to be cool and fun.
 
(...) it's purpose is not to make sense or be realistic but to be cool and fun.

Well, it is a game, right? Not a physics/science simulator :p
 
What I meant is that, as a game, we can accept some things unfeasible as ok-ish for the game (technologically speaking not possible, but with many advances something similar could exists). Some examples from other games: FTL travel? High acceleration maneuvers without any protection for the crew? Gravity on space ships that are not accelerating?
And also to differenciate this kind of game to, for example, Kerbal Space Program, where the physics and rocket science behind the game are quite realistic. Come on, in Surviving Mars there will be small little robots (that remind me the Tachikomas from Ghost in the Shell) running around carrying, building and fixing stuff. Or you can land a rocket a few meters from almost anything (like "hey, let's park this rocket by the fuel refinery" xD). It's just a matter of finding a good balance between feasibility and fun, at least in my opinion. If you want only the most realistic things, you can always try a gameplay without using the "impossible" features, which sounds like a good challenge ;-)