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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.
 
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".

If all that differences this from a sim city clone is some roads then you dont get the game very well... Also who talked about road grids?
 
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.

If you check the picture the medium dome is connected to both the small domes :)
 
The Last Ark rule seems to be incompatible with the Inner Light mystery (possibly others, but I haven't done them all) in its current implementation, since at one point you need to bring a genius from Earth to continue the event chain.
 
While we are at the point of connecting domes with passages, can we have an option for:
  • resident buildings have a limit option on what minimum and maximum ages can live there ; basically an age-restriction option to control migration of colonists in domes( so you can have a dome for senior citizens and a dome for kids)
 
Yay for connections! The domes really are too small to be seen as independent communities.

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...)

Agreed! I've mostly considered the political aspect. This would tie in with your sponsor organization. At some point, your sponsor starts making demands of your colony, and you're pushed to make a choice about your political future. Your two basic choices are continued colonial control (keep funding from Earth, but higher unrest) or independence (makes your people happy, but no more funding from Earth). The third choice would depend on whether your sponsor is a nation (USA, EU, China, or Russia) or private organization.

If it's a nation, you can petition for full political rights (becoming a state/province), which cuts down on the demands and unrest, but doesn't cut the cord entirely. If it's a private organization, the leaders of said organization will eventually declare their intention to move to Mars. This gives you effective independence without cutting you off from Earth support (your company still has assets on Earth), but now you have to integrate your leaders - who are not particularly interested in getting their hands dirty - into Martian society. This may result in a revolution anyway - and honestly, who DOESN'T want to lead the Martian Revolution?
 
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.

One Dome can host many passages (not unlimited, since they still take space). You can even build multiple passages to the same neighboring Dome, although there is not much point in this.
 
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@Boyan_Haemimont Are workshops just one kind, or are they segragated along some kind of differntiation?

I mean I could see conrete arts like Sculpture/painting getting one, another for writing/cinema more naratave forms, a third for home grown music, and perhaps even a 4th for mechanical tinkering, a kind of junkyard and engineers colectave that might periodically provide usefull boons and serve as a recycling hub?

Edit: also do workshops produce anything, or are they just a person sink? [arguably thats what culture ect are, but I could see them both improving overall morae and providing an income stream akin to Martian coppyrights/patents in form of new IP and media licenced back to earth.)

There are three different kind of Workshops - Art Workshop, Biorobotics Workshop, VR Workshop. They differ in stats and the kind of advanced resource they require. Currently they do not produce tangible resources, but all of them boost Morale and Comfort of the workers and count towards the new milestone.
 
I think that the workshops should reflect the sponsor of the colony's ethics. If your religious sponsor forbids music and art, (at least the art with people and living things depicted in them) then having colonists creating musical compositions and painting people becomes a negative to morale instead of a positive, and risks funding, and that next rocket just might crash into the dome with the workshops. The colonists actually making music and art might suddenly become renegades. I could see a Russian sponsor workshop be an industrial arts building, where minor improvements to factory works are invented.

Rockets are not perfect, there should be a chance of failure, also a rocket should be at risk from a rock hitting it, to encourage folks to refuel them and get them off the planet sooner than later. Right now I think I could build a ring of fully stocked fuel depots around a landed rocket and wait for a falling rock to hit one of the depots, one mars shattering ka-boom later, a perfectly working rocket still sets there , ready to launch. A refueled rocket is a bomb waiting to go off in a controlled fashion, option should be there to delay refueling till you are ready to send it on it's way. An empty rocket that takes a hit, just needs some metals and electronics and machine parts to repair, one that is full of fuel would be totally destroyed.
 
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
Can we ask for an option where you can pick your Breakthrough Technology list? Perhaps give some of the more powerful ones a score penalty? Note that they will still have to be gained via anomalies and the order they show up is randomized.

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.
rge 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.

Will the advanced storage facility be able to distribute resources outside of its immediate location? The current logistics issues honestly are less about needing a lot of space for resources, and more about folks having difficulty in understanding how to distribute them properly using shuttles or drones.

Having the "automated depot" be able to share its contents with other automated depots would do much to help alleviate the distribution issues.

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.

Lol, finally a building that will soak up all the unemployed.
 
You did, when you said "it feels weird to not to have that 'something' to lay your grid and 'draw' your city."

Its true I said that but I wasnt meaning... I just want something that goes out from one dome to another, and from one dome to the extractors and power generators. Something that connects the different parts of the map... I know, the pipes and cables do that, but its not the same.
 
Oooh, the Game rules seem nice! For example in my latest game I was a bit sad because the map was otherwise interesting but didn't have enough meteorites for my taste. I've never managed to have enough meteorites for my taste.

And the last ark thing sounds interesting. I've been thinking about a custom scenario playthrough as the Church with only ever sending two colonists to Mars, the new Adam and Eve of a martian civilization. This might actually make me finally try that. With maximum meteorites, of course. :p
 
The Last Ark rule seems to be incompatible with the Inner Light mystery (possibly others, but I haven't done them all) in its current implementation, since at one point you need to bring a genius from Earth to continue the event chain.

The genius is a reward, but should not be necessary to continue with the event chain of the mystery.
 
Will the Passages support multiple connection? Like star (Y) connection?
If I have three Domes, I would prefer a star connection which is aesthetically more comfortable than a delta connection.
 
Will the Passages support multiple connection? Like star (Y) connection?
If I have three Domes, I would prefer a star connection which is aesthetically more comfortable than a delta connection.

In the OP: "They are placed similarly to cables, but can't be interconnected and have a limited maximum length."
 
Will the Passages support multiple connection? Like star (Y) connection?
If I have three Domes, I would prefer a star connection which is aesthetically more comfortable than a delta connection.
You can have your Y configuration, you just need a dome in the center junction of the Y.
 
What kind of timeline are we looking at for this update?

Also, please don't forget to add a in-game high score table, more achievements, and re-balance colonists traits down for work performance and morale. Thus the techs you research will be more meaningful.
 
What kind of timeline are we looking at for this update?

Also, please don't forget to add a in-game high score table, more achievements, and re-balance colonists traits down for work performance and morale. Thus the techs you research will be more meaningful.

They stated that it's going to be released rather sooner than later but they couldn't or weren't allowed to give any specifics, so I would bet a span of 2 weeks.