

Colonists can be handpicked, based on a couple of traits, and it’s best to do so, especially with the first batch.

But it’s not just funding that needs to be taken into account, as rockets will take time to travel between the two planets. Balancing the available funding can prove important in keeping things afloat, since it provides emergency access to resources, should you need them. Rockets can be sent back and forth between Earth and Mars to export Rare Metals in exchange for funding, or to bring needed resources or colonists to the colony. Planning needs to go into production structures, alongside cables and pipes which give access to power and water/oxygen, as well as which sectors of the map to scan first, in hopes of revealing further resources. The first few steps usually involve extracting resources next to the rocket’s landing spot, in order to prepare for the upcoming dome that will house the first people on Mars. There’s a choice of leader which adds another layer of bonuses, such as making certain buildings not require power and maintenance, a logo and Mysteries, which are late-game events inspired by various sci-fi works. India, for example, allows building Medium Domes without researching them, while Europe gives extra funding for every researched technology. Sponsors also have different bonuses attached to them.

Prior to setting off, you pick a Sponsor which determines the default amount of science you receive per Sol (that’s a Martian day), as well as the number of available rockets and initial funding. Planning and preparation are key in maintaining a colony in Surviving Mars and, although it does stumble at times, Haemimont Games’ latest effort does a pretty good job of making one’s time on the Red Planet interesting.
