It's been a Mars-intensive period of time, what with rover landings and scientific conferences and so on, so when I noticed that Epic Games was offering a free download of a game called Surviving Mars, I decided it was a timely opportunity to give it a try.
Surviving Mars is a colony building game in the same vein as the venerable SimCity franchise. As with SimCity, the purpose of the exercise is to build a
self-sustaining community that meets the needs of its inhabitants. The
difference is that in Surviving Mars, making a mistake doesn't reduce your tax income or get you voted out as mayor - if you miss something, everyone dies.
I've played a lot of strategy games - Starcraft, Warhammer 40K, Star Wars: Galactic Battleground, and so on - where resource collection and management was part of the game, but primarily as a function that supported
the ability to enlarge my base and create military units, rather than as an end to itself. I seem to recall trying SimCity at some point in its evolution, and finding it a bit too intensive in terms of micromanagement, but the idea of creating a Martian colony is intriguing.
And free, it's hard to argue with free.
So I installed the game, made a cup of tea, and settled down to colonize Mars.
After finishing the comprehensive tutorials, I'm ready to launch my first expedition. The default settings are friendly to newbies, with an Easy setting for the mission, and bonuses such as an extra rocket. I leave the cargo defaults in place, choose a landing site, and launch the rocket.
The tutorials were useful, but ultimately I just use logic when the ship makes its landing and the drones go to work. My colony needs power, oxygen, food and water, all of which require factories, extractors, generators, solar cells, pipes, power lines and storage locations. When they arrive, colonists will require homes, hospitals, playgrounds, and all the other elements that make up a complete community support structure. They won't be self-sufficient immediately, but with two rockets and the ability to fuel them for return trips to Earth, the nascent colony should be able to import the missing requirements to keep things going until it becomes self-sustaining.
As an example, I discover at some point that I need polymers from Earth to fix a disabled power generator, and use that as a guide to equip my second rocket with a suitable cargo of manufactured materials and prefabricated factories that will let me make repairs and hopefully fill similar gaps in the supply chain. I launch the rocket, lean back in my chair, and suddenly realize that I've been playing for
over an hour and my forgotten and now cold tea is still sitting on the kitchen
counter - a strong indicator of how absorbed I am in the game.
There are parts of the process that I don't have a firm grip on - the Research ladder system remains a bit of a mystery, and I'm not sure how to expand from my plateau location to the resource-rich plains, but I feel that I at least have the basics under control.
By this point, I've constructed a modest but well-equipped little base which is almost ready for the final test: actual colonists. I want to add another dome, and increase the oxygen supply and storage options, but overall I've put together what seems to be a reasonable place for my colonists to make their start on Mars. In fact, some of the buildings aren't functional without people, which helps to keep the focus on the purpose of the mission.
The first ship is almost refueled, and when it is, I'll send it back to Earth to pick up my first load of would-be Martians. We'll start with the maximum 12 passengers, and if they make it through the first ten days on Mars, I'll be able to send the ship back to Earth and double my population.
Wish us luck!
- Sid
UPDATE: The first specialist-heavy group of colonists successfully survived the ten day trial period, which clears me to bring in more people! More domes to come! And a playground for the park, that sounds like an investment in the future, given that there's no indication that any of the colonists have children - yet.