Surviving Mars: The Political Animal
Hi, you might remember I wrote a giant thing about Surviving Mars and the relaunch of the game. After writing about it so long, I figured I should maybe, I don’t know, do a Let’s Play or something so you can see how it actually looks and plays.
This is a city builder though, and there’s not really an “end” to the game, so deciding on a goal is kind of important. For this I figured I should go for a particularly new and interesting achievement: The Political Animal.
Using the new politics system, EVERY law on the books must be passed. And there are a lot of them, and several have very specific requirements and we'll have to go into the end game to pull it off. So I’ll make it easy and use the newest sponsor and see what happens.
Oh, and I'm using imgur for the images, so if something doesn't load right let me know.
When starting a New Game, this is what comes up first. There’s a lot here and I don’t want to show you everything directly, so I’ll frequently link to the Surviving Mars Wiki so you can see what is under the options. I'll go through them briefly.
MISSION SPONSOR – These are the people paying for this trip. They provide funding, equipment and research. Some have special buildings (Law Office in this case) or special vehicles (a couple have special rockets for example). Others have special effects or free prefabs, often both.
COMMANDER PROFILE – The player is the commander, so it’s me. There’s a lot of different roles here and most give you a free tech or building prefabs. Combining certain Profiles with certain Sponsors can change how the game is straight up played.
I’ve chosen the new Sponsor, Interplanetary Codex, which gives a lot of political advances and Politician as, well, they make Laws easier to maintain.
MYSTERY – These are special events that typically don’t start until you have 100 colonists (there are exceptions, see the wiki for more). Some are quite fun, others are a pain the in ass, but none are BAD, and often have benefits in the long run. I’ve left it on Random for giggles.
FOUNDING FACTION – This is where you can choose which political party will be the founders of your colony. There’s a lot here, but they each have their likes and dislikes and if you do something they don’t like, they will get mad. The Wiki doesn’t have Interplanetary Codex listed at the time of writing, which is odd. Oh well, guess we’ll all discover this mess together.
RIVALS – These are going to be the other colonies built on Mars. If you read my review of the game, you might know rivals are half baked at best, but at least mildly useful. In this case I have taken China (will offer resources for food), Blue Sun (will offer money for resources) and Europe (will offer research for resources). The only other one that will offer anything specific is Russia who will always offer basic resources for advanced resources. The rest don’t offer anything special. If they ALL offered something different in exchange, it might be interesting, but they don’t. Moving on.
GAME RULES – Here’s where you can further modify the game to fit a desired play style. Make the game harder or easier, disable some of the DLCs or just change up how the game goes. I only will be doing 2 here:
Prefab Colony gives the a free dome, MOXIE, water tower, oxygen tank, and a pair of water vaporators. This is VERY good to have for an early game and just makes it easier in the long run and I don’t see any reason not to take it.
Tech Variety moves the techs up and down their respective trees a little (I think they can move up and down 2 or 3 slots). This just keeps things interesting honestly. The more extreme version, Chaos Theory, can be a LOT of fun when it gives you an end game wonder tech (say, the Molehole) as the first tech in the game. Of course it’s just as likely to make a basic tech, like Decommissioning Protocol, show up in an end game slot. Variety is a little nicer in the long run.
You can change the name of your colony and the logo as well, but I’m leaving them on default for this game.
Okay, let’s load up our first rocket. The rocket can only carry so much cargo and it every thing costs money.
The top third are the resources. Metals and concrete weight the most and are considered basic resources. They can usually be found on Mars itself. Food (also basic) isn’t necessary until you have people (which initially we won’t). The other three are advanced resources and are used mostly for maintenance of buildings. The initial goal of the game is to make it so you can import what you need easily.
The second third are the vehicles. Drones are the lifeblood of the colony. They do all the work but they need some kind of hub to be hooked to do anything. Probes are good for scouting areas of the map, eventually they’ll be worthless, but early on they can be very useful.
The Rovers (RCs) are where things get interesting. The Commander is a mobile drone hub, the Explorer is for studying Anomalies, the Transport can gather and move resources, and the Safari is for tourists (though I might have another use for it). There is also a Dozer we have to do research that’s good for terrain modification, but not useful here.
I will always suggest an Explorer, regardless of what you’re planning to do. In this case we have enough room for 2 rovers, so the choice of Commander or Transport is a tough one. In this case I went with Commander so I don’t have to worry about maintaining a Drone Hub for a little bit. Drone Hubs take Electronics to maintain and, well, those are expensive.
The last third are prefabs. With the Prefab Colony rule, I have most of what I need already, but I’ll leave the Drone Hub there, those are always useful.
Time to pick out a landing location. Altitude doesn’t mean much, though when this screen gets terraformed, areas like this would be underwater. If we put the colony here, it doesn’t do anything. Temperature likewise means very little.
Topography just dictates how much flat area there is to build on. Number of large rocks and such. This is where the Dozer would come in handy, but not super important otherwise.
Threats are a bigger deal. Dust Devils aren’t a serious threat, you can tell where they mostly form and avoid those areas, though domes seem to break them up.
Cold Waves are annoying. Increases power consumption during them and freeze anything not powered. There are ways to deal with it, so no biggy.
Meteors are both a serious threat, but also a boon. They bring floods of surface Metal and Polymers as well as Research Anomalies. Of course if they HIT your colony, well, that’s a nasty problem.
Dust Storms are STUPID dangerous. They damage pipes and power cables, drain power and water, and you can’t launch or land rockets and landers while they’re happening. It’s best to avoid them as much as possible.
Resources are just the odds of finding an extraction point for those. Concrete is really necessary, metals are less so and water even less. Obvious I chose a location that is opposite of that.
Oh, those rocket things are suggested landing sites. Nothing wrong with using those, but I’m mostly looking for no disasters. With a random mystery and my overall goal, dealing with Dust Storms and Cold Waves is something I want to avoid.
That’s the set up. Time to get to our asses to Mars. Until next time.
NEXT TIME: Things do not go as planned.
Hi, you might remember I wrote a giant thing about Surviving Mars and the relaunch of the game. After writing about it so long, I figured I should maybe, I don’t know, do a Let’s Play or something so you can see how it actually looks and plays.
This is a city builder though, and there’s not really an “end” to the game, so deciding on a goal is kind of important. For this I figured I should go for a particularly new and interesting achievement: The Political Animal.
Using the new politics system, EVERY law on the books must be passed. And there are a lot of them, and several have very specific requirements and we'll have to go into the end game to pull it off. So I’ll make it easy and use the newest sponsor and see what happens.
Oh, and I'm using imgur for the images, so if something doesn't load right let me know.
When starting a New Game, this is what comes up first. There’s a lot here and I don’t want to show you everything directly, so I’ll frequently link to the Surviving Mars Wiki so you can see what is under the options. I'll go through them briefly.
MISSION SPONSOR – These are the people paying for this trip. They provide funding, equipment and research. Some have special buildings (Law Office in this case) or special vehicles (a couple have special rockets for example). Others have special effects or free prefabs, often both.
COMMANDER PROFILE – The player is the commander, so it’s me. There’s a lot of different roles here and most give you a free tech or building prefabs. Combining certain Profiles with certain Sponsors can change how the game is straight up played.
I’ve chosen the new Sponsor, Interplanetary Codex, which gives a lot of political advances and Politician as, well, they make Laws easier to maintain.
MYSTERY – These are special events that typically don’t start until you have 100 colonists (there are exceptions, see the wiki for more). Some are quite fun, others are a pain the in ass, but none are BAD, and often have benefits in the long run. I’ve left it on Random for giggles.
FOUNDING FACTION – This is where you can choose which political party will be the founders of your colony. There’s a lot here, but they each have their likes and dislikes and if you do something they don’t like, they will get mad. The Wiki doesn’t have Interplanetary Codex listed at the time of writing, which is odd. Oh well, guess we’ll all discover this mess together.
RIVALS – These are going to be the other colonies built on Mars. If you read my review of the game, you might know rivals are half baked at best, but at least mildly useful. In this case I have taken China (will offer resources for food), Blue Sun (will offer money for resources) and Europe (will offer research for resources). The only other one that will offer anything specific is Russia who will always offer basic resources for advanced resources. The rest don’t offer anything special. If they ALL offered something different in exchange, it might be interesting, but they don’t. Moving on.
GAME RULES – Here’s where you can further modify the game to fit a desired play style. Make the game harder or easier, disable some of the DLCs or just change up how the game goes. I only will be doing 2 here:
Prefab Colony gives the a free dome, MOXIE, water tower, oxygen tank, and a pair of water vaporators. This is VERY good to have for an early game and just makes it easier in the long run and I don’t see any reason not to take it.
Tech Variety moves the techs up and down their respective trees a little (I think they can move up and down 2 or 3 slots). This just keeps things interesting honestly. The more extreme version, Chaos Theory, can be a LOT of fun when it gives you an end game wonder tech (say, the Molehole) as the first tech in the game. Of course it’s just as likely to make a basic tech, like Decommissioning Protocol, show up in an end game slot. Variety is a little nicer in the long run.
You can change the name of your colony and the logo as well, but I’m leaving them on default for this game.
Okay, let’s load up our first rocket. The rocket can only carry so much cargo and it every thing costs money.
The top third are the resources. Metals and concrete weight the most and are considered basic resources. They can usually be found on Mars itself. Food (also basic) isn’t necessary until you have people (which initially we won’t). The other three are advanced resources and are used mostly for maintenance of buildings. The initial goal of the game is to make it so you can import what you need easily.
The second third are the vehicles. Drones are the lifeblood of the colony. They do all the work but they need some kind of hub to be hooked to do anything. Probes are good for scouting areas of the map, eventually they’ll be worthless, but early on they can be very useful.
The Rovers (RCs) are where things get interesting. The Commander is a mobile drone hub, the Explorer is for studying Anomalies, the Transport can gather and move resources, and the Safari is for tourists (though I might have another use for it). There is also a Dozer we have to do research that’s good for terrain modification, but not useful here.
I will always suggest an Explorer, regardless of what you’re planning to do. In this case we have enough room for 2 rovers, so the choice of Commander or Transport is a tough one. In this case I went with Commander so I don’t have to worry about maintaining a Drone Hub for a little bit. Drone Hubs take Electronics to maintain and, well, those are expensive.
The last third are prefabs. With the Prefab Colony rule, I have most of what I need already, but I’ll leave the Drone Hub there, those are always useful.
Time to pick out a landing location. Altitude doesn’t mean much, though when this screen gets terraformed, areas like this would be underwater. If we put the colony here, it doesn’t do anything. Temperature likewise means very little.
Topography just dictates how much flat area there is to build on. Number of large rocks and such. This is where the Dozer would come in handy, but not super important otherwise.
Threats are a bigger deal. Dust Devils aren’t a serious threat, you can tell where they mostly form and avoid those areas, though domes seem to break them up.
Cold Waves are annoying. Increases power consumption during them and freeze anything not powered. There are ways to deal with it, so no biggy.
Meteors are both a serious threat, but also a boon. They bring floods of surface Metal and Polymers as well as Research Anomalies. Of course if they HIT your colony, well, that’s a nasty problem.
Dust Storms are STUPID dangerous. They damage pipes and power cables, drain power and water, and you can’t launch or land rockets and landers while they’re happening. It’s best to avoid them as much as possible.
Resources are just the odds of finding an extraction point for those. Concrete is really necessary, metals are less so and water even less. Obvious I chose a location that is opposite of that.
Oh, those rocket things are suggested landing sites. Nothing wrong with using those, but I’m mostly looking for no disasters. With a random mystery and my overall goal, dealing with Dust Storms and Cold Waves is something I want to avoid.
That’s the set up. Time to get to our asses to Mars. Until next time.
NEXT TIME: Things do not go as planned.