Surviving Mars: Mods: Families

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Main: Surviving Mars: Mods

Dating[edit]

  • Colonists can become romantically interested in each other.
  • Proximity to residence increases Romantic Points (RP).
  • Proximity in workplace increases RP.
  • RP increases by 1 point per hour with a maximum of 20.
  • If they both have 20 RP towards each other, and they are both single, they start to date. This will increase their maximum RP to 50.
  • When a couple dates, if they are not working at the same time and have the same interest, they will visit the same comfort provider at the same time. A date will increase RP by 10 points.

Marriage[edit]

  • When a couple reaches 50 RP, they marry. This increases their max RP to 100.
  • If a married couple sleeps in the same residence during the same shift, they gain 10 RP.

Pregnancy[edit]

  • A wife with 60 RP becomes pregnant.
  • She will give birth after 3 sols.
  • The husband has a 0 to 30 performance boost during the entire pregnancy and the sol after that depending on a random roll.
  • First sol: A pregnant wife has between 0 and 50 performance malus depending on a random roll.
  • Second sol: A pregnant wife has between 0 and 20 performance malus depending on a random roll.
  • Third sol: A pregnant wife has between 30 and 100 performance malus depending on a random roll.
  • The wife will be disabled from work during the 1st sol after giving birth.
  • The child will be named after their parent, depending on the culture they have: Patronymic or family name.
  • Some of the childs stats are inherited from the parents.

Child[edit]

1st and 2nd sol[edit]

  • The child is an infant the first two sols and have no interest and can not attend school.
  • Each sol, social related traits are rolled based on sanity, health and comfort.
  • If the child does not live with his parent, the child will lose 20 sanity per sol.
  • If the wife is unemployed during this period, she spends time with her child. This will give the child +50 sanity, health and comfort per sol.

3rd, 4th, 5th and 6th sol[edit]

  • Each sol, social related traits are rolled based on sanity, health and comfort.
  • If the child does not live with his parent, the child will lose 20 sanity per sol per parent.
  • Children start attending school on the 3rd sol.
  • If the child needs to spend a shift with both their parent in the same residence. If they have not done so during the previous 24 hours, they will receive a 40 performance mauls per missing parent.
  • If one or both parents are unemployed during this period, that parent will help the child with School. This will increase the childs school performance with 30-50 per parent.
  • If there is an senior grandparent that shares residence with the child, the child gets a 20-40 performance bonus for each of them.
  • If there is an unemployed non-child sibling that shares residence with the child, the child gets a 20-40 performance bonus for each of them.
  • If there is an child sibling that shares residence with the child, the child gets a 10-20 performance bonus for each of them.


Traits[edit]

Perks
Genetic Social Chance Name
60% 20% 20% Celebrity
40% 40% 20% Composed
40% 40% 20% Enthusiast
60% 30% 10% Fit
30% 50% 10% Gamer
30% 30% 40% Genius
10% 60% 30% Hippie
30% 50% 20% Nerd
30% 50% 20% Party Animal
20% 50% 30% Saint