recursal/Fanatic-Fandom huggingface dataset:
Infrastructure

**Infrastructure** carries the lifeblood of your colony and is the first step towards human habitation. Drones lay down pipes and cables to transport resources to sustain your colony and maintaining the network is crucial to the survival of your colonists, buildings, and the colony.

## Resources

Exploitation and manufacture of supplies constitutes the bulk of your infrastructure. Resources are either gathered directly from Mars, or later manufactured in resource production buildings - most commonly from other resources. They keep the Colony operational by being used for life-support, construction and building upkeep.

There are two types of resources; grid and non-grid. Grid resources use Pipes and Cables for distribution, while non-grid resources have to be moved around with Drones or RC Rovers.

### List

#### Grid

 Power
Electrical power is used by nearly every structure you may build. Power usage can be reduced or removed and power generation can be increased, through research.
 Water
Acquired through Moisture Vaporators and underground deposits, one of the most important basic resources.
 Oxygen
Necessary for your people to breathe. Produced by farms and MOXIEs.
The following is an advanced resource.

 Fuel
Used to refuel rockets and shutles and manufacture polymers.
#### Non-grid

The following are basic resources, used as resources for the manufacture of advanced resources or as basis for most buildings.

 Concrete
Primary building material. Ubiquitous utility.
 Metals
Second base building material, also used to manufacture machine parts.
 Rare Metals
Export good and resource for making electronics.
 Food
Used to keep your colonists alive.
The following are advanced resources, imported or manufactured in Martian factories:

 Electronics
Advanced maintenance and building material, necessary for all the advanced buildings.
 Polymers
Essential material for the creation of domes and other advanced buildings.
 Mechanical Parts
Used to build and maintain extractors, factories.
Open Farm

The **Open Farm** is a Terraforming building in *Surviving Mars*. It is part of the Green Planet expansion

## Description

Consumes seeds to plant crops, which can be harvested for Food by Drones. Crops will wither or grow according to local Soil Quality and global Temperature and Water. Doesn't work during Dust Storms and Toxic Rains.

## Strategy

Farms are unlocked by researching Domeless Farming, a Terraforming technology.

Open Farms, have different requirements than Farms, Hydroponic Farms and Fungal Farms, they are built outside of Domes and require a vast amount of terraformed land (A circle of 16 hexes width and 19 hexes length).

The land on which they are built needs to have a minimum Soil quality in order for anything to grow. Soil Quality is affected by the Forestation Plants initially, then the crops chosen can influence positively or negatively the Soil Quality.

Also, the crops have different requirements considering the Global Water and Temperature terraforming advancement in order to grow.

They require no wokers, instead, harvests are done by Drones. They also need seeds for each harvest, water and power in order for anything to grow.
Medpacks

Medpacks heal your Health points during regular and PvP battles.

All medpacks, regardless of type, share a cool-down timer; which keeps you from using another medpack for 25 seconds after one has been used.

You will automatically use the lowest level medpack (from your inventory) when you health goes below 30%.
RC Transport

**RC Transports** are remote controlled vehicles which are tasked with the transportation of cargo, mostly from or to places outside of drone operating ranges. Furthermore, RC Transports may set up permanent transport routes, maintaining the flow of specific or non-specified resources from one place to the other.

Transport rovers can also extract resource from surface deposit (Metals and Polymers) allowing extraction and transportation of far away deposit sites.

Transports are battery powered and can recharge their batteries at any point along a power cable.

The apex of human transport technology, rovers have extended battery lives and are incredibly durable, resistant to most of the Martian calamities - such as cold or dust. They may traverse the colony site and reach distant spots, limited only by the topography, to tackle whatever they have been tasked with.

## Strategy

Click here to add a strategy!

Use early game for metal. When the automated mode is researched it will pick up metal so use to gain metal from the surface of Mars.
Water Extractor

**Water Extractor** is a Life Support building in *Surviving Mars*.

## Description

Extracts Water from underground deposits. No production during Cold Waves. All extractors contaminate nearby buildings with dust.

## Production capacity notice

When looking at the water grid's production and usage values, remember that it doesn't account for the fact that water extractors don't work at max capacity when they don't need to. Each water extractor may show a different value for how much more they could produce if needed, too. It may help to calculate true production capacity by building a few extra water tanks, as the water extractors will suddenly work at full capacity to fill them at full speed.
Martian University

**Martian University** is a Homes, Education & Research building in *Surviving Mars*. It is unlocked through the "Martian Education" social research project.

## Description

Trains specialists using modern remote learning techniques.

## Building Martian University

Any unspecialized colonists will go to university and learn the specific specialization(you can choose) with modern remote learning techniques. Therefore, you don't need an active worker for the university.
Spider

The Spider is the first enemy encountered in the game. It is used in the tutorial to teach the player how to fight. The third journal entry refers to the Spider.

 *Yet another puzzle on Utopia are the creatures that look like giant spiders. Not one of the old reports made mention of them. But in the not-so-distant past, something changed...Now these monstrous spiders are simply everywhere. They are multiplying like a virus, and attack us, and the gangs of local thugs. What worries Margret most of all is that the spiders are completely devoid of any instinct for self-preservation. They spot prey and immediately rush to attack. Even wounds do not stop them. They fight until they drop dead. As a leading specialist in alien fauna, Margret had never seen creatures this aggressive and indifferent to their own survival. Their behaviour is unnatural and frightening abnormal. Where did they come from? Ultimately, what strange processes were underway on this planet?*
Despite its name, the Spider doesn't particularly resemble a real life spider in either appearance or in the way it moves. Most noticeably, the game spider has 6 legs, instead of 8 like a real spider. Its mouthparts are also not even close to a real life spider's. Real spiders either have fangs that oppose each other like pincers or fangs that are parallel to each other and face down. The game Spider has 4 fangs, 2 pairs that oppose each other like a real spider, but when attacking, the Spider rears up and then fall down onto the player, which is would break its fangs, and only hit the player with the blunt edge. The rearing action is presumably mimicking the motion of a Tarantula, which has parallel fangs. The threat display is also not like that of a real spider; the in-game spider lifts its middle pair of legs into the air. The only spiders to lift their legs in the air is the spiders with parallel fangs. They lift their front legs to display their fangs and to allow them to fall on their prey with more force. In the game Spider, this force would go into breaking its jaw, and making it more difficult for the Spider to bite its target. However, it is also possible that they attack more with their legs than with their jaw, which is completely unlike a real spider.
Space Elevator

**Space Elevator** is a Infrastructure building in *Surviving Mars*.

## Description

A faster way to reach space, the Elevator speeds up cargo shipments to orbit. Exports Rare Metals to Earth and offers resupply materials and prefabs at a discount.

The Space Elevator won't auto-launch, even when the Rare Metals quantity reaches the limit of 100. To launch the Rare Metals to Earth, click the Resupply icon, then select Space Elevator. From there, select any supplies you'd like from Earth, then click "Launch".
Technology

There are six different categories of Technology: Biotech, Engineering, Robotics, Physics, Social and Breakthroughs.

## Unlocking new Technologies

The technology tree is partially randomized and most technologies start the game locked.  Researching any technology will make a new technology in its field available for research. Another way is to use the Explorer rover to analyze  Anomalies.

Some Commander Profiles give you a free technology at the start of the game. While that particular technology is revealed, this does not grant you an additional unlocked technology. The only way to unlock more technologies at the start of the game is to choose the Sponsor Europe.

## Technology Positions

While the technology tree is partially randomized, it is also divided into tiers of 5 technologies each. Within these tiers the position of each technology is totally random, but both the technologies belonging to each tier and the order of the tiers is fixed.

Note: there seems to be a bug with the Robotics category. For more information see the  talk page.

## Technology Base Cost

The base cost for each technology depends on its position in the technology tree. Since the positions are randomized at the start of each game the cost for the same technology can fluctuate wildly between games.

An increase in base cost occurs at every odd position on the tech tree and there are a total of 19 technologies in each regular tree. The data below comes from direct observation for the first 11 positions and then extrapolation from there on.

The first two positions have a base research cost of 1,000 , the next two have one of 1,500 , then 2,000 , 3,000 , 4,500 , 7,000 , 10,000 , 15,000 , 20,000  and finally 30,000 .
Fungal Farm

**Fungal Farm** is a Life Support building in *Surviving Mars*.

## Strategy

Fungal Farms can be constructed after researching Low-G Fungi, a Tier 1 Biotech Technology.

Fungal Farms produce food every Sol, unlike most crops grown in Hydroponic Farms and in-dome Farms.

As outside building, it won't cost colony space, but will cost its workers sanity.

Compared to regular crops, the Fungal Farm needs very little water, and due to MOXIE's, the oxygen consumption is no problem either.

The Fungal Farm is a very powerful early technology, as it significantly reduces the water consumption of your dome, and the sanity cost can be neutralized by choosing only workers with the 'Composed' trait. As the game progresses, new technologies improving regular crops eventually make the Fungal Farm obsolete.
Large Water Tank

Large Water Tank is a Life Support building in Surviving Mars, available after researching Mega Storage.

## Description

Stores large amounts of water. Doesn't work during cold waves.

## Strategy

* Can store 10 times as much Water than the regular Water Tank
* Has an output 10 times that of the regular Water Tank
* Useful to have if Meteors destroy pipes supplying Water to Mega Domes or Mega Trigons
* Having a Subsurface Heater / Artificial Sun / Mohole Mine / Advanced Stirling Generator (only when open) / Core Heat Convector near your water tank can prevent your water supply from being disrupted in case of the case of a cold wave
Fuel

**Fuel**  is synthesized in Fuel Refineries and is used to for refuelling Rockets bound for Earth, for keeping Shuttle Hubs operational and for polymer production.

## Background

Using the CO2 from the Martian atmosphere and hydrogen (from water) we can produce fuel to fly our rockets back to Earth. The process uses a series of relatively simple chemical reactions to produce methane and oxygen which are used as propellant for both our rockets and shuttles."

## Notes

*This article is a stub. You can help Surviving Mars Wiki by expanding it.*
GR - Planet Meshes

### Planet Object Use of Picnums

Planets in game are a defined unit entry (Default.unit) with a specific picnum value (Default.picnum).

This value creates a specific combination of a mesh file and a texture layer. There is only one common mesh file, but a wide variety of textures to represent the various planet types. Each of the textures is assigned as an override texture in the picnum data.

The planet mesh contains a series of submeshes for the planet, cloud layers and night side effect. The default planet mesh used in game contains 4 cloud layers.

To assign the picnum, ensure that the submesh IDs for the planet is assigned as follows:

* Mesh 0 : Planet surface texture to Mesh0
* Mesh 4 : day/night layer
* Mesh 5-8 : Cloud layers are assigned to Mesh 5 and beyond according to their IDs.
* Mesh 9: Planetary Rings

Day/Night Texture and Cloud Texture will be assigned dynamically in the engine.
Geoscape Dome

**Geoscape Dome** is a Domes building in *Surviving Mars*.

## Description

A slice of Earth on Mars, this Dome increases the Comfort of all Residences within. It also increases the Sanity of its inhabitants every Sol.

## Luxury dome

This dome could become the dome of luxury, for the purpose of comfort and sightseeing. Putting smart homes and workshops is one of the key ways to harness the power of comfort, but you would still need child supporting facilities, as high comfort leads to high birth rates, and you want your colony growing, right?
Excavator

**The Excavator** is a Production building in *Surviving Mars*.

## Description

Using advanced extraction technology, allows for production of Concrete directly from the Martian soil without the requirement for a deposit.

Note that in order to power the excavator, you need to run a power line to the "furnace" end as that seems to be the only place it will connect.

## Strategy

Make sure to rotate the thing into the right position before placing it. Only the round annex shown on the right has connections for electricity, and that's also where the goods appear.
Food

**Food**  is grown on Farms and Hydroponic Farms, which are placed inside Domes, and also Fungal Farms which are placed outside of Domes.

Farms and Hydroponic Farms can grow different crops with different cycle patterns. Furthermore some crops, like Algae, also generate oxygen for the Dome they are grown in.

## Background

Making the Martian soil fit for farming, even within the protection of Domes, takes heavy alterations. First, toxin removers are applied to rid the Martian regolith of toxic substances like perchlorates. Then, the use of chemical decompressors to break down common Martian compounds and make nutrients out of them is employed. And finally, specifically designed bacteria to further modify all nutrients made into a more plant-use friendly form, is introduced.

Growing food on Mars greatly decreases costs and dependency on Earth.

## Notes

Food production at farms depends on the crop chosen. Each has its own properties, as follows:
Iron Mine

The Iron Mine supplies and stores Steel.

You can build an Iron Mine on the Iron Mine and Relic maps after clearing and terraforming those maps.

## Upgrading

You can upgrade the Iron Mine to increase it's rate of production and capacity.

It may be upgraded up to level 10.

After building the mine it will be full of 100
Surviving Mars Wiki

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Spotlight: Surviving Mars
*Surviving Mars* is a city builder from Haemimont Games, the makers of the venerable *Tropico* series. The goal is to build a self-sustainable colony on the surface of the Red Planet, one that can weather the elements and sustain human habitation. Fighting against one of the most hostile environments known to man using nothing but elbow grease, decades of training, and several hundred tons of working robots, you will have to keep your wits about you and figure out just how to make ends meet - and perhaps figure out the mysteries of the weird black cubes that appear on the planet's surface... All wrapped up in a retrofuturistic aesthetic drawing on the 1960s.[Read more...]

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Mars

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Mysteries of Mars

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Mohole Mine

**Mohole Mine** is a Production & a wonder building in *Surviving Mars*.

## Description

Mining deep into the crust of Mars, the Mohole Mine produces Metals, Rare Metals and Waste Rock, while heating the surrounding area. Under the Research branch "Robotics" on the 19th row.

## Green Robot

As the Mohole mine is a way for a player to make near-infinite rare metals without using any workers, by buying the machine parts from Earth, you can build this megastructure without requiring any Human-People present on the Red soon to be Green Planet, and gain infinite money from the rare metals. Bonus points for tribo-electric scrubbers to reduce the hefty maintenance cost.

## Trivia

The 'Mohole' element of the name Mohole Mine is a reference to the real life "Project Mohole" in 1961, which was an attempt to drill through the Earth's crust to obtain samples from the "Mohorovičić discontinuity", the boundary between the Earth's crust and mantle.

## Strategy

The Mohole mine produces 50 metals every day without upgrades. The metal produced from this is very helpful for machine parts factory and other buildings' construction.
Shuttle

**Shuttles** are a safe and rapid transportation method for Colonists and infrastructure items between distant Domes and can also deliver resources reliably wherever needed - distance being irrelevant. When not in use, they are stationed at Shuttle Hubs, where they are maintained and refueled.

Shuttles are optimized to traverse the low-density and low-pressure atmosphere of Mars. Their groundbreaking drives can take off vertically from anywhere, without the need of a runway or a landing platform of any sort.

## Strategy

Shuttles can be used to transport resources and colonists around the entire map. They consume fuel to work and with upgrades can hold up to 6 resources or colonists. When built a shuttle hub has 3 shuttles and 3 more can be made from electronics and polymers. Shuttle hubs can also be used underground after the Under Ground Flight School tech is researched.
G-2 Frag Grenade Kit

The G-2 Frag Grenade Kit allows you to produce a pack of 6 G-2 Frag Grenades at the Arsenal. You get a 30% discount on the price and a 30% discount on the construction time, when compared to buying individual grenades.

You will unlock the research for the G-2 Frag Grenade Kit at the MOROSE Crash Site.
Stirling Generator

**Stirling Generator** is a Power building in *Surviving Mars*.

## Description

Generates power. While closed the generator is protected from dust, but only produces 10 power. While open the generator produces 20 power.

## Strategy

Stirling generators do not currently require maintenance while closed. This is good to reduce the needed materials over a long term.

If you have a couple Stirling Generators at start, when you build your first dome, build a polymer factory and a fuel refinery (for the polymer factory) then open all of your generators allowing them to produce more power and to have the required polymers for maintenance.
Black Hydra

The Black Hydra Turret is the fifth level turret available (one level higher than the Hydra) and the second most powerful turret available in the game.

It causes 400 damage per second when defending the base against automated attacks and PvP attacks.

When defending against a PvP attack it takes 21028 damage before being destroyed.
U-3 Medpack Kit

The U-3 Medpack Kit allows you to produce a pack of 8 U-3 Medpacks at the Arsenal. You get a 30% discount on the price and a 30% discount on the construction time, when compared to buying individual medpacks.

You will unlock the research for the U-3 Medpack Kit at the Black Legion Checkpoint, after defeating the Hack on the upper left.

You can purchase U-3 Medpack Kits at the store, once you reach level 30, for 189 .
Storage Depot

Storage Depot is one of the many structures in Evolution: Battle for Utopia.

The Storage Depot is the location where all of your materials are stockpiled, and is an important asset to protect to ensure you won't be knocked out of battle for lack of funds.

The Storage Depot allows you to exceed your 1000 unit limit of Magamtite, Steel and Crystallite. This is essential as constructing certain weapons and terraforming certain sectors requires more than 1000 units.
Chosen by Xi

Unlocked in the Crystallite Deposit after defeating the FIRST 'Chosen By Xi' Enemy, which occurs very early in this map. You also need to have researched the Spartan Armor before you can start researching this armor. This is the best armor in game as of Black Legion update (even better than Black Legion Armor, at least for PvE).

Here are the numbers (with a "General of Army" Matryoshka):

Without healing, the overall HP ("normal" 3800, plus around 1100 after reanimation) of the "Chosen" armor outperforms the 4300 HP of "BL" armor. Only in a battle with at least 3 U3 medkits used, will the BL armor gain advantage over the "Chosen" armor. (NB: these battles are extremely rare.) However, BL armor still lacks the "Chosen's" unique capability to absorb an unlimited blast of damage prior to reanimation - especially useful if a bomber (or even the bomber queen) manages to get close enough to you.
Combat Knife

**Combat Knife**
The combat knife allows you to receive skill points when you manually kill monsters attacking your base.
It costs 299 gems to purchase and will produce 3-5 skill points for every enemy killed manually by tapping on them.
Reward relies on you making the killing shot instead of the turrets.

http://evo-wiki.com/ammunition/bonus-ammunition/
Phoenix System

Phoenix System is one of the many structures in Evolution: Battle for Utopia.

The Phoenix System allows you to create a super-powerful ballistic rocket that is as impressive as it is terrifying.

## Research

You may unlock the research for Phoenix System within the Bunker. However, you can't perform the research at the Research Center until you research the Psi Power.

## Construction

After research you can construct Phoenix System at you base.

## Operation

The Phoenix System can produce and hold one Phoenix ICBM at any given time. You have to use the missile before you could create another one.
G-1 Acid Grenade Kit

The G-1 Acid Grenade Kit allows you to produce a pack of 6 G-1 Acid Grenades at the Arsenal. You get a 30% discount on the price and a 30% discount on the construction time, when compared to buying individual grenades.

You will unlock the research for the G-1 Acid Grenade Kit at the Swamp, after defeating the Hand of Xi.
Vizor

With the Visor ability, you will be able to always see the amount of health your current enemy target has left. This works in both regular battles as well as PvP.

This is useful when using the Psi Attack, since it allows you to easily optimize the timing of this attack. It also gives you to get a better sense of when switching to a more powerful weapon is necessary.

The ability can be purchased at any time from the Profile screen for a cost of 299 . It becomes effective immediately.
Embassy

Embassy is one of the many structures in Evolution: Battle for Utopia.

The Embassy allows you to get help from your friends, granting bonuses and making you even more formidable.

Embassy can be acquired by purchasing it from "Tactics and Strategy" section. Once researched and built, you will be able to receive and send gifts (75 Crystallite) to your friends on Facebook that play the game. You are restricted to sending a maximum of 10 gifts and receiving 3 per day.

Embassy can be upgraded for 199 gems to receive further benefits (5 clocks per person for speeding up timers) after a linked friend has completed 20 battles. This is limited to 3 per day.

http://evo-wiki.com/buildings/embassy/
Boombird

Boombird has 450/1215 (Min/Max) units of health and wields an Incendiary gun dealing 40/108 (Min/Max) units of damage.
Incendiary weapons cause 130% of their damage against flesh targets and no damage against shielded targets.

When defending against other players in PvP, Boombird is armored.

Boombird can be acquired for 2400  via a random offer once you on or above level 39.

## Training

A partner's rank can be upgraded at the Training Range, increasing the partner's health and attack damage.
Bandolier

The Bandolier ability doubles the amount of ammunition you can carry. With it, you may carry up to 400 rounds of machine gun ammo, 400 rounds of assault rifle ammo, and 100 rounds of shotgun ammo.

The ability can be purchased at any time from the Profile screen for a cost of 199. It becomes effective immediately.
G-1 Frag Grenade Kit

The G-1 Frag Grenade Kit allows you to produce a pack of 6 G-1 Frag Grenades at the Arsenal. You get a 30% discount on the price and a 30% discount on the construction time, when compared to buying individual grenades.

You will unlock the research for the G-1 Frag Grenade Kit at the Psionic Base, after defeating the hack at the end, behind the 3 spiders.
Reactor

Reactor is one of the many structures in Evolution: Battle for Utopia.

The Reactor supplies and stores Biofuel. Having an efficient and well-producing Reactor can mean the difference between defeat and victory.

You can upgrade the reactor to increase it's rate of production and capacity.

The reactor may be upgraded up to level 10.
News

* Evolution: Battle for Utopia Celebrates Its Anniversary with a new Extension called Legacy of Dominion - **Feb 11, 2015**
* Evolution: Battle for Utopia - **Apr 11, 2014**

* Evolution: Battle for Utopia Review - **Apr 7, 2014**
* Free-to-play sci-fi RPG / RTS Evolution: Battle for Utopia is now available on iOS - **Apr 2, 2014**
Attack Battle Mode

The Attack Battle Mode ability gives you the option of enabling the Attack Battle Mode during your battles.

When you activate this mode, you will have a more powerful attack, at the expense of a weaker shield. You also don't automatically hide behind a shield after your target is killed.

Once you have this ability, you can activate/deactive it by selecting the icon near the lower left of the screen (above the primary weapon icon).

Attack Battle Mode is especially effective against weaker enemies and spiders. It is also effective against enemies that rely on melee attacks such as harlequins and executioners.

## Upgrades

After you get the base ability, you can upgrade it. Currently level 2 is the highest level you can obtain.
Farm

**Farm** is a Life Support building in *Surviving Mars*.

## Description

Produces Food. Consumes Water depending on crop type.

## Strategy

Farms are unlocked by researching Soil Adaption, a Tier 1 Biotech technology.

Farms, unlike Hydroponic Farms and Fungal Farms, require no Power to operate. Crops produce Oxygen.

Soil Quality affects the amount of Food grown. Farms initially have a Soil Quality of 50%.

Wheat, Soybeans, and Potatoes can be grown initially.

Cover Crops can be grown after researching Utility Crops (Tier 2 Biotech).

Quinoa, Corn, and Fruit Trees can be harvested after researching Gene Adaption (Tier 3 Biotech)

Giant Wheat, Giant Corn, and Giant Potatoes can be grown after researching the Breakthrough Giant Crops.

Three different crops can be grown in rotation. Get Soil Quality up to 100% to get maximum Food yields, then alternate between high yield crops that deplete Soil Quality and lower yield crops that restore Soil Quality.

Later, Fruit Trees can be grown to produce both Food and Oxygen.
Paramedic

You will encounter Paramedics within both the Mission battles (once you reach level 45) as well as the story line maps once you reach the Black Legion Checkpoint.

Paramedics provide in-battle health to other humanoid enemies (not turrets) currently on the screen at the rate of 60 health points for every 1.5 seconds.

They don't have a long distance attack, and are content to just stay behind their shields healing other enemies. Only after all other enemies on the screen are killed will they attempt a melee attack.
Special Operations

Special Operations are combat missions you can choose to perform in order to earn Skill Points . Special operations are marked in yellow on the globe map.

In order to access a given operations map, you must reach the required level and have a helicopter in the Heliport that can reach the distance.

One Skill Point is awarded for each enemy killed (except Operation Terminator) plus a bundle of Skill Points points for specific tasks. Operations can be repeated after a delay even after all tasks are completed. Consumable items are not returned even if the player is defeated.

With the latest update the award is reduced based on the level spread, which makes it a lot harder to earn skill points.

## Operation "Iron Beast"

Available on level 8
* Main enemy: Armoured Sliders
* Distance: 400 km
* Difficulty: \*
* Respawn: 3 hours
* Enemies: 40
* Tasks:

 Kill with a Shotgun (x20) (260 ) | - | Complete Wave 6 (260 )

## Operation "Punisher"

Available on level 11
* Main enemies: Punishers, Commanders
* Distance: 948 km
* Difficulty: \* \*
* Respawn: 6 hours
* Enemies: 38
* Tasks:

## Operation "Berserker"

Available on level 18
* Main enemy: Berserker Spiders
* Distance: 726 km
* Difficulty: \* \* \*
* Respawn: 12 hours
* Enemies: 69
* Tasks:

 Kill with an Assault Rifle (x40) (450 ) | - | -

## Operation "Boombird"

Available on level 25
* Main enemies: Boombirds, Engineer
* Distance: 1553 km
* Difficulty: \* \* \* \*
* Respawn: 15 hours
* Enemies: 50 (when you kill the Engineer before spawning any Boombirds or more depending on how many Boombirds the Engineer will spawn)
* Tasks:

 Kill with a Psi Strike (x15) (15 ) | Boombirds Destroyed (x20) (500 ) | -

## Operation "Terminator"

Available on level 47
* Main enemy: Terminators
* Distance: 1580 km
* Difficulty: \* \* \* \* \*
* Respawn: 17 hours
* Enemies: 58 (you get only 57 Tactic points)
* Tasks:
Partners

Partners increase your health and damage in battles.

When engaged in normal battles, the one partner that you select has their Health points added to yours. In addition, they use their weapon to also attack enemies on the screen.

When you are being attacked in PvP, the game automatically selects your two most powerful partners to help you. Both you and the partners must be defeated for the PvP attacker to beat you.
Spidey

Spidey has 400/1080 (Min/Max) units of health and has an Acid spit attack dealing 50/135 (Min/Max) units of damage.
Acid weapons cause 100% of their damage against flesh targets and 130% of their damage against shielded targets.

Spidey can be acquired for 2000  via a random offer when you are between levels 27 and 37.

## Training

A partner's rank can be upgraded at the Training Range, increasing the partner's health and attack damage.
Kingpin-Terminator

Kingpin-Terminator has 550/1485 (Min/Max) units of health and wields 6 integrated Energy guns dealing 55/149 (Min/Max) units of damage. Energy weapons cause 100% of their damage against flesh targets and 50% of their damage against shielded targets.

When defending against other players in PvP, the Kingpin-Terminator is armored.

Kingpin-Terminator can be aquired for 2200  via a random offer once you reach level 54.

## Training

A partner's rank can be upgraded at the Training Range, increasing the partner's health and attack damage.

Note: 36 for Lieutenant Colonel is not a typo
Research

**Research** is divided into 5 categories. There are 19 technologies in each category divided into 4 Tiers. Technologies are randomized within Tiers.

Breakthrough technologies are unlocked by exploring Anomalies.

## Research

* Sponsors
* Outsourcing
* Research Lab
* Genius Colonists

## Research Costs

* Research technologies are randomized. Research costs are by slot, not by technology. Whatever technologies appear in the first two slots cost 1,000 Research each. Whatever appears in slots 7 and 8 always cost 3,000 Research each.

## Biotech

The Biotech field deals with food production, life support and medicine.

## Engineering

The Engineering field deals with Buildings, Domes and improves Rocket technology.

## Robotics

The Robotics field deals with Drones, Rovers and Shuttles, as well as building automation.

## Physics

The Physics field deals with Power production, exploration and disaster safety.

## Social

The Social field deals with Colonists, traits, Martian society and Funding.

## Terraforming

The Robotics field deals with Drones, Rovers and Shuttles, as well as building automation.

global Vegetation.
Researched by default as the Terraforming Initiative
U-2 Medpack Kit

The U-2 Medpack Kit allows you to produce a pack of 8 U-2 Medpacks at the Arsenal. You get a 30% discount on the price and a 30% discount on the construction time, when compared to buying individual medpacks.

You will unlock the research for the U-2 Medpack Kit at the MOROSE Crash Site.

You can purchase U-2 Medpack Kits at the store for 99 .
Helicopters

The helicopters in your Base Is used to transport, and allow attacks on either, other players or, conduct special operations (The yellow dots on the map).
The type of helicopter also determins how much loot you can bring back to base after A win against an other player.

(courtesy: DePeCHeDK)

\*VX-1909 Research: 1200, 1200, 30 (courtesy: CyMerlin)
Oxygen

**Oxygen**  is essential for humans to linger and call Mars their home. It can be produced using the sophisticated MOXIE buildings and later on, naturally generated from crops.

## Background

Oxygen is the most short term life support resource. If colonists are left without oxygen they will die extremely quickly. And while Mars's atmosphere has little to no Oxygen, what it does provide is an abundance of Carbon Dioxide, which our brilliant MOXIE technology can convert to the much needed Oxygen.

## Notes

*This article is a stub. You can help Surviving Mars Wiki by expanding it.*

Like water, it is supplied and distributed via pipes networks, in fact, sharing the same pipes used for water distribution.
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Destacado: Surviving Mars
 *Surviving Mars*  es un juego de tipo "City Builder" de Haemimont Games, los creadores de la venerable serie  *Trópico* . El objetivo es construir una colonia autosustentable en la superficie del planeta rojo, que pueda capear el clima y mantener la habitabilidad humana. Luchando contra uno de los entornos más hostiles conocidos por el hombre usando nada más que trabajo duro, décadas de entrenamiento y varios cientos de toneladas de robots trabajadores, deberás mantener tu ingenio y descubrir cómo llegar a fin de mes, y tal vez descubrir los misterios de los extraños cubos negros que aparecen en la superficie del planeta ... Todo envuelto en un dibujo estético retrofuturista en la década de 1960.[Leer más...]

General

Fecha Lanzamiento

Requerimientos de Sistema

¿Cómo jugar?

Gameplay

Patrocinadores

Comandantes de Misión

Marte

Edificios

Infraestructura

Drones

Domos

Colonos

Investigación

Misterios of Marte

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Vulture

The Vulture Turret is the starting level turret initially available in your Base.

You start the game with 4 Vulture level turrets and can build two additional Vulture turrets for 299.

It causes 50 damage per second when defending the base against automated attacks and PvP attacks.

When defending against a PvP attack it takes 600 damage before being destroyed.
Grenades

Grenades allow you to quickly inflict a large amount of damage to the target enemy, as well cause splash damage to the any enemies adjacent to the target.

The damage caused by grenades is level dependent, increasing as your level goes up. The splash damage is always 30% of the target enemy damage.
The actual damage inflicted is modified according to the grenade type and enemy type as follows:

* Frag grenades cause 100% of their damage to all enemy types.
* Fire grenades cause 130% of their damage to flesh targets, and cause no damage to armored targets.
* Acid grenades cause 100% of their damage to flesh targets, and cause 130% damage to armored targets.

All grenades, regardless of type, share a cool-down timer; which prevents the use of another grenade for 25 seconds after one has been used.
G-1 Incendiary Grenade

The G-1 Incendiary Grenade can quickly inflict large amounts of damage to flesh enemies, causing 30% more damage than the G-1 Frag Grenade. Unfortunately its inefective against armored enemies.

The research for this grenade is made available after successfully robbing the Itinerant Merchant.

## Damage

The damage caused is dependent on your level. Enemies next to your target will receive splash damage equivalent to 30% of the potential damage. Armored enemies receive no damage.
G-2 Acid Grenade

The G-2 Acid Grenade can quickly inflict large amounts of damage to all enemies, while causing even more damage to armored enemies.

## Damage

The damage caused is dependent on your level. Enemies next to your target will receive splash damage equivalent to 30% of the potential damage.

It causes the same damage as a G-2 Frag Grenade, with an extra 30% of delayed damage for armored enemies.

Available via Rebecca's Nuclear Mole game.
Abilities

Abilities and gun add-ons from the "Tactics & Strategy" section will make life easier in Evolution: Battle for Utopia

Anomaly Decay
Increases the count and quality of the resources obtained from anomalies found on terraformed lands.

Attack Battle Mode
Increases damage at the cost of reducing defense. You will not auto-crouch between enemy kills.

Enhanced Optics
Increases the power of your pistol's aimed shot.

Grenade Launcher
Adds a grenade launcher to the shotgun.

Psi Power
Deals a psychic strike to the enemy and will heal you if it kills the enemy.

Regeneration
Allows you to heal more quickly between battles.

Stasis Shield
Slows all enemies when your health goes under 20%, allowing time for weapon switches.

Stasis Shot
Gives the assault rifle the ability to briefly slow opponents movements.

In addition, the following abilities appear as bonuses within the Profile page

Bandolier
Doubles your carrying capacity for Machine Gun, Shotgun, and Assault Rifle cartriges.

Binoculars
Shows you the number and type of enemies you will encounter in regular battles prior to the fight.

Vizor
Shows the enemy health points.

Combat Knife
Allows you to get skill points (targets) for the manual killing of monsters attacking your base
Evolution Battle for Utopia Wiki

We are currently maintaining 758 pages (197 articles).
 **What is Evolution: Battle for Utopia?**
Evolution: Battle for Utopia is an iOS game currently available on the iTunes store and an Android game currently available on the Google Play store. Battle your way through seas of enemies for the future of Utopia. Will you falter and perish at the hands of an Executioner? Or will your Phoenix missile lay waste to the enemy, leaving nothing but char and death in your wake. The choice is yours!
Evolution: Battle for Utopia on iTunes Evolution: Battle for Utopia on Google Play Store

* Items
* Enemies
* Structures
* Weapons

* Evolution: Battle for Utopia Celebrates Its Anniversary with a new Extension called Legacy of Dominion - **Feb 11, 2015**
* Evolution: Battle for Utopia - **Apr 11, 2014**

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G-4 Frag Grenade

The G-4 Frag Grenade can quickly inflict large amounts of damage to enemies of all types.

You can get G-4 Frag Grenades via Rebecca's Nuclear Mole game.

## Damage

The damage caused is dependent on your level. Enemies next to your target will receive splash damage equivalent to 30% of the potential damage. Both flesh and armored enemies receive the same amount of damage.
Matryoshka

Matryoshka has 450/1215 (Min/Max) units of health and wields deadly sniper rifle dealing 165/445 (Min/Max) units of Energy damage. Energy weapons cause 100% of their damage against flesh targets and 50% damage against shielded targets.

Matryoshka can be found at the Z.E.V.S. at the lower right of the map. Once you find her, you can recruit her for 8000 .

## Training

A partner's rank can be upgraded at the Training Range, increasing the partner's health and attack damage.
Stasis Shot

The Stasis Shot ability gives your assault rifle the power to launch its own version of the Stasis Grenade, freezing opponents on the screen for several seconds within normal or PvP battles. This freezing effect is especially effective against threatening and close-range enemies.

A Stasis Shot uses 5 assault rifle rounds per use.

This ability has an independent cool-down timer lasting 30 seconds, after which you can launch another Stasis Shot.

## Enhanced Stasis Shot

After getting the base Stasis Shot ability, you can upgrade the ability to increase the stasis effect. There are 4 upgrade levels available.

## Quirk

Attempting the Stasis Shot sometimes doesn't do what you expect:

* If you are using the pistol while standing and attempt the Stasis Shot, it may work or not depending on what your target is doing. If you target is either threatening you, rushing you or in a rage; attempting the Stasis Shot switches your weapon to the assault rifle and will use AR rounds until the target is dead, you crouch, or you force a weapon change.

How to counter this quirk:

* If you are using the pistol while crouching and attempt the Stasis Shot, you will always launch a Stasis Shot (assuming you have the ammo).
* If you are already using the assault rifle and attempt the Stasis Shot, you will always launch a Stasis Shot (assuming you have the ammo).
Shotguns

Shotguns deliver a devastating attack at close range. As such they are very effective against enemies that do melee attacks.

Their effectiveness is lessened when attacking from farther away. Long distance shots only deliver 30% of the their rated damage.

Shotguns are the only weapons having an available Grenade Launcher.
U-1 Medpack Kit

The U-1 Medpack Kit allows you to produce a pack of 8 U-1 Medpacks at the Arsenal. You get a 30% discount on the price and a 30% discount on the construction time, when compared to buying individual medpacks.

You will unlock the research for the U-1 Medpack Kit at the Iron Mine, after defeating its last Hack.
Fido

Fido has 120/324 (Min/Max) units of health and wields an integrated energy weapon dealing 10/27 (Min/Max) units of damage.
Energy weapons cause 100% of their damage against flesh targets and 50% of their damage against shielded targets.

As your starting partner, Fido has the weakest stats of any partner. You would do well to switch to Jaafar or Frisky as soon as you can.

## Training

A partner's rank can be upgraded at the Training Range, increasing the partner's health and attack damage.

Note: 24 for Lieutenant Colonel is not a typo
Sniper

Snipers are an enemy in Evolution: Battle for Utopia. They are the first sniper class enemy.

## Sniper

Don't give snipers a chance to take aim, keep moving, or otherwise their precise shots will cause massive damage. Even when not charging an aimed shot, they can still cause massive damage if you aren't behind shields.
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Radar

Provides a percent chance for opponents to face one of your turrets in PvP. Each turret increases the detection chance rate by 5%, up to 30% if you have built six turrets. The constructed Radar increases the detection chance rate by extra 20%. A shield can be activated for 48hrs by paying 6 medals to double detection rate up to 100%.

TODO What is to be done to build the radar:
The Radar can be build after researching he subsequent technology under "Tactics and Strategy" section for 500 points.

http://evo-wiki.com/buildings/radar/
G-1 Frag

The G-1 Frag can quickly inflict large amounts of damage to enemies of all types.

You get a few G1-Frag Grenades early in the game when doing missions. You can unlock the research for this grenade at the Iron Mine.

## Damage

The damage caused is dependent on your level. Enemies next to your target will receive splash damage equivalent to 30% of the potential damage. Both flesh and armored enemies receive the same amount of damage.

Damage increases is generally the following (with some observed values differing by +/- 1):

* Damage starts at 150 and increases irregularly until level 9
* From level 9-17, the damage increases by 15 for each level
* From level 18-19, the damage increases by 22.5 for each level
* From level 20-21, the damage increases by 15 for each level
* For level 22, the damage increases by 22.5
* For level 23, the damage increases by 15
* From level 24-30, the damage increases by 22.5 for each level
* From level 31-38, the damage increases by 37.5 for each level
* From level 39-?, the damage increases by 22.5 for each level