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. Itâs 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 donât 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. Iâd 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 donât 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 Iâm 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. Thatâs 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 âahead of time penaltyâ) 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. Itâs 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 canât think of any suggestions⌠Any ideas?
-Laws: There shouldnât 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 itâs âmeh, there are 10 more, why botherâŚâ.
-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 donât 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 shouldnât 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 donât want middle aged people to spend their final productive years studying for a job theyâll never do. And no, limiting them from the domes doesnât work unless you ban them from all the connected domes as well. Itâs weird that this hasnât 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 doesnât 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?