{"id":193541,"date":"2017-05-18T13:56:13","date_gmt":"2017-05-18T17:56:13","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/everything-we-know-about-surviving-mars-the-colony-builder-from-the-makers-of-tropico-pc-gamer\/"},"modified":"2017-05-18T13:56:13","modified_gmt":"2017-05-18T17:56:13","slug":"everything-we-know-about-surviving-mars-the-colony-builder-from-the-makers-of-tropico-pc-gamer","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/mars-colonization\/everything-we-know-about-surviving-mars-the-colony-builder-from-the-makers-of-tropico-pc-gamer\/","title":{"rendered":"Everything we know about Surviving Mars, the colony-builder from the makers of Tropico &#8211; PC Gamer"},"content":{"rendered":"<p><p>    \"I would be lying to you if I say we have never discussed this    interesting side-scenario where the drones go into    kill-all-humans mode,\" says Bisser Dyankov, producer at Tropico    developer Haemimont Games, in response to a question about the    studio's recently announced colony sim Surviving    Mars. I'd asked about technology research in Surviving    Mars, and whether it would be possible to unlock advanced AI    for robots and drones, and if that could lead at some point to    a robot revolt in the colony.  <\/p>\n<p>    \"The idea is obviously... it has been floating in the air,\"    Bisser says.  <\/p>\n<p>    Ivan-Assen Ivanov, Haemimont Games' technical director adds:    \"So something like a company-wide robot uprising, it's not off    the table. It's not on the table as part of what we're showing    now. It's definitely making rounds, around the table. We don't    promise anything.\"  <\/p>\n<p>    It's not unusual that the developers are being a bit cagey:    Surviving Mars is in pre-alpha, and there's not even a playable    build available for us to get some hands-on impressions. Still,    here's everything we've learned about the survival    colony-building game from the presentation and an interview at    PDXCon in Stockholm last weekand keep in mind, some of this    information may change during development.  <\/p>\n<\/p>\n<p>    In the opening moments of Surviving Mars, you pick from a list    of sponsors: the corporation or country that will fund your    colony and will act as a lifeline and supply chain. They'll    send rockets containing supplies and equipment, and as you mine    resources on the Red Planet, you'll be able to refuel those    reusable rockets, and send them on back to Earth.  <\/p>\n<p>    Choosing your sponsor will dictate your starting funds, provide    you with certain goals and milestones, determine how many    rockets you have available to send back and forth, and will    influence how fast you can build your colony. Your choice of    sponsor may even result in penalties if you don't meet certain    mission parameters.  <\/p>\n<p>    \"There is a lot of differences [between sponsors],\" says    Gabriel Dobrev, creative director. \"There is a large difference    between the initial supplies that you've got, so probably more    rockets, more funding, so you can buy more expensive equipment.    Later on, the sponsors reward different behavior. One of them    may want you to have as big a colony as possible, bring a lot    more people from Earth, the other ones might want you to    extract precious metals and send them back to Earth.  <\/p>\n<p>    \"So they all reward different type of behavior. And also, they    penalize particular behavior, and even can have an end-game    condition, like, if somebody dies, you're out, mission is    cancelled, so you lose the game essentially.\"  <\/p>\n<p>    After outfitting your initial rocket with equipment (rovers,    transport vehicles, and orbital probes to explore the terrain),    you'll select a landing site on Mars. You'll be able to examine    your landing zone for the resources it contains, as well as    identify different hazards such as dust storms (which can block    out the sun and cover solar panels with dust) or extreme cold    weather temperatures that can raise power requirements and    freeze water supplies.  <\/p>\n<p>    The landing sites are based on NASA's Mars data of the planet's    featuresyou'll even able to locate the landing site of NASA's    Curiosity Rover using real coordinates. However, the maps you    play on will be randomly generated to provide an environment    that lies somewhere between reality and fiction.  <\/p>\n<\/p>\n<p>    After landing, you'll dispense a small army of drones and    robots to begin preparing for the eventual colonization of    humans. Place solar panels to generate power (and store surplus    power in batteries for use when the sun goes downthere is a    day-night cycle), connect power lines to various modules, build    a drone hub to dispense your busy metal workers, and construct    a tower to scan the area around your landing zone. Discovering    new veins of resources will be paramount to the success of your    colony: while you can bring some materials with you on your    rocket (like concrete, metals, and polymers) and have more sent    from Earth during resupply missions, this will only represent a    tiny fraction of what you'll need for construction. Most of    what you need will come from your surroundings, not from Earth.  <\/p>\n<p>    Don't expect your first human colonist to arrive for a while,    either. Before you can take one small step for man, your    terrain will be well-worn with the tire tracks of your drones.  <\/p>\n<p>    \"The first people will arrive later on when there is habitable    space, and all of the things that are required for life and for    survival of people,\" says Dobrev. \"And this will actually be a    big milestone.\"  <\/p>\n<p>    In the meantime, you'll construct machines to process resources    on the planet, creating cement for buildings and harvesting    water by tapping into ice deep underground and pumping it to    the surface. You'll also begin converting the thin Mars    atmosphere into breathable oxygen to be stored in tanks. Also    important: creating fuel to send your reusable rocket back to    Earth.  <\/p>\n<\/p>\n<p>    Once you've got a habitable space for human colonization, you    can begin receiving colonists from Earth. It's not    instantaneous: as Mars and Earth orbit the sun, they are rarely    close enough to each other for a quick rocket trip, so at times    the arrival of colonists and other supplies may be delayed.  <\/p>\n<p>    Once humans have set foot on Mars, they'll begin to extend your    colony further across the map, build additional outposts,    research new technologies, and of course, have a little bit of    fun.  <\/p>\n<p>    \"Once we have a sort of stable and working colony there, a lot    of advances will happen immediately, because people will be    present there, thinking, exploring, researching, and so on,\"    says Dobrev.  <\/p>\n<p>    \"There is also entertainment, which is, build a space bar,\" he    adds. \"Because you can't do without bars. That's a given.\"  <\/p>\n<\/p>\n<p>    You don't have to allow just any John Q. Earthling into your    Mars colony. Each human has traits, like ambitious, tough,    frail, workaholic, survivor, and so on. This means you can set    standards for who gets to join your effort on Mars.  <\/p>\n<p>    \"You can pre-select, you can filter for that, you can say 'I    don't want any frail guys in my colony' but of course that will    limit the number of people that will want to come,\" says    Dobrev.  <\/p>\n<p>    Once you've got humans in your colony, you can also sort them    by trait into different areas. For example, you can relocate    your workaholics into high-production areas and assign creative    types to completing research. This isn't like Cities: Skylines,    where your citizens determine their own fates and activities:    you'll be able to direct your colonists to work at specific    jobs and complete tasks.  <\/p>\n<p>    There are four important parameters you'll need to manage and    monitor in your colonists. The most obvious is physical health:    making sure they have enough food, water, and oxygen, plus    insuring they live and work in domes with the proper amount of    air pressure and temperature levels.  <\/p>\n<p>    \"We also have the mental health, sanity, which is how well this    affects your psyche,\" says Dobrev. \"If you don't feel secure in    your environment or if you experience too often a crisis where    you don't have access to oxygen, or you're going out on a very    long and stressful mission, this is all going to have a    reflection on you.\"  <\/p>\n<p>    There's also colonist morale. \"This is how much individuals'    desires are aligned with the colony. If this gets too low, the    individual becomes a renegade and he starts thinking about    himself and doing his own thing instead of following the goals    of the colony, and this is how you get crime.\"  <\/p>\n<p>    How do you deal with crime? Form a Mars police force.  <\/p>\n<p>    \"At some point you will need to have some form of law    enforcement. When a group of people becomes larger, potentially    going to thousands, then you definitely need some form of    structure in the society and making sure that everybody's not    stepping on the toes of anybody else, more or    less.\"  <\/p>\n<\/p>\n<p>    The fourth parameter is comfort level: how confident your    colonists feel that they are in a suitable living environment.    If the comfort level is too low, colonists can decide they'd    rather go back to Earth, and will hop on the next available    rocket home (provided, of course, there's enough fuel for the    rocket to take off).  <\/p>\n<p>    If a colonist's comfort level is high enough, they may decide    to start having children, providing you with a new supply of    colonists without having to call for more from home. This is    especially important because while you may be dealing with    problems in your colony, there might be even bigger problems    brewing on another planet: Earth.  <\/p>\n<p>    Earth represents your supply chain for certain resources, such    as food (until you begin growing your own) and especially for    additional colonists (until you begin creating your own), so if    your corporate sponsor runs into problems, or if the planet    itself experiences a calamity, it could severely impact your    colony. And that may just happen.  <\/p>\n<p>    \"It could be, for example, if you are sent by a corporation,\"    Dobrev says, \"it could go bankrupt. Or, there could be World    War III, or there could be something making a disease that is    essentially threatening Earth, so you can't really get    colonists from there.  <\/p>\n<p>    \"Again, a lot of things that can eventually happen and we want    to keep this element a little bit randomized, so that you don't    always know what's going to happen to Earth and there is no    ultimate security that Earth will always be there for you to    help you out.\"  <\/p>\n<\/p>\n<p>    Back to the robot uprising I mentioned earlierand remember, it    hasn't been confirmed, it's just one of many ideas that have    been discussed by the developers. If there is an AI revolt,    though, it would be part of special events the developers are    calling 'mysteries.' While Surviving Mars is mostly based on    real science and technology, the developers also want to allow    for more wild, far-fetched situations.  <\/p>\n<p>    \"With the mysteries, we allow ourselves to go haywire, nodding    to classic sci-fi and weird ideas,\" says Dyankov. \"And the way    the mystery is structured, it's a different story for each    playthrough inviting the player to go and interact with it,    having an effect on the gameplay. It could be something like an    object materializing from [another] dimension, you know?\"  <\/p>\n<p>    Mars, after all, represents a new frontier. \"Who knows what's    there? Maybe aliens, maybe kill-all-humans.\"  <\/p>\n<p>    Not interested in fantastical events involving aliens, other    dimensions, or robot uprisings? Want to stick to science    instead of science-fiction? No problem. Players don't need to    get involved with Surviving Mars' mysteries if they choose not    to.  <\/p>\n<p>    \"The important thing with those mysteries is to understand that    the player will be also able to, in the initial stages, say    that 'I don't want to experience any mystery.' So the sandbox    experience is there but the mystery is something on top that we    invite the player to engage in with different playthroughs.\"  <\/p>\n<p>    \"The idea is not that there is any fixed goal,\" Dobrev says.    \"That you have to achieve this and then you're done. There is    practically no victory screen. You play and you can set up your    own goals. You can try to follow the mystery and get to its    end. You can try to get the first colonist to Mars sooner or    you can try to reach a self-sustaining level of your colony    sooner but that's not a set goal.  <\/p>\n<p>    \"These are all goals that we'll be tracking for you and it will    be easy if you want to follow them to see how well you're    doing, but that's not something that we're putting in front of    you and saying, like, you have to do this or you have to do    that. It's a sandbox.\"  <\/p>\n<p>    There's no release date yet, but Surviving Mars is expected to    arrive sometime in 2018.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See more here:<br \/>\n<a target=\"_blank\" href=\"http:\/\/www.pcgamer.com\/surviving-mars-preview\/\" title=\"Everything we know about Surviving Mars, the colony-builder from the makers of Tropico - PC Gamer\">Everything we know about Surviving Mars, the colony-builder from the makers of Tropico - PC Gamer<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> \"I would be lying to you if I say we have never discussed this interesting side-scenario where the drones go into kill-all-humans mode,\" says Bisser Dyankov, producer at Tropico developer Haemimont Games, in response to a question about the studio's recently announced colony sim Surviving Mars.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/mars-colonization\/everything-we-know-about-surviving-mars-the-colony-builder-from-the-makers-of-tropico-pc-gamer\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[30],"tags":[],"class_list":["post-193541","post","type-post","status-publish","format-standard","hentry","category-mars-colonization"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/193541"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=193541"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/193541\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=193541"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=193541"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=193541"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}