Follow TV Tropes

Following

History VideoGame / SurvivingMars

Go To

OR

Is there an issue? Send a MessageReason:
None


''Surviving Mars'' is a ScienceFiction settlement-building Main/SimulationGame developed by Haemimont Games (who were responsible for ''VideoGame/{{Tropico}} 3, 4, and 5'') and published by Creator/ParadoxInteractive (who also published Colossal Order's critically acclaimed ''VideoGame/CitiesSkylines''). It is available on PC, UsefulNotes/Playstation4, and UsefulNotes/XboxOne.

to:

''Surviving Mars'' is a ScienceFiction settlement-building Main/SimulationGame developed by Haemimont Games (who were responsible for ''VideoGame/{{Tropico}} 3, 4, and 5'') and published by Creator/ParadoxInteractive (who also published Colossal Order's critically acclaimed ''VideoGame/CitiesSkylines''). It is available on PC, UsefulNotes/Playstation4, Platform/PlayStation4, and UsefulNotes/XboxOne.Platform/XboxOne.
Is there an issue? Send a MessageReason:
None


* CoolButInefficent: Stirling Generators as starting prefabs. Yes, they net a lot of energy. Yes, you need energy to run your first buildings. But they are totally not cost-effective, and piling them up as prefabs in your starting payload will only utterly drain your funding and limit your space. Many games failed just because inexperienced players fell into what is almost a SchmuckBait (the game suggests them) and bought these power generators, thinking they would make a great start for the colony. They don't. You can bring the materials required to build them in site and it will be way cheaper. But before you research the tech required to build Stirlings, you can put online your outpost with some solar panels and batteries with good placements in many small electric grids. And it will wonderfully work, without spending all the money needed to bring in Stirlings and their manteinance.

to:

* CoolButInefficent: CoolButInefficient: Stirling Generators as starting prefabs. Yes, they net a lot of energy. Yes, you need energy to run your first buildings. But they are totally not cost-effective, and piling them up as prefabs in your starting payload will only utterly drain your funding and limit your space. Many games failed just because inexperienced players fell into what is almost a SchmuckBait (the game suggests them) and bought these power generators, thinking they would make a great start for the colony. They don't. You can bring the materials required to build them in site and it will be way cheaper. But before you research the tech required to build Stirlings, you can put online your outpost with some solar panels and batteries with good placements in many small electric grids. And it will wonderfully work, without spending all the money needed to bring in Stirlings and their manteinance.
Is there an issue? Send a MessageReason:
renamed to Clone Angst


* CloningBlues: Colonists with the Clone trait have half the lifespan of naturally born humans.

Added: 499

Removed: 128

Is there an issue? Send a MessageReason:
None


* GoodShepherd: Colonists with the Saint trait raise the morale of other colonists with the Religious trait. This effect stacks.


Added DiffLines:

* GeniusDitz: It's theoretically possible for a colonist to have both the "Idiot" and "Genius" traits at once.
* GlobalWarming: Here it's actually a ''good thing''. Warming up Mars, largely by burning greenhouse gasses, is essential to the [[{{Terraform}} terraforming]] process, eventually allowing liquid water on the surface and making Cold Waves a thing of the past.
* GoodShepherd: Colonists with the Saint trait raise the morale of other colonists with the Religious trait. This effect stacks.
Is there an issue? Send a MessageReason:
Hot Scientist is no longer a trope


* HotScientist: Colonists with the Scientist specialization and the "Sexy" perk.
Is there an issue? Send a MessageReason:
Nerd is now a redirect to an Indexed And Nerdy and no longer a trope per TRS


* {{Nerd}}: Colonists with this trait gain morale every time the player researches a new technology.
Is there an issue? Send a MessageReason:
None


''Surviving Mars'' is a ScienceFiction settlement-building Main/SimulationGame developed by Haemimont Games (who were responsible for ''VideoGame/{{Tropico}} 3, 4 and 5'') and published by Creator/ParadoxInteractive (who also published Colossal Order's critically acclaimed ''VideoGame/CitiesSkylines''). It is available on PC, UsefulNotes/Playstation4, and UsefulNotes/XboxOne.

to:

''Surviving Mars'' is a ScienceFiction settlement-building Main/SimulationGame developed by Haemimont Games (who were responsible for ''VideoGame/{{Tropico}} 3, 4 4, and 5'') and published by Creator/ParadoxInteractive (who also published Colossal Order's critically acclaimed ''VideoGame/CitiesSkylines''). It is available on PC, UsefulNotes/Playstation4, and UsefulNotes/XboxOne.

Added: 899

Removed: 904

Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: Stirling Generators as starting prefabs. Yes, they net a lot of energy. Yes, you need energy to run your first buildings. But they are totally not cost-effective, and piling them up as prefabs in your starting payload will only utterly drain your funding and limit your space. Many games failed just because inexperienced players fell into what is almost a SchmuckBait (the game suggests them) and bought these power generators, thinking they would make a great start for the colony. They don't. You can bring the materials required to build them in site and it will be way cheaper. But before you research the tech required to build Stirlings, you can put online your outpost with some solar panels and batteries with good placements in many small electric grids. And it will wonderfully work, without spending all the money needed to bring in Stirlings and their mainteinance.


Added DiffLines:

* CoolButInefficent: Stirling Generators as starting prefabs. Yes, they net a lot of energy. Yes, you need energy to run your first buildings. But they are totally not cost-effective, and piling them up as prefabs in your starting payload will only utterly drain your funding and limit your space. Many games failed just because inexperienced players fell into what is almost a SchmuckBait (the game suggests them) and bought these power generators, thinking they would make a great start for the colony. They don't. You can bring the materials required to build them in site and it will be way cheaper. But before you research the tech required to build Stirlings, you can put online your outpost with some solar panels and batteries with good placements in many small electric grids. And it will wonderfully work, without spending all the money needed to bring in Stirlings and their manteinance.
Is there an issue? Send a MessageReason:
None


** [=SpaceY=]: Gimmick. An {{Expy}} of Elon Musk's UsefulNotes/SpaceX company that has an unusual playstyle. Advanced resources are cheaper and they have more drones to play with when a hub is built. Their Dragon rockets carry less, but need much less fuel to launch and you get ''five'' of them. With [=SpaceY=], it's so easy to just ship needed resources rather than get industry going; a good Sponsor for players who want to grow steadily and take things easy.

to:

** [=SpaceY=]: Gimmick. An {{Expy}} of Elon Musk's UsefulNotes/SpaceX [[UsefulNotes/SpaceExplorationTechnologiesCorporation SpaceX]] company that has an unusual playstyle. Advanced resources are cheaper and they have more drones to play with when a hub is built. Their Dragon rockets carry less, but need much less fuel to launch and you get ''five'' of them. With [=SpaceY=], it's so easy to just ship needed resources rather than get industry going; a good Sponsor for players who want to grow steadily and take things easy.

Top