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* 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.
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* AbsentAliens: Unless the mystery features aliens in some way, the whole game goes from start to finish with no aliens whatsoever. Just humanity, Mars, Earth, and whatever can be built on the planet.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** FlamingMeteor: Single meteor strikes happen almost everywhere, but certain regions can experience prolonged meteor showers, which can inflict serious damage. Fortunately, you can research and build turrets that use FrickinLaserBeams to shoot the meteors down.

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** FlamingMeteor: Single meteor strikes happen almost everywhere, but certain regions can experience prolonged meteor showers, which can inflict serious damage. Fortunately, you can research and build turrets that use FrickinLaserBeams [[EnergyWeapon Frickin' Laser Beams]] to shoot the meteors down.
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* {{Otaku}}: Kim Te Hi the Red Frontier radio host is a Chinese (with a Korean name) UsefulNotes/{{Baseball}} fanatic and beer connoisseur. Likely justified by future culture-blending.
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** International Mission: GameBreaker. Zeus rockets can carry more, colonists never become Earthsick, food carried in passenger rockets is greatly increased, and rockets slowly synthesize fuel on Mars. The Easy Mode sponsor recommended for first-time players.
** USA: Economist. Their colonies use Zeus rockets that can carry more cargo and they get additional funding periodically for nothing, to represent America's economic clout. Their unique building is the Megamall.
** Blue Sun Corporation: Economist. Blue Sun is a MegaCorp that has more economic power than many nations in the 21st Century. Their colonies start with more funding, but they can also purchase applicants with their funding and buy cheaper rockets. They are also masters of rare metal mining. Their unique building is the Corporate Office.
** China: Spammer. China's booming population is reflected in passenger rockets that hold twenty-two colonists instead of twelve, and a huge applicant list. Their unique building is the Tai Chi Garden, which helps with keeping all those colonies healthy and fit, allowing Chinese colonies to flourish.
** India: Industrial. India's master engineers mean all buildings are 20% cheaper to produce, and they start with the Low-G technology already unlocked. Their unique building is the Metals Refinery, giving India more metals to work with and supplementing their rapid-growth playstyle.
** Europe: Research. Europe is an emergent leader in several pioneering technologies. They start with more potential research options in the tech tree, and gain additional funding for every technology unlocked (double for breakthrough techs). Their unique building is the Low-G Lab, giving them even more of a technology advantage over other colonies.
** [=SpaceY=]: Gimmick. An {{Expy}} of Elon Musk's [=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.
** Church of the New Ark: Loyalist. A religious colony funded by a future SaintlyChurch. Not much in the way of money or technology, but all their colonists have doubled chance of having children, will not kill themselves if they are depressed, and work harder. Their unique building is the Temple Spire, which lets colonists recover sanity.

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** International Mission: GameBreaker. Zeus rockets can carry more, colonists never become Earthsick, food carried in passenger rockets is greatly increased, and rockets slowly synthesize fuel on Mars. The Easy Mode sponsor recommended for first-time players.
players, but experienced city builder types might find this too much of a breeze.
** USA: Economist. Their colonies use Zeus rockets that can carry more cargo and they get additional funding periodically for nothing, to represent America's economic clout. Their unique building is the Megamall.
Megamall. USA is as middle of the road as Sponsors come, as any playstyle could always use more money.
** Blue Sun Corporation: Economist. Blue Sun is a MegaCorp that has more economic power than many nations in the 21st Century. Their colonies start with more funding, but they can also purchase applicants with their funding and buy cheaper rockets. They are also masters of rare metal mining. Their unique building is the Corporate Office.
Office. Something of a late bloomer, with fantastic potential for long-term profit later down the line.
** China: Spammer. China's booming population is reflected in passenger rockets that hold twenty-two colonists instead of twelve, and a huge applicant list. list allowing Chinese colonies to flourish early on by getting everything up and running out of the gate. Their unique building is the Tai Chi Garden, which helps with keeping all those colonies healthy and fit, allowing Chinese colonies to flourish.
fit.
** India: Industrial. India's master engineers mean all buildings are 20% cheaper to produce, and they start with the Low-G technology already unlocked. Their unique building is the Metals Refinery, giving India more metals to work with and supplementing their rapid-growth playstyle. \n The meagre research output of India can always be offset by outsourcing anyway.
** Europe: Research. Europe is an emergent leader in several pioneering technologies. They start with more potential research options in the tech tree, and gain gaining additional funding for every technology unlocked (double for breakthrough techs). techs) is just the icing on the cake. Their unique building is the Low-G Lab, giving them even more of a technology advantage over other colonies.
colonies. If you like the idea of leaving the competition banging rocks together, Europe is the Sponsor for you.
** [=SpaceY=]: Gimmick. An {{Expy}} of Elon Musk's [=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.
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.
** Church of the New Ark: Loyalist. A religious colony funded by a future SaintlyChurch. Not much in the way of money or technology, but all their colonists have doubled chance of having children, will not kill themselves if they are depressed, and work harder. Their unique building is the Temple Spire, which lets colonists recover sanity. Overall, the Church represents a challenge, but not quite as much as...
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** SpaceY: Gimmick. An {{Expy}} of Elon Musk's 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.

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** SpaceY: [=SpaceY=]: Gimmick. An {{Expy}} of Elon Musk's SpaceX [=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.
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* ACommanderIsYou: The Sponsors:
** International Mission: GameBreaker. Zeus rockets can carry more, colonists never become Earthsick, food carried in passenger rockets is greatly increased, and rockets slowly synthesize fuel on Mars. The Easy Mode sponsor recommended for first-time players.
** USA: Economist. Their colonies use Zeus rockets that can carry more cargo and they get additional funding periodically for nothing, to represent America's economic clout. Their unique building is the Megamall.
** Blue Sun Corporation: Economist. Blue Sun is a MegaCorp that has more economic power than many nations in the 21st Century. Their colonies start with more funding, but they can also purchase applicants with their funding and buy cheaper rockets. They are also masters of rare metal mining. Their unique building is the Corporate Office.
** China: Spammer. China's booming population is reflected in passenger rockets that hold twenty-two colonists instead of twelve, and a huge applicant list. Their unique building is the Tai Chi Garden, which helps with keeping all those colonies healthy and fit, allowing Chinese colonies to flourish.
** India: Industrial. India's master engineers mean all buildings are 20% cheaper to produce, and they start with the Low-G technology already unlocked. Their unique building is the Metals Refinery, giving India more metals to work with and supplementing their rapid-growth playstyle.
** Europe: Research. Europe is an emergent leader in several pioneering technologies. They start with more potential research options in the tech tree, and gain additional funding for every technology unlocked (double for breakthrough techs). Their unique building is the Low-G Lab, giving them even more of a technology advantage over other colonies.
** SpaceY: Gimmick. An {{Expy}} of Elon Musk's 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.
** Church of the New Ark: Loyalist. A religious colony funded by a future SaintlyChurch. Not much in the way of money or technology, but all their colonists have doubled chance of having children, will not kill themselves if they are depressed, and work harder. Their unique building is the Temple Spire, which lets colonists recover sanity.
** Russia: Gimmick/Industrial. Russia is all about using the Fuel resource. They get the Fueled Extractors tech for free (and the upgrade is free to apply to your buildings) and the Fuel Refinery prefab is cheaper. However their small rocket pool and extended travel time set them back a bit. Their unique Concrete Plant building nets them a lot of the resource for cheap.
** Paradox Interactive: Pariah. A game development company with not much in the way of money or technology or manpower or rocketry expertise, but for some bizarre reason a knack for uncovering weird things on Mars. Bonus chance to uncover breakthrough anomolies and finding breakthroughs allows extra applicants. Their unique building is the Game Developer Office, which grants extra funding. Bit of an oddball faction to say the least.
** Brazil: Economist/Spammer. Brazilian colonists grant funding when they reach Mars, and improved Passage buildings (and colonists who have no penalties for working or visiting connected domes) really help with colony planning. They also get larger Supply Pods, and get five of these pods for free from the start. Their unique building is the Rare Metals Refinery, which extract valuable minerals from waste rock.
** Japan: Elitist/Gimmick. Japan is a world leader for robotics and AI technology. They get the unique Wasp Drone, a faster drone that hovers over buildings and terrain, lowered weight allotments for Rovers, and Japanese specialist colonists enjoy better performance than their peers. However their low population means a small applicant list to draw from.
** Terraforming Initiative: Gimmick, maybe Pariah. All Terraforming techs are much cheaper to research, Forestation Plants that do not need power, bonus terraforming techs, and importable RC Dozers from the start. This is a challenging Sponsor to use given how DifficultButAwesome terraforming is and how they have no advantages anywhere else.
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* InstantWinCondition: Of a sort, specifically for the Founder stage. The Founder stage requires that your initial group of colonists survive for 10 Sols without outside help (you can order more supplies on rockets, but that's it), and is intended to prove that the facilities on Mars are livable before mass immigration. However, if any of your Founders gives birth, you immediately skip the Founder stage and can get more colonists to immigrate. While this isn't necessarily ''easy''[[note]]The founders must be at Comfort 60+, which can be difficult to achieve with the low capacity of workers[[/note]], it's not too difficult to game it and get it within 1-2 Sols[[note]]Making sure that at least two of your Colonists have the Sexy trait, as well as Religious, which increases Comfort automatically, or Hippie, which increases Comfort if you have cheap-to-build Gardens[[/note]]. Skipping the Founder stage allows you to fully staff your facilities that much faster, but in exchange, you have to build child services that much sooner.
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* VideoGameTime: Time is based on Sols (the Martian day) but different aspects of the game treat 1 Sol as a different lengths of time. Colonists and drones work as if it actually is one Sol in length, but other aspects such as rocket travel and colonist lifespans work as if 1 Sol is closer in length to an Earth Year.

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* VideoGameTime: Time is based on Sols (the Martian day) but different aspects of the game treat 1 Sol as a different lengths of time. Colonists and drones work as if it actually is one Sol in length, but other aspects such as rocket travel and colonist lifespans work as if 1 Sol is closer in length to an Earth Year. This ends up being [[AcceptableBreaksFromReality acceptable]], as the alternative (waiting almost 400 Sols for rocket delivery[[note]]Using rocket technology and applying it to the Hohmann Transfer Orbit of orbital mathematics at the ''best'' time, which is when Earth and Mars are in the proper positions[[/note]]) would be ridiculous.
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* TechTree: There are five main tech "lines" in the base game (Biotech, Engineering, Robotics, Physics, Social) plus one special "Breakthrough" line, and one more regular line (Terraforming) added in ''Green Mars''. All techs only appear in categories by-line, but their exact order is slightly randomized each new game, with some weighted to be more likely to appear earlier while others are weighted to appear later[[note]]There's a game option that allows the tech tree to be ''truly'' randomized, which is as much as blessing as it is a curse: you can't count on any of the early techs actually being available early, but you might get a really powerful tech relatively cheaply as compensation[[/note]]. Any tech that is known about can be researched regardless of how far down the line it is, but most techs are hidden by default, only being revealed as techs are researched in that line or anomalies are analyzed. The breakthrough techs are particularly powerful, but can only be revealed by anomaly research.

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* TechTree: There are five main tech "lines" in the base game (Biotech, Engineering, Robotics, Physics, Social) plus one special "Breakthrough" line, and one more regular line (Terraforming) added in ''Green Mars''. All techs only appear in categories by-line, but their exact order is slightly randomized each new game, with some weighted to be more likely to appear earlier while others are weighted to appear later[[note]]There's a game option that allows the tech tree to be ''truly'' randomized, which is as much as blessing as it is a curse: you can't count on any of the early techs actually being available early, but you might get a really powerful tech relatively cheaply as compensation[[/note]]. Any tech that is known about can be researched regardless of how far down the line it is, but most techs are hidden by default, only being revealed as techs are researched in that line or anomalies are analyzed. The breakthrough techs are particularly powerful, but can only be revealed by anomaly research. research and are much more expensive.
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* TechTree: There are five main tech "lines" in the base game (Biotech, Engineering, Robotics, Physics, Social) plus one special "Breakthrough" line, and one more regular line (Terraforming) added in ''Green Mars''. All techs only appear in categories by-line, but their exact order is randomized each new game, with some weighted to be more likely to appear earlier while others are weighted to appear later. Any tech that is known about can be researched regardless of how far down the line it is, but most techs are hidden by default, only being revealed as techs are researched in that line or anomalies are analyzed. The breakthrough techs are particularly powerful, but can only be revealed by anomaly research.

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* TechTree: There are five main tech "lines" in the base game (Biotech, Engineering, Robotics, Physics, Social) plus one special "Breakthrough" line, and one more regular line (Terraforming) added in ''Green Mars''. All techs only appear in categories by-line, but their exact order is slightly randomized each new game, with some weighted to be more likely to appear earlier while others are weighted to appear later.later[[note]]There's a game option that allows the tech tree to be ''truly'' randomized, which is as much as blessing as it is a curse: you can't count on any of the early techs actually being available early, but you might get a really powerful tech relatively cheaply as compensation[[/note]]. Any tech that is known about can be researched regardless of how far down the line it is, but most techs are hidden by default, only being revealed as techs are researched in that line or anomalies are analyzed. The breakthrough techs are particularly powerful, but can only be revealed by anomaly research.
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* HandWave: exists here and there. The MOXIE oxygen generator creates oxygen out of the extremely thin Martian atmosphere, but doesn't explain how. The Stirling Generator is a nuclear power generator that produces more energy when the core is exposed for some reason. Some of the breakthroughs are also bizarre, but ''just barely'' believable.
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* DropShip: The rockets used to carry supplies and people from earth, but can also ship rare metals off of Mars for extra money.

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* DropShip: The rockets used to carry supplies and people from earth, but can also ship rare metals off of Mars for extra money. Updates eventually added the Supply Pods, which are less expensive than a full rocket, but have smaller cargo capacities and are one-way only. However, the Pod itself can be broken down when it arrives to get some resources (generally metal).
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* {{Terraforming}}: The ''Green Planet'' DLC allows you to ''try'', and it's not easy. You have to raise atmosphere, temperature, water, and flora to 100% for terraformation to be successful, but you can't do all of that at once. Atmosphere is the starting point, requiring that you ''produce'' greenhouse gases to increase heat. Once heat is high enough, you can build lakes to increase water presence[[note]]You ''can'' build lakes whenever you want, but initially, they will freeze over, making them useless[[/note]]. Enough heat and water presence will allow you to create atmosphere, and when you have enough atmosphere, you can start planting vegetation. While various methods exist to increase your terraforming progress, they're not ''sustainable'': eventually, your progress with a given method will plummet[[note]]Creating greenhouse gases with the basic emitter will increase temperature by 0.1% per Sol until you get to 20% temperature, at which point it will increase by 0.01% per Sol[[/note]], forcing you to come up with new methods of progress. The process is also ''very slow'', rarely increasing by more than 0.2% per Sol unless you invest heavily, which requires an industrial base that can sustain that investment. And in case that wasn't enough, as terraforming progress increases, you will encounter entirely new disasters that you may be ill-equipped to deal with.
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Tropico 1 and 2 were made by Pop Top


''Surviving Mars'' is a ScienceFiction settlement-building Main/SimulationGame developed by Haemimont Games (who were responsible for ''VideoGame/{{Tropico}}'' from ''Tropico 3'' until ''Tropico 6'', when Calypso Media signed on Limbic Entertainment to develop that sequel instead) 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.

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''Surviving Mars'' is a ScienceFiction settlement-building Main/SimulationGame developed by Haemimont Games (who were responsible for ''VideoGame/{{Tropico}}'' from ''Tropico 3'' until ''Tropico 6'', when Calypso Media signed on Limbic Entertainment to develop that sequel instead) ''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.
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The game is somewhat akin to a city builder, albeit in a Martian colony. To ensure its success, you come into play as an overseer for the project. You must choose a mission sponsor, build a retro-futuristic colony, and ensure the [[ExactlyWhatItSaysOnTheTin survival of your colonists]], each of whom has individual wants, needs, skills, and problems.

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The game is somewhat akin to a city builder, albeit in a [[UsefulNotes/{{Mars}} Martian colony.colony]]. To ensure its success, you come into play as an overseer for the project. You must choose a mission sponsor, build a retro-futuristic colony, and ensure the [[ExactlyWhatItSaysOnTheTin survival of your colonists]], each of whom has individual wants, needs, skills, and problems.

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I think dredgers don't really count as a spoiler at this point


* ImAHumanitarian: The Soylent Green breakthrough technology allows you to turn dead colonists into food, and states that everyone in your colony knows this and is OK with it. Oddly enough, openly practicing cannibalism does not result in any negative PR with Earth or other colonies.

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* ImAHumanitarian: The Soylent Green breakthrough technology allows you to turn dead colonists into food, and states that everyone in your colony knows this and is OK with it. Oddly enough, openly practicing cannibalism does not result in any negative PR with Earth or other colonies. The tech quote even says "Yes, we know Soylent Green is people. We are okay with that."



* LonersAreFreaks: Colonists with the Loner trait lose Comfort every day while living in a Dome with a population over 30.

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* LonersAreFreaks: Colonists with the Loner trait lose Comfort every day while living in a Dome with a population over 30. Since most domes will eventually have that many people in them, Loners tend to be very uncomfortable unless you micro-manage them to a small dome.



* NukeEm: Toward the end of the tech tree, you can unlock a special project to massively increase the water availability by melting either of the polar ice caps. How? By sending a spaceship overloaded with fuel to crash into it and explode.

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* NukeEm: Toward the end of the tech tree, you can unlock a special project to massively increase the water availability by melting either of the polar ice caps. How? By sending a spaceship overloaded with fuel to crash into it and explode. While this usually works and massively boosts the water rating of the planet, it also runs a high risk of outputting a huge dust storm that will shut down all your moisture vaporators and oxygen generators.



* OutgrownSuchSillySuperstitions: Averted. Despite being a science fiction setting and a FreeLoveFuture, it is still common for colonists to have the religious trait. Moreover, religious colonists fare better than their secular counterparts in that they have higher base morale and never commit suicide. This can also be defied, as you can instruct schools to instill religious faith in marsborn children.

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* OutgrownSuchSillySuperstitions: Averted. Despite being a science fiction setting and a FreeLoveFuture, it is still common for colonists to have the religious trait. Moreover, religious colonists fare better than their secular counterparts in that they have higher base morale and never commit suicide. This can also be defied, as you can instruct schools to instill religious faith in marsborn children. Note that the game never actually says ''what'' Religious colonists worship; it could be a mythical deity or something more pragmatic and modern. In either case the "sense of higher purpose" inspires them to work harder.



* PlanetLooters: The [[spoiler:Dredgers]] mystery revolves around a fleet of alien mining vessels periodically dropping from the sky near resource deposits. If you fail to neutralize them in time, they instantly drain the entire deposit, potentially devastating your economy beyond recovery if you let that happen too often.

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* PlanetLooters: The [[spoiler:Dredgers]] Dredgers mystery revolves around a fleet of alien mining vessels periodically dropping from the sky near resource deposits. If you fail to neutralize them in time, they instantly drain the entire deposit, potentially devastating your economy beyond recovery if you let that happen too often. It is theorized that since these things appear to be entirely automated that they are a form of Von Neumann Probe, and whether they work for living aliens or not is not known.



* RidiculouslyHumanRobots: Biorobots can be researched with breakthrough technology, and then produced in Drone Assemblers. Aside from neither dying of age nor reproducing, they function as humans.

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* RidiculouslyHumanRobots: Biorobots can be researched with breakthrough technology, and then produced in Drone Assemblers. Aside from neither dying of age nor reproducing, they function as humans. They need to eat, sleep and relax, and have individual personalities including Perks and Flaws. They also count as Martianborn which means they never leave and can gain the ability to be immune to sanity drain from working outdoors.



* WarRefugees: If you fail The Last War mystery, then your colony will only be able to call in settlers [[spoiler: because Earth is ravaged by nuclear war and can't afford to buy your Rare Metals or to send you resources]]. All of the settlers have the Refugee trait which means they have -40 productivity in all jobs, they never get Earthsick, and they have a higher chance of becoming renegades.

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* WarRefugees: If you fail The Last War mystery, then your colony will only be able to call in settlers [[spoiler: because Earth is ravaged by nuclear war and can't afford to buy your Rare Metals or to send you resources]]. All of the settlers have the Refugee trait which means they have -40 productivity in all jobs, they never get Earthsick, and they have a higher chance of becoming renegades. Fortunately Refugees will eventually adapt to life on mars and lose their Refugee status if you can keep them around long enough.



* WeaksauceWeakness: The Dredgers are immune to most weapons, but it turns out that a combination of atmospheric chemical interactions will cause them to self-destruct, which is why they never (successfully) invaded Earth. Your drones can make them explode by simply exposing them to Earth gasses from that point on.



* ZergRush: During the [[spoiler:Dredgers]] mystery, the antagonistic forces normally show up one at a time and thus don't pose a threat. However, the penultimate stage consists of several dozens of them appearing all over the map almost simultaneously, sending you into a scramble to stop them before they [[spoiler:abscond with a huge chunk of whatever resources are still available on the map by this point]].

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* ZergRush: During the [[spoiler:Dredgers]] Dredgers mystery, the antagonistic forces normally show up one at a time and thus don't pose a threat. However, the penultimate stage consists of several dozens of them appearing all over the map almost simultaneously, sending you into a scramble to stop them before they [[spoiler:abscond abscond with a huge chunk of whatever resources are still available on the map by this point]].point.

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* ArtificialStupidity: Your drones are really that single-tracked and has no sense of priority. If you issue an order to build something, they'd ignore all maintenance and repair tasks and try to complete your order instead of repairing the oh-so-important MOXIE that has failed and requires maintenance.

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* ArtificialStupidity: ArtificialStupidity:
**
Your drones are really that single-tracked and has no sense of priority. If you issue an order to build something, they'd ignore all maintenance and repair tasks and try to complete your order instead of repairing the oh-so-important MOXIE that has failed and requires maintenance.maintenance.
** Job assignement becomes a nightmare if there are several domes (unless you meticulously adjust the number of workplaces and housings in each domes), because the AI has severe issues with the task of assigning colonists to workp in a dome they don't live in. The shuttles are supposed to allow colonists to do exactly that, but they fail to do this in practice[[note]]They also serve to move various resources inside the colony, a task which they are rather efficient for[[/note]].
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* CorporateConspiracy: [[spoiler:[=EsoCorp=] is secretly testing weapons on Mars behind the colonists' backs. If the colony discovers this they can report back to Earth, but EsoCorp will retaliate with armed rovers.]]

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* CorporateConspiracy: [[spoiler:[=EsoCorp=] is secretly testing weapons on Mars behind the colonists' backs. If the colony discovers this they can report back to Earth, but EsoCorp [=EsoCorp=] will retaliate with armed rovers.]]
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* CorporateConspiracy: [[spoiler:[=EsoCorp=] is secretly testing weapons on Mars behind the colonists' backs. If the colony discovers this they can report back to Earth, but EsoCorp will retaliate with armed rovers.]]

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* SlidingScaleOfIdealismVersusCynicism: The game generally falls toward the idealism side, but where exactly depends on the Mystery you get, with the Last War being the grimmest. Every game has mentions of basic human foibles, but balanced by a sense of camaraderie, as the colony can only be successful if everyone works together.



* SpaceElevator: A wonder which can replace or supplement the rockets as the colony's means of trade with Earth.

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* SpaceElevator: A wonder becomes available in the late game which can replace or supplement the rockets as the colony's means of trade with Earth.
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* ThePowerOfTheSun: The Artificial Sun wonder is a massive fusion reactor which, as its name suggests, looks like a miniature sun when powered up. [[DifficultButAwesome It consumes a]] ''[[DifficultButAwesome monstrous]]'' [[DifficultButAwesome amount of water to fully charge every time you turn it on, but with the right layout of solar panels, your colony won't have to worry about power for a long time]], especially if the Artificial Sun is further utilized to [[MundaneUtility power nearby solar panels through day and night]].

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* ThePowerOfTheSun: The Artificial Sun wonder is a massive fusion reactor which, as its name suggests, looks like a miniature sun when powered up. [[DifficultButAwesome It consumes a]] ''[[DifficultButAwesome monstrous]]'' [[DifficultButAwesome amount of water to fully charge every time you turn it on, but with the right layout of solar panels, panels placed around it, your colony won't have to worry about power for a long time]], especially if the Artificial Sun is further utilized to [[MundaneUtility power nearby solar panels through day and night]].time]].
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* TakeThat:
** One in-game event involves a dense Martian forming a “Flat Mars Society” whose members are convinced that the planet is, well, flat. If you choose to leave the followers to their own devices, they will eventually build an alleged space shuttle to try to prove that the planet is flat... Which will crash shortly after takeoff, killing everyone onboard.
** The Green Planet DLC adds one to chemtrail conspiracy theorists.

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* ShoutOut:
** Multiple research options have quotes from ''Literature/TheMartian'' as their flavor text. The achievement for passing the colony approval stage with a single founder is called "The Watney Challenge", and the one for planting the first tree on Mars is called "Fear my Botany Powers!"
** When you attempt to quit the game, the confirmation dialogue screen includes the message [[VideoGame/SidMeiersAlphaCentauri "Please don't go. The drones need you. They look up to you."]]
** The [[http://firefly.wikia.com/wiki/Blue_Sun_Corporation Blue Sun Corporation]] itself. Reinforced by the "Building a Better Future" achievement you get for completing the BSC's faction quest.
*** Incidentally, the Blue Suns are also one of the three most powerful mercenary organizations in the ''VideoGame/MassEffect'' universe.
** "[[Creator/GeneRoddenberry Rene Goddenberry]]" ...''really?''
** It's possible to find what is implied to be the Tesla automobile famously launched by Space X into orbit - if Space Y (the SerialNumbersFiledOff in-game version) is your sponsor at the time, one option is to receive a billion dollars under the premise that you don't open the trunk, in a shout-out to an urban legend that the Tesla had a dead body inside it and the whole launch was an elaborate cover-up for a murder committed by Elon Musk.
** The achievement list offers quite a few:
*** [[VideoGame/{{Fallout}} S.P.E.C.I.A.L.]], for getting a colonist with five traits.
*** On that note, one possible response You can give about the "Flat Mars Society" (which also double as a blatant TakeThat):
--->People. People never changes.

*** [[Film/TheMatrix What Is Real?]], for building the Morpheus wonder.
*** "There And Back Again" might be one to Bilbo Baggins' famous book from ''Literature/TheLordOfTheRings''.
*** "Can't Stop The Signal" is most likely another one to ''Series/{{Firefly}}''.
*** ''VideoGame/SpaceInvaders'', for completing the Dredgers mystery.
*** [[Literature/AliceInWonderland The Rabbit Hole]], for building the Mohole Mine wonder.
*** ''Literature/DoAndroidsDreamOfElectricSheep'', for having a dome full of Biorobot colonists.
*** ''VideoGame/EuropaUniversalis''[[note]]one of Paradox's most famous games[[/note]], for completing Europe's faction quest.
** One of the available player emblems shows a drone, the workhorse of your colony, and is named [[VideoGame/{{Fallout}} Mr. Handy]].
*** Another emblem states, in big reassuring letters, "[[Literature/TheHitchhikersGuideToTheGalaxy Don't Panic!]]"
*** And the "Mars Express" emblem has a [[WesternAnimation/{{Futurama}} image of a rocketship drawn in a rather familiar style]].
** The shuttles look suspiciously similar to the Bubble Ships from ''Film/Oblivion2013''.
** A special event called "[[Film/TotalRecall1990 Total Recall]]" is basically one long love letter to the movie classic of the same name.
** One of the random events hands you a safe box from your late mentor with a list of passwords you can use to unlock it. [[Film/BlackMirrorBandersnatch Valid choices include TOY and PAC]].
** The name list for Martianborn colonists includes examples like [[Film/{{Alien}} Weyland and Yutani]][[note]]the former as a surname, the latter as a family name, so you can actually have colonists named Weyland Yutani[[/note]], [[Series/{{Firefly}} Jayne, Kaylee and Reynolds]], [[VideoGame/TheForceUnleashed Starkiller]], [[Series/StarTrekTheNextGeneration Picard]], [[Series/StarTrekTheOriginalSeries Spock]], [[Franchise/{{Terminator}} Connor]], [[Film/ANewHope Artoo and Leia]], [[Film/SupermanII Zod]], [[Film/TheMatrix Neo]], [[Film/StarshipTroopers Rico]], [[Film/GuardiansOfTheGalaxy Nebula and Rocket]], [[Series/DoctorWho Who]], [[Film/TheHungerGames Katniss]], [[Film/TwoThousandOneASpaceOdyssey Hal]] and [[Film/ETTheExtraTerrestrial E.T.]].
** Once your {{Terraforming}} of Mars has progressed far enough, an event may pop up about introducing sea sponges into Mars' biosphere. Apparently the things bear a disturbing resemblance to [[Film/{{Alien}} Facehugger]] eggs, so the scientists dub them "Nostromo". You can either run with it or choose another name like [[Literature/TwentyThousandLeaguesUnderTheSea Nautilus]] or [[WesternAnimation/SpongebobSquarepants Bob Squareroot]].
** The Spheres mystery is one to, well, ''Film/{{Sphere}}''.
** The Wildfire mystery is a reference to ''Literature/TheAndromedaStrain''.
** One minor story bit has an Webcomic/{{XKCD}} reference, if your commander is an Inventor then one possible response is "Step aside, I know regular expressions!"

to:

* ShoutOut:
** Multiple research options have quotes from ''Literature/TheMartian'' as their flavor text. The achievement for passing the colony approval stage with a single founder is called "The Watney Challenge", and the one for planting the first tree on Mars is called "Fear my Botany Powers!"
** When you attempt to quit the game, the confirmation dialogue screen includes the message [[VideoGame/SidMeiersAlphaCentauri "Please don't go. The drones need you. They look up to you."]]
** The [[http://firefly.wikia.com/wiki/Blue_Sun_Corporation Blue Sun Corporation]] itself. Reinforced by the "Building a Better Future" achievement you get for completing the BSC's faction quest.
*** Incidentally, the Blue Suns are also one of the three most powerful mercenary organizations in the ''VideoGame/MassEffect'' universe.
** "[[Creator/GeneRoddenberry Rene Goddenberry]]" ...''really?''
** It's possible to find what is implied to be the Tesla automobile famously launched by Space X into orbit - if Space Y (the SerialNumbersFiledOff in-game version) is your sponsor at the time, one option is to receive a billion dollars under the premise that you don't open the trunk, in a shout-out to an urban legend that the Tesla had a dead body inside it and the whole launch was an elaborate cover-up for a murder committed by Elon Musk.
** The achievement list offers quite a few:
*** [[VideoGame/{{Fallout}} S.P.E.C.I.A.L.]], for getting a colonist with five traits.
*** On that note, one possible response You can give about the "Flat Mars Society" (which also double as a blatant TakeThat):
--->People. People never changes.

*** [[Film/TheMatrix What Is Real?]], for building the Morpheus wonder.
*** "There And Back Again" might be one to Bilbo Baggins' famous book from ''Literature/TheLordOfTheRings''.
*** "Can't Stop The Signal" is most likely another one to ''Series/{{Firefly}}''.
*** ''VideoGame/SpaceInvaders'', for completing the Dredgers mystery.
*** [[Literature/AliceInWonderland The Rabbit Hole]], for building the Mohole Mine wonder.
*** ''Literature/DoAndroidsDreamOfElectricSheep'', for having a dome full of Biorobot colonists.
*** ''VideoGame/EuropaUniversalis''[[note]]one of Paradox's most famous games[[/note]], for completing Europe's faction quest.
** One of the available player emblems shows a drone, the workhorse of your colony, and is named [[VideoGame/{{Fallout}} Mr. Handy]].
*** Another emblem states, in big reassuring letters, "[[Literature/TheHitchhikersGuideToTheGalaxy Don't Panic!]]"
*** And the "Mars Express" emblem has a [[WesternAnimation/{{Futurama}} image of a rocketship drawn in a rather familiar style]].
** The shuttles look suspiciously similar to the Bubble Ships from ''Film/Oblivion2013''.
** A special event called "[[Film/TotalRecall1990 Total Recall]]" is basically one long love letter to the movie classic of the same name.
** One of the random events hands you a safe box from your late mentor with a list of passwords you can use to unlock it. [[Film/BlackMirrorBandersnatch Valid choices include TOY and PAC]].
** The name list for Martianborn colonists includes examples like [[Film/{{Alien}} Weyland and Yutani]][[note]]the former as a surname, the latter as a family name, so you can actually have colonists named Weyland Yutani[[/note]], [[Series/{{Firefly}} Jayne, Kaylee and Reynolds]], [[VideoGame/TheForceUnleashed Starkiller]], [[Series/StarTrekTheNextGeneration Picard]], [[Series/StarTrekTheOriginalSeries Spock]], [[Franchise/{{Terminator}} Connor]], [[Film/ANewHope Artoo and Leia]], [[Film/SupermanII Zod]], [[Film/TheMatrix Neo]], [[Film/StarshipTroopers Rico]], [[Film/GuardiansOfTheGalaxy Nebula and Rocket]], [[Series/DoctorWho Who]], [[Film/TheHungerGames Katniss]], [[Film/TwoThousandOneASpaceOdyssey Hal]] and [[Film/ETTheExtraTerrestrial E.T.]].
** Once your {{Terraforming}} of Mars has progressed far enough, an event may pop up about introducing sea sponges into Mars' biosphere. Apparently the things bear a disturbing resemblance to [[Film/{{Alien}} Facehugger]] eggs, so the scientists dub them "Nostromo". You can either run with it or choose another name like [[Literature/TwentyThousandLeaguesUnderTheSea Nautilus]] or [[WesternAnimation/SpongebobSquarepants Bob Squareroot]].
** The Spheres mystery is one to, well, ''Film/{{Sphere}}''.
** The Wildfire mystery is a reference to ''Literature/TheAndromedaStrain''.
** One minor story bit has an Webcomic/{{XKCD}} reference, if your commander is an Inventor then one possible response is "Step aside, I know regular expressions!"
ShoutOut: Has it's own page [[ShoutOut/SurvivingMars here]]
Is there an issue? Send a MessageReason:
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* ArtificialStupidity: Your drones are really that single-tracked. If you issue an order to build something, they'd ignore all maintenance and repair tasks and try to complete your order instead of repairing the oh-so-important MOXIE that has failed and requires maintenance.

to:

* ArtificialStupidity: Your drones are really that single-tracked.single-tracked and has no sense of priority. If you issue an order to build something, they'd ignore all maintenance and repair tasks and try to complete your order instead of repairing the oh-so-important MOXIE that has failed and requires maintenance.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArtificialStupidity: Your drones are really that single-tracked. If you issue an order to build something, they'd ignore all maintenance and repair tasks and try to complete your order instead of repairing the oh-so-important MOXIE that has failed and requires maintenance.
Is there an issue? Send a MessageReason:
None


** You can also get a random event offering you refugees from Earth if you're not playing the Last War mystery. The difference being that you're given four options: Take 10 of them, take them all (again, all colonists have a refugee trait for both options) and suffer a small morale hit, or deny the refugees and suffer a huge morale hit. The last option is only open to those with the Politician trait- [[TakeThat post a cryptic tweet to distract the journalists]].

to:

** You can also get a random event offering you refugees from Earth if you're not playing the Last War mystery. The difference being that you're given four options: Take 10 of them, them (and get a small funding boost as a gesture of thanks from Earth), take them all (again, all colonists have a refugee trait for both options) and suffer a small morale hit, or deny the refugees and suffer a huge morale hit. The last option is only open to those with the Politician trait- [[TakeThat post a cryptic tweet to distract the journalists]].
Is there an issue? Send a MessageReason:
None


** You can also get a random event offering you refugees from Earth if you're not playing the Last War mystery. The difference being that you're given four options: Take 10 of them and a small morale hit, take them all (again, all colonies have a refugee trait for both options), or deny the refugees and suffer a huge morale hit. The last option is only open to those with the Politician trait- [[TakeThat post a cryptic tweet to distract the journalists]].

to:

** You can also get a random event offering you refugees from Earth if you're not playing the Last War mystery. The difference being that you're given four options: Take 10 of them and a small morale hit, them, take them all (again, all colonies colonists have a refugee trait for both options), options) and suffer a small morale hit, or deny the refugees and suffer a huge morale hit. The last option is only open to those with the Politician trait- [[TakeThat post a cryptic tweet to distract the journalists]].
Is there an issue? Send a MessageReason:
None


** You can also get a random event offering you refugees from Earth if you're not playing the Last War mystery. The difference being that you're given four options: Take 10 of them and a small morale hit, take them all (again, all colonies have a refugee trait for both options), or deny the refugees and suffer a huge morale hit.

to:

** You can also get a random event offering you refugees from Earth if you're not playing the Last War mystery. The difference being that you're given four options: Take 10 of them and a small morale hit, take them all (again, all colonies have a refugee trait for both options), or deny the refugees and suffer a huge morale hit. The last option is only open to those with the Politician trait- [[TakeThat post a cryptic tweet to distract the journalists]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** You can also get a random event offering you refugees from Earth if you're not playing the Last War mystery. The difference being that you're given four options: Take 10 of them and a small morale hit, take them all (again, all colonies have a refugee trait for both options), or deny the refugees and suffer a huge morale hit.

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