Surviving Mars

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Articles[edit]

Mods[edit]

Guide[edit]

Power[edit]

In order to get 20 power for the entire sol (24 hours, despite what some game texts say), you got two early choices:

  • 4 Wind Turbines

or:

  • One Power Accumultor that generates 20 power per hour during night.

That Accumulator can store 200, but only output 20*8=160 per night. In order to charge it with 160 during the 16 hours of the day, 2 Solar Panels are required. And then another 4 to generate 20 per hour during the day.

The costs for 4 turbines are:

  • 16 Cement
  • 4 Machine Parts

Maintenance:

  • 2 Machine parts

The cost of 6 Solar Panels and 1 Accumulator:

  • 18 Metal
  • 2 Cement
  • 2 Polymers

Maintenance:

  • 6 Metal
  • 1 Polymer

The turbines require you to have a running Concrete Extractors. The value of Machine Parts and Polymers are equal during the start of the game, as they both take the same effort to tranport from earth and cost $70 m vs $90 m. So you will need to spend 4 instead of 2 for Turbines.

The Solar Panels require metal, and they are available at the very first few days without excavation, but you will use that up fast, and then you will require a metal excavator to get more metal. During the early phase, it's cheaper to use two polymers instead of 4 machine parts.

But that will change during the second phase when metal becomes more valuable and cement becomes abundant. Another chance is when you become able to create polymers on Mars from water and fuel, and then after that, another change when you will be able to turn metal to Machine Parts.

Turbines shine when put on high altitude and have their output boosted permanently by 33% from a investment of two polymers.

Dust[edit]

Food[edit]

There are several benefits to having a Hydroponic Farm instead of a Farm for the first Dome. The Hydro requires only 3 workers, so you won't be forced to have non-specialists work there at a 50% penalty. The farm starts with bad soil, and can work up to have great soild, from 50% to 150%. But that takes time, and you want fast results to maintain expansion. The Hydro takes less space, so it can be combined with a Lab, having your Scientist to what they are good at instead of being bad farmers.

Considering the above, there is a good chance that the first harvest of a Hydro will give more frequent yields that are in total also more voluminous.

Oxygen[edit]

A moxy and oxygen tank cost 4+3 metal, 2+1 metal maintenance and 2 electricity to run. It Provides 3 oxygen, so it can run on only solar and provide 2 oxygen per day, so it will take 2/5=40% of a solar, meaning another 1,2 metal construction and 0,2 metal maintenance, for a total of:

  • 8,2 metal building cost
  • 3,2 metal maintenance per cycle, so about 0,32 per day
  • provides 2 oxygen per day

So 1 oxygen per day is worth about 0,16 metal day, so for 1 metal you get 7 oxygen.

Compared to a Hydroponic Farm, it occupies 3 hexes in a dome, 4 metal and 2 polymer construction cost and 1 metal maintenance. It will take one worker to have it activated, and that worker will require living space, food and his interests catered. To make it easier, we will have 3 workers work on the farm in order to maximize the return on investment.

What is the cost of a worker? Earth-Mars travel to start with. That costs 50 fuel for 12 people, and occupying the ship for the entire duration of the trip and back. Fuel is in short demand at the start of the game since it's factory can not be produced on Mars, so it's actually worth more than the water and electricity it costs to produce. To 12 fuel costs 10 energy if the water was taken from a Moisture Vaporator, and that requires 3 Large Solar Panels and a Power Accumulator to maintain, for a maintenance cost of 3 metal and 40/200 (energy space required during the night / storage capacity of the battery) = 20% of a polymer. And that ignores the building cost of the factories. However 12 fuel will only take a fraction of the maintenance cost, as that will be produced in 1 day, and the maintenance cost will take maybe 10 days to be payed, so 120 fuel is worth about 4 metal. maybe double it to include the production cost of the factories, cost of bringing polymers from earth early game and opportunity cost of not having the rocket doing other things, so about maybe 8 metal. 50/120 of 8 metal is... whatever, lets say 4. 4 metal will bring 12 guys, so the ticket price of each guy is about 0,3 metals.

On mars, he will require living space (1/14 concrete), 0,2 food (depends), electricity, water, and attention to his interests (a fraction of the work of another dude). I don't know what that is per day or per maintenance cycle.

One worker costs per day=

  • 0,2 food
  • ((1/14) (1day/10day cycle)) = 0,07 concrete for maintenance of house
  • 1/14 energy for living, and another 1/14 of 5 for the energy cost of the dome
  • 1/14 of the water cost of the Dome
  • 1/14 of the oxygen cost of the Dome
  • Attention from another worker providing services. That worker can probably service 4 others, but will probably not do so optimally, so increase

total by 0,35%.

So a total of maybe 0,25 food, 0,05 water, 0,05 oxygen and 0,5 energy per day.

Algae is behind technology, so if we plant Kelp for 0,5 oxygen per day, we get an optimal harvest of 2 food per day. So, a fully staffed Hydroponic Farm (3 workers): Staring cost:

  • 3 dome hexes
  • 4 metal, 2 polymer to build
  • 0,3 metal to bring a worker from earth

Maintenance per day:

  • - 0,1 metal (1 metal per maintenance cycle)
  • 5 energy
  • Maintenance for all 3 worker
    • 0,75 food
    • 1,5 energy
    • 0,05 water
    • 0,05 oxygen

Product:

  • 2 Food
  • one oxygen

The food, water and energy maintenance costs are worth less than 0,3 metal per day.

Food costs 20m for 5 to buy from earth, metal costs 5m for 5. They both take the same amount of space to transport. Metal is a non-renewable asset, food is mostly renewable if grown on Mars.

So the daily profits are about 1,20 food for all three workers, or about 0,4 food per worker.

Ah, damn, i need a complete chart to make anything reliable out of this.

Basically, It's better for the workers to do something more productive and like growing better food or excavate valuable metals and let the machine do the work to start with. Maybe later on, when metal becomes more valuable due to no longer have access to metal scattered on the surface, labor becoming cheaper due to having a lot of people on mars, and dome real estate no longer being a rare commodity, it might be worth switching to algae farms to reduce metal maintenance costs. Or maybe not, I haven't done the math on paper.

The amount of money you can get from selling stuff to earth, and the cost of transporting metal from earth to Mars also factors in.

Vista/Research bonus[edit]

Flaten terrain[edit]

Sanity[edit]

Residence[edit]

  • Living Quarter
    • 10 sanity
    • 6 comfort (up to 50)
    • 5 health?
  • Apartments
    • 5 sanity
    • 4 comfort (up to 35)
    • 10 health
    • 5 health?
  • Smart Complex
    • 20? 25? sanity
    • 5 comfort (up to 70) per night
    • 5 health?

Commander Profile[edit]

Morale[edit]

Birth[edit]

Colonist that have at least 70 comfort want children. 55 if you have an infirmary that has been open during the last day. It can be closed after that, it doesn't matter. Lower to 40 if you also have the doctor as commander. If they got lower comfort than this, they aren't interested in having children.

Colonists are paired according to comfort. All colonist that have nobody to pair with will not contribute towards new children. Each colonist contributes points equal to their comfort-30. If they are Sexy, it's instead comfort+50-30. The Dome owns this points, not the couple, not he colonists. When you reach 1000 points, a new child will appear in the dome. New Domes start with 500 points.

Electronic Store can boost Comfort to 100, even more if you have good workers. Problem is, Colonist have their max Comfort capped at 100. So any extra is wasted. If the store is in another Dome, the worker will Perform 10 points less. Practical example. A worker in the same dome with 84 Moral will add 84-50 points towards Work Performance. This will boost the Work Perofance from 100 to 134. Reduce ten points if this would have been in another dome, down to 124. Increasing the workload to Heavy increases the Work Performance from 134 to 154. Now, how does this extra work performance affect an Electronic Store? It increases Service comfort from 106 to 110. Both numbers are higher than the max Comfort a Colonist can have, 100.

If a visitor comes, and that visitor has lower Comfort than the Comfort of the Electronic Store, they will gain +20 Comfort, but not more than the Comfort the store can provide. Of course with 100 as the hard max. This applies no matter if the Store is in their own Dome or another Dome.

A unstaffed Art Store has 60 Comfort. Heavy workload does not increases this. Having a Colonist with 88 Morale in another Dome increases his Work Performance from 100 to 128. This increases the Comfort of the Art Store from 80 to 85. Heavy Workload adds another 20 Work Performance, for a total of 148. This increases the Service Comfort of the Art Store from 85 to 89.

  • A Customer from ANOTHER Dome with 86 current Comfort walks in. They receive 15 Comfort. This raises their Comfort from 80 to... still 80. The store has 87 Service Comfort (another worker, new shift).
  • A Customer from ANOTHER Dome with 67 current Comfort walks in. They receive 15 Comfort. This raises their Comfort from 67 to... 82. The store has 87 Service Comfort.
  • A Customer from ANOTHER Dome with 65 current Comfort walks in. They receive 15 Comfort. This raises their Comfort from 65 to... 80. The store has 87 Service Comfort.
  • A Customer from ANOTHER Dome with 70 current Comfort walks in. They receive 15 Comfort. This raises their Comfort from 70 to... 85. The store has 87 Service Comfort.
  • A Customer from ANOTHER Dome with 82 current Comfort walks in. They receive nothing. Not even a message. The store has 87 Service Comfort.
  • A Customer from ANOTHER Dome with 65 current Comfort walks in. They receive 15 Comfort. This raises their Comfort from 65 to... 80. The store has 87 Service Comfort.
  • A Customer from ANOTHER Dome with 99 current Comfort walks in. They receive nothing. Not even a message. The store has 87 Service Comfort. That customer had 100 Comfort, lost 3 from bad food and then gained 2 from Vegan society. So that trait can raise Comfort all the way to 99.
  • A Customer left and went back in. He received +15 two times and has now 90 Comfort. The Building still has 87 Service Comfort. I don't get who they have coded this.

Anyway, the take away is that Electronic Store reliably takes them to 100 Comfort with +20 on each jump while the Art Store gives +15 and does not perform as adverticed.

Assuming you are working on having high Comfort, I can't see the point of having the Doctor as Commander. Unless you plan to build no infirmaries. Ecologist increases Decoration Comfort by 10 points. From 40 to 50? I don't see the benefit of that if you aren't neglecting Comfort. Maybe that would push hippies to 100 Comfort. That's Good.

The Psychologist enables you to push most workers to have a Heavy Workload. I think that's the most consistent and wide encompassing benefit. It also enables the Sanatorium, enabling the removal of traits that lower Work Performance, such as Alcoholic and Lazy from the start of the game.

If you create a Dome where people do not lose Comfort, you only need to activate the Art or Electronic Store one time to boost the comfort to 100, and then just make sure it never drops from there. Having neighboring Domes does help with that. Or in other words. As long as the colonist have their other needs fulfilled by a low quality services with no down time, you only need one high quality service to push up the Comfort to that high level.

If you are sure everybody has over 70 Comfort, then you need no Infirmary for the purpose of procreation. The Psychologist Commander will keep sanity high, and if you make them Fit with a Gym, you won't need and Infirmary, freeing up space and workforce.

Shifts[edit]

A polymer Factory. Three Engineers, all with Workaholic with Heavy Workload. Combined for all three, +78 Workshift workers, +20 Heavy workload, 98 Building Performance. Not bad, 3 engineers doing almost the job of 6.

  • Those 3 Engineers in one shift: 2,9 production
  • Those 3 Engineers in two shift: 3,7 production
  • 1 Engineers in each of the three shift: 4,5 production

Each shift requires 10 electricity, 1 water. The difference between each of the configurations is 0,8 productivity. This could mean each shift has a baseline of 0,8. That would mean the three workers add 2,1 production, on top of the 0,8 baseline of the shift. Each new shift adds another 0,8 baseline at the cost of electricity and water.

Range[edit]

A Colonist could move from a Basic dome to triangle dome where the distance between them was equal to the blue borders of a Barrel dome, plus hexes. If you stick to the Barrel dome borders as distance, you should be good.


Open Farming[edit]

  • At 20 temperature, 10 water, I can grow herbs for 1 food per day. After having grown it twice, I get one harvest of potatoes for 7 food in 2 sols.
  • That results in in 9/4=2,25 food per sol per automated open farm, costing 0,8 seeds.
  • I haven't tested, but if artificial lakes can keep the soil quality high without needing to grow anything, the above number is actually higher.
  • At 20 temperature, 30 water, I get to alternate between Leaf Crops for 4 food in one sol and herbs for 1 food in one sol.
  • That results in in 5/2=2,5 food per sol per automated open farm, costing 0,4 seeds.
  • I will need 30 temperature and 20 water in order to harvest seeds from Bushes. Else, I need to grow them in Hydroponics at a base rate of 1 per day per three Botanists. Actual value is closer to 2.
  • I can real growth of about 5 food per day instead of planting two seeds.
  • Two seeds can be translated to 5,6 food through the open farm growing potatoes, or 12,5 food growing Leaf Crops.
  • Seeds will be free to collect eventually with good terraforming.
  • The point where terraforming becomes a multiplier of Botanist labor is at 20 temperature 30 water.
  • The point where terraforming becomes a source of free food is at 30 temperature 30 water.

Electronics Factory[edit]

  • The Electronics Factory can employ 30 persons.
  • That means that at any time, 20 of the then to have their needs met.
  • All Engineers require Relaxation, Shopping and Dining.
  • Dining can only be satisfied by the Diner. It services 10 people, so 2 are required. Minimum staff for both of them is 6 persons.
  • Shopping can satisfied by the Grocer. The other alternatives are expensive. 3 Grocers service 24 persons. A staff of 9 more.
  • Relaxation can be satisfied by 20 hexes of parks.
  • So we need to also satisfy the needs of 15 unskilled workers. All unskilled workers require Social, Relaxation, Shopping. 10 of them will require services at any given time.
  • Social can be satisfied by an Open Air Gym.
  • Relaxation by another 10 hexes of parks.
  • Shopping requires yet another Grocers. With the previous 3 providing 4 more than required, we get 12 customers with this one. This needs to be staffed by 3 more workers.
  • This adds another 2 hexes of parks for the Relaxation. For the shopping, we already have 2 extra.
  • The last two required Social can either be satisfied by a Casino or Spacebar that might be otherwise available and have extra capacity. Or it could be so that all 12 unskilled workers never go to the open Air Gym at once. Testing is required.
  • An Infirmary will be required, staffed by 6 Medics.
  • Medics require Social, Shopping, Luxury.
  • Luxury would require a Casino. A Casino would also satisfy Social and Gaming, in case anybody has that need. Considering we are getting to about 60 people, there is a good chance some of them have that need.
  • The Casino would satisfy both Luxury and social need of the 4 medics not on duty, and still have room for the social needs of the above two unskilled workers.
  • The Casino would be staffed by 3 people, so 2 more Shopping. That need is already covered by the above 4 Grocers.
  • 2 more Parks for Relaxation.
  • We might as well turn 10 of the parks into a Spacebar to service Alcoholics. 3 More workers.
  • 2 more parks. The Diner provides Social, so no need to expand that. We already have covered the Shopping with the above 4 Grocers.
  • Might as well through in an extra Open Air Gym to make sure the Casino and Diner don't get clogged up by people that actually only require Social needed. Also, giving them fit will increase their life span.

Total requirements:

  • Residential slots: 30+6+9+3+6+3+3=60. Make that 2 Apartments for 48 people, and then 1 Living Complex or Smart Complex as it provides more sanity for the 10 night workers on the factory. This will lower stress on the Infirmaries.
  • Diners: 2
  • Grocers: 3+1
  • Parks: 20+10+2+2-6+2=30
  • Spacebar: 1
  • Open Air Gym: 2
  • Infirmary: 1
  • Casino: 1

Or is it overkill?

This setup would service:

  • 2 Diners: 20
  • 4 Grocers: 32
  • 30 Parks: 30
  • 1 Spacebar: 10
  • 2 Open Air Gym: 20
  • 1 Infirmary: 5
  • 1 Casino: 10

total: 127 services at the same time, 24/7.

Considering only 2/3 of the 60 people will not be at work the same time, 127 service is way to much for 40 persons.

Each person has 3 basic needs, and then food and infirmary on top, and the traits. If we only focus on the 3 basic and ignore the rest, then only a third of the people should go for the same thing if they distribute their time evenly. Considering my goal is to have 100% coverage in order to maintain 100% comfort, If we allow for some margin for randomness, it would be enough to provide 50% coverage. Half coverage is 50% more than a third, so lets try that as a margin.

I'll redo the calculations assuming that a max of 2/3 of the available people will possibly seek the same service at the same time.

Trying again

  • The Electronics Factory can employ 30 persons.
  • That means that at any time, 20 of the then to have their needs met.
  • All Engineers require Relaxation, Shopping and Dining.
  • Dining can only be satisfied by the Diner. It services 10 people, 1 should be enough. However, since it also provides food and Social, there is a risk that non-Engineers take up slots, so there will be less than 10 slots available for Engineers, so I'll build 2. Minimum staff for both of them is 6 persons. This leaves 10 extra slots for social needs.
  • Shopping can satisfied by the Grocer. The other alternatives are expensive. 2 Grocers service 16 persons. That leaves 6 extra shopping slots. Those 2 Grocers need to be staffed by 6 workers.
  • Relaxation can be satisfied by 10 hexes of parks.
  • So we need to also satisfy the needs of 12 unskilled workers. All unskilled workers require Social, Relaxation, Shopping. 8 will not be working and require services.
  • 4 Social is already covered by the 10 extra slots at the Diners, and still have 6 slots over.
  • 4 Relaxation by another 4 hexes of parks.
  • 4 Shopping is already covered by 6 available from the previous 2, and still have 2 slots over.
  • An Infirmary will be required, staffed by 6 Medics.
  • Medics require Social, Shopping and Luxury.
  • Luxury would require a Casino.
  • The Casino would satisfy both Luxury and social need of the 4 medics not on duty, with 6 slots over.
  • The Casino would be staffed by 3 people, so 1 more Shopping. We had 2 over from above.
  • 1 more Parks for Relaxation.

Total requirements:

  • Residential slots: 30+6+6+6+3=51
  • Diners: 2
  • Grocers: 2
  • Parks: 10+4+1
  • Infirmary: 1
  • Casino: 1

This setup would service:

  • 2 Diners: 20
  • 2 Grocers: 16
  • 15 Parks: 15
  • 1 Infirmary: 5
  • 1 Casino: 10

total: 66 services at the same time, 24/7, servicing two thirds of 51 people, 34 persons. This lowers the overkill from 127/40=317% to 66/34=194%.

I still want an Open Air Gym though.

If I change the 10 of the parks to a Space Bar, I will have also covered for Alcoholism and further expanded Social services. It would add 3 more workers, increasing the worker count from 51 to 54. I don't think that is worth it. The occasional drunk Engineer having 70 comfort instead of 100 would lower the child rearing rate by half of 1/51, so by 1 percent. That loss is not worth increasing the workers base by 6%. This would need to be reevalated if you got a lot of drunks or geologists.

I'll still though in an Open Air Gym to make them Fit.