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Tisifoni12

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Oct 29, 2012
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Having had a free weekend of Surviving Mars some time ago I am tempted, but:
  • How much control can you have over tourism, which I see as something that shouldn't happen until s colony has been securely established and expanded ?
  • Which expansions or additions are best and why ?
 
Having had a free weekend of Surviving Mars some time ago I am tempted, but:
  • How much control can you have over tourism, which I see as something that shouldn't happen until s colony has been securely established and expanded ?
You have full control over the selection of passengers coming over from Earth, so you can block tourists entirely, fill a rocket with tourists, or anything in between.
 
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Having had a free weekend of Surviving Mars some time ago I am tempted, but:
  • How much control can you have over tourism, which I see as something that shouldn't happen until s colony has been securely established and expanded ?
  • Which expansions or additions are best and why ?
Tourism is something you have to intentionally build up. You will initially only have a few applicants, and if you provide them interesting sightseeing tours and a comfortable living situation, they will generate more applicants upon leaving.
Concerning the expansions:
  • Space race mostly fleshes out the different sponsors. There are some ways to interact with rivals, but for me the main draw is stuff like the Church of the last ark's temple spire or the Japanse wasp drones. A bit of gameplay but mostly flavor
  • Green planet defines an end game goal after the "survival" is fully secured, which vanilla S:M is somewhat lacking. There are also some interesting strategies with early open farms, but it's mostly about the end game
  • Below and Beyond is about making the mid-game gameplay more varied. S:M can have some slow phases, but with B&B you can always switch to another "plane" (underground, asteroids) and advance your goals there. It was somewhat unfinished and bugged upon initial release, which you might notice in the form of some bad steam reviews, but in my eyes it is now a fully fleshed out expansion that integrates nicely into the main game.
 
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Tourism is something you have to intentionally build up. You will initially only have a few applicants, and if you provide them interesting sightseeing tours and a comfortable living situation, they will generate more applicants upon leaving.
Concerning the expansions:
  • Space race mostly fleshes out the different sponsors. There are some ways to interact with rivals, but for me the main draw is stuff like the Church of the last ark's temple spire or the Japanse wasp drones. A bit of gameplay but mostly flavor
  • Green planet defines an end game goal after the "survival" is fully secured, which vanilla S:M is somewhat lacking. There are also some interesting strategies with early open farms, but it's mostly about the end game
  • Below and Beyond is about making the mid-game gameplay more varied. S:M can have some slow phases, but with B&B you can always switch to another "plane" (underground, asteroids) and advance your goals there. It was somewhat unfinished and bugged upon initial release, which you might notice in the form of some bad steam reviews, but in my eyes it is now a fully fleshed out expansion that integrates nicely into the main game.
This is very helpful. Could you please say a little more about how Green Planet defines a specific end-game goal? Along a similar line, why does Space Rae not give you a sufficient end-game goal of wiping out or dominating your rivals?
 
This is very helpful. Could you please say a little more about how Green Planet defines a specific end-game goal? Along a similar line, why does Space Rae not give you a sufficient end-game goal of wiping out or dominating your rivals?
For green planet the goal becomes making mars 'earthlike'. Open domes, breathable atmosphere, abundant plant life, etc. Whereas base game your game kinda ends when you make your game so self sufficient you could walk away for hour and things are fine and there's no real point in continuing (which is still true with gp, just with the added goal).

For space race, rivals would have to be significant enough to be considered a 'threat' to really warrant wiping them out as a gameplay goal. They don't fulfill that and wiping them out has no real impact on your colony (outside of no longer being able to trade/steal from them).
 
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Well, have bought the base game and after several hours I am realising how anal I can be about the placement of storage areas, life support systems and fuel production.

I have restarted the same map three times . . .
 
I love this game, although it is very buggy. There's one that comes up with extreme cold events that is especially annoying, because it causes the electrical grid to remain topped up although the net usage is clearly in the red. At that point, you have to ask what's the point.

But bugs aside, if you set it on extreme environmental challenges, long transit times from earth and randomize the tech order (using the "variable techs" rule), the replayability is pretty awesome. In one game a combined meteor shower and extreme cold literally wiped out my whole colony. Painful to see, but also kind of beautiful too, given how nicely the graphics presented the whole fiasco.

I don't have either dlc package, by the way. Niether of them seemed really to improve core gameplay at all.
 
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This is very helpful. Could you please say a little more about how Green Planet defines a specific end-game goal? Along a similar line, why does Space Rae not give you a sufficient end-game goal of wiping out or dominating your rivals?
Sorry for the delayed reply.
In vanilla S:M, your game usually "ends" when your colony is self-sufficient (40% workshop workers is a bonus).
In S:M you have the additional goal of fully terraforming mars, which takes significantly more time and resources.

In space race, you cannot "dominate" or wipe out rivals -- your most aggressive option is stealing and sabotage, otherwise it's mostly about trade.
 
In space race, you cannot "dominate" or wipe out rivals -- your most aggressive option is stealing and sabotage, otherwise it's mostly about trade.

Geoff, is the transporter loading up with polymers ours ? It doesn't look like ours . . .