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Dev Diary 9: Opportunity by Boian Spasov from Haemimont Games

Hi everyone!

Surviving Mars was always planned as a game that we will keep improving and supporting post-release. The upcoming Opportunity patch is our first... well - opportunity, to add significant features to the game and evolve it in response to your feedback. In this dev diary, I will provide a brief overview with the shiny stuff in the upcoming patch and our reasoning for adding them to the game. All the features I am going to talk about are free and will become available to every owner of the game as the patch releases in the very near future.

Passages
The one issue where player expectations differed most from our own was Dome connectivity. We imagined Domes as isolated from one another and the gameplay centred on carefully rationing the available space and customizing each Dome as a separate mini-city. The overwhelming amount of feedback we received on the issue proved that the majority of players imagine Domes differently - as elements of a larger interconnected system.

N3jZxLyLwg5uIz96UFFxQwE94BhA7bFuZ_tH1i5_UfCedhYpokOWiZc_Qd5wDCGGg-zQTEUJ5ptqknt1WQmeAkQ9HAEctMvW4M1kzYr3SDNNG7ajcg0VMkytLC6fji_ADBWrVI0Zy7U7ywWQbA


Luckily, we had already received some signals about this issue and have been working on a solution for a while. Allowing free unrestricted travel between all Domes on the map was never an option that we liked. It would create major problems on two fronts. First, it would trivialize planning, since every building is going to become immediately available to every colonist, regardless of distance. Second, it could never work with our individual simulation, since it would take many, many hours for a colonist to reach a bar in a distant Dome and then go to work in another distant Dome, causing him to miss his work shift and most likely suffocate on the way.

Still, a more limited solution was possible - allowing colonists to work and visit services in nearby domes, directly connected with the residential Dome of the colonist. Thus Domes become something akin to districts in a city, instead of each one being its own mini-city.

How do you connect Domes? With new constructions called Passages that can connect any two nearby Domes. They are placed similarly to cables, but can't be interconnected and have a limited maximum length. Each Passage takes a single hex both in the source and in the destination Dome for the entrance/exit on both sides. We experimented with other ways of connecting, such as joining the existing airlocks, but aligning and connecting Domes felt much more unpleasant in these experiments and sacrificing a useful hex for each new connection turned out to be an interesting tradeoff in the small Domes.

Sntamk-CZZRNbg9W9xR5Hm37uaP_-rzXCKDhhfnCVVTTMa714WIX0uHJgeyAgoMxGR8kWZ4L5i0vAnHK0N3a8sl3aahGXSDxaDd26_CnDBH4GzmmX74HPQ_OWLFuqWBpxqwLAtwJQS2eStKtsw


But what if you want to create a system in which some Domes only receive visitors and workers from connected Domes? New policies in every Dome info panel allow restricting work and visits in connected Domes - these are similar to the birth control policy that we added in our previous patch.

Before we move to other new features, here are some additional details about passages that might be interesting for experienced players:

  • Passages are equipped with moving walkways that accelerate pedestrian travel in both directions.

  • They are not normally traversable for drones and Rovers, but you can place Ramps over them to facilitate traffic.

  • They connect both Domes for purposes of Power and Life Support grids.

  • Meteor strikes on passages cause fractures and might kill colonists inside.

  • If one Dome has a Power or Life support issues for a long time, passages leading to it will be disabled until the issue has been resolved.

  • Work performance and service comfort in connected Domes is slightly lower, so it is still more optimal for a Colonist to use workplaces and services in his own Dome
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Game Rules
I still remember how excited I was when Game Rules were added to Crusader Kings II. It felt only natural to add something similar in Surviving Mars empowering the players to further customize their games.

You can turn on game rules at the start of a play session but they affect the entire playthrough. We are shipping 13 game rules in Opportunity, most of them focused on customizing the game difficulty since we received lots of feedback about players demanding a more challenging experience. We are certainly not planning to stop there - we can imagine game rules changing entire game elements according to individual taste (alternative Wind Turbines, anyone?) and we can't wait to see what the modders will come up as well.

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Here is a complete list of the Game Rules coming in Opportunity:

  • Prefab Colony - start with enough prefabs to build the basics of a Colony and the first Dome

  • No Disasters - disables all disasters, except the ones coming from the Mysteries

  • Hunger - can't import Food from Earth

  • Inflation - import prices increase over time

  • Long Ride - rocket travel time to and from Mars is three times longer

  • The Last Ark (a.k.a. The Quill Challenge) - can call a Passenger Rocket only once

  • Amateurs - no specialist applicants

  • Rebel Yell - colonists periodically become renegades. Crime is more severe

  • Chaos Theory - tech fields are fully randomized

  • Winter is Coming - Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more

  • Armageddon - Meteor rating set to a new Max level for all locations on Mars

  • Dust in the Wind - Dust Storm rating set to a new Max level for all locations on Mars

  • Twister - Dust Devil rating set to a new Max level for all locations on Mars
Storages
Opportunity introduces new storage buildings for Water, basic and advanced resources. Storing large quantities of processed resources was a huge problem, especially in large colonies and the new storage facilities have been created to address this issue.

TWKuPqVzcYxLSxT4YUzupTT3-8gabw_jv9pjumDxz7k0P70StbSUlqoga1tVKgGSO2HdaEYJUXHNd8dpD6D9v0HC035x5XIWikuyRpd7ztiv1TZFTJJn8rAe9b3DelRu9xC9hEw1cCsiX4LObw


The new Large Water Tank holds up to 1000 units of water (1500 with an increase from tech) while the new Storages hold up to 4000 resource units of the corresponding basic or advanced resource. These facilities are locked behind research. Unlike Depots, Storages consume Power and require a certain amount of construction materials.


Workshops
The final new feature we are introducing is a cycle of three researchable buildings called Workshops. But wait, wasn't there a service building named Art Workshop already in the game? We always wanted to have a dedicate place in which the colonists can be creative and make their own works of art, but the old service building was a poor choice for this and should've been named otherwise in the first place.

To prevent confusion with the new buildings, especially since one of them is a true Art Workshop, we are renaming the old Art Workshop to Art Store. This name is more similar to the names of the Electronics Store and the Grocer with which it shares functionality.

QWVyPYtcj_J4-uVEg9vNbXtsYEBPi1Ph421vPJIznFVSvY_xB-ds_2z4W9XE7z_htKRKDkW-0KnLGW2MKmJfH-5JrQ8YaRLi3obqJpZ0TJhn9EGlORWSVNe0IxSS44y2t6DkLpr6IQcgyZh1uw


With that out of the way, let's talk about the new buildings. The Workshops, called "vocation buildings" during development, are completely optional end-game buildings that consume advanced resources and allow colonists to pursue higher life goals once the colony has become self-sufficient and has an excessive workforce. All people employed in Workshops receive Morale and Comfort boost, as long as their Workshop is supplied with resources. They are also counted towards a new challenging milestone that requires 40% of your population to be employed in Workshops.

We know that many players will opt to ignore the Workshops and the corresponding milestone, opting for more practical benefits for their Colony. Still, we felt that it was important to provide a cycle of buildings allowing the colonists to pursue self-realization, to climb to the top of the Maslow's pyramid, signifying that the colony has grown enough to support that kind of lifestyle. The fact that this provides a new optional endgame goal is an added benefit. Hint - to reach 100%, just make sure that your last starving colonist is employed in a Workshop.

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Note that both the Workshops and the new Storages are locked behind new technologies and thus will require a new playthrough to become available in your game.

What do you think about the new features coming in Opportunity? Which one excites you the most? What game rules and buildings would you like to see added to the game?

We will announce when Opportunity will be released in the near future.
 
Please tell me we can export works of art etc from workshops, a new endgame money source now repeatable techs scale up to infinity would be really nice as this would allow you to keep growing your colony beyond what can be supported long term by the output of the mohole and extractor. Right now any colony that grows too big is doomed once the map resources run out.
As for the passages, looks good. Already been thinking about ideas for those (dedicated retirement dome for seniors with services in a linked dome worked by younger colonists)
Somes Questions;
If you linked up 3 domes in a row with passages would a colonist from one end be able to walk all the way to the other end or just as far as the middle dome?
Do passages consume power to opperate?
Can you connect to a passage with cables either to link power generators to the domes or to power external buidings from them?
Can you manually seal off passages to keep people out of them during a meteor storm, or if you need to quarantine a dome?
Could there maybe be a breakthrough upgrade of these that works like a mini tunnel (still uses a space in dome for the entrance and there's no passage visable above ground and it's immune to damage)?
 
Please clarify passage question since you mentioned it twice.
In the notes you mentioned passages can connect any two domes.

Does that mean one dome can have one passage to a nearby dome and then no mor passages? Or can we have unlimited passgeas on one dome as long as it connects to another unique dome? Think hub and spoke model.
 
Will the Last Ark rule be limited to the number of colonist you could normally bring based on sponsor and techs research? If so, how about another rule, First Ark, that doubles the passenger capacity on only the first passenger rocket.

Colonizing for Dummies - All colonists are Idiots.
 
Hi everyone!

Surviving Mars was always planned as a game that we will keep improving and supporting post-release. The upcoming Opportunity patch is our first... well - opportunity, to add significant features to the game and evolve it in response to your feedback. In this dev diary, I will provide a brief overview with the shiny stuff in the upcoming patch and our reasoning for adding them to the game. All the features I am going to talk about are free and will become available to every owner of the game as the patch releases in the very near future.

Passages
The one issue where player expectations differed most from our own was Dome connectivity. We imagined Domes as isolated from one another and the gameplay centred on carefully rationing the available space and customizing each Dome as a separate mini-city. The overwhelming amount of feedback we received on the issue proved that the majority of players imagine Domes differently - as elements of a larger interconnected system.

N3jZxLyLwg5uIz96UFFxQwE94BhA7bFuZ_tH1i5_UfCedhYpokOWiZc_Qd5wDCGGg-zQTEUJ5ptqknt1WQmeAkQ9HAEctMvW4M1kzYr3SDNNG7ajcg0VMkytLC6fji_ADBWrVI0Zy7U7ywWQbA


Luckily, we had already received some signals about this issue and have been working on a solution for a while. Allowing free unrestricted travel between all Domes on the map was never an option that we liked. It would create major problems on two fronts. First, it would trivialize planning, since every building is going to become immediately available to every colonist, regardless of distance. Second, it could never work with our individual simulation, since it would take many, many hours for a colonist to reach a bar in a distant Dome and then go to work in another distant Dome, causing him to miss his work shift and most likely suffocate on the way.

Still, a more limited solution was possible - allowing colonists to work and visit services in nearby domes, directly connected with the residential Dome of the colonist. Thus Domes become something akin to districts in a city, instead of each one being its own mini-city.

How do you connect Domes? With new constructions called Passages that can connect any two nearby Domes. They are placed similarly to cables, but can't be interconnected and have a limited maximum length. Each Passage takes a single hex both in the source and in the destination Dome for the entrance/exit on both sides. We experimented with other ways of connecting, such as joining the existing airlocks, but aligning and connecting Domes felt much more unpleasant in these experiments and sacrificing a useful hex for each new connection turned out to be an interesting tradeoff in the small Domes.

Sntamk-CZZRNbg9W9xR5Hm37uaP_-rzXCKDhhfnCVVTTMa714WIX0uHJgeyAgoMxGR8kWZ4L5i0vAnHK0N3a8sl3aahGXSDxaDd26_CnDBH4GzmmX74HPQ_OWLFuqWBpxqwLAtwJQS2eStKtsw


But what if you want to create a system in which some Domes only receive visitors and workers from connected Domes? New policies in every Dome info panel allow restricting work and visits in connected Domes - these are similar to the birth control policy that we added in our previous patch.

Before we move to other new features, here are some additional details about passages that might be interesting for experienced players:

  • Passages are equipped with moving walkways that accelerate pedestrian travel in both directions.

  • They are not normally traversable for drones and Rovers, but you can place Ramps over them to facilitate traffic.

  • They connect both Domes for purposes of Power and Life Support grids.

  • Meteor strikes on passages cause fractures and might kill colonists inside.

  • If one Dome has a Power or Life support issues for a long time, passages leading to it will be disabled until the issue has been resolved.

  • Work performance and service comfort in connected Domes is slightly lower, so it is still more optimal for a Colonist to use workplaces and services in his own Dome
bYRzoNF0IwjU4niQpbSz5Yzjja4ivOfvHM6E0QveU_KJcWScBoTUKWyl9cSSwZd2y9sN-v_gGal0LXNI5JUyPpsjyVW0p0NpxjRDFBo1UpMEGd5VE9iZBTJmyhrY76qDBd03NcuxfJVTu2sX5Q


Game Rules
I still remember how excited I was when Game Rules were added to Crusader Kings II. It felt only natural to add something similar in Surviving Mars empowering the players to further customize their games.

You can turn on game rules at the start of a play session but they affect the entire playthrough. We are shipping 13 game rules in Opportunity, most of them focused on customizing the game difficulty since we received lots of feedback about players demanding a more challenging experience. We are certainly not planning to stop there - we can imagine game rules changing entire game elements according to individual taste (alternative Wind Turbines, anyone?) and we can't wait to see what the modders will come up as well.

FahHmpRsynjwUg7tOatKs1TwJ2F5J7EMuD-rXVagUERZ6A33oWl1Cb8cyeTreESTX5APptsQOaFNCd8Yh6wAw1AXQNpaF_p_phcF1VipaMXh9u1qsHdAQ4aZRMoi8dowhobaJvT5BXl2cBvkHA


Here is a complete list of the Game Rules coming in Opportunity:

  • Prefab Colony - start with enough prefabs to build the basics of a Colony and the first Dome

  • No Disasters - disables all disasters, except the ones coming from the Mysteries

  • Hunger - can't import Food from Earth

  • Inflation - import prices increase over time

  • Long Ride - rocket travel time to and from Mars is three times longer

  • The Last Ark (a.k.a. The Quill Challenge) - can call a Passenger Rocket only once

  • Amateurs - no specialist applicants

  • Rebel Yell - colonists periodically become renegades. Crime is more severe

  • Chaos Theory - tech fields are fully randomized

  • Winter is Coming - Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more

  • Armageddon - Meteor rating set to a new Max level for all locations on Mars

  • Dust in the Wind - Dust Storm rating set to a new Max level for all locations on Mars

  • Twister - Dust Devil rating set to a new Max level for all locations on Mars
Storages
Opportunity introduces new storage buildings for Water, basic and advanced resources. Storing large quantities of processed resources was a huge problem, especially in large colonies and the new storage facilities have been created to address this issue.

TWKuPqVzcYxLSxT4YUzupTT3-8gabw_jv9pjumDxz7k0P70StbSUlqoga1tVKgGSO2HdaEYJUXHNd8dpD6D9v0HC035x5XIWikuyRpd7ztiv1TZFTJJn8rAe9b3DelRu9xC9hEw1cCsiX4LObw


The new Large Water Tank holds up to 1000 units of water (1500 with an increase from tech) while the new Storages hold up to 4000 resource units of the corresponding basic or advanced resource. These facilities are locked behind research. Unlike Depots, Storages consume Power and require a certain amount of construction materials.


Workshops
The final new feature we are introducing is a cycle of three researchable buildings called Workshops. But wait, wasn't there a service building named Art Workshop already in the game? We always wanted to have a dedicate place in which the colonists can be creative and make their own works of art, but the old service building was a poor choice for this and should've been named otherwise in the first place.

To prevent confusion with the new buildings, especially since one of them is a true Art Workshop, we are renaming the old Art Workshop to Art Store. This name is more similar to the names of the Electronics Store and the Grocer with which it shares functionality.

QWVyPYtcj_J4-uVEg9vNbXtsYEBPi1Ph421vPJIznFVSvY_xB-ds_2z4W9XE7z_htKRKDkW-0KnLGW2MKmJfH-5JrQ8YaRLi3obqJpZ0TJhn9EGlORWSVNe0IxSS44y2t6DkLpr6IQcgyZh1uw


With that out of the way, let's talk about the new buildings. The Workshops, called "vocation buildings" during development, are completely optional end-game buildings that consume advanced resources and allow colonists to pursue higher life goals once the colony has become self-sufficient and has an excessive workforce. All people employed in Workshops receive Morale and Comfort boost, as long as their Workshop is supplied with resources. They are also counted towards a new challenging milestone that requires 40% of your population to be employed in Workshops.

We know that many players will opt to ignore the Workshops and the corresponding milestone, opting for more practical benefits for their Colony. Still, we felt that it was important to provide a cycle of buildings allowing the colonists to pursue self-realization, to climb to the top of the Maslow's pyramid, signifying that the colony has grown enough to support that kind of lifestyle. The fact that this provides a new optional endgame goal is an added benefit. Hint - to reach 100%, just make sure that your last starving colonist is employed in a Workshop.

f5IpFS9LeIZiTa1JFNNK7KpAOiGrN7gLbeqW6qT5VoFmlyWxXoOxrZTMXz1jIcCYWTxz3Rja470tcUG41RwKNR29gJSpEbKUpBD757n3_EndwNCNtxzwb58oJXWXt5UPZwx0tmDRe2e5Ze7LGw


Note that both the Workshops and the new Storages are locked behind new technologies and thus will require a new playthrough to become available in your game.

What do you think about the new features coming in Opportunity? Which one excites you the most? What game rules and buildings would you like to see added to the game?

We will announce when Opportunity will be released in the near future.
 
I am very much looking forward to the new features. I like the idea of a tougher , more realistic game play. Thanks for working to make this game even better that it already was. :)
 
Does the hunger rule count for food included on passenger rockets?
 
Getting two domes connected for the cost of one hex is meaningless. Your standard Diner + Grocer + Infirmary has one extra hex that gets some park or statue. Replacing the park with a passageway is a no brainer.

Instead you should make a passageway occupy a full wedge in each dome. That'd make for some tough choices.

Need more details on how passageways will work - can we have a hub dome full of apartments and Hanging Gardens with multiple spoke domes which have services, farms and factories?

How does comfort get calculated? Is it based on where you sleep, where you work or where you could walk to?

The rules look good, should add one that turns off breakthroughs.
 
Getting two domes connected for the cost of one hex is meaningless. Your standard Diner + Grocer + Infirmary has one extra hex that gets some park or statue. Replacing the park with a passageway is a no brainer.

Instead you should make a passageway occupy a full wedge in each dome. That'd make for some tough choices.

A wedge is 10 hexes. I think that's a bit extreme.
 
I think it means that in each tree, any tech from that tree could show up early game vs late game. Right now, they are probably using some sort of weight mechanism, where there are groups of early technologies that are weighted to show up early, in some semi-random order, an then so on for later techs as you got through.

Smiles

Yes, currently tech have something like

'position', range(5, 8),

So the can randomly appear in that area on the specific tech line, though i am not sure what happens with overflow.

One thing I really want to see is actually the ability to disable some of the Mysteries. I'm just not too keen on some of them in certain maps.

When i had a first look at the new interface i thought it might be the mystery selection many have been asking for. Would be so nice to have mysteries as check-boxes.

Are there any changes to how much a depot request, because i don't see much use in the bigger storage buildings if i still can't get a decent distribution network going without an insane amount on micromanaging rovers.
 
Glad bout the passages, for me that was really a missing thing. But I have a question/desire here, I hope it is possible to have for example 3 connected (like in line) domes, one residential, then one after the 1st for work aand the 3rd after the 2nd for work or smth else, it should be possible to assign people to work in that 3rd "distant"/not directly connected dome (or they being self-assigned if they're jobless or else reason like if it's "important" workplace there, which producing smth, like factory, etc.), it should be possible for people from the 1st dome to get services in that 3rd one, 4th one, etc! I think the DISTANCE (and the walk/ride on the shuttle TIME (shuttles should be available for colonists not for just changing domes, but for getting to/back from work/services also!)) should be the KEY, like if people from the 1st dome working/getting services in the 3rd/4th/etc dome, they should just produce/get comfort from services in that dome on the slightly less level than they would in their residential home - 1st dome, and by that "slightly less level" I mean it should depend on the DISTANCE/TIME aand it should be logical, the disadvantage shouldn't be big like it takes ages for colonists to get to/back from the workplace/services in those "distant" domes, it shouldn't seem like it (coz yeah, there's those accelerated walkways, they're pretty fast), more like yeah they're more stressed, less happy, but they just produce less/get less comfort from services there, coz of all that walk they should go to get/from there + that would be great to have their walk time to be included to their workshifts (one of the GOOD/main? reasons why they produce less) [if it's already included, good, idk, never tested it]. Soo the point I'm getting to is that if for example it would take 2 (maybe more?) hours for the colonist to get to/back from the workplace, that's still okay if that colonist getting assigned MANUALLY, but for automatic work assignment, the colonist would better try to find a fitting workplace somewhere closer to his residence dome, and if we're talking bout services, the colonist should always look for smth close or on the route to his workplace/home + another logical assumption, colonists should sometimes look for possibilities to short the distance between their work and home: resettle to the other dome or change the job to smth the same they worked before (all of that of course if the spots getting opened), it's all like if for a colonist getting to + back from workplace distance/time more than the actual shift/work time - it has no meaning/he doesn't go there, same with services, more time colonist walks, less time he spends in the service building he was walking to, soo my main point: less time in a building (coz of walk distance) - LESS production/comfort, more stress, unhappiness. All like there's a certain time reserved for colonists to stay in a certain building, but for every colonist it gets cut based on the distance he walked to get there, smth like that. I want a colony to be like a ONE BIG CITY, not just a bunch of unconnected mini-cities (if u want it to be mini-cities, well ok, whatever, then there should be a rule for it, it was already suggested here, like prohibit passageways/using shuttles for anything else than changing domes, etc), walk/shuttle ride time should the key, that's it.. oh n also thinking bout services (especially if they're long distance away for a certain colonist), a thought bout reservations and queues had crossed my mind [if it's already not in the game, didn't notice it tho, like reservations when colonists going to the other home/dome/workplace).. ok, thanks for attention, I guess that's it, hope there'll be smth, at least some answers to my (sorry if stupid) suggestions.. with all best..
 
last patch was excellent and addressed many issues for which i was previously using a mod... Opportunity seems like it will follow that trend and bring a lot of very welcome things to the game.
One thing i would hope to see at some point in the future is a "Mysterious Planet" rule : After a mystery is completed a new one will be triggered after X sols (perhaps 50+100 sols). This would, i feel, make the end game a lot more varied and exciting.
 
Have to say this combined with last patch changes looks very promising. I might actually buy the game if you guys keep the pace. Hoping next big patch (or even DLC) after Opportunity will address somewhat empty end-game exclusively.

Instead you should make a passageway occupy a full wedge in each dome. That'd make for some tough choices.

This is actually a very nice idea.
 
Last edited:
Oh, do the passages match the skin of the domes they’re connected to? What if they’re connecting two domes with different skins?
 
Nice modifications and additions! Thanks for listening (and caring) to the players feedback :)

Cheers
 
If the pasagewayswere some kind of endodome mass transit I could see a full wedge, but for a powered walkway? no thanks.

That said endodome mass transit, possbly with out of dome, reach extending lines sounds pretty cool. I mean forget what happened in Shelyvile, ogdenbroon north havervile and those other place, what Mars needs is a Monorail.