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Looking good.

Only questions were:

About the MOXIE needing water (another thread) + will there be other O2 machines?

More power sources + resources? Not many just an extra 2 or 3 (though these might not have been implemented yet I supposed)

Combining the drone hub and storage area? (just seemed to cause extra micro management having both)

The click and drag for the water/power connectors looked like it might get a bit difficult after a while. Are there going to be connector hubs (i.e costs more but connects to everything with in 3 or 4 hexagons)?
 
I really liked what I saw. But the game lacks an end-game, like what is the end purpose of playing this?
Isn't that what all these type of build games lack? The Anno series is the same in that regard. It's too small in scope to be a true sandbox á la Sim City/Cities Skylines so you just play them until you've reached the point of critical mass where you can no longer lose, whereupon you just give up.

It would be fantastic to get a game that merges Surviving Mars-type gameplay with Sid Meier's Colonization-type gameplay. Colonize the planet with an end goal of a self-sufficient and independent planet. Divide the planet into tiles or areas, where each tile is a Surviving Mars-sized map. Colonies on different maps can then be connected through trade routes and such, with things like airports and railways becoming more efficient transport lanes as you research more technologies and build out your infrastructure. This lends itself to settlement specialisation, where some tiles/maps are focused on resource extraction, some on habitation and others on resource refinement and off-world spaceports. For full immersion have an orbital build layer where you can place satellite networks and space stations. This isn't such a crazy idea. Both Sim City 4 and Cities XL had maps that could be connected through trade.

The idea with this is that gameplay challenges changes as the game progresses. First you are struggling to get a permanent colony going on Mars. Eventually it will become self-sustaining. Simultaneously, you build other colonies and try to have them become self-sustaining aswell. These isolated colonies can then become connected and start to specialize, to the point that they'll start to produce resources and products that can be sold back to Earth, or invested in large projects designed for terraforming and a thriving civilization. Things like Orbital Refuel Depots, Orbital Mirrors to provide more sunlight, or Terraforming stations to create a thicker atmosphere. Things that require planet-wide infrastructure to build. Gameplay changes from just surviving, to thriving.
 
.......... These isolated colonies can then become connected and start to specialize, to the point that they'll start to produce resources and products that can be sold back to Earth, or invested in large projects designed for terraforming and a thriving civilization. Things like Orbital Refuel Depots, Orbital Mirrors to provide more sunlight, or Terraforming stations to create a thicker atmosphere. Things that require planet-wide infrastructure to build. Gameplay changes from just surviving, to thriving.

Makes me wonder what would have happened if Paradox had done Civilisation beyond earth instead of 2K.

The road not taken
 
The problem with Mars games, and something you cannot change unless you terraform the entire planet (probably kinda the end goal here), is that you are stuck with an ugly and boring orangish-red the entire time. This looks to be like Cities Skylines except on another planet and in a dome. Of course, to me, it will be far more exciting if your populace starts to revolt and breaks the planet into factions... guessing that is not happening here though.
That would be badass.