What kind of future content would you like to see?

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Hey folks. We're doing some surveying to see what kind of future content the community would want for Surviving Mars.

Although we do regularly keep track where we can of the community's wishes, now's a good time to share any ideas you have, no matter how big or small. Please try to keep it limited to future content rather than general feedback & suggestions. We'd love to hear your thoughts!
 
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I would probably like DLC that modifies the shuttle's ability to distribute resources and the ability to distribute colonists. I know the system is in the game, but it's either horribly complicated or not explained enough.

For example, if you put a shuttle hub in two different locations and set a minimum amount of resources in storage, it basically bugs out and they are able to fly back and forth.

The colonist example, thumbs up and down are not explained enough because sometimes the game goes crazy and you'd rather turn that filter off everywhere because otherwise it doesn't do what it should.

I would also like you to fix bugs in the underground, like rocks that can't be removed because they are in the air.
 
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I'd love a way to build a lot more buildings/ domes/ sites on the current map as the hugeness can never really be exploited (90% of the map is never really touched).
I'd especially love to do this post-terraforming, ie build something in/ on lakes, expand farming-possibilities on viable land, etc.
 
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I'd like an internal DLC focused on politics/administarion, making and enforcing laws, factions(and ways to influence them) and colonist ownership(of housing, goods, businesses)
 
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A DLC that add the ability to build roads, bridges, tunnels (not counting the curent one) That allows for trains to go up and down slopes, as well as building that acts as a parking lot for your RC Vehicles when they are not in use.
 
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Hi there, just a copy-paste from my post on reddit a few days back,

- Phobos and Deimos as permanent asteroid bases, larger maps preferably
- "Moonbase Redux". Remember the abandonware from early nineties (?). Essentially reskinning using the current engine
- Other moons, Jovian and Saturn for a instance. More reskins of sorts with the content refresh.

Have been told that modders don't have access/can't modify maps so likely in the DLC domain?

And another one, probably pushing too far and more of something separate but...

- Orbital stations/habitat/generational ships. Think Rama/2001 world setting
 
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Hi Guys,

I created account in your forum specifically to add this comment.
First of all, I really like Surviving Mars, very good design, cool graphics, awesome music, interesting stories, I even decided to make some videos about it on YT, when I get to know it a bit more.
As for ideas about future content:
1. More control over colonists. I would love to be able to assign colonists to particular homes according to their specializations, age, etc. To make for example smart homes for geologists who works outside, apartments for no specialization etc. pick shifts they work and give them better homes. Not micromanage this every time new colonist appear (it gets very tedious, and if you have 300-400 colonist this is basically what I do most of the time - pause the game, micro manage for 20 min, get back to game for 20 min).
2. Ability to join workplace with home - similar to previous one, but being able to allow to stay in particular homes people who work in particular places/on particular shifts.
3. Retirements home - similar to nursery, but for Seniors. this will allow to build "retirement domes", maybe add new medical building just for them.
4. Command Centre - should have more options, policies for colonists. so you can assign specific colonists to particular jobs etc. Again to cut down on micromanagement.
5. Speaking of Command centre - add job centre. Where using slides or drop down menus faster assign colonists to specific domes etc.
6. Ramps and Flatten should have different sizes - like pen in paint, to better trim land
7. Multiple colonies - Mars is a big planet, maybe some sort of management of multiple places (maps) in different parts of Mars. There can be even different "Biomes" where in some part of the planet research is faster, in other there are more metals etc.
8. Ability or "non specialized" colonists who works in "specialized" buildings to gain experience and after some time become "specialized" colonists.
9. In regards of specializations - I would love to have different levels of specializations, like Novice/Pro/Expert for example adding some bonuses for more experienced colonists.
10. More interactions with "Earth", from simple "errands" where some corporation put up task with rewards, to be able to make campaign to get more applicants, more funds etc. Not like random events, but to actually have a bit more control over it - maybe even trading system where you can trade different materials (maybe apart of food ;) ) for different prices, finding on maps some "unique" items which can be sell for more funds, or put to museum for publicity etc.
 
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Hi Guys,

I created account in your forum specifically to add this comment.
First of all, I really like Surviving Mars, very good design, cool graphics, awesome music, interesting stories, I even decided to make some videos about it on YT, when I get to know it a bit more.
As for ideas about future content:
1. More control over colonists. I would love to be able to assign colonists to particular homes according to their specializations, age, etc. To make for example smart homes for geologists who works outside, apartments for no specialization etc. pick shifts they work and give them better homes. Not micromanage this every time new colonist appear (it gets very tedious, and if you have 300-400 colonist this is basically what I do most of the time - pause the game, micro manage for 20 min, get back to game for 20 min).
2. Ability to join workplace with home - similar to previous one, but being able to allow to stay in particular homes people who work in particular places/on particular shifts.
3. Retirements home - similar to nursery, but for Seniors. this will allow to build "retirement domes", maybe add new medical building just for them.
4. Command Centre - should have more options, policies for colonists. so you can assign specific colonists to particular jobs etc. Again to cut down on micromanagement.
5. Speaking of Command centre - add job centre. Where using slides or drop down menus faster assign colonists to specific domes etc.
6. Ramps and Flatten should have different sizes - like pen in paint, to better trim land
7. Multiple colonies - Mars is a big planet, maybe some sort of management of multiple places (maps) in different parts of Mars. There can be even different "Biomes" where in some part of the planet research is faster, in other there are more metals etc.
8. Ability or "non specialized" colonists who works in "specialized" buildings to gain experience and after some time become "specialized" colonists.
9. In regards of specializations - I would love to have different levels of specializations, like Novice/Pro/Expert for example adding some bonuses for more experienced colonists.
10. More interactions with "Earth", from simple "errands" where some corporation put up task with rewards, to be able to make campaign to get more applicants, more funds etc. Not like random events, but to actually have a bit more control over it - maybe even trading system where you can trade different materials (maybe apart of food ;) ) for different prices, finding on maps some "unique" items which can be sell for more funds, or put to museum for publicity etc.
There is a Retirement Building, Ramps & flatten can have their size changed, No Specialization Colonists will attend the University BUilding (when built) and gain a Specialization.
 
ok, more ideas came to mind.

Will also add my previous post.

1. Conveyor belts for production buildings - This would mainly be used for Waste Rock.
2. Mega Waste Rock Depot - Kind of like the Depots for all the other Resources that hold 4k.
3. Road Networks -These would attach to the drone entrance locations in Domes, making moving of materials faster
4. Bridges - Want to keep the rugged look of the landscape but need to get across a canyon?
5. Monorail Update - Allow the monorail rail to be built on a slope.
6. RC Parking - Now this is a good idea a place to park all those RC Vehicles, especially if you've acquired all those EsoCorp Drones.
7. Sub-surface Transport - Kind of like most other City Building, subsurface infrastructure. Underground powerlines, water lines, and even the #1 idea in this post.
8. Raise Terrain - the ability not just lower or flatten, but also raise it up.
9. Option to switch from Hexagon Tiles to Square tiles.
10. More Sponsor Nations with unique RCs and Buildings like a mobile water pumping RC with a corresponding Water Depot
 
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There is a Retirement Building, Ramps & flatten can have their size changed, No Specialization Colonists will attend the University BUilding (when built) and gain a Specialization.

Retirement building - where?
Ramps & Flatten - oh, that is correct, thx
University - yep, I know, I meant when colonist without specialization will work in Research centre (for example) for 10 (or 20,30 etc) sols will get "scientist" specialization
 
Retirement building - where?
Ramps & Flatten - oh, that is correct, thx
University - yep, I know, I meant when colonist without specialization will work in Research centre (for example) for 10 (or 20,30 etc) sols will get "scientist" specialization

The Retirement Home is under "Homes, Education & Research" Its unlocked with the "Smart Home" Research, but I think it may be DLC addition. Yes its part of the In-Dome Buildings Pack DLC
 
How I would like to improve the game:
1. The dungeon should become a non-alternative home for colonists at the initial stage of the game. Only after reaching acceptable atmospheric quality indicators will the colonists be able to live on the surface in domes and further without them. Perhaps, for this it will be necessary to introduce another class of natural hazards - solar radiation and solar flares. No food production on the surface until the atmosphere is converted.
2. Complete reworking of social life in the colony. This side of the game is represented only by renegades. We need a deeper impact on the gameplay of the mood of society.
3. Complete reworking of interaction with rival colonies. At a minimum, there should be a lot more quests related to competitors.
4. New mysteries are needed.
5. We need a new big project in the late game, where we can invest surplus resources. For example, the construction of a generation ship in orbit to fly to the stars, Dyson spheres and the like.
6. Please make it possible to indicate at the university the qualities of people who cannot study there. So that pensioners or idiots do not aspire to study.
 
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Fixing existing problems game have.
Such as:
- A LOT of worthless and useless tecs
- Etremely tedious and disbalanced terraforming.
- Resource balance - some gme meachanics completely axe the very need for some resources
- Colonists rebalance - you can have entire game without officers for example.
 
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I'll start my list. I may add to it via edits as I think of other stuff as well.

I think that fix the current bugs is number one on everyone's list.

1. New Mysteries. The unknown factor from the current ones is all but gone now, we've probably all played them all.

2. Ability to issue emergency edicts and pass laws. Emergency edicts would entail (for example) water/food rationing for times when an emergency hits (crop failure, water leaks, etc).

3. Crime and punishment: We already have renegades in the game. I'd like a place to send them to teach them the error of their ways.

Options for punishments:
  • Banish them back to earth.
  • Send them to a rival colony (where maybe they will be happier...or at the very least cause some one else trouble. ;) ).
  • Build a jail to house them for X amount of time where they can be reformed or hardened.
4. I'd like to see an expansion of buildings as well. New service buildings, new models/build styles for existing buildings. Variety is the spice of life.

Examples:
  • bowling alley
  • boutiques
  • barber shop/hair stylist
  • general store
  • new looks for apartments/smart apartments
  • new looks for homes/smart homes
  • community garden plot (that would be recreational but also produce a tiny amount of fresh food).
  • movie theatre
  • new garden/park types
  • a single tile pathway system so we can create our own parks with paths
  • opera/music hall
5. Sports and recreation, IE stadiums. It would also be neat to have an event each year that names a certain dome the "Champion of the Colony League" with associated timed happiness boost for that dome.

Examples:
  • Baseball Field (this one has to be in, just listen to one Radio Station)
  • Basketball Court
  • football pitch
 
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Adding more buildings have next to no value because everyone in streams pretty muchuses the most effective ones in each dome. No point in 20 recreation buildings because it all goes down to what building provides more for less. less space, less workplaces, less power and upkeep. Because it will end like Twopoint Hospital where devs added 100+ decorative items and everyone still used a set of most effective decorative bonuses with most powerful effects and ignored 100+ others.
New mechanics and tweaks of existing mechanics should always come before cosmetics.
 
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Surviving Mars:
- Let train stations connect directly to domes, like passages do. Maybe restrict these trains to just passengers.
- As others have said, permanent moon bases.
- Other bases on Mars.
- Allow for cooperation with other nations' colonies.
- Allow for more nations on Mars at any time.
- More missions sponsors.
- Make corporate/national sponsors feel more different from each other.
- More buildings, just mine everyone's ideas.
- More wonders. I want to build an orbital ring.

(Hypothetical) Surviving Mars II:
- A more gradual approach to colony development, manned bases should start with small habs, then move into lava tubes.
- To that point, an actual 3d map that includes both the above and below ground as one map.
- Hardcore mode where a Sol actually equals a real Sol, so you've really got to be self sufficient and not depend on Earth shipments to bail you out - or have a steady stream of supplies coming in.
 
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Politics
I like the idea of a DLC focused on internal politics, administration and relations with the sponsor.

To begin with, your colony needs a purpose. Your sponsor needs a reason to invest the colossal sums required to carry out such a project and your settlers need an incentive to take the risk of settling in such a remote and hostile place.

Some sponsors may just want a research outpost at first, while the corporations are all about money. Most of their settlers would take the trip with the idea of spending a few years on Mars, then go back to Earth and cash on the earned financial bonuses or academic fame. This could be represented in game by a higher risk of becoming earthsick.
In other cases, most settlers could be desperate people choosing to try their luck on a new world, leading to a higher crime rate in the colony. Pointing out a specific sponsor country as plagued with violence and poverty might be controversial, but it could be the International Mars Mission recruiting policy, for example.

Once firmly established, you have to truly break free and build your own Martian nation. Develop a sense of patriotism, maybe create a new religion if you don't already have one... or proudly affirm your lack thereof and promote a set of secular values. Install a local administration to be able to enact your own laws instead of blindly following a constitution or a set of company rules written on a now foreign world.

Break some taboos if necessary, distribute mind-altering drugs to help your citizens cope with their harsh living conditions, use genetic engineering to inject some Intelligent Design into the Homo sapiens martis, ban immigration and turn to human cloning for your population growth needs (which should be a controversial political decision rather than just a random breakthrough). Deal with your sponsor's anger or forge a new alliance with another terrestrial faction.

Some features like tourism or terraformation should also be the result of policies rather than a given. Just some thoughts to flesh out Martian politics.

Cosmetic and moddability
I'm still frustrated tourists being visually represented as random specialists. Who goes on vacation abroad wearing a lab coat or dressed as the local police force? Tourists should have their own, more casual looking uniforms, or no uniforms at all, wearing random civilian clothes.

Modding tools to add custom character models, as it already exists for custom buildings, would also be interesting, in case the tourists' look isn't the dev's priority, or just to see what odd looking aliens or bipedal droids modders will come up with. Custom animations also. Inebriated tourists walking a not so straight path, for example, will probably never be seen in the vanilla game, but would be a fun thing to mod in!

Sponsors
Almost all continents are represented in game. Why not an African sponsor?
 
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One element that would IMO fit S:M really well is a food satisfaction/variety mechanic. It could be implemented by adding buildings that converts regular food into different types of luxury meals; colonists could get a comfort bonus or slight malus depending on how many types of these meals they have access to.

It would be great to have an incentive to combine different types of farms and other food sources.
 
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