nice play trough, but some things i found myself when playing on normal and hard difficulty; 1. Even tho you connect your storage via a dome to the production, your storage will be effected by the leaks that can happen. so having a pipe leak somewhere will also draw of oxygen and water from the storage. 2. If you power line breaks(leaks) your dome will not lose power unless your consumption is higher then your production and your batteries are empty(or non-excising) 3. The longer your power lines and pipelines are the higher the metal maintenance on them which can ramp up really quickly. 4. Having longer power lines and pipelines increase the chance of faulting happening in them. 5. When sending your first rocket, its a good idea to use the "Review" option of the rocket, where you manually select your first 12 founders. 6. using hydroponics(or farm) at the start, and sending 3 to 6(for 1 farm) botanist. prevents you from buying food, and still leaves room for 6 science people and 3 non spec(or 2 medics and 1 non spec). so you can have medical and grocer(for food selling to your people). giving you a very solid start without need for buying stuff. 7. using Night shift can cause problems for your colonists in early stage as you have low morale. due to a low amount of buildings you can supply to combat the sanity loss due to the limit of 12 founders. 8. overlapping dome areas can wreak havoc under the available jobs in both domes. spreading them out a little makes it easier to prevent stupid behavior from the AI forcing you to micro manage the individual colonists of each dome. (the latest update does fix this a little bit with smarter AI job management as well for housing, but can still make a 100% working dome fall in to disarray, especially if the other dome has more housing/jobs, or jobs tailored to the specialists who are taking the "wrong" job, because their job type is not available) 9. This kinda ties into point 5; If you select the preference for your new applicants, that does not mean that those people will go to the planet on the rocket you are preparing to send, this filter is more for what type of applicants are more likely to appear, with the once you thumb up being "slightly" more likely to appear on the rocket you are sending. To have 100% control over which specialist goes down and when, the Review option of the rocket is needed(you need to thumb up every person that goes down, people not selected will not go down) 10. Point 5 and 9 can greatly help you getting rid of that founder stage. when ever possible i like to; Send down 6 botanist, 4medics, 2non spec. (Farm, Medical station, Grocer 1x3 tile garden, 2x 1tile garden) all running the normal shifts provided by the game. This will easily put their "comfort/morale" up to the needed level to make babies. By trying to get to as close as i can get in 50/50 rating(man and woman) and taking as many colonists who have the "sexy" trait. you can break the evaluation period to send in more(quickest i have managed was 1 sol and 12hours). allowing me to fly in 6 scientist and 6geologists(rare or metal farming for the dome). and from their its pretty easy sailing. just need to keep an eye on those kids, as they are taking up home slots(unless you have a nursery). and when the kids grow up by default they wont have any spec. so getting a university up and running will then basically become your next prio(in a new dome). So you can stop flying in people, and have sturdier colonists via the research of the "Martian born" trait. Again, nice vid. but felt the mentioned points where kinda missed/overlooked or even just unknown when you made this. Keep it it up tho!
turn your water off during dust storms and rely on your water tower pipe leaks only occur if you are making water it's the same for power rely on batteries dust storms last only 2 sol
Hence i`m eating "Surviving Mars" u-tube videos for hours now, i have to say this video shows one of the most structured and well thought-out game start i have seen so far. Focussing on science seems to be crucial and a good decision.... as long as you dont neglect building upp a well educated marsian population to avoid getting hit by "death waves" of over-aging.
Instead of running 'loops' which just mean more cabling to go wrong and to maintain, hang a battery, water and oxy tank directly onto the dome. They will supply your dome in the short time it takes drones to repairs the connections
Why does no one ever talk about being able to hand pick exactly which colonists come on the transports instead of just setting basic guidelines and letting RNG handle the rest?
It does make a huge difference on the first passenger rocket. You can make sure you have exactly the specialists you need to give your colony the best chance for success. You leave it random and you're likely to end up with too many botanists, for example, and the extra botanists end up filling science or medical or whatever jobs and being inefficient at them. Or you can hand pick your first batch and get exactly 3 botanists, 3 scientists, 2 medics, and 4 geologists to run the grocer and bar and later, once you have a few kids and they can take over running the basic services, you'll already have geologists you need to run a rare metals extractor.
another tip, if you have a valley in your map, get a tunnel down there with a drone bay and some cargo space(universal), because when esocorp attack you, some of their second wave will hide in the valley and lob missile at you, while you won't be able to hit them with yours.... if they attack and you have'nt built the tunnel, you will lose...
There is two items I have to disagree with here. 1: all these extra bit of wires and pipes actually increases the likely hood of faulty pipes and wire which increases water/power lost. In places with low meteor regions you don't have worry much. It's only until meteor swarm you should start building redundant wires and pipes. Thankfully you'll get plenty of warning of over 2 sols (closer to 3). So I say hold off until than. Yes you can build valve/switches but that increases micro and you have to remember where they're at. Second you also have to remember turn them back on again. I rather have my attention elsewhere. Ironically more pipes and wires also increases chance of random asteroid from striking you. 2. You as soon as you're water and oxygen you should get the storage tanks for both right away to build up the storage. Their maintenance is just metal and gives you far more breathing room in case of unlucky asteroid, power outage somewhere etc. Or heck you if your water extractor runs out of water ore you can take your time building up a new one or fly in a moisture evaporators.
this is where inventor perk comes in handy..... it means you can have loads of drone hubs to help with maintenance... just remember to put depots next to drone hubs, so drones are in easy reach of maintenance materials
When pipe is damaged or cable is broken, they don't stop working-they leak. So they are unwanted consumer. If you build redundant cables/pipes, you can put in switches and valves, so you can shut of damaged area, so it won't leak.
@Alexander Petrovic yes it does increase power/water demand and in harder difficulties you're already trying to stretch your budget thin because the lack of resources. This is doubly true with cold waves where you're already have an extra power demand and likely at a power lost already; in fact it could push a strained network to shutdown power to facilities due to lack of power.
Thanks. I'm aware that it's edited, and lightly so, but I wanted to get something out in a more timely fashion than a full video would require. Also, with the game so fresh, a lot of the really good strategies are still unknown. Appreciate your visit tho!
"I kind of Hate the Universal Storage," from the get go You have valuable information. If the Paradox people Hate Universal Storage, then that is a good reason not to waste time on them. I didn't like this video at first, because I wanted a list, but it is way better than quill18's. This really is a How Best To Play Surviving Mars video.
The tip about getting storages right next next to the domes is great! A cable/pipe fault is most likely to appear elsewhere that just at the junction between the storage and the dome exit points :) ))))))). I also didn't knew about that changing the priority of buildings requiring martians actually puts more peopel to work in them!
If I can see tech unlock or breakthrough anomalies as well as research points I'll always go for the breakthrough or unlock before research points. Because that way if I unlock something and think "Oh, I need that!" I can control click it to the top of the queue then dump the research point anomaly into it! :D
This helps me, I barely succeeded in the Mars Initiative (very easy difficulty) and doing blue sun corporation, I bring the device wave of pioneers in my the time the colony had crashed. This does give me better pointers for how to be more effective in game.
if you have a dome dedicated to crops, but you find your colonist starving... it means you don't have enough drones(and adjacent food storage) to remove food from harvested crops...
Metal and rare metal deposits damn near next to eachother and able to fit both in one drone range? My goodness. Lucky is an understatement. Awesome game play. Gg
Thanks for the tips and tricks, really looking forward to playing this one and these should help. Hoping to see you doing more of Surviving Mars, really enjoyed your Plantebase series.
Great vid Tiny, I am looking forward to playing on the 15th. I like this as it is pretty common sense as you have played and really thought through your processes. It also shows you have to have a plan going in and “winging it” is not really an option. Love the loop on power and really love the water and air storage on the domes.
Thanks. I am not sure how useful players will find this as Quil18’s tutorial is pretty complete - but I found the leap from East to Normal difficulty a real challenge. It’s super easy to run out of cash and then die to maintenance costs. I hope this rough set of tips and ideas can help otherwise stuck people!
Nice Tips! That will help to grow up. But usually you don´t have this luck with the starting place... like your Dome can work at two materials which is not really often. Anyways, good vid to learn the game!
Really great guide mate !! But if I may suggest... please explain a bit more in details .. like the deposits as example .. you’ve edited the video in a way where it skips the deposits placement information! And research also I would’ve like a bit more detailed info in which specialities to research first and why !! Thanks for your time tho .. still very useful !!
Hi. Just stated playing this 2 days ago. Tutorial was fine but the actual normal play was confusing. Your tutorial is great. Not only you gave insite on what priorities you need but also a way to tidy up your pipes and wires in which I'm very bad at lol. I also didn't know that you can use a single pipe line for all resources. I have been adding pipes for every single resource which looks very bad.
Once you have played a starting area you can always look at an old save to see where resources and anomolies are located at since the map is the same every playthrough .. which in my opinion sucks i wish it was random gen
Very good starting tipps for non easy starts. The only thing I would rethink is the Pipe and Power Cable Network. As far as I know those suffer leaks more often when the grid increases in size. I experimented with tiny networks and basically added solar panels in the direct surrounding of the production buildings and basically have almost no power cables running around at all. Did you try something like that?
I figured this out after my first colony failed because I just could not keep up with maintenance. You already mention lots of tipps to prevent more maintenance then needed and I gues less pipe and cable faults goes in the same direction. Can't wait to test all your tipps in a future playthrough
What I like to know is how do I get more specialist graduates from my universities? I do occasionally set mine to train colonists to be specific roles, but it doesn't feel like they're graduating quick enough.
Not so much about useful hard mode tips, I'd say... Just from whatching some "letsplays" (game was not released yet) I can figure out that: 1) Solar panels are truly cheap in maintenance, BUT when long dust storms strike - without wind turbines you are screwed. 2) For first manned launch colonists MUST be picked manually - to lack any flaws and closely fit all working roles in carefully calculated pre-built dome. Prefer educated youngsters to postpone aging problems. 3) Food is crucial. Especially in hard mode (Russia). If you forget or mismanage at some point... supply ship will come too late. 4) Every colonist type has specific needs. Relying on Grocery+Diner to comfort everyone is... ill-concidered. 5) In hard mode funding (exporting rare metals) is more crucial than fast research. Unless you got lucky and got Martian Copyrights early (repeatable 2 bln funds for about 7k research points).
I am on my 5 or 6th start and never had water, rare and concret in same sector. Its so spreed out i have run pipes all over and have way to many drone hubs to get anywhere .
Yep, I see its a crapshoot, very frustrating when the game was new (yes a few tries and i figured this out) but bad design IMHO. I can see making it difficult, but restart spam (or save spam as some old RPGS used) is just poor design. They Are Billions has the same problem, map layout means so much for average players. I do like the game, maybe a tad slow in the early stages but still very good. thanks for replies.
yah, you don't have to land colonists for a good long time........ so build tunnels, if you take inventor perk at the beginning, your drone hubs require no power or maintenance either... also, when a colony exhausts its deposits, you can use the work force to man the drone factory... just remember to put a metal depot next to the drone factory....
6:32 i can already hear you didn't play to much... when there is a fault on one of your power cables, it does not mean that what ever is behind that fault wont get power(or water/Air in case of pipes), it only means that you are loosing quite a bit of power to that spot until its fixed.
was looking for tips on hard... because the first game i played was as Europe and it was an easy win, then i tried the Ark and Russia, through those i figured out that you want a starting location with Concrete - Water - Metal, if you don't get that, you might as well start over. (unless your on a map with nearly no disasters.)
As I said at the start of the video I made the vid well before the game was released and a lot of stuff wasn't obvious. Just aiming to provide a little help to those who found the game beyond quick start hard. Relax.
@TinyPirate oh im am relaxed... just informing you that these tips wont work well on hard, they could infact be detrimental on hard, just try playing the ark following these tips, might be over before you know it.
Some flaws are much worse than others. Especially if you have few applicants it's okay to take certain ones. But have an empty seat before you take an idiot.
jigorkij : I agree since this video serves beginners mostly.. and most fresh starters will have a easier time establishing under a researched grid to begin with! But still I get his point .. probes cost sh1t tons of $ if on a budget
I allways seem to fall short on the -how many people you have -department So i make allot of jobs available but they are empty because of how many people i have or they are just being plain stupid and wont get jobs
Easy start? I started with a new game at 200% difficulty and accidentally the hard mystery callled the last war, I lost about 200 colonists because they got earth sick but I survived
I'm like.. seriously becoming too good at this game.. the secret?... rare metals... seriously just land next to them and build all your early infrastructure around exporting them.. it's literally that simple
As I said at the start - the video was made before the game was even out when much is still unknown and unbalanced. As such a comprehensive tips video isn’t really going to be worth it.
I found this video extremely helpful. It's by far the least click bait, least self promoting, least garbage video . There are so many things that i learned the hard way because other guide videos show nothing... Like for example "Slim Gaming" ua-cam.com/video/ISfYVzFn1N0/v-deo.html is the top search for "surviving mars shuttle hub". In the video you will be asleep before you get to anything close to being about a shuttle hub. And if you wait and do see it, well you will be mad you stayed awake cause you have not found a video anywhere close to teaching about what shuttle hubs do despite the clarity of your ambitions But I will give it to you UA-cam, your content teaches us a valuable lesson; that it is better to learn on your own than try to find good youtube. Every video is this, play brief image alluding to interest then fade into a 15 minute "HI GUYS IT"S [insert name] HERE WITH ANOTHER GENERIC VIDEO, LET'S GET SIDETRACKED, C'MON"" FACECAM. FACECAM BRUH
nice play trough, but some things i found myself when playing on normal and hard difficulty;
1. Even tho you connect your storage via a dome to the production, your storage will be effected by the leaks that can happen. so having a pipe leak somewhere will also draw of oxygen and water from the storage.
2. If you power line breaks(leaks) your dome will not lose power unless your consumption is higher then your production and your batteries are empty(or non-excising)
3. The longer your power lines and pipelines are the higher the metal maintenance on them which can ramp up really quickly.
4. Having longer power lines and pipelines increase the chance of faulting happening in them.
5. When sending your first rocket, its a good idea to use the "Review" option of the rocket, where you manually select your first 12 founders.
6. using hydroponics(or farm) at the start, and sending 3 to 6(for 1 farm) botanist. prevents you from buying food, and still leaves room for 6 science people and 3 non spec(or 2 medics and 1 non spec). so you can have medical and grocer(for food selling to your people).
giving you a very solid start without need for buying stuff.
7. using Night shift can cause problems for your colonists in early stage as you have low morale. due to a low amount of buildings you can supply to combat the sanity loss due to the limit of 12 founders.
8. overlapping dome areas can wreak havoc under the available jobs in both domes. spreading them out a little makes it easier to prevent stupid behavior from the AI forcing you to micro manage the individual colonists of each dome.
(the latest update does fix this a little bit with smarter AI job management as well for housing, but can still make a 100% working dome fall in to disarray, especially if the other dome has more housing/jobs, or jobs tailored to the specialists who are taking the "wrong" job, because their job type is not available)
9. This kinda ties into point 5; If you select the preference for your new applicants, that does not mean that those people will go to the planet on the rocket you are preparing to send, this filter is more for what type of applicants are more likely to appear, with the once you thumb up being "slightly" more likely to appear on the rocket you are sending. To have 100% control over which specialist goes down and when, the Review option of the rocket is needed(you need to thumb up every person that goes down, people not selected will not go down)
10. Point 5 and 9 can greatly help you getting rid of that founder stage. when ever possible i like to;
Send down 6 botanist, 4medics, 2non spec. (Farm, Medical station, Grocer 1x3 tile garden, 2x 1tile garden) all running the normal shifts provided by the game.
This will easily put their "comfort/morale" up to the needed level to make babies.
By trying to get to as close as i can get in 50/50 rating(man and woman) and taking as many colonists who have the "sexy" trait. you can break the evaluation period to send in more(quickest i have managed was 1 sol and 12hours). allowing me to fly in 6 scientist and 6geologists(rare or metal farming for the dome).
and from their its pretty easy sailing.
just need to keep an eye on those kids, as they are taking up home slots(unless you have a nursery). and when the kids grow up by default they wont have any spec. so getting a university up and running will then basically become your next prio(in a new dome).
So you can stop flying in people, and have sturdier colonists via the research of the "Martian born" trait.
Again, nice vid. but felt the mentioned points where kinda missed/overlooked or even just unknown when you made this.
Keep it it up tho!
turn your water off during dust storms and rely on your water tower
pipe leaks only occur if you are making water
it's the same for power rely on batteries
dust storms last only 2 sol
I would like to see the Martian version of surviving earth. They land here and colonize earth.
See Destroy All Humans
Lol... kept wondering what a starting tick was.. realized at 4:25 finally that you were saying TECH. Just made me laugh at myself.
Hence i`m eating "Surviving Mars" u-tube videos for hours now, i have to say this video shows one of the most structured and well thought-out game start i have seen so far. Focussing on science seems to be crucial and a good decision.... as long as you dont neglect building upp a well educated marsian population to avoid getting hit by "death waves" of over-aging.
Oh, good point on the Death Waves!
Instead of running 'loops' which just mean more cabling to go wrong and to maintain, hang a battery, water and oxy tank directly onto the dome. They will supply your dome in the short time it takes drones to repairs the connections
I've been doing that too. But solid point.
Why does no one ever talk about being able to hand pick exactly which colonists come on the transports instead of just setting basic guidelines and letting RNG handle the rest?
Probably because it doesn’t make a huge difference - beyond picking careers and not-terrible traits
It does make a huge difference on the first passenger rocket. You can make sure you have exactly the specialists you need to give your colony the best chance for success. You leave it random and you're likely to end up with too many botanists, for example, and the extra botanists end up filling science or medical or whatever jobs and being inefficient at them. Or you can hand pick your first batch and get exactly 3 botanists, 3 scientists, 2 medics, and 4 geologists to run the grocer and bar and later, once you have a few kids and they can take over running the basic services, you'll already have geologists you need to run a rare metals extractor.
another tip, if you have a valley in your map, get a tunnel down there with a drone bay and some cargo space(universal), because when esocorp attack you, some of their second wave will hide in the valley and lob missile at you, while you won't be able to hit them with yours.... if they attack and you have'nt built the tunnel, you will lose...
basically start of the game focus on improving your research, and don't over build, try to keep maintenance cost down.
There is two items I have to disagree with here.
1: all these extra bit of wires and pipes actually increases the likely hood of faulty pipes and wire which increases water/power lost. In places with low meteor regions you don't have worry much.
It's only until meteor swarm you should start building redundant wires and pipes. Thankfully you'll get plenty of warning of over 2 sols (closer to 3). So I say hold off until than.
Yes you can build valve/switches but that increases micro and you have to remember where they're at. Second you also have to remember turn them back on again. I rather have my attention elsewhere.
Ironically more pipes and wires also increases chance of random asteroid from striking you.
2. You as soon as you're water and oxygen you should get the storage tanks for both right away to build up the storage. Their maintenance is just metal and gives you far more breathing room in case of unlucky asteroid, power outage somewhere etc. Or heck you if your water extractor runs out of water ore you can take your time building up a new one or fly in a moisture evaporators.
Those are good points :)
this is where inventor perk comes in handy..... it means you can have loads of drone hubs to help with maintenance... just remember to put depots next to drone hubs, so drones are in easy reach of maintenance materials
When pipe is damaged or cable is broken, they don't stop working-they leak. So they are unwanted consumer. If you build redundant cables/pipes, you can put in switches and valves, so you can shut of damaged area, so it won't leak.
@Alexander Petrovic yes it does increase power/water demand and in harder difficulties you're already trying to stretch your budget thin because the lack of resources. This is doubly true with cold waves where you're already have an extra power demand and likely at a power lost already; in fact it could push a strained network to shutdown power to facilities due to lack of power.
Suzaku455 until *then*
I liked the video but.... this is definitely not tips and tricks.. it is a play through with your thoughts while playing.. which is fine. And helpful.
Thanks. I'm aware that it's edited, and lightly so, but I wanted to get something out in a more timely fashion than a full video would require. Also, with the game so fresh, a lot of the really good strategies are still unknown. Appreciate your visit tho!
"I kind of Hate the Universal Storage," from the get go You have valuable information. If the Paradox people Hate Universal Storage, then that is a good reason not to waste time on them. I didn't like this video at first, because I wanted a list, but it is way better than quill18's. This really is a How Best To Play Surviving Mars video.
Too kind.
The tip about getting storages right next next to the domes is great! A cable/pipe fault is most likely to appear elsewhere that just at the junction between the storage and the dome exit points :) ))))))). I also didn't knew about that changing the priority of buildings requiring martians actually puts more peopel to work in them!
If I can see tech unlock or breakthrough anomalies as well as research points I'll always go for the breakthrough or unlock before research points. Because that way if I unlock something and think "Oh, I need that!" I can control click it to the top of the queue then dump the research point anomaly into it! :D
Oh that's a good tip!
This helps me, I barely succeeded in the Mars Initiative (very easy difficulty) and doing blue sun corporation, I bring the device wave of pioneers in my the time the colony had crashed. This does give me better pointers for how to be more effective in game.
Ohhh! He’s saying “tech”! That makes more sense than what I thought I heard.
if you have a dome dedicated to crops, but you find your colonist starving... it means you don't have enough drones(and adjacent food storage) to remove food from harvested crops...
Thanks for the guidance, I learned a lot. Took me three tries and three failures and then it started to click. THANKS AGAIN.
Do another one bro. Was just getting into that. Love your ocd style. Love it.
Great straight-forward explanation of how to start and why, much easier to understand than most of the tutorials I've found, thanks!
So happy you don't have to recharge rovers now
Metal and rare metal deposits damn near next to eachother and able to fit both in one drone range? My goodness. Lucky is an understatement. Awesome game play. Gg
My compliments. Excellent advice and a lot of it. Well done.
Holy crap! here I am with leaks and domes failing left and right, people dropping dead and other going insane. This really helped
i had no idea you can rotate placements.... this is a game changer for me
Great Video! Helped me out a lot as a beginner in this lovely game
Thanks for the tips and tricks, really looking forward to playing this one and these should help. Hoping to see you doing more of Surviving Mars, really enjoyed your Plantebase series.
Thanks! Will be live streaming this one - hope you can catch it, or the recording :)
Great vid Tiny, I am looking forward to playing on the 15th. I like this as it is pretty common sense as you have played and really thought through your processes. It also shows you have to have a plan going in and “winging it” is not really an option. Love the loop on power and really love the water and air storage on the domes.
Thanks. I am not sure how useful players will find this as Quil18’s tutorial is pretty complete - but I found the leap from East to Normal difficulty a real challenge. It’s super easy to run out of cash and then die to maintenance costs. I hope this rough set of tips and ideas can help otherwise stuck people!
TinyPirate I can see that being an issue and I can see how maint costs could spiral if your not careful. Well done.
Dude... so awesome tactics and helps. Thanks alot! Keep going it!
Help me a lot, my game is a mess and now i know where i get my start! Thanks man =] Nice video too!
No problem!
Nice Tips! That will help to grow up. But usually you don´t have this luck with the starting place... like your Dome can work at two materials which is not really often. Anyways, good vid to learn the game!
Really great guide mate !! But if I may suggest... please explain a bit more in details .. like the deposits as example .. you’ve edited the video in a way where it skips the deposits placement information! And research also I would’ve like a bit more detailed info in which specialities to research first and why !! Thanks for your time tho .. still very useful !!
Good points - ta.
Hi. Just stated playing this 2 days ago. Tutorial was fine but the actual normal play was confusing. Your tutorial is great. Not only you gave insite on what priorities you need but also a way to tidy up your pipes and wires in which I'm very bad at lol.
I also didn't know that you can use a single pipe line for all resources. I have been adding pipes for every single resource which looks very bad.
Glad it helped!
Once you have played a starting area you can always look at an old save to see where resources and anomolies are located at since the map is the same every playthrough .. which in my opinion sucks i wish it was random gen
Did they change this map, because every time I load into the exact same sight the map looks completely different
Very good starting tipps for non easy starts. The only thing I would rethink is the Pipe and Power Cable Network. As far as I know those suffer leaks more often when the grid increases in size. I experimented with tiny networks and basically added solar panels in the direct surrounding of the production buildings and basically have almost no power cables running around at all. Did you try something like that?
That's a great idea and sound tip!
I figured this out after my first colony failed because I just could not keep up with maintenance. You already mention lots of tipps to prevent more maintenance then needed and I gues less pipe and cable faults goes in the same direction. Can't wait to test all your tipps in a future playthrough
What I like to know is how do I get more specialist graduates from my universities? I do occasionally set mine to train colonists to be specific roles, but it doesn't feel like they're graduating quick enough.
Not so much about useful hard mode tips, I'd say... Just from whatching some "letsplays" (game was not released yet) I can figure out that:
1) Solar panels are truly cheap in maintenance, BUT when long dust storms strike - without wind turbines you are screwed.
2) For first manned launch colonists MUST be picked manually - to lack any flaws and closely fit all working roles in carefully calculated pre-built dome. Prefer educated youngsters to postpone aging problems.
3) Food is crucial. Especially in hard mode (Russia). If you forget or mismanage at some point... supply ship will come too late.
4) Every colonist type has specific needs. Relying on Grocery+Diner to comfort everyone is... ill-concidered.
5) In hard mode funding (exporting rare metals) is more crucial than fast research. Unless you got lucky and got Martian Copyrights early (repeatable 2 bln funds for about 7k research points).
Also once you research scrubbers you can have a field of poly-bladed large wind turbines producing power 24/7 with no maintenance.
I am on my 5 or 6th start and never had water, rare and concret in same sector. Its so spreed out i have run pipes all over and have way to many drone hubs to get anywhere .
Sounds like a lot of work!
Just restart map a couple of times until you get a good starting square.
Yep, I see its a crapshoot, very frustrating when the game was new (yes a few tries and i figured this out) but bad design IMHO. I can see making it difficult, but restart spam (or save spam as some old RPGS used) is just poor design. They Are Billions has the same problem, map layout means so much for average players. I do like the game, maybe a tad slow in the early stages but still very good. thanks for replies.
Just use tunnels tho, before you get people there you have almost all the time in the world to scan and explore
yah, you don't have to land colonists for a good long time........ so build tunnels, if you take inventor perk at the beginning, your drone hubs require no power or maintenance either... also, when a colony exhausts its deposits, you can use the work force to man the drone factory... just remember to put a metal depot next to the drone factory....
Best tutorial, thanks
6:32 i can already hear you didn't play to much... when there is a fault on one of your power cables, it does not mean that what ever is behind that fault wont get power(or water/Air in case of pipes), it only means that you are loosing quite a bit of power to that spot until its fixed.
was looking for tips on hard... because the first game i played was as Europe and it was an easy win, then i tried the Ark and Russia, through those i figured out that you want a starting location with Concrete - Water - Metal, if you don't get that, you might as well start over. (unless your on a map with nearly no disasters.)
As I said at the start of the video I made the vid well before the game was released and a lot of stuff wasn't obvious. Just aiming to provide a little help to those who found the game beyond quick start hard. Relax.
@TinyPirate oh im am relaxed... just informing you that these tips wont work well on hard, they could infact be detrimental on hard, just try playing the ark following these tips, might be over before you know it.
Ok no problem :)
Very helpful! Thank you!!!
is there a reason you didn't thumbs down all flaws? or did you simply not do it for the sake saving time for the vid?
Eh. Sometimes if you have a small pool of candidates you get NO candidates if you do that, so you have to let some in :D
Some flaws are much worse than others. Especially if you have few applicants it's okay to take certain ones. But have an empty seat before you take an idiot.
He's said "tic" about 20 times before I realized he's trying to pronounce the word "tech"
Personally I think overlooking Deep Scanning Probes is bad thing... They are cheap and they make your life easier.
They're still 100m a pop on low income. And when does the deep mining tech open up? Not for a while so far.
TinyPirate It depends on random gen. You had them available early and tech reduce cost to 50m
jigorkij : I agree since this video serves beginners mostly.. and most fresh starters will have a easier time establishing under a researched grid to begin with! But still I get his point .. probes cost sh1t tons of $ if on a budget
but you were brazil so Rare Metals class building to squeeze out of that waste rock... :(
I allways seem to fall short on the
-how many people you have -department
So i make allot of jobs available but they are empty because of how many people i have or they are just being plain stupid and wont get jobs
So why did you bring the five metal
Can't you get a drone to do it instead and use the 5 for tools or something
What is tick?
Never mind, I used subtitles to tell me you're saying "tech."
Playing this recently and it's enjoyable but quite obnoxious at the time.
Where’s the fish n chips bro
Pourquoi le titre est traduit en français?
I tried Russia as my first choice, oops.
Excellent!
Do you work for Nasa? This is so informative and organized. Amazing work!
Aww too kind. And only in my dreams!
Everyone died in my city because of sanity o.O
Appropriate.
Easy start? I started with a new game at 200% difficulty and accidentally the hard mystery callled the last war, I lost about 200 colonists because they got earth sick but I survived
Here’s a medal []==>O
Just found this channel and I have to say...
I FREAKING LOVE IT +1 subscribe and +1 notification Bell and +1 like LYSM😂❤️
Hello
I'm like.. seriously becoming too good at this game.. the secret?... rare metals... seriously just land next to them and build all your early infrastructure around exporting them.. it's literally that simple
There is no such thing as a HARD difficulty setting when you use mods; Mods make everything Preschool easy.
Entirely depends on what mods you choose to use. There are even several mods that increase the difficulty level.
This is not tips and tricks . Much like a gameplay.
As I said at the start - the video was made before the game was even out when much is still unknown and unbalanced. As such a comprehensive tips video isn’t really going to be worth it.
I found this video extremely helpful. It's by far the least click bait, least self promoting, least garbage video . There are so many things that i learned the hard way because other guide videos show nothing... Like for example
"Slim Gaming" ua-cam.com/video/ISfYVzFn1N0/v-deo.html is the top search for "surviving mars shuttle hub". In the video you will be asleep before you get to anything close to being about a shuttle hub. And if you wait and do see it, well you will be mad you stayed awake cause you have not found a video anywhere close to teaching about what shuttle hubs do despite the clarity of your ambitions
But I will give it to you UA-cam, your content teaches us a valuable lesson; that it is better to learn on your own than try to find good youtube. Every video is this, play brief image alluding to interest then fade into a 15 minute "HI GUYS IT"S [insert name] HERE WITH ANOTHER GENERIC VIDEO, LET'S GET SIDETRACKED, C'MON"" FACECAM. FACECAM BRUH
Tudo torto, meu deus. Que agonia.
what are you doing?
it's like you are new to the game and giving bad advise.
Note the release date of the video. Note the release date of the game. Figure it out :)