Surviving Mars

Surviving Mars

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Basic Survival for Surviving Mars
By DanishScorpio
Establishing a functioning society on another planet, as it turns out, isn’t as simple as building a SimCity. Largely because if you mess up, everybody dies. A little preparation goes a long way, though. If you heed the following advice, you should be able to convince the next batch of colonists disembarking the rocket that you at least sort of know what you’re doing.
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Don’t rush to get colonists
The main thing living, breathing humans can produce that can’t be harvested or imported with an entirely robotic colony is Rare Metals, which are sold back to Earth for money. So as long as you’re not in danger of running out of funding, it’s perfectly possible to operate autonomously for as long as you need to in order to prepare a nice environment for your future colonists.

You must continually import electronics, polymers, and machine parts from Earth, however, so keep an eye on your funds. Playing a sponsor like the US, which gives you periodic cash injections for doing nothing, or the EU, which pays you for every technology researched, makes this strategy particularly viable. It’s especially worthwhile to wait until you’ve unlocked technologies for better farming and housing before inviting the first wave of warm bodies.
Always stockpile
Some of the most important buildings in your colony are going to be power capacitors, oxygen tanks, and water towers. Place them close to critical structures and don’t be shy about building too many. The greater your reserve of these critical resources, the longer you’ll have to troubleshoot problems before all the lights go out and people have to start drinking their own pee. Ideally, you want to have at least enough of a reserve to cover the travel time of a cargo rocket from Earth, in case you end up in a situation where you need to import resources to get your infrastructure back online.
Create small self-sufficient grids
Power lines and the pipes that carry water and oxygen have a higher breakdown chance the more things they’re connected to. This means it’s usually better to have a separate power and life support grid for each dome and drone hub. Stretching power cables across your entire colony just means you’ll be constantly draining your metal supply to keep it all working. For a small, drone-only mining outpost, a single large solar panel connected to the drone hub and a power capacitor with a one-tile cable will suffice.
Avoid introvert old people
There are two groups of people who are very likely to ruin everything once they get to Mars: loners and the elderly. Senior citizens won’t get jobs, but still expect a pension so they can play blackjack and buy video games. Loners will constantly lose comfort when placed into a population above a certain size, which makes them almost impossible to please, even if everything else in their lives is perfect. You’d think being on freaking Mars, millions of miles away from the vast majority of human society, would make them happy. But no. I try to get as many younger, sociable colonists as possible when I’m filtering potential applicants.
Keep everything running after you run out of money
The ultimate test of a Martian colony is achieving self-sufficiency before funding runs out. In addition to harvesting enough food to keep your colonists fed, this means producing concrete, metals, polymers, machine parts, and electronics in sufficient quantities to repair anything that breaks down. A lack of any of these materials could lead to a cascading infrastructure failure and a lot of dead colonists very quickly – especially if you don’t have the cash to import an emergency shipment from Earth. Don’t wind up in a situation where you forgot to get an electronics factory prefab and suddenly can’t afford to buy one, dooming what was looking to be a successful and prosperous operation you’ve already put a lot of work into.
You need more housing
There are a lot of important jobs to do on Mars. Seriously, a lot. Especially when you factor in the aforementioned old people who won’t pull their weight. It’s very easy to make a luxurious dome that looks great, but doesn’t support a population needed to run all of its services properly. In a typical dome, I devote nearly half of the real estate to residential apartments. And once I unlock the arcology spire, which provides even more housing, it becomes almost mandatory. Restaurants and hospitals are no good if they aren’t staffed, and the problem is only made worse if you have resource extraction buildings that require human labor outside the dome competing for your colonists’ time.
No graveyard shift
If your population is large enough, it’s possible to keep most buildings working around the clock. The problem is, the Martian night depletes sanity faster than most colonists will be able to restore it. Thus, I generally force all of my industries and services to close at night and operate only the morning and evening shifts. It’s a loss of 33 percent of your potential productivity, but having a third of your population going crazy because they swear they saw a cacodemon floating in the darkness beyond the dunes is really more trouble than those extra machine parts are worth.
Rovers have jumper cables
The first time I had a science rover run out of power several kilometers from home, I assumed it was gone forever and ordered a new one. As it turns out, rovers are equipped with jumper cables and can transfer power to each other, allowing you to rescue stranded ones fairly easily. The hints system never tells you this, so it’s fully possible that you’ve made the surface of Mars into an RC graveyard by now. Go bring those little guys home.
Notes

Thanks to Paradox Wiki and vg247 for providing information for this guide.

Information based on version:

227,831 2018-03-15 Release version





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26 Comments
Reianor 8 Apr, 2023 @ 7:10am 
You've massively overrated the arcology. The go-to spire when you don't need a specialized one (like sanatorium or whatnot) is the hanging gardens. To quote a certain talking head from a certain other game about mars - “having buildings is useless without people to staff them”. You need people no less than you need living space. Hanging gardens is how you get more people.

Graveyard shift is when you make people work heavy workload on a night shift outside of the dome. Night shifts and heavy workloads alone are quite manageable and in fact beneficial to the colony as a whole. Learn to use them or read a dedicated guide if you can't figure them out on your own.

For as long as I've know this game rovers didn't use power. Broken ones can be repaired by drones.
Reianor 8 Apr, 2023 @ 7:10am 
Small grids do have merits but the also have downsides. Like the fact that you have far less control over your grid. You can deal with leaks by looping the grid and putting valves/switches.
Use mini-grids for things that are medium priority. The rest you want on a large grid so you can keep high priority buildings running by turning off low priority ones.

Loner is one of the better flaws actually. But explaining that would take too long. It's the idiots that you really want to avoid.

You shouldn't “run out of money” in the first place. That's what we ship gold to earth for.
Spend money to make money. Those electronics factories are a big investment. You don't do them “on your last slice of budget” you do them when your budget starts to expand.
Reianor 8 Apr, 2023 @ 7:10am 
Some of those are newbie tips only a newbie would buy into.
And misleading by guides annoy me.

DO rush to get colonists. In worst case scenario you can keep them for up to five days in orbit. That's more than enough time to finish building what you need for them.
Furthermore waiting for research is wasteful. Even in the best case scenario food tech and apartment tech are going to cost you 1000 each. In the early game that means you either need to outsource or wait several days. Both the cost of outsourcing and the cost of precious metals you would have mined in those days easily outweigh the cost of a temporary hydroponics farm and living complex.

Do stockpile, except for power. In case of major shortages a few accumulators aren't going to save you anyway, and many extra are too costly. In case of minor ones, there's always a concrete extractor or two you take out of the loop while you fix/rebuild without suffering any major setbacks.
HappyTortoise 14 Dec, 2022 @ 11:14am 
Sanity is a resource to be managed. If the building is outdoors turn the night shift off. If it's in dome night shifts are perfectly acceptable unless there is a disaster going on. 1) Outdoor's 2) Nightshift 3) Disaster. These 3 cause sanity hits and you can afford 1 out of 3 in the long run. more than that cause breaks. There are techs that remove 1 and 3 from the equation. Working nights is desired otherwise they will lose comfort and whine that the grocery store wasn't open at 2:00 AM on Mars and the medical building needs to work 24/7 to get the pop growth increase.
DanishScorpio  [author] 3 Feb, 2022 @ 1:05am 
:47_thumb_up:
Dralth 2 Feb, 2022 @ 11:22pm 
*smiles* You're very welcomed Pontifex.
DanishScorpio  [author] 4 Nov, 2021 @ 5:47am 
Cool thanks @Dralth :csd2yay:
Dralth 3 Nov, 2021 @ 11:50pm 
Great guide.. gave a thumb's up, an award, and favorited it for future reference.
Anazasi 16 Oct, 2020 @ 6:29pm 
Good. Now that I understand some of the basics I'll give the game a try again if I can pull myself away from SW:TOR, Sid Meier's RR, and XCOM.
Far-Seeker 25 Aug, 2020 @ 9:55am 
Nice guide, but I have a couple of observations on the "Avoid introvert old people" section.

First, while colonists with the loner trait can be an annoyance; dealing with them isn't that difficult. Early on, I normally set aside a small dome with housing of 30 or less (preferably one apartment building) just for loners, using the dome filters to encourage the loner flaw for that one while not allowing it in others. As the colony grows I might add a couple more such domes as needed, or just let them settle in otherwise limited population domes for remote mining far-flung deposits or farming and ranching.

Second, there's a breakthrough technology called "Forever Young". It enables seniors to work until the day they die. Of course, it's not something one can count on having every play-through. However, if it is discovered via a breakthrough anomaly (i.e. the one that looks like a magnifying glass) on a given map it will be there each game played on that map.