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I think something cool could be done with the dead people. Instead of turning them into food you could invent NecroWare and turn them into bio-robots. They consume food but need nothing else.
 
... at some point also farm animals, hopefully.
I think something cool could be done with the dead people. Instead of turning them into food you could invent NecroWare and turn them into bio-robots. They consume food but need nothing else.
An aquaponics could fit for both of those items, that's farming fish combined with hydroponics. They significantly cut down on the combined water costs of both if you did them separately.

I've also got an expansion on my distant planet colonization idea, but will need a bit of time to fill it out.
 
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Distant world colony mod

After choosing a site and a specialty, your landing pod will come down. While you scout out the surrounding area, the landing pod will be re-purposed into your first shelter. This initial shelter is slightly worse than your basic dome, with less than half the buildable area. It does contain a special reactor building giving you an early power supply, a cryo capsule bay which contains all your starting colonists as well as provides starting housing, a workshop that can produce a trickle of all advanced resources, and a building based on which specialty you choose at the start of the game. You then have to build your colony up from there, as well as satisfy the needs of all your initial colonists immediately who are needed to operate your RC drones and starting buildings.

Other than maybe some orbital probes, you're now on your own to build up this colony. It also isn't just building up the resources, but also building a full economic system and developing your society. The choices you make in buildings will shape the identity and culture of your people, not to mention the policies and laws you choose.

There are some things to make your life easier though. Since this isn't Mars you're colonizing, but an extra-terrestrial planet with its own threats and challenges to overcome. Of course, the more you deviate from Mars, the more complicated the mod would need to be and the more it deviates from the base game. If the planet's environment is friendly enough, why would your colonists need to live in domes? If there's hostile life, you'd need to build in a combat system for the game as well as mechanics for running a military. The tech tree would also be very different and what events and crises you encounter along the way.

One world I'd personally love to have a crack at in this engine would be Chiron from Sid Meier's Alpha Centauri. Anyone else want to take command of one of the game's seven factions and control the first few years of their society? Basically covering what would be around the first 20 to 40 turns of the original game managing the first base. For those of you unfamiliar with the game, that would mean you'd have the option of growing crops in farms outside of your domes; the planet's atmosphere is toxic to humans and most Earth animals, but not Earth plants. There'd also be a ton of unity resupply pods scattered around the map full of goodies to find and collect with your explorers. On the flip side, there's also hostile indigenous life forms (creepy music sting) that you will need to protect your colony from. The mind worms will emerge from the red fungus like flora native to the planet to attack you from time to time. Thankfully they won't usually wipe out entire colonies, but if they break into a dome they will kill a large number of your colonists before they succumb to the hostile air inside. Strangely, these worm attacks seem to increase in frequency and intensity if the colony is highly damaging to the environment.
 
A few more items:
-administration and maintenance buildings stuffed by colonists, right now your colonists seem totally redundant to produce water and oxygen
-Pathogens that may be carried in from mars. Especially martianborn may not take well to these, having never been exposed to them. Similarly importing some bug or fungus may destroy lots of your harvest
-Connecting domes: Just because this feels like such a grave oversight that really dampens my hopes for this game at the moment.
 
I can think of a few mods worth generating for people that want to quick SIM on easy mode.

Bump research ability to max mod
Sponsor with maxed traits (the spacex option)
Reduced building costs mod
Maxed research tree mod
Free launch / no launched material cost mod
Max out drone range mod
Expanded Max launch cargo mod

Add some structures with interesting traits and variety
Alter structure abilities like max residents or %changes or effects

Yes I know these are low hanging fruit but would probably go over pretty well. And I'll likely have something out in a few days post launch. Depending on difficulty ... is there any word on the process or early access to some of the asset files?
 
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Another thing that needs to be fixed in the name of science: Heat production of an RTG is not adjustable, so lower power production of Stirling generators doesn't really make sense during duststorms.
 
I have a few ideas on what mods could be made, I do plan on learning the modding system of this game too. Hopefully Ill be able to make something. But here's some ideas for someone to beat me in making:

Tunnels: I think this would be a huge addition, being able to connect domes among other buildings. I think this would bring the average social level up per colonist being around more people more often, also making it look and feel realistic IMO. Instead of what it seems to be now and each dome is its own entity and they never talk to people from other domes if they're not at work. Maybe different "tiers" of tunnels, like more durable ones and don't have many windows, then maybe ones with more windows for tunnels with a shorter span but isn't at durable.

Different type of living quarters: Something other than a dome, maybe building a simple block shaped building where the colonist live and then you have *cough cough tunnels cough cough* to get to other structures that are large open "outdoor" areas that can be built in.

Full colonization: This is an interesting one to me how it would be made. But maybe you could start a different scenario where you start with a premade base that is already self sustaining but now you have to actually move from the protected shelters like the domes or whatnot, and move into the world itself. So having to make Mars itself habitable with the atmosphere and what not and not needing helmets to breathe.

Just a few ideas.
 
Terraforming. Wonder like buildings at massive cost that will slowly terraform mars. More of them will have diminishing returns.
The costs have to be massive though. Like 10000 concrete 5000 metals and about 1k of each advanced ressource.

But after a given time the need for domes is gone. and the landscape slowly turns green. Given how fast people live in this game this is easily the timescale of several generations. It might be possible to do this in 100-200 years. It then ends with a cutscene where you see earth being hit by a meteor...
 
Terraforming. Wonder like buildings at massive cost that will slowly terraform mars. More of them will have diminishing returns.
The costs have to be massive though. Like 10000 concrete 5000 metals and about 1k of each advanced ressource.

But after a given time the need for domes is gone. and the landscape slowly turns green. Given how fast people live in this game this is easily the timescale of several generations. It might be possible to do this in 100-200 years. It then ends with a cutscene where you see earth being hit by a meteor...

While that sounds awesome something on that scale sounds more like work for an expansion pack.