- Defensive towers
- Electronics factory
- Energy traps
- Geoscope dome
- Large dome
- Mdf lasers
- Mechanical parts factory
- Medium dome
- Oval dome
- Providing safety
- Services in the dome
- Small dome
- Smart home
- Smart housing complex
- Surviving mars
- Surviving mars — colonize mars with minimal casualties
- Triboelectric cleaner
- Underground heater
- Вышло дополнение below and beyond для surviving mars
Provides high comfort. Additionally, this is a spire — you build it in the center of the dome. It can house 32 colonists.
Decorations are mainly buildings that increase the comfort of colonists — if you have a 1 free hex to use, build a decoration. All of the decorations offer the same services (aside from the Jupiter): relaxation, gymnastics and playing. Additionally, each decoration offers the same bonus to Service comfort — 40. They are a good supplement to your dome and to public buildings.
A medium dome has 3 spaces for decoration located around the spire.
External buildings that require colonist supervision
There are 6 buildings that can be constructed outside of the dome, but they require colonist supervision. Those buildings must be placed within the dome’s range, otherwise they will not function.
Those buildings are: polymer factory, metal extractor, drone hub (the first screenshot, starting from the left), thermonuclear reactor, rare metal extractor and mushroom farm (the second screenshot, starting from the left).
Defensive towers are buildings with laser guidance, capable of destroying meteorites. You need 10 metals and 5 electronics to construct them and they consume 10 energy. Maintenance is 1 electronics. They can be used not only to defend against meteorites — they can fire at enemy vehicles as well.
There are several types of domes that you can build. They differ in terms of size, available space and Spire spaces — central point of a dome where one can raise special buildings.
It produces electronics from rare metals. Basic production at the level of 9 units of electronics. It consumes 8 energy and 1 rare metals. Cost: 10 concrete, 5 metals, 15 electronics or $600M as a prefabricate.
Energy traps are buildings capable of catching mirror spheres. You need 10 concrete, 5 polymer and 5 electronics to construct them and they consume 10 energy. They are only used as a protection against mirror spheres.
Aside from farms, domes can hold up to two types of factories. Those are essential if you want to be completely independent of deliveries from the Earth. They require colonist supervision — direct technicians there, as they are the most effective.
It has 18 building spaces (10 hexagons per space) and 1 Spire space. Increases comfort of all your colonists inside the dome and improves Sanity every Sol. Available once you research Localized Terraforming from Biotech branch.
It has 24 building spaces (10 hexagons per space) and 1 Spire space. Available once you research Gravity Engineering from Engineering branch.
MDF lasers are buildings that can fire a laser beam capable of destroying a meteorite. There’s a short delay between each shot. You need 15 metals and 5 electronics to construct them and they have 10 energy consumption. Maintenance is 1 electronics. They are suitable only for defense against meteorites.
Mechanical parts factory
It produces mechanical parts from metal. Basic production at the level of 12 units of mechanical parts. It consumes 30 energy and 1 metal. Cost: 10 concrete, 10 metal, 2 electronics or $400M as a prefabricate.
It has 12 building spaces (10 hexagons per space), in the middle there are 3 1-hexagon spaces for decorations and 1 Spire space. Available once you research Microgravity Engineering from Engineering branch (available right away for the sponsor from India).
It has 14 building spaces (10 hexagons per space) and 2 Spire spaces.
At the beginning of the game, you will have very limited options of defending against threats (especially against weather conditions and meteorites). The only thing you can do here is not to build buildings close to each other, reducing the chances of mass destabilization of the entire colony. In the later parts of the game you will have access to buildings that will effectively defend your colony.
Services in the dome
Services are there mainly to provide comfort and increase morale. They are essential. The fact is that you won’t be able to fit every type of service in the basic dome. You need to choose carefully what you want to build. As you acquire more domes, you will be able to fit more services.
In the beginning, if you want to focus on the reproduction of colonists, you should build a kindergarten and a playground. A Diner is also mandatory — colonists don’t like to eat unprocessed food. The grocery store is a relatively small and cheap choice to provide a shopping service for your people.
The art workshop and electronics store aren’t a necessity — instead you can build a spacebar or an open-air gym. The security station is not mandatory at the beginning as well — it is only needed if you do not care about the colonists. Build an infirmary — it’s a building of high importance.
A list of service buildings
One of the first domes that you are going to build. It has 6 building spaces (10 hexagons per space) and 1 Spire space.
A very comfortable house, yet the living space is highly limited. It can only house 4 colonists. You invent it alongside the intelligent housing complex.
Smart housing complex
Just like the intelligent house, — this one provides comfort at the cost of living space. You invent it together with intelligent house. It can house 12 colonists.
Spires are special buildings that can be constructed in the center of the dome, except for the oval dome — it can hold up to two spires. There are 7 types of those buildings. The choice of the spire depends heavily on what you plan to do in the dome.
Do you need a lot of space for factories and public buildings? Chose a residential spire — arcology. Do you need a building that increases comfort? Build hanging gardens. Residents and farms use too much water? Build water purifiers. It all depends on whether you want people from other domes to visit the spire and what type of bonus you want to have.
A list of spires
Surviving Mars — это научно-фантастический симулятор поселения, где вашей целью будет колонизировать Марс и не умереть в процессе. Выберите космическое агентство, которое будет обеспечивать вам логистику и финансовую поддержку, затем определитесь с местом для колонии. Возводите купола и остальную инфраструктуру, исследуйте новые возможности, используйте дронов, чтобы усовершенствовать и расширять ваше поселение. Выращивайте еду, добывайте минералы или же просто расслабляйтесь в баре после тяжелой рабочей смены. Но самое главное — не давайте погибать колонистам. Что не самая простая задача на неизведанной планете.
Вам предстоит преодолеть множество трудностей. Тщательно прорабатывайте стратегию развития колонии и не забывайте исследовать тайны нового мира. Вы готовы? Марс ждет вас!
Surviving mars — colonize mars with minimal casualties
Welcome back, Commander!
We’ve prepared another update for you on how we developed the new Below and Beyond project. My name is Bart Vossen, design lead on the Below and Beyond planning and development team. Nice to meet you! As my colleague already informed you about what lies beyond, today’s tour is all about exploring what’s below; the Underground!
Let me give you a quick overview before we dive deeper. Our RC Explorers recently started running into surprisingly deep holes, which, after some further inspection, uncovered an entire underground network of tunnels beneath our colony. You should be able to drop an RC Explorer down there for initial reconnaissance. We’ve also developed a new building, the Elevator, which will be able to transport everything we need between our surface colony and the underground. Reports tell us the underground contains more resources and should provide protection against all hazards from the surface. Though the darkness and any local quakes, caused by our expansion efforts, may pose their own challenges. To this end, we’ve developed several buildings to keep our colonists safe. Lastly, those who came back also rambled on about something they called buried wonders, which we’d advise you to investigate further.
Now you might be wondering, why the underground? Well, 99.9% of Mars’s mass lies underground, and it gives us a network of tunnels to explore and expand into with completely new challenges. But mostly because Mars’s underground has eluded us for centuries. As we got closer and closer to Mars, we were still only looking at its surface. Even after we landed, we were only able to scan the top layer. Now, we have an opportunity to fully discover what secrets Mars has been hiding from us.
Expansion into the underground will get us closer to resource veins and provide shelter from meteors, dust storms, and even cold waves. Though it may destabilize the area and cause local, underground quakes with occasional cave-ins. To better protect our buildings, our scientists came up with a nifty solution involving Exotic Minerals. This should make exploring and expanding into the underground a worthwhile endeavor to do while our surface colony is gradually expanding.
To realize this vision of an enigmatic yet dangerous underground, we started development on an explorable network of underground lava tubes. They should feel dark, cramped, and mysterious while you’re exploring, but also have enough room to build and expand your colony. We created a network of interconnected tunnels, with rooms spread around to provide building space. But we left it in darkness to give the underground a real cramped and mysterious feel to it as if you’re spelunking and placing lights along the way. Don’t worry, we also equipped all buildings, RC Vehicles, and drones with plenty of lights and some emergency lights in case they break down. To really emphasize the exploration, we equipped our RC vehicles with scanning technology that will reveal any anomalies or resources they pass by. Unfortunately, these tunnels are placed at depths our orbital scanning technology is not yet able to analyze at any meaningful level.
Our goal is for players to explore the underground in parallel with expanding their colony on Mars. So we did some early simulations with test commanders to see if our underground maps worked with this goal in mind. Unfortunately, we found them going through the underground at lightning speed, losing the sense of exploration and discovery. To this end, we sprinkled some cave-ins and blocked tunnels throughout the underground. These give commanders natural moments to check up on their surface colony and Asteroid outposts. Blocked tunnels can be cleared with a new landscaping tool and unlock access to new rooms and tunnels. Cave-ins require a better understanding of the underground to remove, as the area is clearly unstable. But once you obtain that technology, you’ll be able to clear cave-ins to find shortcuts between chambers and many discoveries hidden by the darkness.
The real treasure hidden in these depths are the buried wonders; ancient natural, and some unnatural, features long covered up by Mars’s soil. Each with its own secrets to reveal and benefits to acquire. Once fully unlocked with Exotic Minerals, they are just as powerful as the wonders our technology can accomplish. Though not all of Mars is equal, besides different tunnel layouts and entrance locations, not all wonders can be found on each landing site. It will always be a surprise what we will find down there in the darkness.
Most buildings from the surface are still buildable in the underground, while we also have a few new ones to deal with the unique challenges found down there. While they’re protected from the hazards of the surface, underground marsquakes, caused by our elevators and expansion, pose a real risk of burying our buildings beneath cave-ins. We’ve engineered support struts that should be able to take the bulk of the impact, and reinforced domes to at least keep our colonists safe in the underground.
Once we had this up and running, we had a series of test commanders run various simulations. This gave us many different results that allowed us to better adjust the underground layouts and risks and rewards. Though the biggest problem proved to be drone command. Our simulations showed placing a drone hub within a larger room worked perfectly, however connecting it required several drone hubs within the tunnels. To solve this problem, our engineers went playing with some Exotic Minerals and came up with Drone Hub Extenders. These buildings are able to extend a Drone Hub’s signal through the entire tunnel. And theoretically, it should also work on the surface and on Asteroids.
My favourite part of the underground? After a long day, I like to just sit on the back of an RC Explorer and look around as it drives through the underground. Or maybe an RC Safari, if the tourists aren’t making too much noise. There’s something about the calm darkness as if you’ll find a new treasure any second.
That should cover everything, so I’m going to find myself an RC Explorer right now and I’ll see you around. Do make sure you come back, there’ll be another tour soon. The next one will dive into our new tech tree that will make all this possible and look at a few ways we managed to improve your life. Still here? Then you might as well watch our instructional video on underground exploration. It might help give you a better bearing once you start exploring the underground yourself.
Until next time Commander, and I hope I’ll see you exploring down here soon!
The triboelectric cleaner sweeps the surrounding buildings off dust by using impulses. It’s not a necessity, but it should be constructed near solar panels and moisture separators (especially if moisture separators work close to extractors). Moisture separators and solar panels covered in dust have decreased efficiency. You need 15 metal and 5 electronics to construct it, it consumes 1,8 energy and requires 1 electronics to maintain.
Underground heater increases the temperature in colder parts of the dome and protects nearby buildings against waves of cold. A necessity when cold waves haunt your colony — it’s worth to place it near water extractors and water towers. You need 15 metal and 5 mechanical parts to construct it, they consume 1,6 energy and 1 unit of water and use 2 units of metal to maintain.
Вышло дополнение below and beyond для surviving mars
Процесс освоения Марса стал более глубоким, появились новые здания и технологии. Можно изучать пещеры, строить подземные базы, добывать новые ресурсы. Добавились здания с ракетными двигателями для сбора редких минералов с астероидов.
Кроме того, все игроки получают бесплатное обновление, с которым в Surviving Mars появится возможность назвать марсианскую колонию, установить ограничения рождаемости, выбрать ресурсы, которые необходимо пополнить в первую очередь и не только.
Наконец, улучшена система образования и медицины, добавлены умные кварталы и новое здание, Амфитеатр, для отдыха колонистов.
Дополнение доступно для PC, Xbox One и PlayStation 4.