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I've just gotten a few hours play in, so here's my initial impression: It's rather good. As you'd expect from the makers of the Tropico series there's a lot of focus on economic flow and management. Your little robot drones will happily run around hauling stuff to places and making things as needed, so there's plenty of room to optimise by careful positioning of stockpiles and drone controllers, but if you can't be bothered to think out every little bit you can always just use more drones to make up for long individual travel times. There's not much in the way of a tutorial. There's no Penultimo here to hold your hand and stroke your ego, just a few popup hints every now and then. If you're not planning to keep tabbing to the wiki or sit in front of some youtube tutorials then be prepared the learn by loving up. I just built and populated my first dome, only to be told that if I want my colonists to work a metal mine the dome needs to be closer to the deposit. Still, the good news is my first breakthrough tech halved the cost of dome construction, so I might be able to get ahead of my concrete supply for once. The basic gameplay loop feels good, hopefully the mysteries will make the endgame interesting (often a weakpoint of the genre) and given Paradox's usual approach to moddability and DLC this could well be a game that'll be near the top of my play list for some time to come. Wyld Karde fucked around with this message at 23:05 on Mar 15, 2018 |
# ¿ Mar 15, 2018 23:02 |
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# ¿ May 16, 2024 02:53 |
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So I just embarked on my first mystery. It all starts with some unknown crashed space probe. No great shock, there's some kind of bio contaminant and now my colonists are coming down with a mystery illness that makes their blood clot way more than it should. Waait a minute, are we doing The Andromeda Strain here? Is the solution going to turn out to be to turn up the O2 production and tell everybody to start hyperventilating?
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# ¿ Mar 17, 2018 21:09 |
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Just had a hell of a close call during the early days of a new colony. Had a dust storm blow in while both rockets were on the ground, which is a shame as one was about to take off and go get my first wave of colonists. I had enough solar panels up to just about squeak by during the day, and I could survive the night by shutting down my concrete machines, but the maintenance costs on the place were absolute hell. Once the dust finally cleared (after over five sols) I had two polymer left in the stockpile. I basically had to shut down all my batteries except the least damaged one and limp along switching stuff off at night until the first rocket could turn around and bring in some much needed supplies. At least when the next storm hit I was prepared. Plenty of supplies ready, enough wind farms up that I could just switch off the solar arrays for the duration, and I managed to get a rocket landed, unloaded and launched again the day before it arrived. Now I just need to get dome 2 up and running so I can start exporting metals and get some money coming in.
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# ¿ Mar 18, 2018 22:31 |
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Just scored the sweetest breakthrough tech. AI that lets unstaffed mines work at 50%. They don't even need a dome nearby. Ker-ching! An unstaffed mine running all three shifts with no need for life support mechanisms on hand? That's value for money. If only the dust storms didn't keep loving up my maintenance budget and cutting off my resupply missions.
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# ¿ Mar 19, 2018 11:43 |
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Now this is the sort of thing the game really needed to tell us. My logistics situation just got a lot easier.
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# ¿ Mar 19, 2018 18:07 |
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Watching the devstream at the moment. Apparently connecting the domes was always intended but they didn't have time to implement it before release, so it's coming in a content patch sometime this spring. Quick bullet points:
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# ¿ Mar 21, 2018 17:25 |
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So... that's now a thing, apparently.
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# ¿ Jun 14, 2018 08:04 |
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Wyld Karde posted:
Haemimont's lead designer just gave me Reddit Silver and implied he'd been waiting for this to be discovered. I found an easter egg, folks! If you want to visit the Mars llamas for yourself, head to 4N, 134E and zoom in on sector D4.
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# ¿ Jun 14, 2018 15:34 |
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boner confessor posted:lmao that's great, do they do anything Looks like they just stand there, looking around a bit. Just a cute little something to find.
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# ¿ Jun 14, 2018 18:09 |
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Green Planet DLC Steam store page is up. Make Mars habitable and build a second home for humanity in Surviving Mars: Green Planet. Terraforming Terraform Mars and make the hostile planet habitable for humanity. Each decision you make while managing your colony can affect the Terraforming Parameters, which include the Atmosphere, Temperature, Water, and Vegetation, and ideally brings them closer to habitable levels. Monitor your progress on a planetary scale with the Planetary Overview UI. Green Mars Seed the surface of Mars with various lichen, grass, shrubs, or trees and watch as they begin to turn the Red Planet green. Low maintenance plants like Lichen can improve the soil quality to help more complex plants grow while Trees produce high seed yields for your colony to harvest. Be sure to monitor your soil quality levels to keep your plants healthy and growing. Special Projects Take on seven challenging Special Projects like melting the polar caps, capturing ice asteroids, launching a space mirror, and more to begin shifting the Terraforming Parameters. Be careful, these projects will have a lasting impact on the planet and can trigger natural disasters! 7 New Wonders of Mars Construct seven new buildings that can help you terraform the planet or capitalize on the changes. Use the GHG factory to release greenhouse gasses into the atmosphere, the Forestation Plant to boost vegetation production, the Water Pump to fill lake bed, and more. Climate Calamities Terraforming a planet can have unexpected consequences. If you release too many greenhouse gasses into the atmosphere you can trigger acid rain which reduces soil quality, or if an asteroid slams into the planet it will cause a Marsquake that can disrupt your colony’s production. No price or date details as of yet. Edit: And here's the announcement trailer: https://www.youtube.com/watch?v=p-E0w5xL8uA Wyld Karde fucked around with this message at 16:45 on Apr 9, 2019 |
# ¿ Apr 9, 2019 15:29 |
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Ten minute 'First Look at Green Mars' video: https://www.youtube.com/watch?v=tl71mYFrTug Some things I noticed: New Terraforming mission sponsor. Terraforming techs are a new line on the now vertically orientated tech tree. Terraforming related remote missons available on the planetary map. Terrain manipulation is a job handed to drones. Removing hills will generate waste rock. Drag-select a mass of drones is now available. 'Martian' style disasters like dust storms and cold waves will abate as Mars is terraformed, but issues like flash flooding and marsquakes can happen. Wyld Karde fucked around with this message at 11:49 on Apr 12, 2019 |
# ¿ Apr 11, 2019 20:13 |
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Platonicsolid posted:CAROUSEL! RENEW! RENEW! Nice to see some appreciation for the classics.
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# ¿ Oct 23, 2019 10:38 |
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# ¿ May 16, 2024 02:53 |
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One step closer to sandworms. I just hope we can keep them away from the mohole.
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# ¿ Aug 31, 2021 18:22 |