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There will be challenges to overcome. Execute your strategy and improve your colony’s chances of survival while unlocking the mysteries of this alien world. Are you ready? Mars is waiting for you.
Other Surviving Mars Guides:
- Surviving Mars: A Guide to Your First Domes
- Surviving Mars: Tips and Tricks for Beginners
- Surviving Mars: Guide to Health and Morale
- Surviving Mars: Guide to Comfort
- Surviving Mars: Guide to Sanity
- Surviving Mars: Lowest-Threat Colony Sites
- Surviving Mars: How to Manage Drones the Easy Way!
All About Colonists
Colonists are brave souls who decide to settle Mars and risk death and injury with no possibility of rescue.
Colonists
Colonists begin arriving once you create a colony with domes that can sustain human life and require care and attention. Notably, each colonist has their own personality and distinct set of likes and dislikes, which can evolve over time. Colonists require Oxygen, Water and Food to survive.
Applicants are potential colonists and may be chosen based upon the traits and specializations listed below. The Sponsor determines the number of initial applicants available and various technologies and sponsor traits may also influence the number of applicants available. Non-age related colonist deaths reduce the pool of available applicants.
Colonist Behavior
Each colonist prefers to work in a building that matches their specialization (below). If no such job is available, then they will fill spaces depending upon the priorities that you have set. They also have characteristics such as comfort and sanity that must be managed lest the colonist become Earthsick and demand to leave on the next shuttle home.
Colonists will only work within the dome that they live in, but they can walk from dome-to-dome or take a shuttle (provided via the Shuttle Hub) to transfer from one dome to another should you choose to manually set their new home or new work in a different dome.
Colonist work assignments follow these rules, in order:
- The player can manually assign individual workers, ignoring all rules below. Ideally we hope that there will be no reason to do so, unless the player particularly likes to micromanage. Clarification: Manual assignment is not permanent, so after a long period the colonist may decide to switch jobs.
- Buildings with the highest priority are fully staffed if possible
- If there is not enough workforce higher priority buildings will be fully staffed while lower priority buildings will be partially staffed, but the game will try to keep them operational if possible (e.g. all buildings at high priority staffed at 100%, all buildings at the medium priority staffed at roughly 50%, all buildings at low priority staffed at 0%)
- Specialists prefer to work according to their specialization, as long as this doesn’t mess up the above rules.
- Keep in mind that since everything depends on the individual simulation, you may have to wait for 1-2 sols until all workers find their desired workspots, so in any current moment there may be a situation where e.g. a Botanist is working in a Bar and a colonist without a specialization is working at a Farm. This is temporary and should be resolved automatically after a while.
Age Groups
Colonists are divided into five Age Groups. These are Children, Youth, Adult, Middle Aged, and Senior. Children and Seniors cannot work. Children may attend school, however, where they can acquire the traits taught there.
Specializations
Citizens perform better at workplaces that match their specialization. Non-specialized colonists never receive a bonus to job performance, and all colonists receive a penalty if working the wrong type of work. Specializations also seem to determine colonists’ interests.
Specialization | Ideal Workplace | Interest |
None | Non-specialized work (Diner, etc) | Social, Relaxation, Shopping |
Botanist | Farms | Relaxation, Shopping, Luxury |
Engineer | Factories | Relaxation, Shopping, Dining |
Geologist | Extractors | Social, Shopping, Drinking |
Medic | Infirmary, Medical Center | Social, Relaxation, Luxury |
Scientist | Research Lab, Science Institute | Social, Relaxation, Gaming |
Security | Security Station | Relaxation, Social, Exercise |
Sex
Colonists are separated into three categories for Sex: Male, Female, and Other.
Perks
Beneficial traits, representing various talents and abilities of the Colonist:
Perk | Description |
Celebrity | Generates Funding when in the Colony. |
Composed | All sanity losses are halved. |
Enthusiast | Increased performance boost when at high Morale. |
Fit | More health recovered when resting. Can work when health is low. +Exercise |
Gamer | Gains sanity while gaming. +Gaming |
Genius | Generates Research when in the Colony. |
Hippie | Gains twice as much Comfort in gardens and parks. |
Nerd | Gain a temporary Morale boost every time a new technology is researched. |
Party Animal | Gains additional Comfort when satisfying social interest. +Social |
Saint | Raises the Morale of all Religious people in the Dome. Benefits stack with each additional Saint. |
Sexy | Greatly increased birth rate. |
Survivor | Loses less Health without food, water, oxygen, or when living in an unpowered Dome. |
Religious | Higher individual base morale. Low sanity never leads to suicide. |
Rugged | No comfort penalties when eating unprepared food or having no residence. |
Workaholic | Individual performance increased by 20, no penalty for heavy workloads. -Relaxation |
Flaws
Detrimental Traits, representing various flaws and disabilities of the Colonist:
Flaw | Description |
Alcoholic | Work performance lowered by 10. Can be caused by Sanity breakdowns. +Drinking |
Chronic Condition | Loses Health each day. |
Coward | Double Sanity loss from disasters. Can be caused by Sanity breakdowns. |
Idiot | Can cause a malfunction at workplace (10% chance). Malfunctioning buildings stop working and require maintenance. |
Gambler | Has a 50% chance to lose 20 Sanity when visiting a Casino. Can be caused by Sanity breakdowns. +Gambling |
Glutton | Eats double rations. Can be caused by Sanity breakdowns. +Dining |
Hypochondriac | Will randomly visit Medical buildings and take Sanity damage if unable to do so. +Medical |
Lazy | Individual performance decreased by 20 at all jobs. |
Loner | Loses Comfort every day while living in a Dome with population over 30. -Social |
Melancholic | Increased performance penalty when at low Morale. Can be caused by Sanity breakdowns. |
Whiner | Loses Sanity when low on Comfort. |
Quirks
Traits that don’t fit into any of the other groups:
Quirk | Description |
Guru | Randomly spreads other traits of this colonist to persons in the same Dome with less than 3 traits. |
Tourist | Doesn’t work. Leaves at first opportunity, but will stay if Comfort is high. |
Vegan | Don’t worry. They’ll tell you. |
Empath | Unique quirk gained via Breakthrough that increases Sanity of all Colonists in the Dome they are housed. |
Dreamer | A quirk acquired through the Inner Light Mystery. Taught to children at schools, grants +15 productivity. |
It’s end. I hope “All About Colonists” guide helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.