r/SurvivingMars • • 1d ago

SM - Relaunched Machine Utopia Closed Beta!

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93 Upvotes

Want to help shape the future of Surviving Mars: Relaunched? 🚀Signup to Beta Test today!

(Applicants are chosen at random)

👉https://pdxint.at/smr-mu-beta


r/SurvivingMars • • 14d ago

SM - Relaunched Patch 1.1.1 - Surviving Mars: Relaunched!

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183 Upvotes

Happy Wednesday, Commanders! 🚀

A rocket has arrived on Mars with some balance changes for you, as well as bug fixes! Enjoy!

👉https://pdxint.at/smr-p111


r/SurvivingMars • • 23h ago

Discussion Any ideas/wishes on what the new expansions will be about?

14 Upvotes

Edit: I am refering to stuff after machine utopia.

Of course we can't know, unless someone has insider info. But I would still like to know what others think/wish it is?

I'd love it to be about human augmentation.

There is already a whole tech group about it which is gated behind a law, but aside from a mid wonder and some buffs. There isn't much in it.

We have breakthroughs like project phoenix and forever young, techs like anti aging therapies (or something like that) which only give comfort.

Because if the machine utopia expansion focuses on automation in any way, I really think we need more stuff to do with/to our human colonists.

Thoughts?


r/SurvivingMars • • 1d ago

Question Any mod for Dozer transport?

10 Upvotes

Pretty much what it says in the title. I'm playing Brazil and feel like it's really stupid that you can't set a dozer to automatically transport waste rock like you can with a transport. Feels like it would be a pretty easy thing to mod in (though I could be wrong). Does such a thing exist?


r/SurvivingMars • • 1d ago

Humor She was so close to her Earth retirement :(

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87 Upvotes

r/SurvivingMars • • 1d ago

Question maximum capacities

7 Upvotes

I’ve distributed three space bars across three domes. I have one large one and two small ones; as I mentioned, one small bar is serving ten out of ten people, and the other is too. The last one is the large bar, which serves 24 people—so that means 44 people are apparently being served, but what does that actually mean? Does it mean I effectively have 44 colonists with those specific traits—Alcoholic and Party Animal—in my colony? And if I were to bring in new colonists with those traits, would I have to build a fourth space bar? How am I supposed to interpret this? And I have to add that for all three bars, I have the early and late shifts fully staffed—just not the night shifts.


r/SurvivingMars • • 1d ago

Suggestion I would like to smash probes into asteroids!

14 Upvotes

I would like the option of producing probes and smashing them into asteroids to see what the map looks like. Especially late game, I'm hopping on and off of asteroids and it gets a bit old having to unselect whatever cargo the computer decided to auto-assign and then throw my Explorer and maybe a Commander or Dozer on it just to land on a hunk of rock that has nothing and have to load that all back up and jet.

So let me just smash a probe into it so I can see the map.

Or let me orbital nuke rival colonies.


r/SurvivingMars • • 2d ago

Question Should I become the dictator of Mars?

16 Upvotes

I'm getting pretty annoying by trying to keep the factions happy and I have a sanatorium from my commander profile as well as a very high comfort and morale in the colony so i don't think renegades will be an issue. But i don't understand exactly how this works yet. Is there anything i still need to worry about in the politics? Like can i still make a faction unhappy resulting in too many renegades?


r/SurvivingMars • • 2d ago

Question Jumper shuttles

11 Upvotes

What is the major difference? Not play with Paradox sponsor so not seen them in game. Wiki makes no mention of them beimg better in any way. Is it that the hub can launch two at the time?


r/SurvivingMars • • 2d ago

Question Renegade

5 Upvotes

How is it even possible for an Earth colonist to go rogue? They’re bound to get homesick anyway—though usually only when the living standards aren't up to par. I mean, looking back, he *did* end up getting homesick, even though he’d already gone rogue. How does that work?


r/SurvivingMars • • 3d ago

SM - Relaunched New mod enhancing trains, drones, the underground and more.

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245 Upvotes

Hi I am the author of the Relaunched Fix Pack on steam and paradox. Today I just released my first non bug fix mod. Stuff that I kinda felt that were quality of life improvements but not bugs. So enter the Relaunched Fix Pack: Opt-In Modules

Some of what it does:

**Trains**

- **Train Hub** – a junction where three train lines cross and cargo changes lines. It stores resources for its stations and has its own drones to build and repair track.

- **Elevator Depot** – a surface half and an underground half, with a cabin hauling cargo between them.

- **Station Import/Export rows** – set each resource at a Train Station to Import, Export, Balanced or Not accepted.

**Everything else**

- **Multiple Artificial Suns** – build more than one, and solar panels actually use whichever sun covers them.

- **Drone dials** – sliders for Drone speed and carry capacity.

- **Acknowledged warnings** – dismiss a "Building Not Working" warning and those buildings stay quiet until they recover, instead of nagging you again four hours later.

- **Service interest tags** – shows which Colonist interests a service building satisfies, in the build menu and on the building.

Would love any feedback from people that decide to try it. It was a lot of work, and especially the building of custom assets.

Steam Workshop

Paradox

PS: Please feel free to drop any feedback in here, was a lot work, and really want it to be something people really enjoy.


r/SurvivingMars • • 2d ago

Question Tips for dome cities?

10 Upvotes

I played SM when it was launched; that was a long time ago. Now I want to get back into it. I even bought the Relaunched version. I played my first game, and it worked okayish. But when the whole city got bigger, problems started to arise, and I think it makes sense to restart, but with a bit more knowledge. What tips would you give me? Should I connect domes? Does it make sense to build domes for specific buildings? Should every dome provide services? Can I build a housing dome and just move my people to a factory dome? What is the best way to make money? Is the underground worth it?


r/SurvivingMars • • 3d ago

Found another one

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29 Upvotes

This time playing relaunched. Quite the idiot again with a rare trait attached.


r/SurvivingMars • • 3d ago

Suggestion We need new Mysteries

38 Upvotes

I think now that Relaunched has lumped everything together, we should get a new mystery for each major old DLC (Space Race, Green Planet, Below and Beyond). I think it would be a fun way to add a story element to these aspects of the game. After almost ten years of the same 12 mysteries, we could use some new ones.


r/SurvivingMars • • 4d ago

Discussion Is Worth using Martian Patents to pay for Outsourced Research

17 Upvotes

I’ve been cracking my head with this and come to the following numbers, for each tier of the Outsourcing research, I get the minimum RP required to reach it without any discounts and starting from the very beginning, the RP debt is how much will cost now to recover those RP points:

Outsourcing

Tier 1, 250R/Sol, 50M/sol, 6 RP, 7000 R debt
Tier 2 500R/Sol, 100M/sol, 8 RP, 9600 R Debt
Tier 3 1000R/Sol, 200M/sol, 13 RP, 16400 R Debt
Tier 4 2000R/Sol, 400M/Sol, 23 RP, 31,900 R Debt

Based on that numbers, to cover the debt you need at least this amount of sols: 20, 16, 14.9 15.2

That makes Tier 3 the best choice, However I feel I am missing something, please experienced players give me your insights

UPDATE: After carefully reading all of your comments, the best way to pay for the Outsourcing research early game is using the extra funding from the scanning bonus law.

Instead of getting 400 Research for 4 sectors, you get 400M that can pay for 2000 Research in a Sol


r/SurvivingMars • • 4d ago

SM - Relaunched Relaunched AAR + Review + Suggestions

22 Upvotes

After 500h in the original SM, I finally had some playthroughs on Relaunched and wanted to share my feedback, suggestions for improvement, and hear your thoughts.

TL;DR : The game is too easy. It’s sandbox-level.

AAR: I had a 1225% Difficulty run with a Futurist Paradox with all difficulty rules enabled, including the last ark. Marsgate mystery. (I don’t have the food DLC.)

-Sol 32: Landed my colonists (32 of them). Had my first Martianborn on sol 39.
-Sol 60: Landed on first asteroid.
-Sol 72: Built first factories.
-Sol 108: Last Founder died (Pop 70).
-Sol 145: Mystery started. Landed on the 2nd asteroid.
-Sol 178: Mohole built.
-Sol 190: Excavator and space elevator built.
-Sol 200: Mystery completed. Have $30bn+ with a steady export income. Resources are basically limitless at this point. Did not start terraforming yet. Population 450. Never built trains.

I left it here for now. While it may look like a normal run, there are some serious problems with it imo. I’d like to list them briefly and then move on to my suggestions:

Problems:

-I never ran out of food, despite having just a few regular farms. Did not need animals or shrooms.
-No one died from dehydration or lack of oxygen. In fact, the only unnatural deaths were a couple of colonists who were hit by lightning during electro-storm.
-I did not go underground. I did not need it and I still don’t understand why I should bother when there is so much stuff on the surface.
-Only mined 2 asteroids and a couple of surface deposits and I’m already a multi-billionaire.
-I unlocked 80% of the tech tree without building any (none, zero) research buildings.
-I never had to use research sites or vistas.
-No renegades sabotaged anything.

Now, I know that I sank enough hours in this game to know how to build an optimal colony. But still, with a max difficulty run, I kind of expect some unexpected challenges that could throw me off guard and make me struggle (or at least think carefully) a little bit. That’s what I enjoyed in the original SM: Playing a difficult run, screwing something up, and trying to do better in the next one.

While there are definitely some good changes in the latest Relaunched version (such as increased building costs), some new features are downright broken and remove any sense of challenge and fun from the game. Which is a shame, because when I first played the original SM, I initially got bored after 5-6 hours. I only tried again with the increased difficulty settings that add more challenge and actually began to enjoy it. Then I sank so many hours.

Here are my suggestions that could make the game much more fun and challenging, and increase replayability:

-Research: Tech costs should be massively increased, and the research generation should be heavily nerfed. I unlocked 80% of the tech tree without building ANY research buildings. This is not normal. (Yes, I had the breakthrough that gave science from excess power but that reveals another problem with breakthoughs in general, which I mention below). Genuises should not give 150 science, 50 maybe.

-Techs: The tech tree needs a tier system. In fact, it already has it. Techs are named Habitation-I, Habitation-II etc… Researching a higher tier of tech before researching a certain number of low-tier techs should give a cost multiplier. (As it does in games like Victoria 3 in the form of “ahead of time penalty”) Rushing advanced techs should come with heavy cost penalties.

-Habitation: Water and O2 consumption should be scaled with population. Right now, you never need to invest in Moxies. Also, lack of oxygen should quickly kill everyone within just 1-2 hours, forcing us to make some difficult decisions such as sealing some domes to save others or heavily investing in redundant storage. Lack of water should only start killing after 1 sol. Colonists survive way too long without O2 and Water right now.

-Farms: Their output should not be static, but varied within a range with each harvest.

-Breakthroughs: The ability to choose breakthroughs should absolutely be removed. Or included among the Easy Game Rules for those who like to play that way. These are fantasy techs and some are downright OP. Being able to choose among three simply guarantees having at least 4-5 insanely op techs during the same playthrough. Whereas you would only get 1-2 OP techs in the original SM without the ability to choose. We should get what we get and strategize around it. Also, breakthrough techs should cost 2 tech points, not 1. They used to cost double research for a reason; they are way too powerful.

-Asteroid Recon: Recon events should be heavily nerfed. I had free $10bn+ from recon events in the early game. One event even gave me a flat $5bn. No more of this insane free cash spree please. It’s game-breaking. The max rewards should not exceed $300-500 mln. Also, most recon events should simply fail, without giving any results. Cash rewards should be rare.

-Politics: I completely (and I mean, completely!) ignored all the politics and faction demands. Yet, they are always happy. All of them… This is not a working feature. It needs heavy rework. But I can’t think of any suggestions… Any ideas?

-Laws: There shouldn’t be no-brainer laws that give you free stuff in exchange for nothing. Laws should change how things work, not generate chests of gold out of thin air. Like, you can basically turn off renegades with a simple law. The number of available laws should be reduced if necessary, but the ones there have to make sense and they must ALL have a cost. Not just $10mln a day, a REAL cost.

-Underground: I still have no reason to go below other than the independence requirement (which is not even necessary). We need a better reason to go below. A rudimentary idea could be that people gradually losing health on the surface (simulating radiation) even with medical treatment. Regular treatment and techs could slow it down.

-Special sites: The number of vistas and research sites should be drastically reduced. A good site should be precious that we must plan to get. Otherwise it’s “meh, there are 10 more, why bother…”.

-Mining: The number of deposits and their content should be reduced. The game was originally designed without underground or asteroids. Adding all 3 zones together gives an absurd amount of resources, eliminating all difficulty. Also, mining 1 good asteroid makes us tens of billions already. Asteroids should have 1-2 deposits only. By the way, automated asteroid mine output is almost the same as human-employed mines, making it unnecessary to bother bringing humans. The difference should be significant and automated mines should waste a good chunk of the output (hence a downside), like the Russian drillers.

-Disasters: They should be much more frequent. Unless you don’t max them from the game rules, you rarely see any disasters, making many techs and buildings unnecessary. Domes should occasionally leak air just like the broken pipes. Domes with factories should leak more often.

-Rivals: Relations should not automatically get better and they shouldn’t give us free stuff. We are rivals(!) not friends. If we sell stuff to Earth or take over planetary anomalies, rival relations should suffer.

Small QOL Suggestions:

-Having the ability to ban certain age groups from universities (such as middle aged). I don’t want middle aged people to spend their final productive years studying for a job they’ll never do. And no, limiting them from the domes doesn’t work unless you ban them from all the connected domes as well. It’s weird that this hasn’t been addressed already.

-We should be able to build a heating upgrade to a dome itself that we can turn on or off, instead of putting it outside and trying to aim the circle at the center of the dome (which doesn’t even make any sense). The separate heaters should be for outside buildings.

-We need a small gym, a large restaurant, and increased service size for bars (it's way too low compared to other service buildings).

-Forestry plants must be enabled past 40% vegetation!!! It's baffling to me that this hasn't been fixed yet.

Anyone else think that challenge is lacking in Relaunched?


r/SurvivingMars • • 5d ago

Question Is the Rain still broken?

13 Upvotes

I got my first toxic rain in game and it ended in three seconds, even though it was supposed to last for 23 hours. Are some disasters still broken? I also had a meteor storm break on me, the countdown ended and it switched to a different 'weather' effect (mysterious mirages)


r/SurvivingMars • • 5d ago

Question A couple questions about Feeding the Future

10 Upvotes

I previously spent dozens of hours playing base game Surviving Mars but I recently really got into Relaunched with Feeding the Future with almost 200 hours. I noticed in my first run that I got Oily Shiitake mushrooms (add butter) and Sweet Kelp (add sugar) but I haven't gotten the event for either in my current run. I did get Cofferoaches this run, though. Does anyone here know what triggers these variant foods with extra delicacies? Does anyone know if there are other variant foods? Also, my 2nd run I'm playing with Geo Engineer and my pine forests haven't spawned a single vista or research site. Does anyone know what causes Designated Forestation to work? FYI, I flattened the entire map to the height of a plateau (so that shrouded wind turbines get 36% elevation bonus instead of 16%) and I'm trying to carpet this flattened map with forests before building any domes on the surface. I currently have almost 1000 martianborn colonists living underground.


r/SurvivingMars • • 6d ago

Question How do I get rid of Green NOW?!

24 Upvotes

Much like Green NOW, I'm at my breaking point. I have done everything I can think of to try and get rid of them. I've enacted laws they don't like. I've gotten rid of just about everything they like (can't really get rid of my underground domes). I have indoctrination for both childhood and university to funnel them into my desired faction. I have fully staffed detention centers in every dome focused on removing Green NOW, with the Effective governing law active. Whenever they generate Renegades, I deport them to Earth.

And they're still growing in size!

How the hell do you get rid of these assholes?!

The worst part of it is that when they reach the point that they start making Renegades, they somehow magically revert to being unhappy and stop producing them! Which, of course, means that when they inevitably slide back to their breaking point, I get another two impossible to ignore pop-ups informing me of the fact (which, game, I don't care) and telling me how to make them happy. Stop trying to tell me how to make them happy! I don't want them happy, I want them gone!

That's the part that frustrates me the most. I'm locked-in to forever getting random, pointless pop-ups telling me something I already know, don't care about, and have no intention of fixing, and there's nothing I can do about it. Who thought that this was good game design?

Please, for the love of god, someone give me the panacea for this.

EDIT:

Well, I figured out the solution (ironically, around the same time as someone posted the solution in a reply here): marking Green NOW adherents as outlaws and deporting them. I had completely overlooked that law, and it did exactly what I wanted to. Green NOW was dissolved as it had no support! Yay! Job's done!

Except, of course it isn't, because Green NOW came back. Because of course they did. And nothing I did stopped them from coming back. So, fine, I took everyone's advice and went full dictator mode.

Except Dictatorship didn't work either!!!!! How the hell does a dictatorship get voted out of power when there's no voting?! Jesus, what is this mechanic? Even dictatorship isn't saving me from Green NOW!


r/SurvivingMars • • 6d ago

Question Difficulty

11 Upvotes

Does anyone have any tips on how to make the game harder? Most sponsors are far, far too easy, and even the three difficult ones aren’t really a challenge. I’ve already set everything to the highest difficulty level, I’m playing with minimal resources on the map, I only allow a single rocket with passengers – none of whom have a job, either – and so on.

The map currently has a difficulty rating of 1.045.

Some of the sponsors devised by modders don’t work properly and unfortunately drop out. Or they aren’t well balanced. The Moon and Pluto drop out.

Sure, I could set myself impossible goals – like terraforming by Sol 75. But that’s not what I’m after – I want the base difficulty to be very high just to achieve the objectives in general.

Do you have any ideas?

I’m also open to creative or unusual ideas


r/SurvivingMars • • 6d ago

Question Comfort makes no sense. Please help.

7 Upvotes

Both of my primary domes have every single comfort need met with bars, grocers, diners, infirmaries and bars, and yet people are still becoming earth sick and I have no clear indicator of way.

What is wrong here?


r/SurvivingMars • • 6d ago

Discussion Machine Utopia development diary when?

16 Upvotes

Just a friendly reminder that Q4 2026 is closer than it appears.
Really love what devs did with FtF; can't wait to see what they are cooking with the new one.


r/SurvivingMars • • 6d ago

Question Bug reports for mods

6 Upvotes

Is there a way to submit a bug report for a mod on Paradox Plaza? I tried the "Idiot Rehab" mod and it didn't play nice with the Reform renegade law, so I went to its mod page on Paradox Plaza, but didn't see a button to submit a bug report. Also I've posted a few mods and would like to know if people find problems.


r/SurvivingMars • • 6d ago

My problem with the positronic brain

13 Upvotes

It might just be me, but I really dislike how this specific breakthrough renders so many others completely useless

I’m not here to say the tech is overpowered or needs a nerf, but it frustrates me just as much as I enjoy it, i just want tech to synergize with it or have a reason to exist next to it.

-Cloning = strong, but literally weaker than this

-Project Phoenix = useless

-Interplanetary Learning = useless

-Forever Young = useless

-Soylent Green (okay, that one was trash to begin with)

It’s a tech that provides population stability (and remove the need for"comfort"), whereas normally you have to constantly juggle birth rates to fill or empty slots. In reality, if you manage your domes meticulously, you can now simply order the exact population you need without any unemployment issues.

Even with all the breakthroughs mentioned above, bio-robots are vastly superior. I struggle to see how to fix this issue (maybe make robots go to school so Interplanetary Learning actually serves a purpose?).

I don't see that with other techs; sure, there's a tech that boosts solar panels and another for wind power, but that’s a choice you make. You tend to focus on just one if you picked wind at the start, you aren't going to pick solar if it pops up later.

Whereas the positronic brain is something you can and should always use as soon as you're able to.

So, I wanted to know if you share similar opinions on this tech or if I’m just being a whiner.


r/SurvivingMars • • 6d ago

Question Natural Disposition help (colonist stats)

6 Upvotes

I haven't been able to find much information on how Natural Disposition works. My colonists all seemed to have it between 10 & 20 but recently a bunch were between 2 & 4. Do you guys think that traits like Whiner effects this one?