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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.

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.

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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 do think micro domes are a good idea, maybe even more specific use ones like the fungal farm.
for example a basket ball court (bothers me that they can PRACTICE throwing in the gym but as it's only one hoop they can never actually play the game!)
Maybe an out of dome supermarket?
With connected domes one could start thinking about more luxurious buildings. A sport stadium, a concert hall, a theather or a water park, taking up an entire big section of a medium domes. (3 3x3 triangles) Colonists would only rarely visit those, but travel quite long distance to get there. Basically a sunday trip. Also, your colonists will only start demanding access to those once your colony becomes large enough.
 
When making tiny domes, it should really become underground structures. Not as romantic, but far more practical, and why go for luxury when the environment is already too small for luxury to begin with?
 
When making tiny domes, it should really become underground structures. Not as romantic, but far more practical, and why go for luxury when the environment is already too small for luxury to begin with?

And as a bonus, you could get the moast glorious pun in calling a subteranian hab the "Edgar Rice Burrows".
 
Pre Purchase Question!

I'm more active in the Stellaris forums, or Crusader Kings II, but this game is catching my interest.

Here's the rub, if I bought this it would be on console (technical reasons) -- is it confirmed that all the Paradox styled patching and expansions will be ported to the console versions?
 
Minor update. After reading some feedback here I managed to add another small feature to the Opportunity patch. I've added 3x upgrades to the Mohole Mine and The Excavator that increase their production for a rise in power consumption. The upgrades also have a significant cost in Machine Parts. The increase in basic resources production per Sol should help with advanced colonies and the new Workshop buildings.
 
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.

Dude... Freaking bravo. This is exactly what the first major update needed to be.
 
There's also a Rocket Landing Pad coming with Opportunity, according to today's stream.
It reduces the dust area and/or amount due to rocket landing and taking off.
 
Pre Purchase Question!

I'm more active in the Stellaris forums, or Crusader Kings II, but this game is catching my interest.

Here's the rub, if I bought this it would be on console (technical reasons) -- is it confirmed that all the Paradox styled patching and expansions will be ported to the console versions?

The Opportunity update comes to console slightly after the update gets to the PC/Mac/Linux users. The update will also have Spirit content rolled into it and any following updates will also follow this same pattern.
 
I really like Long Ride - I will certainly be using that regularly!

Another idea would be making the length of the rocket trips vary, reflecting the fact that the positions of Earth and Mars in their orbits, relative to each other, change.

I'd like to see a rule to have the possibility of multiple Mysteries in the same playthrough. That would be complex as Mysteries would be compatible with some other Mysteries but not all other Mysteries, which would need to be pre-coded I think. If you picked this rule and random Mysteries, you might get one Mystery or two or (unlikely) maybe more - you wouldn't know until you played.

I'd like to stretch out the time scale so that my colonists live more Sols - which would also mean births being less frequent / more spread out (same number of births over a typical lifespan), and longer childhoods / more time spent in school and college.
 
There's also a Rocket Landing Pad coming with Opportunity, according to today's stream.
It reduces the dust area and/or amount due to rocket landing and taking off.

Yes, I didn't include the Rocket Landing pad in the Dev Diary because we weren't certain that it will be ready for the patch at the time I wrote the diary. Same for the new upgrades for the Mohole and the Extractor.
 
I like the idea of small work domes. Building a full dome for a far deposit seems overkill, specially for metal deposits which arent even rare metals. In the current state of the game, every dome built for rare metals is a temporary dome, when it runs out, the dome has no purpose. I think we should have more flexibility besides setting a base near the deposit.

It could be a small dome with some services that workers use while they rest from work, but after they finish their job the take the shuttle and go back to their dome. The small dome could have a shuttle parking.

Another idea would be to have the initial colonist structure be a small in-ground bunker that provides the basic services for about 10 people.... a "Martian Outpost" and domes require research before they can be built. Comfort would be non-existent and people would have a high chance of developing a subset of flaws (Alcoholic, Gambling, Melancholy, Whiner) if forced to live in an outpost for too long (The flaw Loner & the Rugged perk would make a colonist immune to this effect) ... A tech upgrade could auto rotate people out of the outpost after a certain # of Sols before flaws start to develop.

... ... ... Take this one step further and having colonists with the wrong combinations of flaws living in cramped outpost conditions and bad things happen. i.e. 10 Whiners stuck in an outpost together and somebody will vent the outpost to the surface after 1/2 a Sol. Idiots & Alcoholics cause the same thing to happen by accident. Melancholy? ... Takes a long walk out a short airlock... etc...
 
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Yes, I didn't include the Rocket Landing pad in the Dev Diary because we weren't certain that it will be ready for the patch at the time I wrote the diary. Same for the new upgrades for the Mohole and the Extractor.

Could you please comment on any balancing you're doing? The interconnection system is going to make the vanilla game even easier than it already is. You really need to take an axe to the default morale/work performance values. +10 upgrade to someone at 140 work performance? What's the point? You've got a slew of techs that are practically meaningless due to balance issues. Let's make them mean something again and also make the vanilla game more fun with at some challenge. If we go for a normal game the threat of losing would be great instead of having to choose hard plus a crazy landing zone.

Also, I'd suggest you make another game mode "no dome swapping". I know we can set filters to do that, but an official option would be so much better/more fun. A lot of us would like to play the game as your original vision to see how that feels. I think a lot of us would enjoy it.
 
Could you please comment on any balancing you're doing? The interconnection system is going to make the vanilla game even easier than it already is. You really need to take an axe to the default morale/work performance values. +10 upgrade to someone at 140 work performance? What's the point? You've got a slew of techs that are practically meaningless due to balance issues. Let's make them mean something again and also make the vanilla game more fun with at some challenge. If we go for a normal game the threat of losing would be great instead of having to choose hard plus a crazy landing zone.

Also, I'd suggest you make another game mode "no dome swapping". I know we can set filters to do that, but an official option would be so much better/more fun. A lot of us would like to play the game as your original vision to see how that feels. I think a lot of us would enjoy it.

You will be able to make your games way more challenging by turning on a bunch of options like total random techs.
 
Difficulty and challenge do not equate with fun. It's true that if it's too easy it is boring, but just making it hard doesn't automatically make it fun.
tech being meaningless really depends on the situation. For example, in one savegame, I have so much wind generators, my factories were barely able to produce enough parts for the maintenance, taking a huge toll on my polymer production because the fuel was needed for cargo rockets... With the factory upgrade, this changed a lot.
In a different save, the same tech didn't do much when it comes down to it. Kept it on because why not, but all it really did was me building a storage unit or two more when I already had about 15...
In the latter save, I was building two wonders at the same time, so no idea if that counts. Some mods are in the Equation as well...
 
Difficulty and challenge do not equate with fun.

OK several points to address:

First, I wasn't referring to those types of techs at all, so I probably should have specified more. Getting techs to increase botanists, engineers, medics, security +10 are pointless techs in this game. Because when your people are already specialized and working at 100-150 point levels, adding +10 points means nothing. But if those specialized and non specialized levels were slashed by 30% outright... so they were 70 instead of 100 (just an example)... then +10 means a whole lot more. Suddenly you're looking at ~15% increase in productivity which they desperately need. Because it wasn't just one person working at 70 instead of 100, it's 10 people. So it's an amplified effect. Same for morale. Morale levels are so high to begin with the structures and tech to make them better are meaningless in most games because people are always "just fine". I've not had a single game where I actually needed those techs. They are just fluff to fill out a tech tree. I highly doubt they started out this way. I'd bet when people weren't moving between domes those values fit perfect. This is not what players want to see in their games. When you have a bunch of things you can do but they don't make an impact because the games almost never calls for it... but it is a part of every single game we play.

This was an issue in older Gal Civ games, of one I worked on (Dark Avatar). Most of the techs were just 10% more of a bunch of everything so it felt like a drop in a bucket. You weren't doing relevant work cause you were filling buckets as opposed to doing cool things (for many techs). With so little to do in Surviving Mars, having pointless techs is a very bad thing. Based on what Haimamont has said and their own mods, it feels like their design changed over time and the values we have now were appropriate for people stuck in one dome forever and not shared. But shared domes drastically changes the formula and with the tunnels, will further break the Vanilla balance.

Saying "Difficulty and challenge do not equate with fun" is wrong for many if not most games. If that were true most of what we play would be walking simulators or screen saver fish tanks. For most people the reason to play a game is to have difficulty and a challenge. Otherwise there's no point (unless one is doing it for simple relaxation). Nothing wrong with that, and of course playing with the easier levels of this game is a relaxation exercise. However... Why is multiplayer Fortnite so big? The challenge. Why else are we playing any Paradox game if not for a challenge. Heck, it's a challenge just to figure out how to play a Paradox grand strategy game cause they can't be bothered to do a good tutorial and then keep it updated.

No challenge, no fun, no point once you see what's in the game. This leads to the very of this title. Was this SimMars? Or Cities Skylines Mars? No, "Surviving Mars", and with so few structures, the challenge is why many of us play. The mysteries are great too, but there's not enough of them.

I love this game. But if we wanted Simcity Mars, we could just download mods for Simcity or Cities Skylines that puts us on Mars. We already have Planetbase doing much of what this game did 3 years ago. If you play for different mysteries you're doing the same exact thing over and over til you get there. Same domes, same structures in said domes... every single playthru.
 
You will be able to make your games way more challenging by turning on a bunch of options like total random techs.

As I mentioned = I already made mods or downloaded mods for most of the things they're implementing. So there's very little "new" stuff in the pre-game launch options for some. I'm glad we're getting them officially. So all of my comments take into consideration the harder challenges I already use. And if one looks around at plenty of other gaming forums that discuss Surviving Mars one thing keeps coming up again and again "too easy, not enough to do".

Ironically, if one casts out the "too easy" part, you actually do have more to do as you're then forced to micro manage more and balance things more carefully, as opposed to just setting things up and waiting for a pile of rare metals to build up.
 
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