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Or solving the mysteries can be seen as your end of the game if you like, restarting a new game to try another mystery.
Me personally, I'm just building & expanding my Mars colony, I like the relax no limit/no end gameplay.
1. Finish the Mystery you selected at the start of the game. (Story)
2. Fisnihs the evaluation period and goal (100 sol)
3. Finish all milestones (Score/Viability)
4. Get the achievements for your chosen MYSTERY and SPONSOR.
It's an open ended game. It';s done when your done. :)
I think the devs are planning to add more content so you might want to play it again when that comes.
It's a cool game, and I'll return to it if they release cool new content. The sandbox nature is cool and up my alley but I've really done all there is to do in this colony.
Other than the brief interest in watching what the minions did as they ran around in my domes, I had no motivation to grow and manage them to thousands. I've never enjoyed doing that in these types of games and am more motivated by building vs "minion management". Eventually, I had everything running without the need for anything other than myself and Ai, but still ran out of things to do (build).
I'm at end-game now and the game is less than 2-weeks old for me. I could start all over with differing difficulty levels, mysteries and a new map location, but that doesn't really appeal to me. I already played a mystery that was supposed to be hard and nothing else comes after that one event is solved. To start a new game would be a "been there done that" thing (for me) just on different terrain with maybe a random research item I didn't get before.
This game has been a lot of fun, and I can milk a sandbox to levels that would drive others to boredom.
What point if score and difficulty percent? if it's not counting anywhere?
In plnetbase it was used to unlock new planets
I suppose they could have the game automatically end after the mystery was solved, with a big flashy "YOU WON!" popup, but that would probably annoy people too.
But again, what's damn point in making score and score multiplyier ?? )))
Unless you find a map that has the nanite extractors breakthrough. Then you can cheese the economy by building a bunch of extractors before the deposits dry up.
Kinda funny how your colony is pretty much doomed to fail from the start. You would have thought something would go into place to keep your colony self sufficient.
Anything to fix that? Nope. Instead we got tunnels to connect Future Ghost Domes of the Past.
The mohole provides unlimited metals does it not?
It would be nice if they had a radius (like moisture vaporators) that allowed folks to build a few more on the same map.
There are mods for this you know.
My last game I think my Mohole was averaging 50 rare metals. This was because I made like 30 depots for normal metals. Every time the normal metal depots get plugged up it stops the Mohole production for rare metals, this stoppage affects the display of production. So your production rate might be lower due to stoppages, might want to keep a better eye on it.
The problem was my rare metal consumption was well over 50 rare metals production to make electronics. So eventually I would run out of rare metals and no longer be able to support the consumption and maintainance of a big colony. This was also before the scrubber nerf so the oncoming trainwreck for the colony was sped up by the last patch. Which is one of those things that a HUGE majority of the players did not see because well they have issues sorting domes....
Yes, mods can easily fix this. However I see this as a basic game flaw the developers should have seen coming and the game community should not have to rely on modders to fix the issue. This is not a Bugthesda game after all.