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Surviving Mars - colony management sim from Tropico devs

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Generally it seems like they are aiming for a simpler and prettier version of Rimworld. Not a bad idea I guess, might appeal to some
 

Space Satan

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I doubt ther ewill be any trade there. In other words, reskin Skylines, rename money to energy or something and release.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.pcgamer.com/surviving-mars-lead-designer-on-citizens-renegades-and-martian-wonders/

Surviving Mars lead designer on citizens, renegades and Martian wonders

As if the cruel Martian atmosphere wasn't enough, you will also have to deal with disillusioned renegades in your quest to colonise the red planet in colony-building sim Surviving Mars. At least you'll be able to build wonder domes to calm those nasty elements down. We asked lead designer Boian Spasov how it all works.

PC Gamer: Can you talk about the different types of colonists you have in Surviving Mars?

Boian Spasov: Colonists are differentiated from one another by their traits. Your little "Martians" can have several traits, ranging from useful, through detrimental to just plain weird. For example, a rugged colonist will take no penalties when eating unprepared rations or having no residence, while a melancholic will suffer increased penalties when his morale is low. There are some exceptional traits like genius or celebrity - these denote truly special people that often grant benefits to the whole colony.

PC Gamer: As the game goes on, how will you see your colonists change?

Spasov: They will settle on Mars, gain and lose traits, have children if your colony is nice enough, live their lives, grow old and eventually die. Ideally of old age, but alas, too often from unfortunate circumstances such as suffocation, starvation or hypothermia. Nobody said that conquering Mars would be an easy task.

The current disposition of each colonist is measured by four parameters - Health, Sanity, Comfort and Morale. All of them have tangible gameplay effects. The Morale value directly affects any individual Work performance. A colonist with no remaining Health will perish. A colonist with no Sanity will go insane and may even commit suicide.

PC Gamer: What kinds of jobs can your colonists do?

Spasov: We already talked about traits, but colonists also differ by their specializations, which allow them to perform better at certain workplaces. While it is still possible to employ untrained colonists, you will need specialists to science the shit out of stuff and gain maximal benefits.

Some jobs are perfectly fine for unskilled labourers—a bartender or a cook doesn't need any special education. Geologists perform better in mines, botanists love growing potatoes in your farms, engineers increase the production of factories, while officers can be useful for keeping any renegade elements in your society under check.

PC Gamer: You have colonists who can revolt, right? How do you maintain order when the renegades turn against you?

Spasov: We are not talking organized rebellions here, like the ones we had in Tropico. The renegades are disillusioned individuals that no longer believe in the ideals and vision of the mission. They are basically out for themselves. Renegades perform badly on their jobs and also can steal valuable resources or even sabotage some buildings in extreme cases.

You can counter them with additional security measures, but ideally you would want to improve the conditions in the colony and convert them back to your cause. I am sure the players will find more creative ways to deal with them, though, like stranding them in a Dome without food or water.

PC Gamer: How do wonders work in the game, and what effect do they apply to your dome?

Spasov: Wonders are grand projects that are researched with technology available very late in the game and require tons of resources. Each of them can be constructed only once and grants a major benefit not only to a single Dome, but to the entire colony. They can solve major problems for you like late-game resource depletion and generally look quite impressive.

Coincidentally, there are seven of them, but I will tell you about my favorite—the Artificial Sun. This is our pet name for a fantastic Fusion generator that provides colossal amounts of electrical power. The reaction glows so bright that it illuminates the surrounding area and powers your Solar Panels even during the Martian night, hence the name. You have to be careful to never shut the Artificial Sun down—it requires quite a lot of water to be restarted and since the colony is probably dependent on its Power it is best to ensure that you have the redundancies in place to keep it running at all times.
 

LESS T_T

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Codex 2014
Coming in March 15th:

Paradox and Haemimont Start Six-Week Countdown to Surviving Mars

Paradox Interactive, a publisher of games that reach bold new frontiers, today announced that Surviving Mars, the upcoming management strategy game from Haemimont Games, will launch for all systems on March 15, 2018. Surviving Mars will put players in charge of planning, designing, and maintaining a sustainable colony on the red planet, and players will be able to undertake this mission next month on the Xbox One, on the PlayStation®4 console, and on Linux, MacOS, and Windows PCs. Pre-orders will begin later this month, allowing aspiring Martians-to-be the chance to be among the first colonists and collect in-game pre-order bonuses. Surviving Mars will be available starting at a suggested retail price of $39.99 on all platforms.

The challenges awaiting players will be many – and not all of them will be the ones science has prepared for. A new trailer is available today, showing a glimpse at some of the Mysteries of Mars:



In Surviving Mars, players will lead a colonization effort on the surface of Mars, from the very first rovers and supply drops to the construction of suitable habitats for brave settlers from Earth. Every colonist will be vital to the mission as the colony struggles to gain a foothold where the environment is hostile and resources are scarce. With each success, however, players will gain the ability to expand further, and even establish a thriving society – and lead a new generation that has never known the Earth.

Paradox and Haemimont also revealed several details and features of Surviving Mars which players may expect when the game launches. Couch colonists can look forward to ultra-high-definition visuals for their missions, with 4K support offered on both the Xbox One X and PlayStation®4 Pro consoles. For PC players, Surviving Mars will offer community-created modifications with full modding tools and support – including mods available at launch from some of Paradox’s most talented community creators.

To be first in line for pre-orders and bonuses, eager settlers can sign up now at https://www.survivingmars.com/ for news and updates.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/2018/02/01/surviving-mars-mysteries/

Surviving Mars is stranger than it seems

survivingmars1-620x315.jpg


The cubes are black, and shiny, and mobile. They hover in a neat, impossible stack outside one of my colony’s larger domes, clicking delicately about one another, always returning to the same overall shape, harming nobody. My robot rovers form a cautious circle around them while my scientists scratch their heads and bicker. I look at the cubes, one of the many Mysteries of Haemimont’s deceptively by-the-numbers management sim Surviving Mars, and the cubes, somehow, look right back at me.

My colonists are also looking at the cubes, noses pressed against their reinforced dome walls. The cubes are giving my colonists some funny ideas. One group considers them a threat, and wants me to blast them to bits with high-energy ions. Others hail them as gifts from some alien god, and want them brought inside the domes where they can be worshipped. A third, undecided faction argues that the cubes should be stored for further study. Everybody is at each other’s throats, and everybody is looking to me for a decision.

I um and err, wishing I’d paid more attention during those Big Dumb Object classes at Kubrick High, and settle on a compromise: the cubes will be turned into sculptures, but placed outside the domes, and I’ll keep a few of them in remote depots for my eggheads to pick over. The crisis dealt with, I resume development of my lovely new windfarm in the map’s north-eastern corner. A few minutes later, however, I receive another panicked bulletin from the lab. Oh dear. There are more of the cubes now.

survivingmars2-620x315.jpg


Surviving Mars is an engrossing but slightly dry variation on well-worn management sim concepts, right up to the point when it isn’t. Broadly, it’s another offworld city-builder about churning out and storing resources so that hardy Simalikes can eke out a placid, vaguely suburban existence within giant, gleaming habitats. The strategic pressures and predicaments are, on the surface, routine, however spiced up by the setting: ensuring that power generators such as solar panels are sufficiently spaced out to allow easy expansion as you add more facilities, for example, or building up a food and oxygen surplus before you parachute in a new wave of settlers.

It’s a mixture executed with a lot of style and panache. I particularly love how structures exposed to the Martian atmosphere are slowly covered by dust, allowing you to distinguish between old and new sections of your colony at a glance. And there are, in fairness, some distinctive ideas floating around in the cauldron of production and resource variables. You can send rockets back to Earth for rarer materials or facilities you lack the means to build, for instance, but this is complicated by the fact that rocket fuel is a) prone to blowing up, and b) produced by refining precious water. Still, the broad strokes are second nature, and for all the skill of the execution, it’s easy to bounce off what appears to be a game of processes.

survivingmars5-620x316.jpg


There’s more beneath the crust of Surviving Mars than you might guess, however. For one thing, each colonist is a very malleable and volatile entity, comprising sanity, morale, health and comfort stats plus a specialisation such as Engineer and an array of Quirks, Flaws and Perks. Flaws include traits like gluttony or cowardice, Perks cover things like Born Leader, while the currently available Quirks consist, a little bizarrely, of Tourist, Guru and Vegan. You’re given full control over the kinds of people you invite to your budding Martian resort – if you really love punishment, go right ahead and staff it entirely with Lazy Whiners – and there are a number of technologies that let you shape traits and behaviour in the field, corrupting and evolving the game’s somewhat humdrum, extract-build-expand rhythms as you go.

I wasn’t able to probe this side of the game much during the demo, but Haemimont CEO Gabriel Dobrev sketched out some eccentric possibilities. Research cloning, for example, and you can do without the male sex entirely. Pump R&D dollars into mind control, and you’ll never have to worry about citizens going renegade when you neglect their needs. There are technologies that abolish old age, allowing workers to remain productive right up till they cop it, and technologies that let you recycle the dead, much to the outrage of their nearest and dearest. If these structural twists are as dramatic as they sound, the average Surviving Mars endgame will be a strange and enticing entity indeed.

survivingmars4-620x295.jpg


And then there are the Mysteries, storied scenarios with several possible outcomes that kick in once you’ve taken care of the necessities of Martian existence. You can select them in advance or opt for a random Mystery, and Dobrev estimates that playing through each scenario once should push the playtime past a hundred hours. The range sounds impressive. There are political thriller scenarios that involve your colony’s relationship with mother Earth, and a sleeping pandemic that spreads organically through your habitats. There’s a Mystery that unfolds like a police procedural, and there are Mysteries, such as our friends the cubes, that boost the game into the realm of high concept sci-fi. You aren’t required to embroil yourself in these enigmas when they pop up, but letting things lie is of course a choice in itself.

survivingmars3-620x319.jpg


The well-oiled workmanlike design of Surviving Mars feels, in hindsight, less like adherence to formula and more like a developer setting the player up for a series of eldritch surprises. If you’re a fan of city-building sims, of course, the idea of business as usual won’t put you off. But for me, the promise of Surviving Mars lies with how an alien environment might stealthily erode what you bring to it, even as you try to impose an old way of life. It’s a game about fetching up against the surface of a new world, doggedly extracting all that is good from that world, and then preparing to react when best-laid plans come undone.

Surviving Mars will be out March 15th.

https://www.pcgamesn.com/surviving-mars/surviving-mars-paradox-rts

Surviving Mars mixes science and wonder in a fresh spin on RTS

surviving%20mars.jpg


While they might dream about what to do once they land, the companies and institutions seeking to reach Mars are currently more concerned with how to get there. NASA, SpaceX, and Mars One have all spoken about their goals for humanity as an interplanetary species, but for the most part these grand plans seem designed only to attract enough public interest and funding to develop the tools to reach our red neighbour.

Surviving Mars, a city-builder from Haemimont Games - of Tropico 5 and Victro Vran fame - asks us not to concentrate on the journey to Mars but on what a Martian civilisation might entail. It is a game of maybes and what-ifs, the science provided for you and waiting for you to employ and interconnect it to fit your own colonisation dreams.

You might be set on taking advantage of the Martian habitat to advance science, selling your inventions back to Earth with a view to advancing the species and making you enough cash to continue your experiments. Or, you might be interested in social cohesion and developing that most scary and doomed of ideals: a utopia. On the flip side, starting from scratch on a new planet offers the chance to prove that harsh authoritarianism is the way to maximise achievement.

surviving%20%20mars.jpg


There are enough options here to not have to define your approach so rigidly if you do not want to. But there is also enough danger and challenge to punish you if you don’t have some sort of longer-term plan.

To an extent, you are asked to plan what kind of colony you want to create before you have even left Earth in your first rocket, as you have to choose a sponsor. Each sponsor offers their own mix of rocket quantities, social perks, hard cash, and selection of starting buildings and drones. As you might imagine, your choice can seriously affect how difficult the early parts of the game can be.

If you want it easy then choose International Mars Mission as your sponsor. They are very generous, giving you four rockets to travel to Mars with, which allows for maximum wiggle room when it comes to transporting your initial supplies, buildings, and colonists. This means you will have enough food to feed your colonists if you fail in your early attempts to produce your own, and, as an added bonus, you are given a perk that prevents your people becoming ‘Earth sick’ and wanting to return home.

On the other end of the scale the Russians give you just two rockets. However, they have a perk that boosts food production, so long as you can intelligently manage the increase in fuel demand it takes to achieve it.

smars.jpg


Your sponsorship decision is likely going to come down to what kind of game you want to play. Stick to the easier end of the spectrum if you want to concentrate on expressing yourself and growing your colony in your own image. Go for the tougher options if you want the red planet to challenge you and give you greater problems to overcome.

Overcoming Mars, surviving its inhospitable nature, is not a wholly solemn exercise in Surviving Mars. Both visually and narratively, there are enough quirks and extravagances to charm, even if you have little interest in the science and realities of this most extreme and audacious colonisation attempt.

If you have watched any of National Geographic’s ‘Mars’ series, or seen SpaceX’s concepts for its human-made Martian structures, then Surviving Mars’s building palette will feel familiar to you.

Almost every construction I have seen thus far adopts a tendency towards being spherical in shape and minimalist in patterning. Wind turbines and the structures within the habitat domes in which humans live provide juxtaposition to the spherical rule, but even these emit some degree of globular architectural bias.

survivingmars.jpg


Surviving Mars, however, also embraces the retro-futurist aesthetic popularised in films like Logan’s Run, Demolition Man, and even Wall-E. The apartment blocks, drinking bars, and sports arenas within the domes are especially prominent in this regard.

This embeds the entire game with a greater sense of wonder than an overly strait-laced approach based on our current understanding of what is possible would provide. In turn, this opens the door for greater interpretation of your role as puppet master and more intrigue as to what the next research upgrade might bring.

Curiosity is further heightened by the inclusion of narrative threads that revolve around mysterious occurrences. During my time with the game I came across a series of jet-black cubes arranged in an unnatural pattern that, after investigation and testing, revealed themselves to be made of a useful material.

Where did these cubes come from? Did someone or something make them? What do they say about the history of Mars?

mars.jpg


If used correctly and written with flair these mini-mysteries could act as a means of cutting through the harsh reality of survival and provide a diverse enough flavour palette to retain our interest over a longer period than Surviving Mars otherwise might.

For certain, Haemimont Games have shown enough elements to convince me that Surviving Mars is a well thought out and lovingly created project. The mixture of familiar problems relating to social cohesion and resource management alongside the unique problems offered by Mars makes for a game that is at once welcoming and fresh.

Now all the developers have to do, much like SpaceX and co., is prove that a long-term embrace of Mars is worth overcoming the problem of surviving on it.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/heres-what-a-late-game-colony-looks-like-in-surviving-mars/

Here's what a late-game colony looks like in Surviving Mars
13 minutes of in-game footage, plus a peek at the mysterious black cubes that paid us a visit.

Last week I had the opportunity to play Surviving Mars for a few hours, Paradox's optimistic-but-realistic take on what a near-future crack at colonization of the red planet might look like.

My colony was an almost immediate failure. An hour or so in, a key electrical cable malfunctioned, slowing production of oxygen that was directed at my single habitation dome. Right after that, the dome itself sprung an oxygen leak (a scary sight: you can see the precious gas pouring out into the red planet), multiplying the issue. My colonists were suffocating fast.

It was at that moment I noticed I'd run out of my starting allotment of metal, which meant my drones couldn't repair the faulty machinery. I tried to build a metal mining facility on the map, but for that, I needed workers to operate it. And to get workers, I needed a functioning dome. NASA, I'm probably not your guy.

Luckily, Paradox had a couple of save files from experienced players loaded onto the PCs we were playing. I loaded up one in the video above, which showed a colony that had managed to survive and thrive beyond a few hours, throwing up tons of solar and wind power production to support multiple domes.

As I picked up where this save file left off, I encountered one of Surviving Mars' nine 'mysteries'—narrative events where players encounter something unusual and have to, through their actions (not dialogue prompts), decide what to do about them, and deal with the consequences that come with that decision. Other mysteries are inspired by classic sci-fi, including one called "The Inner Light" that I was particularly curious about, as a Star Trek fan.

Mysteries are essentially the source of story in Surviving Mars, which is otherwise an open-ended sandbox game. The text descriptions that intermittently pop up to describe the latest development in the mystery remind me a lot of the great writing in Stellaris, another Paradox strategy game.

Watch me tangle with some mysterious black cubes that show up at my colony's doorstep in the video above. Surviving Mars will be out March 15.
 

Burning Bridges

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Is this a colony sim or a city builder with red soil and cheese domes? I have seen a lot of retardation but the limits get ever pushed farther.
 

Morkar Left

Guest
Ok, I take some back. With the scenarios like political thriller and mysteries like the cubes it actually sounds interesting.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Released:





https://www.pcgamer.com/surviving-mars-review/

SURVIVING MARS REVIEW

"A colonist has died," Surviving Mars’ AI assistant warns me in its detached, robotic voice. By the time I’m looking at the dome where she's kicked the bucket, four more colonists have joined her. It quickly becomes a cascade, with people collapsing and gasping for air in every dome. In an alarmingly short space of time, my sprawling colony of hundreds is decimated. Surviving on this inhospitable world is no mean feat, but it's worth the effort.

Famine, dehydration, domes cracking and exposing their denizens to the deadly world outside—my first colony ended up being a lesson in the folly of setting up shop on Mars. Over 300 colonists perished. It started comparatively peacefully, however, with cute drones and pressure-free building projects.

Humans don't start coming to Mars until they can survive there, so all the infrastructure needs to be established first. By the time the first human set foot on the planet, I had an elaborate life support network pumping oxygen and electricity to everything from domes to drones, as well as lots of ideas about what to tackle next. The list of potential objectives is daunting, but by not forcing you to worry about the needs of the colonists first, Surviving Mars has a forgiving early game.

Depending on the bonuses that you get from your chosen mission sponsor, you’ll also get some extra help. The easiest sponsor to pick for your first game is the International Mars Mission, netting you a substantial budget. Money doesn’t mean anything on Mars, but it’s used to buy cargo that can be sent over from Earth, helping out until you become self-sufficient.

Ultimately you’re setting up the foundation of your production chain. Despite its survival bent, Surviving Mars still follows the same pattern as Haemimont's Tropico, turning resources into finished products and building whole industries out of them, all while trying to keep everyone happy, or at least placated. It's something familiar to hold onto when the curve balls start flying.

Even dust can be dangerous, and Mars is exceedingly dusty. All that dirt loves getting stuck on solar panels, causing power issues and mechanical problems. It’s a low-key but persistent threat that becomes a micromanagement nightmare as you try to make sure that every panel is looked after by drones and every building gets serviced before it inevitably breaks down.

Between the dust, meteors and tornados, carving out a life on Mars is a lot of work. Overcoming these disasters and watching as an army of drones fix everything is an incredibly satisfying experience. If you've planned for the worst, kept your stockpiles topped up and put your drones in the right place, you’ll be treated to a mechanical ballet as diligent gatherers scoop up resources and then, in seconds, have everything under control, fixing up machines and repairing drones all over the colony.

Even once you’ve got some automation set up, however, it still feels like disaster is nipping at your heels. It's a battle between humans and nature, and for all the fancy tech, it's dogged perseverance that builds successful colonies. It's thrilling rather than exhausting, though. Something is always going on, making sure there's no time for ruts, and most of the the crises feel surmountable with a bit of creative tinkering.

If only humans were as great workers as drones. It's not their fault. Mars is an awful place and living there takes its toll, so colonists need their mental well-being looked after. Working during the dark hours, getting sick, seeing someone die—there are so many invisible threats to colonists' mental state, and they can eventually culminate in depression or even suicide.

That's why domes need to be filled with infirmaries and social spaces. These places give colonists somewhere to blow off steam and get help, but they also need to be staffed and maintained, necessitating more resources and colonists. That’s the tension at the heart of Surviving Mars: it constantly drives you to expand, whether through resources running out or colonists needing more services, but expansion puts even more demands on your colony.

Since these complex colonies can grow to a gargantuan size, Surviving Mars needs a solid UI to make sense of it. Unfortunately, the one it has isn't up to the task. There are quality of life features, like the ability to pin things to a taskbar for quick access, but the menus are messy and there’s a lot missing. It provides a broad overview of the colony, but there need to be more ways to dig into the details.

The result is a lot of extra micromanagement, which seems out of place in a game where you command armies of automated helpers and hoard state of the art technology. I actually like that even once you get a pretty advanced colony going you still need to be hands on, but there’s often just too much to juggle at once.

As fiddly and stressful as Surviving Mars can be, nothing else marries survival and city building so deftly. It's a tricky but satisfying space disaster, but I do wish I’d managed to save those 300 colonists.

THE VERDICT
80

SURVIVING MARS
Surviving Mars is a lot of hard work, but managing a burgeoning colony never stops being compelling.
 

Hellion

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So I started screening possible colonists for my Mars endeavour, decided to sort them by sex, and:


HhVCys2.png



Apparently the "Other" is a fit alcoholic from Bulgaria that can eat everything and sleep everywhere. :salute:

pscFEBK.png
 

fantadomat

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Sadly the game is pretty shit and sjw. The game have a lot of problems,but mainly it is boring. Big problems is how the research is random,maintenance,drone range and drone AI.

Also the sjw is pretty strong in this one,i found out radios (in the bottom right corner) and decided to listen to them. First one was the most EuroVision gay thing i have heard in my life,felt like try hard Justin Beaver clones. The second one was hosted by some black chick,good don't care even listen to jazz from time to time. Turned out that she was some poor african refugee that run away from its country to glorious merica.....hurdur hurdur,for five minutes she was telling me about her sob life story and how we should be good people and welcome ref.....and i changed the radio. The third one was some punjab spouting communist manifesto bullshit....at that point i was like "Fuck it! In the name of Stalin we march!!!". After that experience i called a rocket with colonists.....turned out that Russia is 80% black people,from 12 colonists 10 were black.

After a few hours of waiting for the research bar to fill so maybe the next research shit will allow me to build some useful shit instead of waiting for the drones to fill the right rocket so i could send it for resources. It is amusing how a bunch of my colonist just decided that they will go back to earth and boarded some random rocket....well the stupid AI drones didn't fill the rocket with fuel for 5 years. Also the rocket didn't have oxygen,fucking lying bastards,telling me that they will die without oxygen because the stupid drones can't be bothered fixing the oxygen generator.

Another thing about the game is how highly unrealistic is,was hoping for realistic take on colonising Mars. Most of the technology is some eco,green vegan shit. Who the fuck would be stupid enough to make cables and water tubes above ground on hostile planet,oh and glass domes??? The game tried to go alpha century with the quotes,most of the ones i read were from modern celebrities like Elon Cuck and fictional character like Jean Luc Picard (did chose his mystery because all of them sounded stupid).

A working strategy that i found out a bit later is to buy as much research rovers as possible and grab the +100 research tech for them. And watch the bar fills without having to watch the idiotic drone AI doing nothing. After all the point of the game is research.

Anyway it is a shame that Haemimont Games have fallen to such lows,maybe i should go and throw a bag of shit at their office,it will be improvement. They do have some great games but this is just...sad.
 
Last edited:

Burning Bridges

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So it's shit.

Color me not surprised. I knew that when I saw a blue haired female who obviously had less clue about the game than the journalists she was interviewed by.
 

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