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So, the answer would appear to be..
You do auto-win the atmosphere task. The Devs don't have a gameplay in development they can talk about nor do the Devs want to give even the slightest hint because they don't know the direction the game is going.
The "sandbox" gameplay is not a sandbox at all. It's a time sink that requires zero skil and just the attention of a 9 year old.
Sad... please correct me if I'm wrong.
Regardless it is very hard to think up of a strategy game I 'lost'. The only game that comes to mind would be majesty 2 (that can be brutal on modern systems due to some fps related spawn mechanics).
If you start a 'normal' game you will have to keep expanding to prevent running out of resources. This creates logistical bottlenecks that you have to deal with.
Replayability is low though but that is basically the case with all games from this genre. Games like banished I mastered in an afternoon at least this took me +- 30 hours to complete the story. Just started on endzone, played for 10 hours and already hitting achievements with 1.8% global achievement rate. I liked this one better especially with the story they added.
As for the failing just search on 'restart' and you will find your answer.
As for the achievement
It is quite clear what global achievement rates reflect; They reflect the exact percentage of the player base that obtained that specific achievement. Nothing more, nothing less.
Really for someone that supposedly finds the game too easy you seem to have a very difficult time understanding concepts such as searching, asking a question and apparently global achievement rates. Which again is fine but oh the irony.
Exhibit a:
https://steamcommunity.com/app/803050/discussions/0/2970650651623376838/
Exhibit b: https://steamcommunity.com/app/803050/discussions/0/2993169283954350351/#c2993169283954430516
That said often games where players fail get ripped apart because millennials cannot deal with losing and need a golden badge of excellence for every fart. Just look at what happened to planet base. That game was harsch. Everyone in my base got radiation sickness from a random solar flare, there were 4 survivors which created a food shortage. When a dropship arrived with food the guy took it to the cafeteria. At that point a meteor hit exactly that building and 3 out of 4 remaining workers died... It didn't take long for the game to get nerfed. Now the first planets do not even get solar flares.
My question was legitimate.
-Can you lose the terraforming task?
Meaning, the GHG, O2 and CO2 content. I referenced that.
If my question came across as criticizing the game, then so be it. I don't care. Not sure why you are the defender of the game.
Global achievements is a sales tactic. It reflects nothing. And if it did, what are being compared to? Americans have this need to be #1. or at least rank in the top 10%. Keep clinging to your achievements, and classing millennials beneath you.
Planetbase was easy. You lost ?
It is possible to make it somewhat harder if you allow the oxygen percentage to rise to high (originally 30%, but I think they increased it to 50%) which causes fires to break out everywhere, but even then the damage rate is low enough that an endgame base is likely to be able to be able to produce and distribute plastics and electronics in sufficient quantities to keep up with the damage until you can import nitrogen. That's just a guess, though.
Other than the risk of fires, the only other way to fail the terraforming mission is to run out of resources (this used to be water, but the most recent update fixed that, so I'd guess that aluminium or chemicals would be the limiting factor). Its really hard to get into that situation, though.
I've said it before, and I'll probably say it again: Despite the advertising for this game, it isn't really a game about terraforming Mars -- its a game about managing logistics, with "terraforming Mars" being an excuse plot to setup the a scenario where you need to move large quantities of goods. This isn't saying its a bad game because of this -- I actually think that the plot works very well, and is a real strength of the game. But the difficulty of the game comes from solving logistical problems, not from terraforming Mars.
Other examples of games with good "excuse plots" include all of the city building games that include a plot of any description. For example, the old Caesar games really didn't have anything to do with conquering the ancient world on behalf of Rome. Its really pretty standard in the genere of city building games, which this game probably belongs to. Factory building games that have plots fall into the same category.
Here: Have a Dragon you cant possibly hope kill on level 3 or 4!
You can not lose the terraforming task: there will not be a traditional "game over" screen that triggers at a certain point of no return, for example. That said, I wouldn't say you auto-win -- you need to make deliberate building decisions in order to complete the terraforming process. Without that, the terraforming process will not progress no matter how much time passes and may make things more difficult for you if you let things grow unchecked.
It is certainly possible, with enough time and patience, to rectify a situation where you have too much of something despite it being difficult. For example, as others mentioned, having too much O2 will increases the likelihood of buildings catching on fire... but with perseverance you can rectify that. Players in these situations usually restart the game, though, as it may be personally easier for them to start with a blank slate.
Since launching the game, we've released 10+ updates including two content updates that add new features to the game. We have more content updates on the way, as well: you can see more in our recent roadmap blog post or even in today's content update announcement. Game development throws unexpected wrenches in even the best laid plans, so we try not to overpromise the upcoming updates because we don't want to get player hopes up which is why you may find details lacking. You can look through past patch notes to get a better sense of the breadth of our updates.
P.S - I do apologize for the lack of a developer response! I drafted one up and could have sworn I posted it on the 31st, but I clearly didn't. That's my bad!