Surviving Mars #5 - THE LAST WAR Mystery - Opportunity Update (TUNNELS!)
I start a new base in Surviving Mars Opportunity Update to explore the Last War Mystery. I choose SpaceY as sponsor and Inventor for commander profile.
In this episode:
The last war scenario actually starts in this episode (finally). I have a shortage of power, water, polymers, people, electronics etc. Things are a bit of a struggle but we'll power through. I build a medium dome to house some refugees and new colonists. I also build a university to educate our non-specialists.
I had to turn off some mods as they were causing the game to run very slowly. I think it was the auto-explorer that was the worst offender.
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Mods Used:
Autoexplore (disabled due to performance)
AutoGatherTransport (disabled due to performance)
Better Zoom Distance (30k)
Info Bar
Mod Config
Unlimited Scanning
Weyland Yutani Logo
My Settings (325% Difficulty):
Mission Sponsor: SpaceY
Commander Profile: Inventor
Mystery: The Last War
Map Coordinates: 10N 159W
Game Rules: Inflation
Game description from the developer:
Surviving Mars is a sci-fi settlement builder all about colonizing Mars and surviving the process. Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement.
There will be challenges to overcome. Execute your strategy and improve your colony’s chances of survival while unlocking the mysteries of this alien world. Are you ready? Mars is waiting for you.
Opportunity Update Notes:
New Features and Buildings:
Passages
You are now able to connect your domes together by constructing Passages. These transportation tunnels allows colonists
to move freely into adjacent domes and utilizing the workplaces and services available there.
- If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is
resolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.
- These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage
New Buildings & Related Changes
- New high-end automated storage building which can take over 4,000 units of separate resource is available for your
Colony.
- Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late
game.
- A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of the
surrounding structures
- A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony
- Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society
- Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank
Game Rules
You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the
difficulty, making the mission easier or harder.
Available Game Rules:
- Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.
- No Disasters: Disables all disasters (excluding those coming from mysteries).
- Hunger: Can't import food from Earth.
- Inflation: Import prices increase over time.
- Long Ride: Rocket travel time to and from Mars is three times longer.
- The Last Ark: Can call a Passenger Rocket only once.
- Amateurs: No specialist applicants.
- Rebel Yell: Colonists periodically become renegades. Crime is more severe.
- Chaos Theory: Tech fields are fully randomized.
- Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power
consumption even more.
- Armageddon: Meteor rating set to a new Max level for all locations on Mars.
- Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.
- Twister: Dust Devil rating set to a new Max level for all locations on Mars.
Other fixes and improvements:
Balance:
- Added upgrades to the Mohole Mine and the Excavator to increase production
UI:
- 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs
- Better alignment for traits in school
- Added on-screen notification for split Power/Life support networks (by player actions or meteorites)
- Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists
- Fixed overlapping of deposits (from random map generation and anomalies)
- Storages and Depots are divided in subcategories of the Build Menu
- " Milestone failed" message alignment fix
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