![]() ![]() The brilliance of Surviving Mars, then, is in forcing you to think systemically. The extractor's cousin, the vaporator, is a more environmentally friendly option.but at the cost of comparably low output, and requiring broad spacing between structures to be effective. Whether it's by extracting from rock, or sucking what little can be from the scant Martian atmosphere, even something as basic as how you obtain water influences countless other decisions down the line.Ĭhoose the extractor, and then you need to design your outpost around the fact that it'll kick up far more corrosive dust into the air (among a half-dozen other considerations). Ground down by the perpetual dust storms, punishing cold, and meteor strikes, nothing lasts and everything comes with a cost. You have a bevy of options for obtaining vital resources-with each creating a slightly different relationship between your settlement and the planet. They help you probe the surface of Mars and get your basics going. Your first forays on the planet are drone-based RC rovers and semi-autonomous bots are your essential tools. But your progress is constantly evaluated by your sponsor country or organization, offering some very loose targets like "get colonists" and "keep them alive for a while." Beyond that, the direction is yours. Insofar as many simulators allow a degree of role-playing, your time on Mars is yours to do with how you will. From there, you choose how to guide your Martian colony. You can take the reigns of an international consortium, a major private enterprise, or any number of real-world space-capable nations here on Earth. Space is hard, and Mars isn't any more forgiving your goal is to command a mission that can endure the punishing conditions of the Red Planet. If that is the measure by which we are to judge city simulators, nowhere is that more beautifully or essentially or thematically distilled than in Surviving Mars. ![]() Your success, then, depends on how artfully and effectively you've crafted your settlement. You have essential buildings that supply resources, which are then distributed in a grand pattern etched by your design. It's been said that city simulators are best thought of as a series of stocks and flows.
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