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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.

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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.

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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.

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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.

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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.
 
I would like to see a better shuttle operation. In a sense better management of the resource depots. Instead of shuttles only delivering necessary goods at the time the building is placed, would like to see an option to have goods evenly distributed when space is available. Maybe the option be placed in the depot, allowing which depots you would like to have goods evenly distributed.
 
I'm onboard with most of the changes - really don't care about connected domes. New game rules and buildings are welcome additions. Would it be possible to have a sturdy fuel tank, so we don't have to segregate fuel to prevent explosions?

I wouldn't mind if you added some functions from mods to the base game - resource bar on top/research progress on bottom/transport auto-gather.

thanks for the work so far - good stuff

I've played for 100+ hours and never had an explosion.
 
Great update... really GREAT.

Before going to my main points I'd like to make a few comments.

I am a really min-max guy when it comes to this game. Maybe I took it to serious, but from my point of view any real colony on Mars WILL have to min-max everything, at least at first. Efficiency is the name of the game. This being said, and don't get me wrong, I so far LOVE the game - I found it impossibly frustrating playing it unmodded after reaching 100 colonists. The micromanagement was simply too much. It is simply too tedious (and beyond) to do some very simple things. No, I do not advocate to necessarily automate those things, but to (at least) give us the tools to make achieving this efficiency in a decent manner. That being said, I really think you guys NEED to take a look at the mods out there that solve some of those problems, and I'll list (some of) them in order of importance (imho):

1. Smarter pack (Smart Migration, Smart work AI, and now the broken Workplace filter): I wouldn't have used those mods - at first they seemed unnecessary - but since, for example, reassigning someone from one place to another (workplace, sanitarium, university, nursery, school, home - they all suffer from this) is simply unmanageable once you reach a certain threshold, I HAD to use those mods in order to enjoy anything beyond mid-game.

The problem might be solved by adopting those mods in the basic game (maybe tweak / improve on them) or simply adding better tools to achieve the same results easier than now.
- when I select a homeless colonist PLEASE bring up an icon showing the vacant places over any residential building (include nurseries for children)
- when I select an unemployed colonist PLEASE bring up an icon showing the vacant work places over any worker/student etc. admitting building
- allow easier worker movement between shifts. ATM, as far as I know, you have to fire him/her/it, select an unemployed worker (and good luck with that for a larger colony that may already have unemployed people, in different domes), and re-assign said him/her/it. It's simply tedious...
- allow us to disable individual workplaces in a shift, not just the whole shift. As others have already mentioned, at start we concentrate on keeping the "comfort" buildings actually working, so it simply does not make sense to have a whole shift full while the other is fully vacant... :(

For the things above (bar no. 4), the icon is already there - the one that pops up when a building has no worker in the current shift. Just improve on it, and have something like 3/4 (meaning 3 filled places out of a total of maximum 4). Just displaying the info that we need, without having to manually select the building (and things get really nasty if you have multiple buildings of the same type) would make a huge difference.

also...
- Building / Colonists reports are a MUST. I mean there is just so many things that are so time consuming to check once you get to 3-4 domes. How many scientist do I have VS how many spec. workplaces are vacant? How many colonists like Gaming? What buildings are operating at maximum efficiency (shifts inactivated, not enough workers, wrong or no specialization etc.). Just... just please please please add this. Oh, just to be sure, let us click on a building/colonist from those reports and take us directly to them (selecting the building/colonist directly from said reports).

2. Automated buildings: I really think that some of the buildings should have some automated counterparts, at least the extractors. Yes, definitely make them not worth while after mid-game (lower efficiency, higher power consumption/maintenance, high building cost etc. - while still keeping them productive enough). This just seems realistic (and you already included stuff like the Moisture vaporator for example…)

3. Automated transporter / rover: Improve the transporter. I get it, in the beginning there is an incentive - and maybe a little bit of fun - hunting down those surface deposits. But soon enough it simply gets, and I say it again, tedious. Really, I mean it's hard enough that some of the debris are NOT mineable, and there's no icon over them to tell us if it's a simple meteorite or some metals - please let us designate a whole sector and let the transporter do the job by itself. The mechanics is already there, kind of, and it allows us to create an automated route (on another note please display the "coverage" of the harvesting - never know if you're actually going to "harvest" the nearby deposit too - as intended, or not). Apply this to a whole sector - maybe make it unlockable through some tech.

4. Resource info bar + Research bar: As others have said, this is really nice. Doesn't modify any mechanics, it just lets us see the most important info in an easy way.

5. Passenger/Cargo info: Same purpose as the one above - improve the UI when selecting colonists/cargo from earth. Especially useful for colonists. The space is there already - just fill it with the info. Like how many adults/seniors etc, spec list, perk list, flaw list etc. You can take it up a notch, like displaying the current deficit in colonists for every spec/non spec.

----------------------

Don't take it as a complaint, again - I love the game. It's just that, in my mind (and I might be wrong) ANY colony on Mars would revolve around EFFICIENTLY dealing with stuff. Resources, colonists, production, machinery etc. And while the basis is there, going past the start of the game (3 domes maybe?) becomes so frustrating (in achieving said efficiency across all areas) that I simply cannot play it anymore :)

Here's hoping you'll keep up the good work - I'll come by again with suggestions if this is well received :)

P.S. As a rule of thumb (and I do hope you're already doing this) just going through the Steam workshop (or any other SM mod public library) and reading some of the comments for some of the most popular mods should be enough to find ways of improving the game immensely. And no - I did not create any mod - though I do sincerely admire and thank some of the moders out there.
 
I've played for 100+ hours and never had an explosion.

I have had at least two explosions on my multiple play-throughs (200+ hrs). The first time I lost the other mats on the universal depot, the second I lost the 30 fuel stored on the dedicated fuel depot. Playing on meteor-heavy maps, it just would be a nice quality-of-life change over multiple fuel-limited universal depots spread out all over.
 
The update looks awesome. Thank You!

Passages are badly needed.
I also strongly agree with the need to allow outdome buildings to source workers from multiple domes! That was an important comment which requires reiteration.

Now that you're adding art&music enterprise to colonist endeavors.... This should be an exportable resource. Earth should be able to pay for Martian art, music and composition.

Some things I'd love to see.
More Park/Garden options.
Larger Gardens, Specialty Gardens (aquariums maybe ?)
Functional Swimming Pools.
Colonists running on the Gym track or connected garden trails
Fish Farms, maybe Rabbit, Pork, Sheep Farms
Spice Crops for the Hydroponic Farm (increases comfort)
Underground buildings ... maybe Under-Dome Smart Homes with above ground gardens?
Occasional visible Festivals when Festivals have been researched.

MULTI-SPIRE MEGA-DOME
Probably a rare Breakthrough
Would be awesome to have variants
3-Spire (no central spire)
4-Spire (3 with Central)
7-Spire (what every last one of us thought the current Mega-Dome was before we built it)

Rule
Options
Multiple Mysteries
either overlapping or in series

And of course I want ... New Mysteries
Longer Mysteries ... crazy stuff ... alien colonists or trading merchants .... maybe they sell insane technologies in exchange for Art ... or Colonists !!

CHALLENGES
2nd Settlement - Building a new Colony far from the first. Shipping options High Cost-Quick Delivery from Earth, Low Cost-Extremely Slow Rover Delivery from Original Settlement.

And that's definitely enough silly ideas for now...
Gnith ...
 
Thanks!

All mentioned changes are very welcome! Especially the game rules.

An important thing to consider would be to make the Passages take 2 or even hexes out of a Dome, given all the advantages I don't find that unreasonable.
Currently every dome requires at least one 3-hex building, which means that at least 1 hex is guaranteed to be free anyways. So 1 hex for a passage is not really a trade-off.
Since Food buildings have a very limited capacity I'm pretty sure those will be needed in every dome, meaning that the 1 free hex will be there for the passage.

Another thing I wonder is whether Hunger (can't import Food) affects Passenger ships as well? I really hope so, because that would mean a must-have Fungal Farm at the beginning.

It would be also nice to have a No Passages/Isolated Domes game rule as well.
 
while it is interesting it will add another thing to micro and i hope a way to monitor it will be added to the game. How will I know that this guy is migrating 2 domes over to go to work or 3 to get to the bar? If anything they should lose the ability to go do what they want because they have to commute so at least when you look at the doom to see who isn't having their needs met you can see something along the lines of, "Could not satisfy interest (Gaming) because of long work commute" but only if they don't have enough time in the day to do it. It would have to take into consideration the time in the day to travel to both work and their chosen entertainment. Then you just have their moral/happiness effect their work.
 
This looks great!

Very pleased by the game rules. I really like the feel of the game with 4 bars of cold and dust storm threat, but that's meant limited map choices til now. I'll be interested to see if this new max level feels better, or too much, in which case, I imagine it won't be too hard to mod in a game rule that sets the threat levels to exactly what I want everywhere.
 
- allow us to disable individual workplaces in a shift, not just the whole shift. As others have already mentioned, at start we concentrate on keeping the "comfort" buildings actually working, so it simply does not make sense to have a whole shift full while the other is fully vacant... :(
We can already do this by right-clicking an empty slot. That slot and any to the right of it are disabled, leaving those to the left of it enabled for that shift. When I build a diner or infirmary I enable all shifted then right-click the right slot on each shift so there will be only 1 colonist in each shift instead of two.

2. Automated buildings: I really think that some of the buildings should have some automated counterparts, at least the extractors. Yes, definitely make them not worth while after mid-game (lower efficiency, higher power consumption/maintenance, high building cost etc. - while still keeping them productive enough). This just seems realistic (and you already included stuff like the Moisture vaporator for example…)

There are break-through techs that do this. Service Bots for the service buildings, except the infirmary. I forget the one for extractors.
 
oh can we get it so the extractors that will run at 50% efficiency without workers can run without a work shift active. No point in turning them on so my auto university can make a ton of useless geologists.
 
I have had at least two explosions on my multiple play-throughs (200+ hrs). The first time I lost the other mats on the universal depot, the second I lost the 30 fuel stored on the dedicated fuel depot. Playing on meteor-heavy maps, it just would be a nice quality-of-life change over multiple fuel-limited universal depots spread out all over.

I've had one explosion so far in over 100 hours of play which destroyed a lot of food.. since then i keep my fuel depots seperated from my other storage. I do wonder which resources are flammable though... common sense tells me that concrete, metals and rare metals wouldnt be destroyed in an explosion whereas food, polymers, electronics and machine parts probably will be? is that about right?
 
I think that interconnecting tunnels should have built in ramps already, cause I hate that level of micromanagement.

Also I would name the building Art Gallery, not Art Shop.

Also I would put less steroids in colonists foods cause they are jacked up af.

I would like to have roads too. As i said, this is a city builder and it feels weird to not to have that "something" to lay your grid and "draw" your city. I use power cables but its not the same and they have that drawback of the more you have the worse for break downs.
 
I've had one explosion so far in over 100 hours of play which destroyed a lot of food.. since then i keep my fuel depots seperated from my other storage. I do wonder which resources are flammable though... common sense tells me that concrete, metals and rare metals wouldnt be destroyed in an explosion whereas food, polymers, electronics and machine parts probably will be? is that about right?

I don't remember specifically if all materials were destroyed in my first explosion, but I don't recall being able to salvage anything - maybe the drones grabbed some concrete or metal while I was kicking myself for the loss. Since that first loss, I have always just parked my fuel away from everything else.
 
Hi everyone!

  • 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

Can you elaborate on this? Will there be a way to work out of this as the colony grows? At the very least, I suggest "flavoring" this as a bonus for home-dome services and workplaces, rather than a penalty — even if the numerical effect is the same, it'll feel nicer.
 
I would like to have roads too. As i said, this is a city builder and it feels weird to not to have that "something" to lay your grid and "draw" your city. I use power cables but its not the same and they have that drawback of the more you have the worse for break downs.

Oh, please no. Not needing to focus everything around a road grid is one of the interesting differences from this and "Yet another Sim City clone, with stuff colored red and Mars-themed disasters".
 
Lots to like here. In order: the larger storage is really nice, end game hobbies (having unemployed people wandering around with tags over their head feels bad) and the passages look like a neat and tidy way to connect life support between domes if nothing else so I like that.

The game rules sound like a nice addition but if I'm honest reading that list there isn't any that jump out that I'd like to play with... Chaos Theory and Armageddon look the most interesting to me though probably because the research/anomaly portion of the game is a lot of fun for me.
 
On the end-game occupations: it'd be nice if this generated some kind of measured commodity which felt meaningful. Increasing Morale and Comfort is something, but doesn't feel really satisfying.

One idea would be for these to generate Culture, which would be required to build Wonders.

Or — and this is probably in expansion territory — this could unlock something like Traditions in Stellaris, which would provide global benefits. (And, keeping in line with something I suggested elsewhere, maybe these could go in exclusive directions, making it possible to have utopian egalitarian colonies which feel different from corporate capitalist ones, to focus on martian independence or on ties to a solar empire, to work towards terraforming or to change people to better adapt to mars as it is...)
 
A good update!

thoughts as a milestonehunter
Think about the difficulty percantages
Right now we finish the milestones at sol 100, or right after.
As it´s evaluation that give the extreme majority of the points, difficulty may rise those points even higher.
And if some things as "inflation" give higher difficulty but only a small rise in money, something that still is a nonissue in the end when we get the elevator, it´s just "free" multiplication to the milestones.

It does in fact make Russia even more the number one in milstonehunting, and make blue sun corporation even higher as place two.

The "only one spaceship of passengers" should give a really high percentage in difficulty, as it will effect just about everything and make the game really hard.