Surviving Mars

A common problem im having is getting people to work where I need them.
Despite having high priority and plenty of population they suddenly all just dont want to work in a particular building which often leads to a colony's demise over time.

Right click on a work slot in the building and then they can't work there even if they want to? Or do you mean they opt to remain unemployed (not seen that myself).
 
Right click on a work slot in the building and then they can't work there even if they want to? Or do you mean they opt to remain unemployed (not seen that myself).

They opt to remain unemployed. (status is : Not looking for work)
So I end up with a large amount of colonists walking around my domes doing nothing.

Edit: I should add this only happens with large population counts, 75+
 
They opt to remain unemployed. (status is : Not looking for work)
So I end up with a large amount of colonists walking around my domes doing nothing.

Edit: I should add this only happens with large population counts, 75+

Strange, I've not had this happen ( yet ) and I have a population of approx. 300+. It can take several days for an unemployed or homeless person to relocate to another dome, plus to facilitate this you have to have built a Shuttle service. Also, check to see if some of the unemployed people are youths who have just graduated from school. It usually is, and you need to find a dome / workplace for them.
 
Nope, all open and waiting.
People just stopped working.

Maybe a bug, I dunno but it certainly provided a new challenge :P
The colony ended up dieing anyway, couple of disasters combined with the mystery occurring wiped out my food and metal supplys to the point I couldnt recover quick enough.

Time to start a new one! :D
 
Nope, all open and waiting.
People just stopped working.

Maybe a bug, I dunno but it certainly provided a new challenge :p
The colony ended up dieing anyway, couple of disasters combined with the mystery occurring wiped out my food and metal supplys to the point I couldnt recover quick enough.

Time to start a new one! :D

We need screenshots from inactive factories, and screenshot of colonist statistics.
Tourists and middle age people do not work. Neither the depressed.
 
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Yes on freezing map needs different approach.
Also the extra power is needed because you have to charge the rovers, and some extra solar panels dont cost that much...

I started a new one on your co-ordinates as my last colony fell apart!

I am taking it slowly initially I have just configured two concrete extractors, water vaporator, fuel refinery, 8 large solar panels and a battery (found some extra polymers which makes the battery doable, not really possible unless you find them on the surface). Interesting to note that you can simply disable extra solar panels and they don't need any maintenance at all. I re-enable extra ones to charge the battery or when I want to charge a vehicle.

I can also see a good strategy of having some solar panels on standby for cold snaps, just open them up to level out the power usage a bit and keep them closed at other times.

I have 610 metals from various ground source collections I've been doing with the rover, between maintenance on the fuel/concrete extractors. I've got 338 concrete which is plenty to get an initial base going.

24 Polymers - I think I found like 15-20 which is a game changer for battery storage.
9 Electronics - (only put up one sensor tower so far). These should see my drone hub maintained for a while once I build it.
11 Machine Parts - I am slowly running out of these, during my first cold wave I had to spend 3 of them to repair my concrete and fuel refineries.

It's Sol 32 and I have just sent a rocket back to earth ready to bring some stuff back. I have 1100M left, I probably need to spend about 800 to get pre-fab machine parts factory and polymer factory. Doesn't leave a lot of cash for other things really.

I am planning to build everything as quick as I can after the next cold wave, my logic being that I shouldn't see another for a while. As metals are good I will probably start by trying to mine rare metals to get some exports going. Making electronics seems too costly on initial manpower and itself takes Electronics to maintain, I figure I can export 30 rare metals and buy more than 30 Electronics in return, and it only requires a 4 man shift to do it.

I'd quite like to get an initial placement of two domes right next to eachother, and I will then try to use one subsurface heater to keep them both warm in the cold waves (I read that the range of the heater needs to reach the middle of the dome), in addition I would probably place the water tanks and moxie within the range of the subsurface heater. These two domes would be focused on mining metals, rare metals, farming (one farm per dome) and polymers as I can overlap the location of that between both domes. I haven't actually unlocked the subsurface tech yet though.

my starting tech focus on this start is normally to try and get:

1. The extra research per sol from sponsor and/or the explorer.
2. Cheaper re-fuel for the rocket.
3. Mars Crowdfunding for the cash needed to get the materials to get off the ground.
4. Farms. Farms are amazing, they should really be a default tech I think. I also think the subsurface heater should be a default tech as well as you can't really play a cold wave map without one for long.

Breakthrough techs are seriously good at times, my second discovered one makes my power cables free and they never break. I am kind of reluctant to research it though right now as it's almost too good and would not be a reliable strategy to involve.

My main constraint on when I build will probably be machine parts maintenance at this point, I will need to ship extras I think with my leftover cash to extend my initial build phase a bit.
 
Do you guys use the farms that you can put outside the dome? They save space, but seem quite inefficient.

so apparently there is tech and wonders that allow deeper excavation of resources and infinite production of some - I guess it will be a race to get those before the starting resources run out!
 
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In response to people saying about having plenty of people in domes but no work force, I got caught out by my population aging rather quickly. As they get older they seem to work less. Best cure for this is to make sure domes have atleast 70 comfort so people reproduce and keep a young workforce.
 
In response to people saying about having plenty of people in domes but no work force, I got caught out by my population aging rather quickly. As they get older they seem to work less. Best cure for this is to make sure domes have atleast 70 comfort so people reproduce and keep a young workforce.

Or play as Palpatine and make clones or Androids....
The first provide guarantee supply, the latter never die....


Mars doesn't belong to mere humans apparently....
 
In response to people saying about having plenty of people in domes but no work force, I got caught out by my population aging rather quickly. As they get older they seem to work less. Best cure for this is to make sure domes have atleast 70 comfort so people reproduce and keep a young workforce.

Been toying around with the best in-dome things to start with, you are a bit limited on initial room though, you can only afford so much living space on top of production buildings and utility ones. Need to work out how to best do this on a budget as I can't afford to lose the advanced resources to stores.
 
Been toying around with the best in-dome things to start with, you are a bit limited on initial room though, you can only afford so much living space on top of production buildings and utility ones. Need to work out how to best do this on a budget as I can't afford to lose the advanced resources to stores.

A small dome if stretched for Parts & electronics production, can have 2 apartments, 2 factories, 1 hydro farm (the vertical), 1 hospital, 1 grocer, 1 gadget and few places for relaxation.
And can provide workforce for one shift on the following. Rare metal extractor, 2 fungi farms, polymer factory, hydro farm, hospital, gadget store, the two factories and two shifts on grocer.
 
Found out my Mystery last evening, had it on random and unfortunately it is the same a YouTuber had and even if I tried to ignore it it keep progressing, which is less good for me since I am short of resources. :p Soo, might have to start a new game later ! :eek:

On another note, if you haven't found out yet, the universal depot can be micro managed incase you don't want certain resources there they can be turned of by just clicking on the header and then click on the resource you don't want there. Screeny in spoiler if needed.

JwCnciG.jpg

Since I have 3 screen's I am playing in windowed borderless mode, and when I have to click on something about 2cm from the edges the whole screen moves. Anyone else gets that too ?? (I tried the 2 other options windowed and exclusive, and still the same). Example in the spoiler, if I move courser to click on the upgrade option for the Space Bar, it all moves to the right before I clicked on it. To get the screenshoot I had to be hitting on the A key to keep it somewhat centred around the dome. :p

qHwqdFm.jpg
 
A small dome if stretched for Parts & electronics production, can have 2 apartments, 2 factories, 1 hydro farm (the vertical), 1 hospital, 1 grocer, 1 gadget and few places for relaxation.
And can provide workforce for one shift on the following. Rare metal extractor, 2 fungi farms, polymer factory, hydro farm, hospital, gadget store, the two factories and two shifts on grocer.

It's just materials at this point. As I don't have polymers really (yet) my first dome became:

3 x Residences
1 x Farm
Diner, Infirmary, Grocer, Small Alleys

This gives me a max pop in the dome of 42. I shipped in 24 people and it's currently 39/42 so quite a few martians which is nice. This dome is double shifting my rare metals extractor, and single shifting my machine parts factory, I could double shift that as well but it's incredibly expensive on power.

I have 14 polymers left, and I can buy some more, but it will be a little while before I can get the rocket over, and I need 10 for the Dome I want to construct.

I need to sort out my water problem. Right now I am relying on one water extractor which isn't high quality and doesn't have a lot left. I may try to replace my production with water vaporators as much as I can, I can then store lots in tanks and possibly disable the water extractor, re-enabling it only as needed. I'd like to ship some more stirling generators to lower power maintenance costs, especially with a second dome going up.

For the Polymer manufacturing, I can hopefully build that into a closed loop. With polymer factory, water vaporator, and a single solar panel effectively off-grid. I believe I can construct this within my heater range which will help a lot during the stupidly long cold waves.
 
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