• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DominusNovus

Field Marshal
86 Badges
Oct 2, 2007
7.984
8.562
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Res Publica
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
So, about a week and a half into the game's release, I think I've played around with it on various maps/difficulties/sponsors/commanders to have a good grasp on the game. Personally, I find that the game falls flat the most insofar as its not really about actually surviving on Mars, but managing your colonists' recreational activities on Mars. Once you get your infrastructure up and running (and that can be challenging on the harder settings), the underlying systems are a bit too rudimentary and simplified for the game to be truly rewarding. Its still fun, don't get me wrong, but not in the "I've managed to get a self-sustaining colony established on Mars!" sense, but "These domes look pretty cool, and man is it need to see everything chugging along nice and smoothly" sense.

Of course, I wouldn't be making this thread if I didn't have some ideas. First, some elaboration on the problems.

1: Supply Chain
Simply put, the current supply chain is way too simplified, making construction and life support far less rewarding than they should be. Lets consider two things: First, it is far easier to build photovoltaic solar panels in-game than it is to build wind turbines in-game. Second, all your domes need in the way of life support is water, oxygen, and power.

It seems to me that wind turbines (a technology that is, more or less, close to two millennia old) should be a little easier to construct than solar panels, particularly photovoltaics. Obviously, there's reasons for these simplifications, in-game, but it speaks to the overall lack of depth to the supply chain system. Literally your very first action upon landing on a new planet can be to build a solar panel out of raw metal ore. Beyond that being wildly optimistic from a scientific standpoint, it also makes it a little less rewarding to have built something on Mars. Your first rocket really should be loaded up with almost nothing be prefabs. Prefab drone hubs, prefab solar panels and wind turbines, prefab batteries and extractors, prefab everything. It should be a (small) accomplishment to actually start utilizing in-situ resources in-game, and turning metal ore into a fully functioning (and tracking!) photovoltaic panel should require something in between.

Second, man oh man, living and farming on Mars should be so much harder. Setting aside whether or not domes are a plausible way to house your initial population (interesting how we go from 'first human to step foot on Mars' to 'People are permanently living in Earth-like homes and shopping at a grocery store on Mars' in the span of time it takes your colonists to get from their rocket to their dome), all you have to do is hook up that dome to water, O2, and power, and you're good to go.

Of those three, I would expect domes to require an initial reservoir of O2 and water before they could be habitable - they could, in some way, be treated like storage tanks, particularly for O2. All that empty space above their heads in the dome is filled up with something, isn't it? As far as farming is concerned, we're missing some key elements. Nitrogen is in very short supply, and you should have some way to produce nitrates for your farming operations. Perchlorates are also a major problem, but we'll assume dealing with that is represented by the 'soil adaptation' tech.

Beyond the initial materials for life and farming, we're still missing another crucially important aspect of life-support: waste management. As is, your colonists are apparently just dumping out their solid liquid and gas waste, given that their O2 and water consumption is entirely steady per-dome, varying only due to agricultural operations.

2: Human-Cyborg relations
Cute allusion aside, there really isn't much interaction between your robotic workforce and your humans, except insofar as each has their designated work roles, determined relatively arbitrarily by the game and whatever automation techs you happen to unlock in the breakthrough chain. This is a missed opportunity for one major plausibility reason: running an entirely robotic system when your communications time-lag is 3-21 minutes long is quite difficult, and one of the many reasons why our existing rovers are pretty cautious in all their activities. Unless their so autonomous that they don't need super vigiliant monitoring from ground control, this should be represented in some fashion (in which case, they really should be autonomous enough to do everything represented by the breakthrough automation techs). Also, speaking of autonomy, they should be able to conduct some minimal farming prior to humans landing on Mars, given how much your drones currently can do (to bring us back to the 'they're able to smelt iron ore into photovoltaic panels' point).

So, my proposed solutions:
1) Much more robust supply chain. Nitrates, bio waste, CO2, processed and unprocessed ore, etc. Load us up. Make your processed resources like electronics harder to produce. Electronics really should be more than just rare metals, they should require multiple inputs (oddly, polymers are the most demanding processed resource, even though they're the only one that is naturally-occuring in game). As an example, 1 unit of electronics could require 1 unit of rare metal, 1 unit of metal, and 1 unit of waste rock (to represent silicon). As a corollary, there should be some additional buildings to work with this more robust supply chain (doesn't need to be said, but safer to say it than not).
2) More prefab dependence, early game.
3) Colonists should be interacting with your robotic workforce more. I propose that, prior to landing humans on Mars, your rovers and drones should operate at reduced capacity, to represent the lack of instantaneous human oversight (throw a breakthrough tech in there to mitigate that if you want). Drone hubs could then have work slots open to allow your colonists to staff them and ensure the drones can work at max efficiency (similar to how automated extractors work at 50% efficiency).
4) To compliment point 3, there should be some pre-dome living options for your colonists, small habitats (like the Ares 3 hab in The Martian). Domes should be the reward for managing to get your inhabited colony self-sustaining, not the starting point.
5) Autonomy techs shouldn't just be 'hey, this building works without colonists now' but 'drones can fill worker slots now.' This still makes those breakthroughs super rewarding, but not 'this game is now on easy mode' rewarding (and means that missing them is not as big a 'hell, this map sucks, I'm restarting' moment of frustration).
6) Some sort of connectors between your habitats (this is just every players perennial request, so I'm repeating it here).
7) Anything inhabited should have a reservoir of O2 and water that needs to be filled up and kept full for it to be fully usable by your colonists. Domes, extractors, fusion plants, external factories, everything. Let your colonists still work them without life support, but reduced efficiency, to represent the fact that they'd be running them in space suits.
8) Some sort of connectors between your habitats.

Those are my thoughts on a morning where I got up a few hours earlier than I needed to. I have more, but thats a good starting point.
 
Yeah, I agree with the main premise. The "Survival" aspect tends to be more of a self-imposed challenge that's only really present in the early game.

That's why I proposed a scenario in reddit where a Giant Asteroid hits Earth by Sol 10 -wiping out Outsource, Exports, Imports, and Applicants - and forces you to "strike out on your own" for the rest of the game.
 
Yeah, I agree with the main premise. The "Survival" aspect tends to be more of a self-imposed challenge that's only really present in the early game.

That's why I proposed a scenario in reddit where a Giant Asteroid hits Earth by Sol 10 -wiping out Outsource, Exports, Imports, and Applicants - and forces you to "strike out on your own" for the rest of the game.

Would be quite easy to mod.
 
I like the juxtaposition here between Dominus and Zinegata. One suggests you should rely more heavily on earth and the other says it should be taken away as an option. I like alot of the ideas in the OP; specifically the stuff about more complex supply chains. It kinda comes down to what kind of game experience the devs were after. Imagine a scale where on one end you have things like simpsons tapped out or farmville, and on the other end you have hardcore sims like factorio, banished, Dwarf fortress, rimworld, etc. I think most of the lukewarm reception has to do with some peoples expectations being more on the factorio side of that scale than the developers intended.

I posted some thoughts on what could make the game more challenging without just making it arbitrarily slower or less fun, but that thread kinda devolved into talking about how you should use your founders instead of difficulty, which is a discussion I really wanted to have. So, I will repost those thoughts here in the hopes that this thread stays on topic...

1.More things. It's weird that seemingly the only martian exports are copyrights and rare metals. It's weird that you can choose between like 8 crops but just grow soybeans everywhere all the time and have grocers filled with soybeans and diners serving only soybeans and soy milk and everyone is totally cool with that. Why not make all those different crops matter? Maybe a variety of food could lead to a health or comfort bonus. Maybe factories to turn advanced resources into exportable goods. Fruit could be turned into martian wine. Polymers could be turned into martian furniture or clothes or something. Electronics into... idk, something. Trade goods factories would give more jobs too.

2. Colonist maintenance. It's too easy to just plopping down domes with an infirmary, one or two farms, a grocer, a diner, and have all the rest of the spots be apartments. People will be unemployed, but it doesn't matter. "Idle hands are the devils playthings" as the saying goes. Make unemployed people become renegades. You'd have to add jobs though somehow, because unemployment seems inevitable as the game is now. Which leads me to another point...

3. Breakthroughs are broken. Automated mines is easy mode. Advanced cables and pipes are easy mode. Automated fusion plants... You almost cannot play through a game without getting a breakthrough that completely trivializes some aspect of the game. You could just not research them, but I'm not a fan of the "ignore part of the game to make it more fun" argument. Perhaps a hard mode that can make some of these stronger breakthroughs less powerful or remove them all together? As an example maybe Automated mines in hard mode only works at 10% instead of 50%?

4. Cascading failures. This is another thing from banished that i think this game could benefit from. I'd like to see more situations where my neglecting one system can cause a domino effect of failures that leads to a restart or reload being required. Maybe a meteor hits my windmills which were too bunched which causes a power shortage which causes my water extractors to go off line which leads to a water shortage, which leads to crop failure which leads to a food shortage, which leads to death. This can happen now, but with batteries and water tanks I'd almost have to turn it to 3x speed, turn off my drone hubs and go take a nap for that chain of events to have enough time to unfold.

5. Drones and shuttles are too good at their job. I don't really have some grand idea for how to fix this one, but I do think it removes a lot of difficulty from the game. You can plop down universal storage any where and as long as you have a good amount of shuttles they will take everything where it needs to go in a timely manner. If they aren't moving fast enough, just get more shuttles and drones. As long as you have storage for every resource in range of every drone hub more drones and shuttles is always a solution to any resource flow issue. Sure, you can optimize storage placement to help your drones and shuttles be more effective, but you don't need to, especially late game.
 
3. Breakthroughs are broken. Automated mines is easy mode. Advanced cables and pipes are easy mode. Automated fusion plants... You almost cannot play through a game without getting a breakthrough that completely trivializes some aspect of the game. You could just not research them, but I'm not a fan of the "ignore part of the game to make it more fun" argument. Perhaps a hard mode that can make some of these stronger breakthroughs less powerful or remove them all together? As an example maybe Automated mines in hard mode only works at 10% instead of 50%?

Exactly the reason I disabled all the breakthroughs for now in my hard mode mod.
Maybe having a look at all of them once i have completed the initial ideas. Most of them are complete gamechangers and you generally get too many of them. To be honest I believe they would be fine in the very late game only. But by then most of the challenge is gone already. It should be "inner challenge" by then. not much in terms of outer threat but factions rising up, independance quarrels with earth... so trivialising some aspects of the basebuilding game wouldn't really matter much at that stage.

For now I do consider allowing the Omega Telescope the breakthroughs again in my hard mode mod. being the only way to generate breakthroughs at all and by only having 3 they do matter a lot more.
 
Yeah, I agree with the main premise. The "Survival" aspect tends to be more of a self-imposed challenge that's only really present in the early game.

That's why I proposed a scenario in reddit where a Giant Asteroid hits Earth by Sol 10 -wiping out Outsource, Exports, Imports, and Applicants - and forces you to "strike out on your own" for the rest of the game.

I fundamentally disagree with that suggestion as a general fix. It is an artificial constraint that would railroad the game in an implausible way. It is ultimately taking your concern regarding requiring a self-imposed challenge and making that same challenge game-imposed, instead. It does not actually improve the gameplay, it just removes one aspect of the game.

The solution to the game being shallow is to add more depth, not to remove all the ladders out of the pool.
 
Certainly once your colony is well-established it's pretty hard to fail unless your expansion far outstrips your maintenance supplies. One way to keep things challenging is to make disasters more impactful. Turn them from a minor inconvenience into a real stress test for a mature colony.
 
Certainly once your colony is well-established it's pretty hard to fail unless your expansion far outstrips your maintenance supplies. One way to keep things challenging is to make disasters more impactful. Turn them from a minor inconvenience into a real stress test for a mature colony.

Eh random punishments only add a very limited chalenge, more complex supply chains and a more involved human element would be the better way to go in my opinion. Enough to do that you always want more humans, make births on Mars rare, children precios and coddled, so that just like import independance for electronics machine parts and polymers, being a trully self sustaining outpost is an acomplishment, and should involve cultural as well as industrial shifts.
 
Certainly once your colony is well-established it's pretty hard to fail unless your expansion far outstrips your maintenance supplies. One way to keep things challenging is to make disasters more impactful. Turn them from a minor inconvenience into a real stress test for a mature colony.

Eh random punishments only add a very limited chalenge, more complex supply chains and a more involved human element would be the better way to go in my opinion. Enough to do that you always want more humans, make births on Mars rare, children precios and coddled, so that just like import independance for electronics machine parts and polymers, being a trully self sustaining outpost is an acomplishment, and should involve cultural as well as industrial shifts.

Agreed that disasters aren't the way to go, and that a more robust supply chain is. Honestly, the Martian environment should be hazardous enough on its own that disasters shouldn't be needed.
 
The problem with the supply chain approach is that once you stabilize the challenge is over, no?
well thats why my angle is the human element, in the balencing of the needs and wants of a colony of hundreds under the harshest conditions possible. You know something other than "cassino, gym, bar, groceries, diner, medics, next" and that the present brthrate is damaging not just because it gives us the homeless/unemployment issue but because it denies us the 'desperately needs manpower' issue that from all the ways to autmate, return from dead, or extend the productave lives of colonsts they clearly expected us to have.
 
I think more 'brute' difficulty is easier to mod / develop and can be adjusted to anyone's taste.
More challenge / interest / creativity is the way to go IMHO. For me the key point would be to add complexity / diversity in the supply chain and production of goods.

If anyone as old as me knows a game called Pharaoh, it's my model in this aspect.
 
I'm in agreement with the OP, the surviving part of the game is rather lacking. I would like to see some of these things added to the game along with a few others. I was actually surprised that this game lacked anything to do with CO2. I would imagine living in a dome that you would need some way of dealing with CO2 build up over time. I would be kind of cool to have to deal with a problem like that by having to research a way to scrub it from the air system of the domes. Maybe even a prefab scrubber that would require you to keeps it filters maintained and later have to find a way to create your own filters.
 
Then theres waste water and how to filter/purify it, and frankly where is the bar getting its booze? thats more cropland more biomass that has to be alocated to that instead of food (But also another potential export, how much would a conesur pay for a bottle of wine grown on another plannet? Or tea for that matter, chocolate? Coffee?) you can recycle waste water mechanically, but the optimal would be to use it for fertiliser, which in turn pushes you to get a bigger dome setup for the needed farms to cope with the waste.

The equilibrium points are too easy to acomplish right now, you should be contantly tempted to tip past that.
 
Very thoughtful analysis, OP - enjoyed reading it. Also liked some of the ideas / counterpoints they sparked. (I honestly don't care about connected domes, though. I can play the game with or without those connections).

I would like to see that first dome as a real milestone that takes some time and planning. Prefabs make sense in that regard. Landing module/lab can produce basic resource chains (e.g nitrates / refined metal) while player scans / collects resources. I like to be self-sufficient, however, it should take a few more complex production chains to get there as OP noted.

Proxy85s commentary about variety struck a positive tone with me. Perhaps there could be some additional benefits / drawbacks to some food types. Another option might be food variety as a requirement for optimal health / comfort (Banished has that type of mechanic).

My own issues/suggestions:
-Wind turbines providing constant power bothers me. Power storage / management early game should be more meaningful.
-Template for initial rocket cargo load-out would be helpful. Sometimes, a map is just not appealing and having to redo sponsor/load-out is tedious.
-I would recommend a filter for map selection. Allow us to filter maps by resource pips (e.g. no more than two of each), and hazard types (e.g. one pip sandstorm, four pips in other hazards). Again, just a QOL addition to reduce tedium.
 
I'm in agreement with the OP, the surviving part of the game is rather lacking. I would like to see some of these things added to the game along with a few others. I was actually surprised that this game lacked anything to do with CO2. I would imagine living in a dome that you would need some way of dealing with CO2 build up over time. I would be kind of cool to have to deal with a problem like that by having to research a way to scrub it from the air system of the domes. Maybe even a prefab scrubber that would require you to keeps it filters maintained and later have to find a way to create your own filters.

I don't think you should need to research that. Scrubbing CO2 is tech that is available here and now; the ISS won't work without it, and neither will any spacecraft transporting people to mars. It should be base technology, like recycling your water. Sand storms should not endanger your O2 production or water cycle, unless you run out of power for your equipment, or you somehow decide to turn all your water and CO2 into rocket fuel.
 
I don't think you should need to research that. Scrubbing CO2 is tech that is available here and now; the ISS won't work without it, and neither will any spacecraft transporting people to mars. It should be base technology, like recycling your water. Sand storms should not endanger your O2 production or water cycle, unless you run out of power for your equipment, or you somehow decide to turn all your water and CO2 into rocket fuel.

Quite, its just like the idea that we should wait till end game to get population controlls. Why? We have all that now. (poorly implamented, but for the context of a mars mission? Yeah we have that.)