Surviving Mars

Surviving Mars

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Sixgun Mar 19, 2018 @ 1:03pm
How do you survive indefinitely?
I'll cut to the chase, since you can only build wonders once, and once all the resources run out, how does your vast colony survive in perpertuity?
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Showing 31-45 of 45 comments
ExavierMacbeth Mar 19, 2018 @ 1:48pm 
Originally posted by Alun1:
Originally posted by ExavierMacbeth:
I am curious what you have that is causing more than 50 metal (or rare metal) a day worth of maintanence. I had 460 colonists split between 3 megadomes and my average metals consumption was still only 14/day.

I guess i could see it being a problem if you wanted to cover the entire map in domes but I get the feeling that was a bit beyond the scope of the initial release based on comments made by the devs during the launch livestream when a question about map size came up.

your 460 colonists to my over 1000.

machine parts cost metal to create, with other metal maintenance costs on top.
That wasn't ment as a critisizm just a curiosity. And I included the conversion to machineparts in my 14/day. I tend to spam wind turbines so the conversion accounts for most ofm y metal maintanence.

And I could push my domes to 1000 capacity pretty easily, I grow enough food for it, just don't have enough jobs currently to make it worth it (most of those colonists came from my Mystery as refugee swarms) and I was expecting more of them.

It could be just that the sudden influx of people I did have caused me to consolidate alot of my sprawling maintanence heavy infrastructure to get the biggest central population centers online as fast as I could.
suppa Mar 19, 2018 @ 2:03pm 
Originally posted by Sixgun:
Originally posted by suppa:
There are techs for unlimited resources late game. There are techs mid game for "deep deposits" that are very rich.


Yes and no. The "unlimted metal and rare metal" tech is only buildable once. The only techs only give 10% per extractor after the deposit is empty.

It's still doable. Search around youtube and you'll see.
paoweeotter Mar 19, 2018 @ 2:15pm 
You can overlap two scrubbers so they remove each others maintenance. Helps if you want to go for super late game longevity.
Last edited by paoweeotter; Mar 19, 2018 @ 2:16pm
dz006 Mar 19, 2018 @ 2:42pm 
Once you deep scan you should get at least one deep metal and deep water that is 500,000 quantity - how long do you want to play one map!
Sixgun Mar 19, 2018 @ 6:12pm 
Originally posted by dz006:
Once you deep scan you should get at least one deep metal and deep water that is 500,000 quantity - how long do you want to play one map!

Though not indefinite that's a good start. The largest one I've moused over was 50k but I have not checked them all.
M-98 black widow Mar 19, 2018 @ 6:48pm 
Originally posted by Alun1:
the main issue you will face is maintenance costs, the mohole only produces 50 metal and 30(?) rare metal per sol. excavater is 50 concrete per sol.

with the waste rock research you can extend the concrete production slightly

there is no unliimited Metal or rare metal research in the base game

Core Metal breakthrough is a large deposit but not unlimited

Core Rare Metal is a large deposit but not unlimited

Core Water is a large deposit but not unlimited.

water can be offset by using vaporators, the others either need to be shipped in or using mods.


you can build vaporators with late game tech under the first tree. but id acctually suggest upgrading over building more they have a really high upkeep over the long term. some things have stupidly high repair costs. (talking about things with 3+ of a resorce to repair) and should be avoided. and if your smart about it and build well you shouldnt ever run out of anything.


big end game tip. build the sun stick solars around it and run a ring of power cables between the two for unlimited 1250ish power for next to no repair costs and no? water use after the first 1000 or what ever it is.

science also greatly lowers the repair cost to the point that its nearly pointless not to build 7 mega domes and 5 mids. plus a wonder dome. my best so far is around 1750 with the ability to make endless everything on mars. (after the food shortage was sorted with a food dome of course.) and i scrapped my rockets without an elevator since i didnt need them after the first half hour of play.


after you scan remove the scanners. they no longer have a use and there eating electronics. remove old miners when you dont need them as soon as possable. they do seem to degrade and dones will likely waste resorces on them.

remove all T1 batterys for atomics as soon as you can(1 atomic is 10 batterys off memory with 1% of the repair) . if you exploit the sun/solar setup and need more power fusion reactors are your go too. maintance is a little high but you can get 200+ power with 4 people a cycle via normal research or 200+ with no people via discorverys.

remove all devices you dont need that eat resorces. for example if you dont have the repairless/powerless drone hubs place your hubs better. use tunnels rather then long cables since cables will kill you with resorce drains late game.

after you have all the techs remove labs they are costly to keep working when not needed. during dust storms turn off the things that are degraded most by dust. (things like solar are a good example.) the anti dust AOE items (look like a scanner) are worth it and drop your upkeep to near 0 on everything.

turn off things during cycles when there not needed or to throttle output. IE if i need 4 electronics per cycle and im making 6 id shut off one work slot.

dont export unless you have too since it gets you a great buffer for electronics.

upgrade everything as soon as you can apart from pointless upgrades. fueled exstractors ae pointless if your putting them on a node with under 2000 for something like metal or concreate and your wasting the parts.


but the biiggest thing as i said above is the power. cut all your wind/solar for the man made sun and a solar ring as fast as you can. since youll get 1250+ unlimited free power. plus any fusions massively dropping upkeep. i can no stress how important this is. i went from over 200 metal a sol to under 10 a sol for upkeep. since i had over 1500 power in solar and batterys. and wind are actually harder on the upkeep.
adven_turing Jul 28, 2020 @ 9:47pm 
There's repeatable techs that generate funding. You can also get money from tourism, and money can buy all the stuff you need, including prefabs for moisture vaporators. Plus the space elevator is way faster and cheaper than rockets, which you need to get the tourists. Mohole mine and excavator also provide crazy amounts of goodies. You can also run the Capture Meteors project with a rocket which will bring vast amounts of goodies that your transports can collect on automated mode.
Tryst49 Jul 29, 2020 @ 4:56am 
Originally posted by Sixgun:
Originally posted by robofish126:
In theory you could:

*Invest heavily in Research.
*Spend Research on Repeatable Tech that gives Money.
*Use Money to order goods cheaply with Space Elevator.

Unfortunately the latter two cannot be automated.


Then the only way to survive long term is to have a steady stream of resupply rockets which is lame. There shoudl be techs that allow for a colony to survive indefinitely and grow to any size, eventually occupying the entire map.
Would be nice if the map was much bigger. I'd personally like an unlimited map, ie: The whole of Mars. We could then build colonies all over the place and have transport systems between them to move resources to where they are needed.
M-98 black widow Jul 29, 2020 @ 8:05pm 
Originally posted by Tryst49:
Originally posted by Sixgun:


Then the only way to survive long term is to have a steady stream of resupply rockets which is lame. There shoudl be techs that allow for a colony to survive indefinitely and grow to any size, eventually occupying the entire map.
Would be nice if the map was much bigger. I'd personally like an unlimited map, ie: The whole of Mars. We could then build colonies all over the place and have transport systems between them to move resources to where they are needed.

yeah would be nice if the game was built for it and it would work, i know a few games that do it but you end up limiting those maps to people with 32GB+/64GB+ of ram for the insane sizes since the game has to keep the entire world in memory and can not just unload or unmap parts not in use. and the games really not built for maps much larger then we have. no matter how much i would love to have global maps i just Don't think its going to happen.




Originally posted by adven_turing:
There's repeatable techs that generate funding. You can also get money from tourism, and money can buy all the stuff you need, including prefabs for moisture vaporators. Plus the space elevator is way faster and cheaper than rockets, which you need to get the tourists. Mohole mine and excavator also provide crazy amounts of goodies. You can also run the Capture Meteors project with a rocket which will bring vast amounts of goodies that your transports can collect on automated mode.


That's what a 2 year necro? worst I've seen is 8 years so this I'snt horrible but maybe check the dates next time?
Tryst49 Aug 1, 2020 @ 6:37am 
Originally posted by M-98 black widow:
Originally posted by Tryst49:
Would be nice if the map was much bigger. I'd personally like an unlimited map, ie: The whole of Mars. We could then build colonies all over the place and have transport systems between them to move resources to where they are needed.

yeah would be nice if the game was built for it and it would work, i know a few games that do it but you end up limiting those maps to people with 32GB+/64GB+ of ram for the insane sizes since the game has to keep the entire world in memory and can not just unload or unmap parts not in use. and the games really not built for maps much larger then we have. no matter how much i would love to have global maps i just Don't think its going to happen.
Lol, that's a joke right?
I have 32Gb already but even when I only had 8Gb, I have games with several entire planets where you can build bases, transport resources between them and so on.

FYI, it can load and unload playfields quite easily and all you need is a simulation of what has happened while the playfield was offline.
It's been X hours since you visited the playfield:
Calculate the number of parts that have been produced
Calculate ore from a deposit and if it is now depleted.
Factories used components in repairs, calculate the number and subtract from the colony total.
Factories used resources in manufacture, calculate how many resources used and production.

And so on until everything has been brought up to date. Also include random events such as factories not having a full shift.

All this can be done in a fraction of a second and the colony updated during the playfield load to make it appear like it was never unloaded.

You do realise we are now in 2020 and not using pocket calculators as our primary PC's any more. Even my mobile phone now has more Ram and processing power than the PC I had when games were doing the above MANY years ago.

Even Elite Frontier in 1993 had autominers that you dumped on various planets to mine while you were off doing other things, come back a while later to empty what the game had calculated it would have mined during the time you were away. Not only did it track all your autominers, it kept track of when you last visited each one as well as procedurally generating each planet you visited and storing the information for use later so you returned to a planet that looks the same as when you left it.

That was running on a 486/33 with only 4Mb of RAM!
Even a smart wristwatch has more power than that now.
caseyas435943 Aug 1, 2020 @ 8:27pm 
Scrubbers scrubbing scrubbers. So now nothing on the outside of your dome ever have an upkeep cost.

If you are lucky and get the breakthrough for getting recourses from let's say a rare metal deposit once it's gone. You know that after it's gone you'll get 4 metals a day forever. So place as many extractors as you can to drain the site. It doesn't matter. Each when it's gone is 4 rare metals forever. Plus that employs people. You'll have 100s doing nothing anyway.

Metal deposits once gone will give you 8. So pile the extractors on it 3 gives you 24 a day. Just like 1 would normal one. So 24 a day forever. Keeping more people employed.

Getting that breakthrough is a instant win. What seems like a boring Tec is really game breaking just on the rare metal side. Dry water pumps are giving you 1.1 water a day. There's no cost you have scrubbers. So pile up the water extractors. The more you get up the better it is after the water is gone. it's 1.1 forever from each. They are now like an evaporator which work even in a dust storm.

I've built a few colonies over 10K. Never ran out of anything. The only costs you have are what's in a Dome. Electronics and machine parts aren't that big a drain in a dome. Fully staffed 3 machine parts factories are putting out 75ish a day. You're not using that. Same with electronics.

I had 12K worth of each at the end. I even turned the silly things off I ran out of storage place. I didn't want to build another 4K storage space.

Some breakthroughs make the game so easy it's silly. Forever Young is one It's huge no more senior domes!

You don't need any of them to have a huge colony. You just need to remember. Scrubbers can clean each other. So your whole base will have ZERO upkeep cost outside of your domes. If you do then that's on you. And you will do broke.

So over lap scrubbers an you win. You make air and water for free. So you should never run out of that either. And they are outside so upkeep is free as well.

Remember upkeep isn't every sol. So a little extraction goes a long way. Such as food. A colonist eats once every 5 days. You don't need 10K of food every day. You need 10K of food every 5 days.

And if you are playing with trading and lose. Wow. You can trade for anything you need. You trade food for metals. Then you can trade the metals for machine parts. So for food which you make for free. You can end up with machine parts.
SkiRich Aug 1, 2020 @ 9:53pm 
So is this not necro amymore?
M-98 black widow Aug 1, 2020 @ 10:21pm 
Originally posted by Tryst49:
Originally posted by M-98 black widow:

yeah would be nice if the game was built for it and it would work, i know a few games that do it but you end up limiting those maps to people with 32GB+/64GB+ of ram for the insane sizes since the game has to keep the entire world in memory and can not just unload or unmap parts not in use. and the games really not built for maps much larger then we have. no matter how much i would love to have global maps i just Don't think its going to happen.
Lol, that's a joke right?
I have 32Gb already but even when I only had 8Gb, I have games with several entire planets where you can build bases, transport resources between them and so on.

FYI, it can load and unload playfields quite easily and all you need is a simulation of what has happened while the playfield was offline.
It's been X hours since you visited the playfield:
Calculate the number of parts that have been produced
Calculate ore from a deposit and if it is now depleted.
Factories used components in repairs, calculate the number and subtract from the colony total.
Factories used resources in manufacture, calculate how many resources used and production.

And so on until everything has been brought up to date. Also include random events such as factories not having a full shift.

All this can be done in a fraction of a second and the colony updated during the playfield load to make it appear like it was never unloaded.

You do realise we are now in 2020 and not using pocket calculators as our primary PC's any more. Even my mobile phone now has more Ram and processing power than the PC I had when games were doing the above MANY years ago.

Even Elite Frontier in 1993 had autominers that you dumped on various planets to mine while you were off doing other things, come back a while later to empty what the game had calculated it would have mined during the time you were away. Not only did it track all your autominers, it kept track of when you last visited each one as well as procedurally generating each planet you visited and storing the information for use later so you returned to a planet that looks the same as when you left it.

That was running on a 486/33 with only 4Mb of RAM!
Even a smart wristwatch has more power than that now.

it depends on how the engine was done. stardock loads and never unloads entire galaxys from memory and the largest modded sizes can exceed 256gb of ram now. these have 100s of 1000s of worlds and races and use dozens of cpu cores and 4 or more gpus to work though. as stardocks engine is core neutral (will use endless cpu/gpu/ram vs every other engine that has an upper and lower limit)

it may still be on the workshop but there was a mod that trippled the size of the maps about 2 or 3 months post launch and in return they were using as much as 10-15 times the memory to load making it useless to anyone with less then 32gb of ram. i have 64gb so it was fine for me.

specs https://i.imgur.com/GQig43a.png just incase you were wondering. in the case of stardock its giving 1 cpu core to each ai and a percentage of your total memory and each gpu ontop of what the map is using to stay rendered and ready to use in real time.
Tryst49 Aug 2, 2020 @ 8:42am 
Originally posted by M-98 black widow:
it may still be on the workshop but there was a mod that trippled the size of the maps about 2 or 3 months post launch and in return they were using as much as 10-15 times the memory to load making it useless to anyone with less then 32gb of ram. i have 64gb so it was fine for me.
I'd love to find that one if it's still available and has been updated to the latest version of the game. One of the things that bugs me most about this game is the tiny maps.

It can be done with compression and some memory optimisation. I recall a game on a Sinclair Spectrum that had a 64x64 map grid, that is a feat to put on 48K of memory even without the game. Now consider there wasn't even a hard disk to load chunks from as required so the whole map had to be in memory using bit mapping, games were written in assembly language back then, so byte manipulation was possible without excesive code.

WOW also uses zone loading but it's done in the background as you approach the border, so the transition appears seamless. However, a single zone in WOW is far larger than your memory could hold in one go, also consider that players weren't even using a fraction of the memory we have now when Northrend was added to the game, so there's a lot of minor loading going on there too, not just the map, but players and NPC mobs affected by the players etc.

It would be nice for games developers to get a couple of low level code programmers to do things that high level code would take far too much to accomplish (in terms of clock cycles and memory).

I have not done assembly language since the days of the Z80 processor, but I wrote code that had to operate in 1/50th of a second for an interrupt drive routine on a 2Mhz processor. That means adding the clock cycles of every instruction up to ensure you didn't exceed the 40K clock cycles you had to do it in, you also had to leave enough for other things like keyboard inputs to be done between interrupts to reduce input lag. Back then, programmers were a lot more aware of memory use and timings of their code to solve problems of optimisation. Now, they simply throw more hardware at a problem to make it go away. Sad that such techniques have been lost since developers now use high level languages, even though compiling high levle code is wasteful of memory and poorly optimised for timing at best. That's what causes a lot of the lag and other problems in games today.

I believe if a game was written entirely in low level code today, we would see a game that has far better graphics, far more going on and optimises the memory far more than other games do today. They waste more than half the processing power, memory and graphics capability by using compiled high level code, only using a fraction of the full capability of the processor and graphics (and still getting lag and other problems associated with optimisation).
StoryTaleBooks Aug 2, 2020 @ 10:13am 
Once you get far enough to understand the game it's time for mods. My deposits auto refill twice a sol so they never run out.
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Date Posted: Mar 19, 2018 @ 1:03pm
Posts: 45