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I hope once all research and breakthrough are done they return back to normal or perhaps an unlock that reboots the deposits or something

That would be an interesting solution.

Once you research everything you can work on projects to uncover new Water / Metal / Rare Metal deposits (could be normal, or deep, or even both) that will become available once the research is complete. This could be repeated forever. Though someone would likely focus on Rare Metals and break the balance (again) or something like that. This could be solved by the discovery being random but then.... behold, you last 10 deposits discovered were 9x Water and one Metal, so another problem. :D
 
...One giant leap for Surviving Mars. :D

I also think that there should be a stable source of income from Science after all the (ordinary) techs have been researched. Maybe after all the (ordinary) techs are researched, you could have a special or idle option that automatically converts Science into funding each sol with a set ratio, but with a caveat that it completely ignores outsourced and sponsor Science gain. It would only register martian science production. If I understand the exploit correctly (research Martian Copyrights, then outsource more science than it costs), this should completely sidestep the issue.

So you'd use these repeatables as a way to gain funding or outsource research earlier in the game, but in late-game you'd essentially use the research facilities as a sort of citybuilder "office" building that generates stable funding without an end.
 
That would be an interesting solution.

Once you research everything you can work on projects to uncover new Water / Metal / Rare Metal deposits (could be normal, or deep, or even both) that will become available once the research is complete. This could be repeated forever. Though someone would likely focus on Rare Metals and break the balance (again) or something like that. This could be solved by the discovery being random but then.... behold, you last 10 deposits discovered were 9x Water and one Metal, so another problem. :D
That's easy to solve. Use pseudo random. Just throwing numbers out there but lets say it's 45% water 45% metal 10% rare metals. You get water your first roll, that means next roll would be 30% water 55% metal 15% rare. Eventually rare metals would be 100%
 
Yeah, I hope the increase is still built with the idea of permanent settlement in mind. After all, getting all the way to Mars and having to go home after a few dozen sols would be very frustrating.

Sustainable life on Mars needs to be a thing, and Martian based research is one of the revenue sources you can count on after all the minerals on the map are gone. This is what the colonists will look to transition to after the resource economy is gone or rendered nonunique. Post-resource economy potentials are an important way that colonist games emulate history, and they need to be a thing in the game. Be careful how much you nerf that.

If science becomes a diminishing-returns deal that peters out after awhile, then cash crops or another form of renewable resources, or tourism, need to be elements in the game. Some form of continuing revenue stream to fund the resources Mars One needs to keep operating. Maybe sponsoring other colonies on Mars. Maybe sponsoring colonies deeper into space. Something to permit Mars 1 to become a springboard to large scale Martian colonization, rather than a 100 year wonder followed by a long career as ghost town.

There's plenty of game to be had after initial survival after all. And I know you're probably carving that territory out for DLC for the future to expand the mid to late game experience, but give us some good thing to making sure it stays valuable in the meantime, because being able to keep playing a favorite save file IS one step in the direction of player retention.
One of the mysteries involves growing what is essentially a cash crop so that would be an obvious start.
 
I'm old enough to remember when you bought games on CDs. How on earth did we get updates in those days OR did we just play broken games?

Companies were slightly less complacent back then and the amount of games that released bug-free was relatively higher. The complexity of games was lower too, meaning less could go wrong.

The "release now, fix later" attitude is far more widespread nowadays.
 
Random fact about the title:

Lance Armstrong claimed that he said "That's one small step for a man" but linguist John Olsson and author Chris Riley analyzed the increased quality of the audio and claim that he did not include the 'a'.
I don't get why people insist on quoting it without the article regardless of what he actually said. The full quote without the "a" does not many any sense.
 
In the days before Internet became prevalent, there were game magazines with 3 1/4" disks (and later CD-ROMs) containing demos and patches. I still have a bunch of them - I'm a bit of a packrat, plus I want to have the patches in case I ever install the games again. :p
Good ol' times ... I remember my first C64 with a Datasette. And typing listings from game magazines...

@topic: So no fix to the "walk of death" (colonists suffocating because they don't use shuttles for transfers)?
 
I'm old enough to remember when you bought games on CDs. How on earth did we get updates in those days OR did we just play broken games?
I remember, we visited the bbs of the local computergame magazine to download any patches the maker had distributed, or a bit later scoured the internet for any patches from the most trustworthy sites, which definitely did not include any viruses in the exes.
 
We were so easy to amuse in the 1980's i.e. no internet, no smartphones, only 4 TV channels (in UK), no play-stations, no home PCs etc. Days when the following two lines of code would always get a chuckle when typed into the BBC workstation/Amstrad at the local electronic hardware shop.

10 Print "Bob is a big fat idiot"
20 Goto 10

Happy and innocent days.