Conversely, high stats may grant positive effects - for example, citizens with high Comfort are more inclined to have children. For example Whiner trait causes sanity penalties at low comfort, that means comfort less than 30. You might prefer to run a Rare Metal Extractor at maximum abuse and build more infirmaries, rather than building a second Rare Metal Extractor and less abusive practises. There will be challenges to overcome. A little preparation goes a long way, though. Workers and Residents Many require workers in order to operate at peak capacity.
In addition, many buildings provide a place to live. There are 7 specializations in the game: lack of specialization, scientist, technician, bodyguard, geologist, botanist and doctor. After a while an event may cause the dome to declare independence. A dome with a morale of 64 would take 231 sols to generate a renegade, a dome with a morale of 50 would take 16 sols. It is acceptable to only use Grocers, the only real advantage of this is forcing colonists with Social interest to attend Open Air Gyms while pleasing shoppers Dining is uncommon interest.
You might prefer to run a Rare Metal Extractor at maximum abuse and build more infirmaries, rather than building a second Rare Metal Extractor and less abusive practises. A positive evaluation will be awarded if any Founders survive a certain number of Sols, or if the first child is born on the Red Planet. The Church Sponsor gives all its applicants Religious trait for free, so they're all immune to suicide. Health in Practise Health is really quite obvious and you hardly ever need to pay attention to it. The other most important service is Rest Rest is provided by a home and like Food every colonist wants it every sol. If the infirmaries have medics, a colonist doing one sanity abusing practise will need to visit the infirmary every 4 sols. For a small, drone-only mining outpost, a single large solar panel connected to the drone hub and a power capacitor with a one-tile cable will suffice.
The cubes are black, and shiny, and mobile. Some hazards like cold waves will subside and become easier to manage as Mars gets warmer, but new hazards like toxic rains and Marsquakes will become more common place. Comfort Residences and visited buildings improve Comfort up to their Service Comfort value, but Colonists will try to visit only buildings that correspond to their interests. This is our pet name for a fantastic Fusion generator that provides colossal amounts of electrical power. Renegades perform badly on their jobs and also can steal valuable resources or even sabotage some buildings in extreme cases.
Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement. Homeless Colonists will travel to another accessible Dome with available residential space. Looking at their history it's like: +5 Well Rested -10 Working Outside -10 Working Outside +15 Visited the Infirmary +5 Well Rested -10 Working Outside So they are keeping themselves balanced. It is undesirable if they are only 30, as that makes it easier for colonists to get into low comfort, but 40 is fine i. Sponsor and Commander The Psychologist Commander provides an extra +5 sanity when resting. Leave it for a while and it'll rejoin you and the renegades are cured.
Between 40 and 60 is all much the same. There is also a 5 part tutorial now. These traits both give +10 morale which is quite a nice bonus especially for wrong-spec workers. Use this knowledge for evil. My colonists are also looking at the cubes, noses pressed against their reinforced dome walls. Should you buy the Surviving Mars: Green Planet? My robot rovers form a cautious circle around them while my scientists scratch their heads and bicker.
Ideally, you'll want to land somewhere with concrete and water to get you going. Survivor reduces health losses during management disasters, Party Animals gain extra health when exercising at Gym for some reason, it might be a bug. There are only a few traits that affect health. This colonist refuses to go quietly into the night! Morale in Practise Given that Morale is a sum of other factors there is no real way to directly manipulate morale, other than promoting the Religious and Nerd traits when picking applicants and assigning traits to schools. When two sanity abuses are combined, colonists lose sanity 3 times faster and need to visit the infirmary nearly every day, as such the Infirmary would only be able to keep about 40 colonists sane. For example Whiner trait causes sanity penalties at low comfort, that means comfort less than 30. You should also build a couple of water towers - thanks to that you will have some water stored in case of a crisis.
I also use double-sanity abuse quite a bit, but mostly avoid triple-sanity abuse because it leaves colonists too vulnerable to spontaneous breakdown if they suffer a 4th sanity penalty. Colonizing Mars The next step in the road is to actually colonize Mars. These guys need infirmary care a lot less than other colonists and manage disasters much better. That is, set Heavy Workload on in-dome day-shifts, activate nightshift in in-dome jobs, and for outdome work only run day shifts. When the level of comfort falls below an acceptable level, they will quit their jobs and will leave the colony at the first opportunity. The renegade creation threshold is 65 morale. The Gamer perk is not useful.
Party Animal Gains additional comfort when satisfying social interest. Composed All sanity losses are halved. Natural and management disasters Sanity losses from a disaster is about equal to a single sanity abusing work practise. Since the low comfort threshold is 30 providing meals almost entirely prevents low comfort. The need for medical care depends on how much you use sanity abusing work practises. You have to be careful to never shut the Artificial Sun down—it requires quite a lot of water to be restarted and since the colony is probably dependent on its Power it is best to ensure that you have the redundancies in place to keep it running at all times. But for me, the promise of Surviving Mars lies with how an alien environment might stealthily erode what you bring to it, even as you try to impose an old way of life.
Gamer Gains mental health while gaming. The cultivates random perks in children who visit it. This is an important parameter - a high level of comfort encourages colonists to reproduce. In Space Race The Church and China both get a cheap and highly effective comfort-boosting unique building that should be used liberally. Open Air Gyms can stave off death by starvation indefinitely for colonists who like Exercise and Social and not much else.