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Dev Diary 9: Opportunity by Boian Spasov from Haemimont Games

Hi everyone!

Surviving Mars was always planned as a game that we will keep improving and supporting post-release. The upcoming Opportunity patch is our first... well - opportunity, to add significant features to the game and evolve it in response to your feedback. In this dev diary, I will provide a brief overview with the shiny stuff in the upcoming patch and our reasoning for adding them to the game. All the features I am going to talk about are free and will become available to every owner of the game as the patch releases in the very near future.

Passages
The one issue where player expectations differed most from our own was Dome connectivity. We imagined Domes as isolated from one another and the gameplay centred on carefully rationing the available space and customizing each Dome as a separate mini-city. The overwhelming amount of feedback we received on the issue proved that the majority of players imagine Domes differently - as elements of a larger interconnected system.

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Luckily, we had already received some signals about this issue and have been working on a solution for a while. Allowing free unrestricted travel between all Domes on the map was never an option that we liked. It would create major problems on two fronts. First, it would trivialize planning, since every building is going to become immediately available to every colonist, regardless of distance. Second, it could never work with our individual simulation, since it would take many, many hours for a colonist to reach a bar in a distant Dome and then go to work in another distant Dome, causing him to miss his work shift and most likely suffocate on the way.

Still, a more limited solution was possible - allowing colonists to work and visit services in nearby domes, directly connected with the residential Dome of the colonist. Thus Domes become something akin to districts in a city, instead of each one being its own mini-city.

How do you connect Domes? With new constructions called Passages that can connect any two nearby Domes. They are placed similarly to cables, but can't be interconnected and have a limited maximum length. Each Passage takes a single hex both in the source and in the destination Dome for the entrance/exit on both sides. We experimented with other ways of connecting, such as joining the existing airlocks, but aligning and connecting Domes felt much more unpleasant in these experiments and sacrificing a useful hex for each new connection turned out to be an interesting tradeoff in the small Domes.

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But what if you want to create a system in which some Domes only receive visitors and workers from connected Domes? New policies in every Dome info panel allow restricting work and visits in connected Domes - these are similar to the birth control policy that we added in our previous patch.

Before we move to other new features, here are some additional details about passages that might be interesting for experienced players:

  • Passages are equipped with moving walkways that accelerate pedestrian travel in both directions.

  • They are not normally traversable for drones and Rovers, but you can place Ramps over them to facilitate traffic.

  • They connect both Domes for purposes of Power and Life Support grids.

  • Meteor strikes on passages cause fractures and might kill colonists inside.

  • If one Dome has a Power or Life support issues for a long time, passages leading to it will be disabled until the issue has been resolved.

  • Work performance and service comfort in connected Domes is slightly lower, so it is still more optimal for a Colonist to use workplaces and services in his own Dome
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Game Rules
I still remember how excited I was when Game Rules were added to Crusader Kings II. It felt only natural to add something similar in Surviving Mars empowering the players to further customize their games.

You can turn on game rules at the start of a play session but they affect the entire playthrough. We are shipping 13 game rules in Opportunity, most of them focused on customizing the game difficulty since we received lots of feedback about players demanding a more challenging experience. We are certainly not planning to stop there - we can imagine game rules changing entire game elements according to individual taste (alternative Wind Turbines, anyone?) and we can't wait to see what the modders will come up as well.

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Here is a complete list of the Game Rules coming in Opportunity:

  • Prefab Colony - start with enough prefabs to build the basics of a Colony and the first Dome

  • No Disasters - disables all disasters, except the ones coming from the Mysteries

  • Hunger - can't import Food from Earth

  • Inflation - import prices increase over time

  • Long Ride - rocket travel time to and from Mars is three times longer

  • The Last Ark (a.k.a. The Quill Challenge) - can call a Passenger Rocket only once

  • Amateurs - no specialist applicants

  • Rebel Yell - colonists periodically become renegades. Crime is more severe

  • Chaos Theory - tech fields are fully randomized

  • Winter is Coming - Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more

  • Armageddon - Meteor rating set to a new Max level for all locations on Mars

  • Dust in the Wind - Dust Storm rating set to a new Max level for all locations on Mars

  • Twister - Dust Devil rating set to a new Max level for all locations on Mars
Storages
Opportunity introduces new storage buildings for Water, basic and advanced resources. Storing large quantities of processed resources was a huge problem, especially in large colonies and the new storage facilities have been created to address this issue.

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The new Large Water Tank holds up to 1000 units of water (1500 with an increase from tech) while the new Storages hold up to 4000 resource units of the corresponding basic or advanced resource. These facilities are locked behind research. Unlike Depots, Storages consume Power and require a certain amount of construction materials.


Workshops
The final new feature we are introducing is a cycle of three researchable buildings called Workshops. But wait, wasn't there a service building named Art Workshop already in the game? We always wanted to have a dedicate place in which the colonists can be creative and make their own works of art, but the old service building was a poor choice for this and should've been named otherwise in the first place.

To prevent confusion with the new buildings, especially since one of them is a true Art Workshop, we are renaming the old Art Workshop to Art Store. This name is more similar to the names of the Electronics Store and the Grocer with which it shares functionality.

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With that out of the way, let's talk about the new buildings. The Workshops, called "vocation buildings" during development, are completely optional end-game buildings that consume advanced resources and allow colonists to pursue higher life goals once the colony has become self-sufficient and has an excessive workforce. All people employed in Workshops receive Morale and Comfort boost, as long as their Workshop is supplied with resources. They are also counted towards a new challenging milestone that requires 40% of your population to be employed in Workshops.

We know that many players will opt to ignore the Workshops and the corresponding milestone, opting for more practical benefits for their Colony. Still, we felt that it was important to provide a cycle of buildings allowing the colonists to pursue self-realization, to climb to the top of the Maslow's pyramid, signifying that the colony has grown enough to support that kind of lifestyle. The fact that this provides a new optional endgame goal is an added benefit. Hint - to reach 100%, just make sure that your last starving colonist is employed in a Workshop.

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Note that both the Workshops and the new Storages are locked behind new technologies and thus will require a new playthrough to become available in your game.

What do you think about the new features coming in Opportunity? Which one excites you the most? What game rules and buildings would you like to see added to the game?

We will announce when Opportunity will be released in the near future.
 
@Boyan_Haemimont Any ballpark estimate for this update (bearing in mind it will likely break saved games) i.e. 2-3 weeks...2-3 months?

Unfortunately I can't give exact dates but sooner rather than later. We are at the finishing line development wise and are starting the testing process to find all those pesky game breaking bugs that are the result of adding new features to the game.

Regarding saves we always try not to break save games. We test with a library of old saves but as we've seen things do get past us. What I can say is don't give up on your old saves. Report any issues with them and we'll try to fix them in a hot fix or the next patch at the latest. Having said that I want to point out that the new buildings will be available only in new playthroughs as the techs that unlock them won't be available in old saves.

Really happy to see all these features coming. I especially like the Game Rules - some of my "house rules" are already on the list. I would request some additional game rules:

1) Higher Comfort Requirements for Births (I use a mod that adds +25, it really changes how the game plays out - you have to build a Diner/Infirmary/Art Shop just to get your founders to consider maybe having kids
2) Reduce the value of exporting rare metals by 50% or so. Currently it's too easy to get shipments of goods every time you send a rocket back
3) Reduce Starting Rockets to 1 or 2 (Disabled on Hard Starts, since they already have 1/2 rockets) - gives the Normal/Easy starts more difficulty, since some of them basically are "Do you need a thing? Send a rocket!"
4) Reduce Starting Cash by 50%/2B - some starts just have too much money to be challenging.

We will continue to add game rules in future updates so it is really nice to hear what players want to see added. Also I'm sure our modding community will quickly add new game rules and I'm exited to see what they will come up with.
 
Well done, this is a big step in the right direction, I will look forward to use those passages as soon as Opportunity will be out.

Also workshops seem to be interesting for the end-game.
 
@Boyan_Haemimont Are workshops just one kind, or are they segragated along some kind of differntiation?

I mean I could see conrete arts like Sculpture/painting getting one, another for writing/cinema more naratave forms, a third for home grown music, and perhaps even a 4th for mechanical tinkering, a kind of junkyard and engineers colectave that might periodically provide usefull boons and serve as a recycling hub?

Edit: also do workshops produce anything, or are they just a person sink? [arguably thats what culture ect are, but I could see them both improving overall morae and providing an income stream akin to Martian coppyrights/patents in form of new IP and media licenced back to earth.)
 
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@Boyan_Haemimont This all sounds really nice but you forgot one thing. Expecting us to write down our own high scores is silly. Please institute at least a basic high score tally for our games. It doesn't even have to be shareable online. Just have it record the score with the game parameters in a list so we can have a proper log of our adventures.

Second. I'm confused when you say you designed each dome to be it's own self enclosed entity. I thought you designed it the opposite due to the sharing of colonists between them. I'm going to play my next game and not allow any movement between domes and see if it's more fun and challenging that way as that was your original vision. I have to say unless there's just nothing to do if there's no dome sharing, I can see the game being more challenging and interesting. Maybe you should have stuck to your guns?

That being said, you should create another game option, "no dome movement". Once people are in a dome, they stay for good, the only exception is if they leave to go back to Earth.

Last, and this is very important. since you've decided to go full steam ahead with districts, you need to re-balance morale and work modifiers for colonists. The game is going to be even easier with the new options, so the morale and work modifiers and associated techs will be even more meaningless than they are now. Please do this and don't force us modders to do the work for you. It's important this is part of the base game going forward. If you don't understand what I mean I'll explain in more detail.

When you're already producing tons of food and add +10 to botanists skills it's meaningless. When you can produce plenty of food with all unskilled labor, having the proper people is meaningless. When morale is so easily kept up, giving them better living conditions is meaningless, along with their work bonsus's... once again meaningless. You've got to slash all these values so you NEED to make people happy and working in the right place to have a successful colony. It's abundantly apparent now, your values were all designed around the idea colonists were stuck in a single dome and wouldn't be moved around. Those old values work OK in that type of play-style. They break the game with the direction you're going, and when I say break, I mean invalid too many techs and challenges the game is supposed to have.

In all, very happy with the work you're doing. Great job! :) But please, please, overhaul all those colonist numbers so they mean something again.
 
Great Game. Very addictive. I really like the new additions and hope you continue to develop the game depth and challenges the game can offer. One suggestion I have is a adding in a senior citizen living facility that will still allow seniors to be an active part of society. Since in reality a permanent colony on Mars would use a person until their last able bodied breath, seniors could be utilized similarly by adding a senior home. Something similar to the nursery where they no longer occupy the full living quarters of the working population. Otherwise they become an annoying management tool that you build a separate dome for and place them there until they pass. The aging process as it stands forces me to take only youth and adults and leaving behind the middle aged group entirely.

Another suggestion is incubating and surrogate births on mars with a building that creates true martians utilizing embryos from earth and never having to transport a population from earth. Once the child is born the nursery would take over until they are youth and move into a regular home.

Just some ideas.

Thank you for the great game.
 
Great Game. Very addictive. I really like the new additions and hope you continue to develop the game depth and challenges the game can offer. One suggestion I have is a adding in a senior citizen living facility that will still allow seniors to be an active part of society. Since in reality a permanent colony on Mars would use a person until their last able bodied breath, seniors could be utilized similarly by adding a senior home. Something similar to the nursery where they no longer occupy the full living quarters of the working population. Otherwise they become an annoying management tool that you build a separate dome for and place them there until they pass. The aging process as it stands forces me to take only youth and adults and leaving behind the middle aged group entirely..
There is a breakthrough tech that allows seniors to keep on contributing I think.


Smiles
 
@Boyan_Haemimont This all sounds really nice but you forgot one thing. Expecting us to write down our own high scores is silly. Please institute at least a basic high score tally for our games. It doesn't even have to be shareable online. Just have it record the score with the game parameters in a list so we can have a proper log of our adventures.

Second. I'm confused when you say you designed each dome to be it's own self enclosed entity. I thought you designed it the opposite due to the sharing of colonists between them. I'm going to play my next game and not allow any movement between domes and see if it's more fun and challenging that way as that was your original vision. I have to say unless there's just nothing to do if there's no dome sharing, I can see the game being more challenging and interesting. Maybe you should have stuck to your guns?

That being said, you should create another game option, "no dome movement". Once people are in a dome, they stay for good, the only exception is if they leave to go back to Earth.

Last, and this is very important. since you've decided to go full steam ahead with districts, you need to re-balance morale and work modifiers for colonists. The game is going to be even easier with the new options, so the morale and work modifiers and associated techs will be even more meaningless than they are now. Please do this and don't force us modders to do the work for you. It's important this is part of the base game going forward. If you don't understand what I mean I'll explain in more detail.

When you're already producing tons of food and add +10 to botanists skills it's meaningless. When you can produce plenty of food with all unskilled labor, having the proper people is meaningless. When morale is so easily kept up, giving them better living conditions is meaningless, along with their work bonsus's... once again meaningless. You've got to slash all these values so you NEED to make people happy and working in the right place to have a successful colony. It's abundantly apparent now, your values were all designed around the idea colonists were stuck in a single dome and wouldn't be moved around. Those old values work OK in that type of play-style. They break the game with the direction you're going, and when I say break, I mean invalid too many techs and challenges the game is supposed to have.

In all, very happy with the work you're doing. Great job! :) But please, please, overhaul all those colonist numbers so they mean something again.

Yeah I think a big change like this needs a holistic look at all the systems. Clumping up dosen;t just impact the thigs youve mentioned, if the assumption is that your domeswill be in one area close to each other the distribution and accessing of resorce deposits also changes context. Its pretty clear that people dont want to have to make a new dome for every skippling wee rare metals deposit, and indeed the resorce requrements to buildinf and sustainging a comunity of miners also prohibit this, but its rare to find usefull deposits that are aslo close enough to viable concrite and the others. To the point that I usually simply try to stay small, stay low upkeep and rush moho mines before the gold rush ends.
 
There is a breakthrough tech that allows seniors to keep on contributing I think.


Smiles
That's cool, but you have low odds on getting that in my experience. Truly it would be easier to blow them out an airlock, but what is the fun in that. Have a building that can be researched in tier 1 or tier 2 to allow for useful people from birth to death. Since this simulation is about colonizing Mars, the expectation for the people would be to work "to" or "till" death.
 
Finally some sense when it comes to the domes.
But Quill Challenge? Is he on official retainer
He did the tutorial he got his brussel sprouts... I am a bit jealous. But it‘s great for him.
 
That's cool, but you have low odds on getting that in my experience. Truly it would be easier to blow them out an airlock, but what is the fun in that. Have a building that can be researched in tier 1 or tier 2 to allow for useful people from birth to death. Since this simulation is about colonizing Mars, the expectation for the people would be to work "to" or "till" death.
The breakthrough tech Biobots are just that, colonists who never die and will always work. I should make a few more myself but since they are a breakthrough I can see why they'd be hard to get.
 
I don't use many mods, but I do use Show Research Progress on HUD and Show Resources on Resupply Screen. These also seem like great improvements for Opportunity, if they aren't already planned.


Smiles
 
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I was fine with independent domes, I liked having to think about what to build, but these passages seem to have good trade-offs, however I think it currently is too easy to keep everyone happy, and it will be more so now that we can basically have every comfort building available in the next dome. Would it be possible to have a game rule that makes it harder to keep their comfort levels? Maybe having a larger population in a dome should impact their comfort directly, not just by residence density, so it scales as the game progresses and we get more people.

Another common complaint is that research is too easy, or rather that many technologies end up being useless even before we research them as we unlock many of them too fast, I only see Chaos Theory as a game rule related to technology, but I guess this rule would only further aggravate the problem as we could then unlock late game technologies very early. Do you have plans to revise the technology system further along development or provide us with more game rules related to technology?
 
Chaos Theory - tech fields are fully randomized

What does this mean? Is it ment to be one universal system where u can get stuff from all the categorys? or does it mean that the entire tree is random, so that i can get anything in the physics tree? If the latter, wouldnt that be very OP? to get a last tier tech early? If it is the first, then we have no clue what the next tech would be?
 
I was fine with independent domes, I liked having to think about what to build, but these passages seem to have good trade-offs, however I think it currently is too easy to keep everyone happy, and it will be more so now that we can basically have every comfort building available in the next dome. Would it be possible to have a game rule that makes it harder to keep their comfort levels? Maybe having a larger population in a dome should impact their comfort directly, not just by residence density, so it scales as the game progresses and we get more people.

Another common complaint is that research is too easy, or rather that many technologies end up being useless even before we research them as we unlock many of them too fast, I only see Chaos Theory as a game rule related to technology, but I guess this rule would only further aggravate the problem as we could then unlock late game technologies very early. Do you have plans to revise the technology system further along development or provide us with more game rules related to technology?

Good to see more people reinforcing my thoughts on this issue. It is critical this is addressed not by "difficulty levels" in the game but by a proper re-balance. It would also mean we have a use for more spires. As most of you have discovered you probably only ever have a need for 2 spires. The arcology spire and the water saving spire. There's just no adament need to have any of the others in use. BUT... if morale and work values are adjusted, then I can see many more situational needs for the medical spire, sanitarium spire etc.
 
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Chaos Theory - tech fields are fully randomized

What does this mean? Is it ment to be one universal system where u can get stuff from all the categorys? or does it mean that the entire tree is random, so that i can get anything in the physics tree? If the latter, wouldnt that be very OP? to get a last tier tech early? If it is the first, then we have no clue what the next tech would be?
I think it means that in each tree, any tech from that tree could show up early game vs late game. Right now, they are probably using some sort of weight mechanism, where there are groups of early technologies that are weighted to show up early, in some semi-random order, an then so on for later techs as you got through.

Smiles
 
Very happy with this update. I felt that the domes really were too small to for stand alone cities. Any Sci-fi reader knows that domes are more districts in a larger colony. I look forward to how worker/ colonist management will pan out in future updates. I too struggle with the starter colony workers choosing non critical jobs over the ones to keep the colony producing and alive. I.e do we really need 2 people to man the diner when we are out of machine parts for the power turbines? Lol. Keep up the good work on this and all your games!
 
Very happy with this update. I felt that the domes really were too small to for stand alone cities. Any Sci-fi reader knows that domes are more districts in a larger colony. I look forward to how worker/ colonist management will pan out in future updates. I too struggle with the starter colony workers choosing non critical jobs over the ones to keep the colony producing and alive. I.e do we really need 2 people to man the diner when we are out of machine parts for the power turbines? Lol. Keep up the good work on this and all your games!

You can get my with just 1 on each shift. I do it all the time.
 
Would it be possible to add a variant of Chaos Theory for the Breakthroughs? Not one that randomizes, but does the exact opposite?

There are times when I really wish I was certain one specific breakthrough would be present at that particular map. What I'm fishing for here is a 'Set in Stone' option, which upon activated would mean that the first breakthrough (and only the first) will always be the same for any particular map coordinate (so the 50+ breakthroughs would be pre-distributed among all available coordinates -1N1E would always give breakthrough X, 1N2E would always give Y, etc.). Players would still have to test to get the exact list match of breakthroughs/coordinates, but this would give us a chance to test the various breakthroughs over time, or play games with specific approaches.

I fully realize that getting certain breakthroughs as the first pick can be absolute gamechangers - but that is the whole point of these options, anyway. I'm sure there are some out there that still haven't had the luck to get to play with Biorobots, or clones, or Extractor AI, etc. I mean, if you get Extractor AI as the first breakthrough, you never have to import filthy humans to Mars, and that makes for an interesting game. :p
 
I'm onboard with most of the changes - really don't care about connected domes. New game rules and buildings are welcome additions. Would it be possible to have a sturdy fuel tank, so we don't have to segregate fuel to prevent explosions?

I wouldn't mind if you added some functions from mods to the base game - resource bar on top/research progress on bottom/transport auto-gather.

thanks for the work so far - good stuff