Surviving Mars: Research: Breakthrough

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2020‎-04-16[edit]

A list of those Breakthrough I value:

Basic comparison
Name Description Comment
Forever Young Seniors can work and have children. Increases productivity
Project Phoenix When a colonist dies there's a 50% chance he or she is reconstructed as youth with the same traits. Almost doubles the effective lifespan of every colonist.
Interplanetary Learning Schools can train the Workaholic and Hippie traits. Workaholic increases Work Performance.
Martianborn Ingenuity Martianborn gain 10 performance. Can't have too much work performance.
Sustained Workload Doubles the performance bonus when Colonists are working on a heavy workload. Increases productivity
Nano Refinement All Extractors continue to extract small amounts when their deposit is depleted. Infinite resources.
The Positronic Brain Allows the construction of Biorobots in the Drone Assembler. Biorobots eat, sleep and can gain traits but can't reproduce and never die from old age. Cost: 5 Electronics each. Allows for the creation of Domes that will always remain stable.
Vocation-Oriented Society Colonists gain 10 bonus work performance when all their stats are in the green. Increases productivity
Cryo-sleep Passenger Rockets can carry 20 more Colonists. More tourists per rocket.
Superconducting Computing Converts unused Power into Research Points. (The first unused 500 Power Power is converted into 1.5 Research each. Any unused power beyond 500 is converted into 0.375 Research each.) Power -> Research -> Cash -> Infinite resources.

2020-04-24[edit]

New plan. I understand now that each map only gives about 4-6 actually breakthroughs and the rest are gained through planetary missions and story bits.

I will focus on what is would bring greatly increase productivity and lead to the best end game, so I will exclude all techs that can be replicated through good game play.

Early game[edit]

Basic comparison
Name Description Comment
Cryo-sleep Passenger Rockets can carry 20 more Colonists. Having this early enables to bring a lot more colonist during the start of the game. This will increase the number of tourist you get to bring later on as well, allowing you to have a steadily increasing number of people that although they wont work, but they will give you a lot of reproduction and cash.
Sustained Workload Doubles the performance bonus when Colonists are working on a heavy workload. Doubling the effect of Heavy Workload? Sounds OP.


Mid game[edit]

Basic comparison
Name Description Comment
Interplanetary Learning Schools can train the Workaholic and Hippie traits. Having all workers being Workaholics adds 20 productivity to all workers and as a bonus, night shifts no longer be as challenging. Note that Morale has a cap that can easily be reached by Nerd early on. So on top of +50% from Nerd, we get another +20 from Enthusiast and then +20% workaholic. With Heavy Workload, the Japan bonus and specialization bonus on top, each colonist will be performing at:
  • 100 (base)
  • +50 (Morale)
  • +20 (Enthusiast)
  • +20 (Heavy Workload)
  • +20 (Workaholic)
  • +10 (Japan)
  • +10 (Productivity Training) =

230 Work Performance. Later on, Nerd won't be triggering often enough, so it will be replaced by Religious and other boosts.

Martianborn Ingenuity Martianborn gain 10 performance. +10 boost to performance is nice, but not essential.
Vocation-Oriented Society Colonists gain 10 bonus work performance when all their stats are in the green. +10 boost to performance is nice, but not essential.


Late game[edit]

Basic comparison
Name Description Comment
Inspiring Architecture Colonists in Domes with a Spire have increased Morale (+20). Will enable to reach full Moral after Nerd no longer being triggered.
  • 50 (base, from a range of 40-55)
  • +15 (high stats bonus)
  • +10 (Religious)
  • +5 (Saint)
  • +20 (Inspiring Architecture)

Total: 100.

The Positronic Brain Allows the construction of Biorobots in the Drone Assembler. Biorobots eat, sleep and can gain traits but can't reproduce and never die from old age. Cost: 5 Electronics each. Can create domes with a population that will never fluctuate, so once a perfect setup is created, it will never risk being ruined by the fluctuations death creates.
Nano Refinement All Extractors continue to extract small amounts when their deposit is depleted. Enables unending resources. Another source is of course Tourism.
Magnetic Extraction Extractor upgrade - Production increased by 50%. A non-essential boost to the small amount we would get from Nano Refinement.

2020-04-25[edit]

I'm changing Mission Sponsor from Japan to Church of the New Ark. This has several big game changes.


Hydroponics are now worthless. I need to get Fungal or normal Farms fast, so having early Scientists is a priority.
Notes
First of all, since they can bring colonists with their special Ark Pods, it greatly lowers the value of Cryo-Sleep. I can now bring 12 Tourists for $100 instead of 30 Fuel. This will have a net profit of $20 and 5 metals from the pod itself. And I will do so twice as fast as the Rockets, and unhampered by Dust Storms.

To start with, this is basically an unlimited source of Metals for as long as i recycle Tourist... oh wait, I do need to send them back in order to get more Tourists... So that means that I do need Rockets to bring them back up, meaning the return trip is in fact for free. O well. This means that Cryo-Sleep is still good, but isn't as critical for a perfect start as you will basically have no need for it until the third or fourth batch of Tourists wants to go back, that will probably take about 15-20 sols.

Thinking more about it, there are two upgrades to the Rockets in the Engineering tech tree: Compact Passenger Module (6-12) and Advanced Rocketry (14-19). This two combined enable Rockets to bring 32 Colonist on each trip. Spending a full Breakthrough to increase it to 52 when I can simply build more of them is sub optimal.

Not being able to buy RC Commanders cheap means that I will have far fewer Drones. On the other hand, I bought them since I needed a lot Commanders to cover map area, but they being twice as expensive, the Drone Hub is a better choice. This will require Electronics to be payed as upkeep, but I will have a lot more engineers at my disposal. This will slow down construction during the early game.
The Automatic Metal Extractor is gone. This will again hugely slow down. On the other hand, fully employing the manual extractor it will increase the production to more than twice of what the Automatic had.
Research is a lot slower. But again, I have more manpower to do it manualy.



Early game[edit]

Basic comparison
Name Description Comment
Sustained Workload Doubles the performance bonus when Colonists are working on a heavy workload. Doubling the effect of Heavy Workload? Sounds OP.


Mid game[edit]

Basic comparison
Name Description Comment
Interplanetary Learning Schools can train the Workaholic and Hippie traits. Having all workers being Workaholics adds 20 productivity to all workers and as a bonus, night shifts no longer be as challenging. Note that Morale has a cap that can easily be reached by Nerd early on. So on top of +50% from Nerd, we get another +20 from Enthusiast and then +20% workaholic. With Heavy Workload, the Japan bonus and specialization bonus on top, each colonist will be performing at:
  • 100 (base)
  • +50 (Morale)
  • +20 (Enthusiast)
  • +20 (Heavy Workload)
  • +20 (Workaholic)
  • +10 (Japan)
  • +10 (Productivity Training) =

230 Work Performance. Later on, Nerd won't be triggering often enough, so it will be replaced by Religious and other boosts.

Martianborn Ingenuity Martianborn gain 10 performance. +10 boost to performance is nice, but not essential.
Vocation-Oriented Society Colonists gain 10 bonus work performance when all their stats are in the green. +10 boost to performance is nice, but not essential.
Service Bots Non-medical Service Buildings Upgrade (Service Bots) - service buildings no longer require workers and operate at 100 performance. Upgrade costs 10 Electronics at each building. This is actually worth it on second thought. Even with a greater workforce, not needing living space and food for the service sector will probably increase the productivity of the industrial sector far more than any of the other breakthroughs that offer +10 performance. Far far more.

Late game[edit]

Basic comparison
Name Description Comment
Inspiring Architecture Colonists in Domes with a Spire have increased Morale (+20). Will enable to reach full Moral after Nerd no longer being triggered.
  • 50 (base, from a range of 40-55)
  • +15 (high stats bonus)
  • +10 (Religious)
  • +5 (Saint)
  • +20 (Inspiring Architecture)

Total: 100.

The Positronic Brain Allows the construction of Biorobots in the Drone Assembler. Biorobots eat, sleep and can gain traits but can't reproduce and never die from old age. Cost: 5 Electronics each. Can create domes with a population that will never fluctuate, so once a perfect setup is created, it will never risk being ruined by the fluctuations death creates.
Nano Refinement All Extractors continue to extract small amounts when their deposit is depleted. Enables unending resources. Another source is of course Tourism.
Magnetic Extraction Extractor upgrade - Production increased by 50%. A non-essential boost to the small amount we would get from Nano Refinement.

2020-06-04[edit]

I have now more experience with the Church of the New Ark. They are op.

Notes
First of all, since they can bring colonists with their special Ark Pods, it greatly lowers the value of Cryo-Sleep. I can now bring 12 Tourists for $100 instead of 30 Fuel. This will have a net profit of $20 and 5 metals from the pod itself. And I will do so twice as fast as the Rockets, and unhampered by Dust Storms.

This is basically an unlimited source of Metals and food for as long as i keep them hungry and homeless to have them return asap. I just need to have a rocket land when required, the rocket doesn't even need to go anywhere after landing.

Drone Hub are still shit. You can't micromanage drones with them.
Hydroponics are always worthless compared to the indoor and outdoor Ranch.

Early game[edit]

Basic comparison
Name Description Comment
Sustained Workload Doubles the performance bonus when Colonists are working on a heavy workload. Doubling the effect of Heavy Workload? Sounds OP.


Mid game[edit]

Basic comparison
Name Description Comment
Interplanetary Learning Schools can train the Workaholic and Hippie traits. Having all workers being Workaholics adds 20 productivity to all workers and as a bonus, night shifts no longer be as challenging. Note that Morale has a cap that can easily be reached by saints early on. So on top of +50% from moral, we get another +20 from Enthusiast and then +20% workaholic. With Heavy Workload and specialization bonus on top, each colonist will be performing at:
  • 100 (base)
  • +50 (Morale)
  • +20 (Enthusiast)
  • +20 (Heavy Workload)
  • +20 (Workaholic)
  • +10 (Productivity Training) =

220 Work Performance.

Martianborn Ingenuity Martianborn gain 10 performance. +10 boost to performance is nice, but not essential.
Vocation-Oriented Society Colonists gain 10 bonus work performance when all their stats are in the green. +10 boost to performance is nice, but not essential.
Service Bots Non-medical Service Buildings Upgrade (Service Bots) - service buildings no longer require workers and operate at 100 performance. Upgrade costs 10 Electronics at each building. This is actually worth it on second thought. Even with a greater workforce, not needing living space and food for the service sector will probably increase the productivity of the industrial sector far more than any of the other breakthroughs that offer +10 performance. Far far more.

Late game[edit]

Basic comparison
Name Description Comment
The Positronic Brain Allows the construction of Biorobots in the Drone Assembler. Biorobots eat, sleep and can gain traits but can't reproduce and never die from old age. Cost: 5 Electronics each. Can create domes with a population that will never fluctuate, so once a perfect setup is created, it will never risk being ruined by the fluctuations death creates.
Nano Refinement All Extractors continue to extract small amounts when their deposit is depleted. Enables unending resources. Another source is of course Tourism.
Magnetic Extraction Extractor upgrade - Production increased by 50%. A non-essential boost to the small amount we would get from Nano Refinement.