Some things I feel the base game needs, and some ideas for possible future DLC

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CHOAM

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Having commented here and there on some other threads, I thought it might be a better idea to put my thoughts down in one place on the state of the game going into launch - note this is definitely not anything like a review (pls no ban, Paradox), but a list of stuff I'd like to see, and which bits should be in the base game in order to patch up some holes versus the ones I think would make fun additions which I personally would pay extra for.

(Warning: this might be rather long.)

1: Transport infrastructure options. At the moment there are... well, two and a half, if you count the drones, alongside the RC rover and the air shuttles. At present, the game basically takes care of nearly everything itself, or tries to, and that's fine in the early game - but once you start to go above more than a couple of domes, it definitely struggles at times to keep up. You as a player can direct individual drones to move stuff between stockpiles (and you can imagine how tedious that would get), or else use rovers to make one-off drops or set up recurring supply routes.

The downfall in all this comes from several factors; firstly, there are almost no stockpile options whatsoever - you can either have it opened or closed (and for universal ones, have individual materials closed), but a closed stockpile is automatically emptied. This means that you cannot as a player, for instance, designate a stockpile as a "primary" drop-off point that drones will always try and keep supplied, which you could then set a rover supply route from; of course this means you can't do the opposite either and have a designated "supply" stockpile at the other end, or have one that accepts input but not output, and so on. This alone makes the rover supply route option irritating to use because you have to constantly monitor it so you can switch it over to another stockpile once it empties one (irritatingly, they will also run out of power at some point because the game isn't smart enough to direct it to charge automatically when it's got a low battery, so again, you have to constantly monitor them).

Secondly then, there are the shuttles, which are much faster but carry very little - but they're also the only autonomic way of moving materials/colonists over bigger distances. There are almost zero options with shuttles; you just have to spam the depots and hope the game doesn't get constipated, which it still does - there's a screenshot in another thread where I had 60 shuttles in service and over 2k food stockpiled, yet still ended up with dozens of starving colonists across several domes. At the very least the player needs to be able to set transport priorities for different cargo types; coupled with proper stockpile options it would be an immediate improvement on what there is now. All of this makes it very hard to make sure you have a steady supply of materials going where you want, when you want, and the only option that there is becomes incredibly tedious to use very quickly.

Thirdly, and lastly, even if all of the above were fixed, it still makes no sense whatsoever that the cargo rover and the shuttles are literally your only options as a player, even as you're building artificial suns and mines that tunnel beneath the very crust of the planet itself. Apparently the technology of "making a tunnel between two close-by domes" is just too complicated, or sticking a passenger cabin on a rover. Give the player something more to work with, maglev, vacuum tubes, monorail, subway tunnels, whatever. If nothing else it would give you something to do once you've hit the mid game and you're sitting on the fastest speed just waiting for enough materials to build your next dome, or research your next tech. Some players also actively enjoy the process of trying to optimise their production and transport networks, so for them (and me) the current state of the game in that regard is frankly stifling.

Proposals: for starters, proper stockpile options need to be a thing (see games like Pharaoh, Banished, Dwarf Fortress). Add some mid- and late-game techs with new transport options (a little bit of Transport Tycoon, a little bit of Factorio). Players should have control over where things are going in their colony instead of being almost totally at the whim of the game itself, which can and does get things wrong. As an out-there thought, have teleportation as a breakthrough tech, giving a way to instantly transport people and materials between locations.

2: Building priorities need to change. This partly ties into what I wrote above; just as stockpiles have almost no player input on how they function, buildings themselves also to some extent suffer from this. There is presently one priority button which controls everything - power/water, workers, repair, and materials delivery. This is an incredibly blunt instrument which leaves very nearly zero room for the player to choose individual building priorities intelligently. Simply put, these should be separate options - if I, for instance, want to give a factory a high priority for workers and input materials, but a low priority for power in case of brownouts, then I should jolly well be able to do it. Again, as above, this is taking too much choice out of the hands of the player. (I've also seen elsewhere the suggestion to select employment to "specialists only" which I thought was an excellent one.)

3: Drone priorities. Basically, we need the janitors from Theme Hospital; in that game, they had the function of fixing your equipment, watering plants, and picking up litter - and you could give them a percentage-based priority for each task. In SM, I envisage this as being a certain number of drones per hub dedicated to each task, based on what you've picked as a player, so that no more will you have to wait for repairs to happen because all your drones are moving materials to a construction site, for instance. Ideally this would be set on a per-hub basis; it would even allow you to perhaps set up totally specialised hubs for a single task (moving materials about in a heavy industrial area, for instance, so that your shiny new maglev cargo train doesn't have to wait too long in loading before it whisks them away to the other side of the map).

4: Bring back the Almanac. Yeah, I get it, you don't want this to be seen as Tropico in space, but frankly the current system is pretty deficient in giving actually useful information, not to mention being annoying to use. You want to find out how many colonists have a certain trait? You want to see how many people are approaching retirement? You want to see some food production graphs, or track the birth rate? Well, tough luck. At best, with some information such as traits or gender, you can glean it on a per-dome basis by clicking the colonist filters to see who in the dome currently has them. In terms of global information, you get a bit on materials and your total population, and that's it (and even then, the consumption/production tooltips do not deal well with any kind of "spiky" production, primarily food, where crops take time to grow but consumption is constant).

5: Add some global policy options. Currently, there's nada. Zilch. You can't even order your colonists on to half rations if food gets low, for example, and it's certainly one of the contributing factors to how empty the game can feel at times. Some proper policies would go a long way to giving the player the feeling like they're genuinely shaping the colony - for an example, the colony I've put the most time into (around 40 hours out of about 50 total playtime) has over 2.5k pops, and they've having babies way faster than I can build new domes... so why can't I do something about it beyond segregating most of my domes into being single-sex only? So, sure, I can set the population filters on individual domes, or toggle them into a quarantined state, but beyond that? As it stands, past a certain point I started to realise I wasn't truly the administrator of this brave band of colonists on another world, but merely the town planner who decides where to build the next cement extractor or set of oxygen tanks.

6: Tourists. There are already tourists in the game, but precious little to do with them. This was a pretty important potential strand of income in the Tropico series, and so it could be here too - I don't even think it would take that much, just give some new buildings behind mid-game techs (it would even make sense to have the casino, again, already in the game, to be one of these) which your space tourists can visit to spend some money in before they toddle off back to Earth. Just the fact that tourists are already available makes me think this is an idea that Haemimont has already had and either did not have time to implement fully, or else decided to hold back for a DLC. Personally, I think this should be a part of the base game, just to add some variety for the player - presently you can only make money through sending back rare metals, researching techs (either a few specific ones, or every one if you have the right sponsor), or celebrity colonists. It gives a player something to work towards, and adds a possibility for dome specialisation that is not currently present.

7: A lot of the mid and late game feels kinda empty at the moment. There are disasters to keep you on your toes (and how I wish the game would auto-pause when they crop up, because I basically spend most of my time at the fastest speed setting past a certain point), but aside from that there is just a lot of sitting around waiting. Some of the stuff I've outlined above would certainly help out, but I feel like overall the game needs more events happening as you go along up until you hit a Mystery, if you have them enabled. I spent a fair old part of my 50 or so hours so far watching Netflix or YouTube on my second screen (I just discovered Critical Role, so there goes my next six months I guess), and only glancing back at the game every so often when an alert popped up or to check if that new dome had been build yet.

8: Lastly for this list, there are some specific UI improvements I'd like to see; let me see drone hub coverage when putting down any new building (including stockpiles), or selecting rocket landing sites. Let me shift-click to make multiple drone blueprints. Let me have some way of telling the game what I do and do not want to be auto-pinned to the bottom of the screen, and let me have some way of quickly dismissing them (alt+click or some other combo) other than clicking them to bring up the panel, and then unpinning them individually (which is super fun when it's constantly adding new colonists who have rare traits, I basically gave up and now the pinned bar is all but useless because it's so crowded). Let me prioritize alerts of some kinds over others, as other Paradox games do, or even disable some entirely. Let me click on the alert for the tech I just finished researching and see what it is instead of having to hunt it down on the tech screen (where you can't even see the name unless you mouse over them) to remember what it does.


So. If you made it through all that, well done, have a cookie. I did also promise to go over some ideas I'd personally love to see as DLCs, because there's a heck of a lot of scope to add stuff which doesn't detract from the base game (as locking transport stuff behind a paywall would, for instance). These are all just various ideas I've had as I've played it, some inspired by other games, TV shows, books and films, or else just things I thought would be cool to have.

  • We Need To Go Deeper - build stuff underground! One of the real-life ideas for settling on Mars is using lava-tubes or caverns - and perhaps there could even be late-game techs for digging out your own suitable dwellings in the sides of cliffs, for example. Could also come with the option of a new disaster - Marsquakes...
  • Catching the Moon - Currently the Space Elevator just goes straight up... but what if it was tethered at one end to one of Mars' moons? And what if you could then build a new colony right up there at the other end, making it a true starport for Mars?
  • Independence Day - There are many fictional works in which a settled Mars has struggled for - and won - independence from Earth, making it a fairly natural fit for SM. With various events, decisions, and possible outcomes, do you choose to stay close to the mother planet, or attempt to strike out on your own?
  • The Merchants of Mars - You've been playing a while, and let's say you're on your third colony already... which at the moment might as well be your first, as far as the game is concerned. What if that wasn't the case? What if you could trade with your persistent existing colonies, set up networks between them, and slowly cover the face of Mars with the works of man...?
  • Industrial Revolution 2.0 - More raw materials. More factories. More supply chains. More exports. Vertically integrate it until it cries, and then make it come back begging for more.
  • A Home Under The Stars - Terraforming the whole planet is something that is far outside the scope of the game's timeframe - however terraforming just a bit of it might be much more possible. Fill in craters, flatten hills, and at the end of it all, build a slice of Earth under a tent that puts even the mightiest dome to shame (and bonus points for coolness if one could somehow do free-form placement with a scaling cost to match).
  • Crime & Punishment - Thieves. Murderers. Drugs dealers. Bootleggers. People who talk in cinemas. And a great big space jail to lock them up in... or rehabilitate them with, if you should so choose. And who knows, let law and order slip too far, and you could even have the birth of the Martian Mob on your hands.
  • It Comes For Us All - Earth is no stranger to disease and death, so why should Mars be? Presently there are certain of the Mysteries which involve disease, but in the confined quarters of the domes even something comparatively mild could knock out vital portions of your workforce - so make sure to plan accordingly.
  • Lastly, of course there's plenty of scope to add more Mysteries and more Wonders in DLC packs - the Leviathan Story Pack in Stellaris is a perfect example of how this can be done right.
Whew. Hopefully that's all laid out in a way that makes sense, I proofread it as best I could for 1am, so hopefully there aren't too many missing words or typos. Anyway, do feel free to share your own thoughts on any of this, or stuff you'd also like to see!
 
Last edited:

caesarian

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I really like most of your dlc ideas. About the storage thing, did you read the "did you know" sticky? You can customize the universal storage. Unless I am missing your point
 

CHOAM

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I really like most of your dlc ideas. About the storage thing, did you read the "did you know" sticky? You can customize the universal storage. Unless I am missing your point
I kinda mentioned that being in there already, yeah. I basically want much more control over stockpiles generally, so that I could - say - set up a stockpile of rare metals that are for export only by making it input-only, or set stockpiles to "grab" from others to fill up to a set level so that I could more evenly distribute food without having to manually faff about with cargo rovers for a dozen separate domes, and then have to do it all over again 20 minutes later.
 

Mattzo12

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I think this is an excellent post. Game does look excellent, but there a few things that concern me. Mostly transport, to be honest.

Still, I am optimistic about the game enough that I preordered.
 

Tyrberg

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4: Bring back the Almanac. Yeah, I get it, you don't want this to be seen as Tropico in space, but frankly the current system is pretty deficient in giving actually useful information, not to mention being annoying to use. You want to find out how many colonists have a certain trait? You want to see how many people are approaching retirement? You want to see some food production graphs, or track the birth rate? Well, tough luck. At best, with some information such as traits or gender, you can glean it on a per-dome basis by clicking the colonist filters to see who in the dome currently has them. In terms of global information, you get a bit on materials and your total population, and that's it (and even then, the consumption/production tooltips do not deal well with any kind of "spiky" production, primarily food, where crops take time to grow but consumption is constant).


6: Tourists. There are already tourists in the game, but precious little to do with them. This was a pretty important potential strand of income in the Tropico series, and so it could be here too - I don't even think it would take that much, just give some new buildings behind mid-game techs (it would even make sense to have the casino, again, already in the game, to be one of these) which your space tourists can visit to spend some money in before they toddle off back to Earth. Just the fact that tourists are already available makes me think this is an idea that Haemimont has already had and either did not have time to implement fully, or else decided to hold back for a DLC. Personally, I think this should be a part of the base game, just to add some variety for the player - presently you can only make money through sending back rare metals, researching techs (either a few specific ones, or every one if you have the right sponsor), or celebrity colonists. It gives a player something to work towards, and adds a possibility for dome specialisation that is not currently present.

  • We Need To Go Deeper - build stuff underground! One of the real-life ideas for settling on Mars is using lava-tubes or caverns - and perhaps there could even be late-game techs for digging out your own suitable dwellings in the sides of cliffs, for example. Could also come with the option of a new disaster - Marsquakes...
  • Catching the Moon - Currently the Space Elevator just goes straight up... but what if it was tethered at one end to one of Mars' moons? And what if you could then build a new colony right up there at the other end, making it a true starport for Mars?
  • Independence Day - There are many fictional works in which a settled Mars has struggled for - and won - independence from Earth, making it a fairly natural fit for SM. With various events, decisions, and possible outcomes, do you choose to stay close to the mother planet, or attempt to strike out on your own?
  • The Merchants of Mars - You've been playing a while, and let's say you're on your third colony already... which at the moment might as well be your first, as far as the game is concerned. What if that wasn't the case? What if you could trade with your persistent existing colonies, set up networks between them, and slowly cover the face of Mars with the works of man...?
  • Industrial Revolution 2.0 - More raw materials. More factories. More supply chains. More exports. Vertically integrate it until it cries, and then make it come back begging for more.
  • A Home Under The Stars - Terraforming the whole planet is something that is far outside the scope of the game's timeframe - however terraforming just a bit of it might be much more possible. Fill in craters, flatten hills, and at the end of it all, build a slice of Earth under a tent that puts even the mightiest dome to shame (and bonus points for coolness if one could somehow do free-form placement with a scaling cost to match).
  • Crime & Punishment - Thieves. Murderers. Drugs dealers. Bootleggers. People who talk in cinemas. And a great big space jail to lock them up in... or rehabilitate them with, if you should so choose. And who knows, let law and order slip too far, and you could even have the birth of the Martian Mob on your hands.
  • It Comes For Us All - Earth is no stranger to disease and death, so why should Mars be? Presently there are certain of the Mysteries which involve disease, but in the confined quarters of the domes even something comparatively mild could knock out vital portions of your workforce - so make sure to plan accordingly.
  • Lastly, of course there's plenty of scope to add more Mysteries and more Wonders in DLC packs - the Leviathan Story Pack in Stellaris is a perfect example of how this can be done


  • Point for "Almanac" or the Ledger as it´s called in most titles developed by paradox is a hugh fun point for all statistic nerds (like myself) and make it possible to share lot´s of fun data in AAR´s, youtube-videos and funny pictures in social media. Something you should patch in as fast as possible as it´s one of the elements that keeps the buzz going and making you sell more games.

    I also highlighted the other elements I think make it possible to run more fun stories, both for personal use and for sharing. As I of course haven´t played it yet I have no clue in how it actually work right now. But many of the things here are things I wish will be expanded in patches and in dlc (hopefully most in my seasonpass)
 

Skirlasvoud

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How would the underground stuff work? Would the players ever be able to see it, or is it all one big information screen with numbers?

Other than it being more realistic, would there be any actual ease of use gameplay advantages over the above ground domes?
 

CHOAM

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How would the underground stuff work? Would the players ever be able to see it, or is it all one big information screen with numbers?

Other than it being more realistic, would there be any actual ease of use gameplay advantages over the above ground domes?
I figure you'd just be able to shift the world camera up and down layers as need be (there are several games out there that already have this as a feature), and then you'd just be able to build as normal from that point. As for advantages, well the obvious one is that meteors would no longer be a problem, you'd never have to worry about cracked domes, and dust storms would also not affect anything placed underground, though I guess cold waves might depending on how deep you were (which realistically probably wouldn't be that deep). It would also be a big, big advantage on some map locations that have little flat surface building area available - you could prioritize the buildable area for things that absolutely must go on the surface, and put all your habitation and some other things under the surface.
 

prof_doom

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I definitely like the global policy idea. Maybe even a per-dome level, since the domes are semi-independent entitles.
I like the idea of trade-offs.
  • Half-rations -> trade food for sanity / morale / slower work
  • Double-food -> better morale and faster work
  • Water rationing -> costs sanity / social people are unsatisfied (everyone stinks, no showering)
  • Mandatory overtime -> more production, bad morale
  • Half-days -> less production, better morale
 

CHOAM

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  • Mandatory overtime -> more production, bad morale
You can already do this for individual workplaces, clicking on the clock icon for each shift toggles "heavy workload" at the cost of decreased worker sanity and health. A "take it easy" mode might be nice though for when you're more developed, or at times of low demand.
 

Nero616

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I have preordered and am still waiting for my copy of the game. I expect to have it on release.
So far I am limited to watching Let's Plays on YouTube and reading the forums. But from what I've seen on lets plays, I would love to see a few things. I will just put them below as suggestions. Of course I will play the game and try to manage my first Mars Colony to the best of my ability.

-A rover that could transport colonists to be unlockable before the shuttles. That way, colonists could travel further and faster earlier in the game and it would add to the realism. Perhaps that rover could also be used to let colonist have jobs further away from the dome and things like that.

-A late-game transit system with rails that could be built like cables and pipes and require stations to function. Those stations could be placed like drone hubs or hooked into the airlocks of any dome. Each transit station comes with 3 trains upon construction and can support a maximum of 20 trains that can only move on rails and only stop at stations. Those trains could carry up to 100 units of any resource or up to 20 colonists at once, but not colonists and resources at the same time. The rails and stations would, of course, require maintenance and would therefore not be viable as a means of long-range transport until the very late game. Stations would also require a lot of power. Shuttles would be prioritized for long-range transport unless it involves more than 40 units of resources in total, the place it is needed at is near a station and the resources can be loaded into different stations. Or if you set up a specific transport route that is repeated whenever possible or a specific individual transport request.

Two Domes that are connected with this transit system could share some specific things. Not oxygen or water, but say colonists that live in one dome could work or go to the doctor in another. The Dome filters would decide who would live in that dome, not who works there and uses the services. But simply not having a station or turning the station off isolates the dome like it was before. Colonists would prioritize a job or service in the same dome they live in but had the ability to go by train to a different dome for it.

-A wonder that is also a spire that acts as the Center of Government on Mars and building it means automatically declearing independance from Earth. It enables access to statistics about the Colony as a whole, not just individual domes and over the last two weeks or longer, not just the last Sol, gives you the abillity to enact and customize laws that colonist have to follow or get arrested for breaking by the security forces. With adjustable punishments, crime rate statistics and such.
Depending on your set of laws, you could have a Democracy or a Dictatorship, which would influence Gameplay as well as the avalable choice for the National Flag of Mars.

A Democracy would give you less direct control over the colonists, as every time the law is changed, a vote happens and the new law is passed or rejected depending on popularity and if it is rejected, and before the voteing results are out, the law remains unchanged.
A Democracy would also spawn two or more Parties, and each Party wants a specific set of Laws, and every member of that party votes in favour of chenges that make the set of Laws more simmilar to what the Party wants. Everyone that isn't in a Party votes in favour of chnges that the game predicts to increase his individual comfort either directly or indirectly with no regard for other colonists or the colony as a whole.
Members of different parties can start fights that have a chance of damaging Buildings or the Dome depending on their comfort level.

Low level comfort on a large enough part of the populations leads to upriseings, both on Democracies and Dictatorships.

-Something that allows me to spread further on mars, if that makes sense. Maybe through a new, larger type of shuttle that doesn't transport stuff within one colony but in between colonies located at different coordinates on mars. Meaning different Maps. So when I build that, I could select one or multiple new locations on the Planetary map and start there again, just with this shuttle instead of rockets and all tech I already researched, I could send all spare resources I produce, no Funding needed, and I could switch between all my locations at will, includeing my original Colony. Then I could set up transport lines between all those colonies that are spread over the planet.
(They are still part of the same nation and follow the same laws as explained above)

All of that can be added via DLC or Mod. For some things, I hope it is a DLC, for others I hope for a really good Mod.
 

prof_doom

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-A wonder that is also a spire that acts as the Center of Government on Mars and building it means automatically declearing independance from Earth. It enables access to statistics about the Colony as a whole, not just individual domes and over the last two weeks or longer, not just the last Sol, gives you the abillity to enact and customize laws that colonist have to follow or get arrested for breaking by the security forces. With adjustable punishments, crime rate statistics and such.
Depending on your set of laws, you could have a Democracy or a Dictatorship, which would influence Gameplay as well as the avalable choice for the National Flag of Mars.

A Democracy would give you less direct control over the colonists, as every time the law is changed, a vote happens and the new law is passed or rejected depending on popularity and if it is rejected, and before the voteing results are out, the law remains unchanged.
A Democracy would also spawn two or more Parties, and each Party wants a specific set of Laws, and every member of that party votes in favour of chenges that make the set of Laws more simmilar to what the Party wants. Everyone that isn't in a Party votes in favour of chnges that the game predicts to increase his individual comfort either directly or indirectly with no regard for other colonists or the colony as a whole.
Members of different parties can start fights that have a chance of damaging Buildings or the Dome depending on their comfort level.

Low level comfort on a large enough part of the populations leads to upriseings, both on Democracies and Dictatorships.

This sounds like an interesting concept, though I don't see how it can be pulled off without having to add in a military / air (space?) force, which I'm not sure I want to see added to the game. I wouldn't want an uprising I can't do anything about, especially if I'm running it as a dictator.

If we're declaring independence from earth, I can easily see earth not being happy about it, especially if my sponsor is a country, instead of a company / international group. If they're not happy, they might decide to do something about it. At least the anti-meteor laser should be good for knocking out missiles.
 

Lt Loco

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On the topic of independence, I hope some inspiration is taken from The Moon is a Harsh Mistress. If you haven't read it, do so now. Literally now. Stop what you're doing, go and buy it, read it when you get it (or listen to it, if you do the audiobook thing).
 

CHOAM

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On the topic of independence, I hope some inspiration is taken from The Moon is a Harsh Mistress. If you haven't read it, do so now. Literally now. Stop what you're doing, go and buy it, read it when you get it (or listen to it, if you do the audiobook thing).
There's also Kim Stanley Robinson's excellent Mars trilogy, in which that is a major, major theme.
 

Beric

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On the topic of independence, I hope some inspiration is taken from The Moon is a Harsh Mistress. If you haven't read it, do so now. Literally now. Stop what you're doing, go and buy it, read it when you get it (or listen to it, if you do the audiobook thing).

The Moon is a Harsh Mistress is also a great example of why Democracy and Dictatorship are not a wide enough variety government types to cover all independence scenarios (not gonna spoil why though).
 

Nero616

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This sounds like an interesting concept, though I don't see how it can be pulled off without having to add in a military/air (space?) force, which I'm not sure I want to see added to the game. I wouldn't want an uprising I can't do anything about, especially if I'm running it as a dictator.

If we're declaring independence from earth, I can easily see earth not being happy about it, especially if my sponsor is a country, instead of a company / international group. If they're not happy, they might decide to do something about it. At least the anti-meteor laser should be good for knocking out missiles.

Excellent point!
I was originally thinking that the security officers could make a good substitute for an Army.
I imagine it like this: If there is an Upriseing, stuff gets smashed to pieces and some bad stuff happens. In order to Stop it, you have a number of options.
-Wait it out. You risk the destruction of your Colony or just the Government center, which would leave the Colony to the Mercy of Earth. But with a bit of luck, the Upriseing ends after some time and the Damage is small enough the Colony and Nation can recover.
-Chrush it. It requires a large Number of Security officers being loyal to you. Those will arrest the uprisers (as a Dictator, you can give the order to kill them. This has a longer lasting effect, but has some negative side effects). There won't be another upriseing for a few days. So you have time to fix whatever caused the Upriseing.
-Give in to their demands. This requires a good portion of your Scientists to be loyal to you. They will speak to the uprisers and convince them to go home/go back to work. You then have some time to give them what they want. If you break this promise or fail to keep it in time, you automatically trigger another Upriseing with a lowered Chance of giving in to have any effect.
-Drug them. Dictators Only, requires a number of medics to be on your side. They will release some type of gas to pacify the uprisers that will stay loyal to you for a few Sols no matter their stats, but have lowered productivity.

Depending how many Upriseings you had and how you dealed with them, undergrownd movements will appear that work like a bunch of organized renegades, but there will also be random bombings and such...
The only chance you have here is to either drug, arrest or kill all the members.

If we talk about a War of Independance, there may actually be a Need of some more formidable armed forces. A cheap and easy method would be equipping Rovers and Shuttles with machineguns, lazers or cannons, let security personell have guns and use the Meteor Defence against landing rockets or nukes.
Thats really something I haven't thought about in detail, but let's imagine something like this:
Depending on who your Sponsor is and how much Rare Metals you have already sent to earth, he will begrudgeingly or Happyly let you go, or decide to intervene.
If they do that, one or multiple rockets will be sent from earth and land on the map on random locations where the Center of Government can be reached from. From those that manage to land, Armed people in spacesuits and depending on the sponsor some armed rover(s) or shuttle(s) leave the rocket and attack the colony with the goal to destroy the Government Building or die trying. If they fail, they might, depending on who they are, drop a nuke or two from orbit, or just skip that part and give up. If the nuke blows up, it's very likely a game over.

If you prepare in advance, you can get a really strong defence very quickly. If you just count on your luck, you might be dead.
 

Turin the Mad

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Perhaps a DLC covers using (Parent Colony) as the Sponsor of a new colony?
The original colony would have to attain certain capabilities and have a dozen Martianborn to provide the "seed" for subsequent colonies. Barely meeting the requirements would fall into a tier as per the standard Russia sponsor with better Sponsorship 'tiers' as the parent colony exceeds the minimum qualifications for sponsoring its own colony.

Other requirements could include:
1.) Having fully scanned and deep-scanned the original colony area.
2.) The colonists possessing certain minimum traits asides from Martianborn via the parent's unlocked technologies, such as Sanity loss being unaffected by out-of-dome jobs and the like.

A "missing element" would be technological research. Perhaps not all of the technologies 'translate' to the new colony's specific site as they must be adapted to that specific patch of Martian geography?

The novelty factors driving certain technologies' (martian copyrights, martian patents, live from mars, crowdfunding et al) existence would be lost. Best guess is that Martianborn Expansionism would simply have shorter tech trees corresponding to the number of 'novelty-driven' techs removed and 'fundamentals' simply factored into the expansion colony's base techs.