Surviving Mars

Surviving Mars

517 ratings
A guide to your first domes.
By Gundies
How I learned to stop worrying and love the colonists...except for seniors.
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Intro
I by no means assume this is the best strategy. It has however been working incredibly well for me as I've slowly stumbled upon and dialed it in over multiple play sessions.

I decided to share this after seeing a lot of people complaining about the ai making the colonists working the wrong jobs. I didn't like it at first either, but I've learned to deal with it and make it work for me. I never feel the need to manually move colonists around anymore. Even if you don't like my build order you can still use the general ideas within to better deal with the colonist ai.



General info:

- Open the third shift on the infirmary. It keeps the comfort minimum for children at 55, this helps you have your first martianborn sooner so you can skip the 10 sol delay until your second load of colonists. In general this will increase your colonies birthrate a lot.

- Ship rare metal out and import the polymer, machine parts, and electronics that you need until you get factories for them. Even then use the shipments to bolster stockpiles that you're low on. I've found that rushing the machine parts and electronics factories are unwise as they take too much manpower too early.

- There's only two colonist types you should never ever bring on your rocket. Seniors and idiots. Every other flaw is passable after your first 2-3 loads of colonists. Later on when you run low on actual useful colonists you can start to bring tourists. They seem to turn into regular colonists if the comfort is high enough in the dome they're visiting.

- if you can't bring enough of the desired colonist specializations bring security, officers, or unspecialized. Unless it's for the martian university a security or offficer works just as well as an unspecialized colonist. There is no penalty for an offspecialization working in a diner or grocer.

- I don't often get access to the medium dome by time I want my third dome so I don't account for having it. If you have it, great, but it's not worth the additional time waiting in my opinion.

- I don't personally value the extra colonist on a rocket techs very much. I built this guide using the default maximum load of twelve colonists on a rocket.

Dome #1 - The Beginning
Dome #1 Summary
- Colonists: 6 botanists, 6 medics, 9 scientists, 12 geologists, 17 engineers, 10 unspecialized.
- Buildings: 3 apartments, 1 farm, 2 diners, 1 grocer, 1 research lab, 1 infirmary, 2 one hex parks, 1 three hex park, 1 mine, 1 polymer factory.


First Set of Colonists:
- For your first 12 colonists bring 6 botanists, 3 medics, and 3 geologists.
- Build your first basic dome beside a source of rare metals.
- Build 1 living quarters (apartment if available), preferably 1 farm (1 hydroponics if it isn't), 1 grocer, 1 infirmary, 1 diner, and a single hex park for inbetween the small buildings.
- Set the farm and clinic to high priority.
- Open the third shift in the infirmary.
- Set the infirmary and diner to only have 1 colonist per shift.

Second Set of Colonists:
- 5 Geologists, 6 engineers, and 1 unspecialized.
- Build an apartment if you didn't build one for the first set of colonists.
- Switch to a farm asap if you don't already have one. Build a second hydroponics if you can't yet.
- Build your mine and polymer factory while the rocket brings the new colonists.
- Set your mine to the first 2 shifts with all 8 slots open and high priority once the colonists arrive.
- The polymer factory only needs 1 shift open for now.

Third Set of Colonists:
- 6 Scientists, 4 geologists, and 2 unspecialized.
- You need a second apartment, if you had a living quarters consider salvaging it and replacing it with an apartment.
- Build a research station. two shifts open, high priority.
- Open the third shift in your mine.
- Build a 3 hex park, and a single hex park.

---Start building your second basic dome---

Fourth Set of Colonists:
- 6 engineers, 6 unspecialized.
- Open up the second shift in your polymer factory.
- Allow the second work slots in the diner.

---Start building your third basic dome---

Fifth Set of Colonists:
- 3 scientists, 3 medics, 1 unspecialized, 5 engineers.
- Build your third apartment and add a second diner.
- Unlock the second work slots in your infirmary.
- Open third shift in the research lab and the polymer factory.


Dome #1's Future:
- When you can make the drone assembler add that and bring in 10 more engineers. 1 for the old polymer factory, and 9 for the new assembler.

Dome #2 - Home for the Undesirables
Dome #2 Summary
- Colonists: Senior citizens and only senior citizens
- Buildings: Apartments or living quarters, eventually an arcology


Permanently deal with the seniors problem:
- Build a basic dome within walking distance to your first and future third dome.
- Build 1 living quarters or apartment for now, you can build more later on as necesary.
- Set this dome's filter to refuse all age groups except seniors, set you first dome and any future domes you build to refuse seniors.
- Only build apartments and maybe an arcology here. Seniors can't work in any buildings and you don't want valuable memebers of society living here to operate them.
- Do not build a universal/food stockpile beside the dome unless they manage to starve to death. I haven't had it happen to me yet.

Why?
- Seniors are useless and take up housing space.
- This dome will actively lower their comfort and morale.
- Low comfort makes them Earthsick so they'll leave on the next rocket that lands. This is a good thing when it's a senior.
- Occasionally running out of food encourages them to leave faster.
- 1 oxygen and 1 water upkeep is a very low price to pay. Construction costs are also very low.
- Even if they hang around and go renegade I've only ever had renegades hit the dome they live in. Again, this doesn't matter since we don't want them around.

Dome #3 - Machine Parts & Electronics
Dome #3 Summary
- Colonists: 6 botanists, 3 medics, 12 geologists, 45 engineers, 6 unspecialized.
- Buildings: 2 apartments, 1 farm, 1 diner, 1 grocer, 1 infirmary, 1 1 hex parks, 1 mine, 1 machine parts factory.

First Set of Colonists:
- 6 Botanists, 3 medics, 3 geologists.
- Third dome placement varies a bit. Preferably place it within range of at least 1 new metal/rare metal mine and within walking distance of the old folks home.
- Build an apartment, clinic, grocer, diner, single hex park, and a farm.
- High priority the farm
- Open the third shift on the clinic, close the second slot for each shift, and set it to high priority.
- Close the second slots in the diner.

Second Set of Colonists:
- 9 Geologists, 3 unspecialized
- Build a mine, high priority all 3 slots open.

Third Set of Colonists:
- 10 Engineers, 2 Unspecialized.
- Build another apartment.
- Build a machine parts factory and open two shifts.
- Open the second slots in the diner.

---Start building a medium dome---

Fourth Set of Colonists:
- 11 Engineers, 1 unspecialized.
- Build an arcology. If you don't have the tech yet hold off on this set of colonists as you only need 6 of them with the current buildings.
- Open the third shift in the machine parts factory.

Fifth Set of Colonists:
- 12 Engineers.
- Build an electronics factory, keep two shifts open.

Sixth Set of Colonists:
- 12 Engineers.
- Open the third shift on the electronics factory.


Dome #3's Future:
- Get three more medics into the infirmary.

Dome #4 - School
Dome #4 Summary
- Colonists: 6 botanists, 3 medics, and 15 unspecialized.
- Buildings: 2 apartments, 1 farm, 1 diner, 1 grocer, 1 infirmary, 1 one hex park.


First Set of Colonists:
- 6 Botanists, 3 medics, 3 unspecialized.
- Walking distance is nice to other domes, but not necessary as shuttle hubs are generally available soon after you get this one started.
- Build an apartment, clinic, grocer, diner, single hex park, and a farm.
- High priority the farm
- Open the third shift on the clinic, close the second slot for each shift, and set it to high priority.
- Build 2 nurseries, 1 playground, and 1 school.

Second Set of Colonists:
- 12 Unspecialized.
- Build another apartment.
- Build your first martian university, open all slots.
- Set this dome to desire children and unspecialized colonists. Set it to not want every other specilization except botanists and medics. Set every other dome to not want children.

---Start building another medium dome---


Dome #4's Future:
- Add more of the existing buildings as required. You may require another apartment very soon depending on birthrates.
- Eventually you want 3 farms in this dome, 2 isn't quite enough for a medium dome to sustain itself.

Dome #5 - Research
Dome #5 Summary
- Colonists: 6 botanists, 3 medics, 21+ scientists, 6 unspecialized.
- Buildings: 2 apartments, 1 farm, 1 diner, 1 grocer, 1 research lab, 1 infirmary, 1 one hex park, 1 science institute.


First Set of Colonists:
- 6 Botanists, 3 medics, 3 unspecialized.
- Build an apartment, grocer, diner, clinic, one hex park, and a high priority farm.
- Open third clinic shift as per usual.

Sedond Set of Colonists:
- 9 scientists, 3 unspecialized.
- Build a research lab and open all 3 shifts.

Third Set of Colonists:
- 12 Scientists.
- Build an apartment and a science institute.
- Set this dome's filter to desire scientists. Consider telling all other domes to make scientists undesirable. This includes Dome #1, in which case you could dismantle the research lab there and rebuild it here.


Dome #5's Future:
- For a spire you want the network node.
- Add more of the existing buildings as desired to get more science.

72 Comments
Freedomfiend 13 Sep, 2024 @ 2:36pm 
I'm going to be honest, I was not expecting the Nursing Home Dome From Hell. That was hilarious.
JP2.0 23 Jul, 2024 @ 2:07pm 
If you just try and keep them separated until you get the school dome you should be good.
Mamaelf 12 May, 2024 @ 7:45am 
OK! How do you set all your other domes to not accept them? That's the part i don't understand. Got the one dome for Seniors. :bhaal:
jesdaisy 3 Jan, 2024 @ 4:24pm 
I kicked a couple of seniors out of a dome and the adults there lost morale. So be careful about mistreating your seniors.
Jane 11 Apr, 2023 @ 6:58am 
I can understand from the gameplay perspective, but..... this is cruel hahaha, those seniors played their role to contribute to the development and expansion of the colony. They should at least live out their lives in relative comfort, without having to worry of starvation and suffocation.
Reianor 8 Apr, 2023 @ 8:25am 
*whoops... When I wrote:
"A thought about something that is not real is no less real than a though about something that is not real."
The last not was an editing error.
Should be obvious but... you know.
Reianor 8 Apr, 2023 @ 8:17am 
@zantanzuken
Dude you've got it all backwards. Infirmary is what you keep at hight priority and working 24/7. Which in turn lets you have other buildings working 24/7. And scientists are second most important jobs after geologists. You definitely DO want them in your first dome, if anyone, it's the engineers that should wait till you're well settled. And the only reason you want anyone on mars at all is so that they can produce something on it. There's no point in even landing any colonists on mars at all if all they're gonna do there is survive.
Reianor 8 Apr, 2023 @ 8:17am 
You don't have to make their life hell intentionally. Even on harder difficulties providing them with food and some services isn't going to kill your colony. What matters is that they don't occupy the living space and the service buildings in the domes that are build to support your workforce. That's their real hit on efficiency. Besides, like people have pointed out already, you can't make martianborn leave and death by anything other than age will shorten your applicants list. People all age at a steady rate. You'll lose seniors no slower than you gain seniors. And should you actually find the forever young breakthrough you'll have your senior workforce in full force and working condition right there and then.
Reianor 8 Apr, 2023 @ 8:16am 
Where am I getting with it? I'm trying to demonstrate a point. A thought about something that is not real is no less real than a though about something that is not real. We often talk about things in terms of lines that are not meant to be crossed because that's how human brain functions. Once it's gone somewhere once returning there is hell of a lot easier. That brings subsequent steps closer.

Point is – pull this crap enough time with imaginary people and one of those days when you hear about it being done to real people you'll catch yourself on a though – “sure for the society as a whole that is efficient”.

Don't go there. Just don't. Keep it as something so gross and appalling that you can't even pretend to do it.
Reianor 8 Apr, 2023 @ 8:16am 
Even on the bare-bones hydroponics 3 botanists are enough to feed your first 12 people.

Also, I don't think a farm is a good early game investment (unless you're playing with chaos theory, then it's anyone's guess).

Farms shine with good crop techs, abundant water and abundant dome-space. AKA later in the game.
Shrooms shine when water and space are costly. AKA early in the game. Also when time is a factor shrooms have yet another advantage - they produce food as a constant output.

As for seniors... Well, let's do a thought exercise. Think of something you consider to be the most gross and appalling (like I dunno … cannibalism?) for whatever reason, those are yours alone to know, they don't matter. Now ask yourself, would you be able to easily pretend to be/do it? For most people that's a no.