recursal/Fanatic-Fandom huggingface dataset:
Water Reclamation System

**Water Reclamation System** is a Life Support building in *Surviving Mars*.

## Description

Recycles up to 70% of the Water used in the Dome.

## Strategy

The Water Reclamation System scales with your water consumption and only gets better with larger domes. To get the best effect, build the largest possible dome and fill it with farms. Use smaller surrounding domes to outsource needs such shopping, nurseries and education to maximize your farms and thus water savings.

The water savings are based on colonist performance and can go above 70% for farm plots. For example 146% performance will bring a Mega Dome's 20.2 water consumption down to 1.1, a saving of 95%!
Sensor Tower

**Sensor Tower** is a Infrastructure building in *Surviving Mars*.

## Description

Boosts scanning speed, especially for adjacent sectors. Extends the advance warning for disasters.
Maximum scanning speed possible for further away sectors is 100% (10 towers).

## Disasters

Sensor towers will give advanced warning of disasters (dust storms, meteor showers, cold waves). More sensor towers will give a longer warning, up to a maximum of six towers for over 3 sols warning.

## Scanning

Sensor towers will give a faster scanning time for nearby tiles, dropping with distance. Scanning boost depends on the distance between the center of the scanned tile to the nearest tower, maxing at 400% when the tower is in the center of the tile and dropping exponentially by distance. In addition, each map tile receives a scanning boost of 10% per tower on the map, up to a total of 100% for 10 towers, adding to a total maximum scanning boost of 500%.
Power

**Power**  is generated from several power generation facilities and is then spread throughout the colony by cables. Excess power can be stored in Power Accumulators or Atomic Accumulators (once researched) for emergency situations.

## Background

Electrical power on Mars comes mostly from renewable and cheap sources such as wind power (Wind Turbine) and sunlight (Solar Panel), but also from fission (Stirling Generator) and fusion based sources (Fusion Reactor) as the technology available advances. It is then distributed via an extensive and durable cable network.

Power Switches can be used to dynamically manage the flow of power in case of damaged cables or low power situations.

## Storage

Power can be stored in power accumulators or atomic accumulators. This can be a strategy to use with solar panels in earlier game or on asteroids in the Below and Beyond DLC
Social Spending Explained

### Healthcare

This is your hospitals and what not. This rating affects the number of deaths within your nation's population. The higher the spending the fewer the deaths. Works especially well with high family subsidies to maximise population growth.

### Education

These are your school and universities. Funding for this will affect your research efficiency and your literacy rate, the higher the funding the higher your literacy rate and the boost to your research efficiency.

### Family Subsidy

These are the various family support policies, such as child tax credits. Funding spent on this will affect your birth rate. The higher the funding the higher your birth rate. This works especially well with a well funded healthcare to maximise population growth.

### Law Enforcement

This is the funding for your police force. Money spent on this will affect the chances of guerillas and partisans appearing when you conquer territory. It also affects the desirability of your country to immigrants and potential emigrants and has a large effect on DAR (Domestic approval rating). Higher funding will attract more migrants, lower the number of partisan/guerilla units forming, reduce emigration and increase DAR heavily.

### Infrastructure

This is funding for the maintenance of your roads and railways. Funding for this will affect the amount and range of in hex supply your roads/railways generate. (See supply for more details). The higher the funding the further your supply will spread from your roads/railways and the higher the levels of supply that spread from your roads/railways.

### Social Assistance

Otherwise known as welfare. This relates to funding for those who are unemployed, elderly, veterans or those with illness or disability. This has a large effect on DAR (Domestic Approval Rating) and on migration rates. The higher the funding the more your DAR will increase. Also the greater the funding the higher your migration and lower your emigration.

### Cultural Subsidy

This represents grants for cultural items, typically arts based projects or items. Funding for this affects your DAR and migration rates heavily. The higher the funding the more your DAR and migration will increase and the more your emigration will decrease.

### Environment

This represents policies designed to protect the environment, carbon emission regulation and rebuilding damaged ecosystems are examples. Funding for this affects your DAR and migration rates heavily. The higher the funding the more your DAR and migration will increase and the more your emigration will decrease.
Patch 9.0.7.3

**Patch 9.0.7.3** was released on 2016-08-01.

## Patch Changes

* Create Units events now respects "nounits on startup" for day 0 / fastfwd
* Create Units event will only create reserve units if the base ownership matches region
* High volatility now more likely to be applied against bordering regions
* Content fix: Remove non-nuclear Silo ICBMs from equipment list
* Content: Trump Wall and Trump Tower now require "Trump Ideology" tech
* Content: Small changes to Aircraft techs
* Content: No Syrian troops in the ISIS territory at start
* Some relationship changes
* Will maintain Abu Bakr al-Baghdadi as ISIS leader when starting as region
* Emplacements can now be built, and can be garrisonned (modern maps); under 'transport'

## 08/12 Hotfix

A small hotfix was released on 2016-08-12 for Patch 9.0.7.3 making no new program changes, but including the following minor content changes:

* Techs with missing descriptions should be resolved
* Sigurður Ingi Jóhannsson has come in from the blizzard
Mars Quadrangles

Mars is divided into 30 quadrangles, or regions.

* Latitude 90° to 0° corresponds to 90N to 0N in game (northern hemisphere)
* Latitude 0° to -90° corresponds to 0N to 90S in game (southern hemisphere)
* Longitude 0° to 180° corresponds to 0W to 180W (western hemisphere)
* Longitude 180° to 360° corresponds to 0W to 179E (eastern hemisphere)

1. ↑ 1.0 1.1 1.2 USGS Astrogeology: Planetary Map Listing
2. ↑ USGS Astrogeology: Planetary Map Listing
3. ↑ Geology of Mars Quadrangle MC-6 (Casius)
4. ↑ Geologic Summary of the Mars Quadrangle MC-12 (Arabia)
5. ↑ USGS Astrogeology: Planetary Map Listing
6. ↑ Geology of the Noachis Quadrangle, Mars
Victory Conditions

There are multiple victory conditions available in game. The Campaign Sandbox mode encourages players to set their own victory conditions including game length and other game modifiers. In Scenarios, the Victory Conditions and Game Length have been set to support the storyline.

* COMPLETE - This type of victory will require you to capture all land from all opponents within a given timeframe. When you have captured all of a region's cities, the rest of their land will change ownership at the end of day (divided amongst its neighbors). Any region that formally surrenders will have the ownership of their land change immediately.
* CAPITAL - Instead of having to capture every city from another region in order to get that region to fall, you only have to capture its Capital City.
* CAPTURE - If this is the Victory Condition, each region is assigned a Command Unit that is located in their capital city at the beginning of the game. To get a region to fall, it is necessary to destroy their Command Unit. (Command Units are designated by a red star on their roofs.) Command Units are somewhat stealthy, so finding another region's can sometimes be difficult. It is also tougher than a battleship. In general it will stay at the Capital until it comes under attack.
* UNIFICATION - This requires that the player win a vote to unify the involved regions. In sandbox mode, this will generally involve all regions of the world having one giant reunification vote. In prepared scenarios this can be any number of regions (as in the Canada Votes, US Votes, Italy Votes, and Europe Votes scenarios provided).
* TOTAL SCORE - As you play, you will accumulate score based on the performance of your Economy, Diplomacy, Research Department, Domestic Approval, and Military Approval. If the victory is Total Score, then it will be a combination of all of these factors that will help you win. Whichever region has the highest total score when the "Game Length" is reached, will be declared the winner.
* DIPLO SCORE / ECON SCORE / TECH SCORE / APRV SCORE / MIL SCORE - As it would appear, these victory conditions allow the player to concentrate on just one factor in their government in order to achieve victory. Econ and Tech are very diifficult to win, due to the un-fathomable way the game generates these scores.
* VICTORY HEX - This victory condition is limited to pre-made scenarios. It stipulates a location on the map that your Command Unit must reach (generally within a specific time limit) in order to win.
* ALLIED - You win when you have defeated all of your non-allies or have made every remaining Region on the map your ally.

*For Modding refer to Victory Codes*
Biotech

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

The table below is sorted first by tier, then alphabetically. Note that technologies in a lower tier will always be unlocked before technologies in a higher tier, but that the order within a tier is randomized.

 Low-G Fungi

"All fungi are edible. Some fungi are only edible once."
 Magnetic Filtering

 Soil Adaptation

"They say once you grow crops somewhere you've officially colonized it."
 Water Reclamation

Water on Mars is abundant, yet is is mostly underground and in a frozen state - making it, while within reach, still difficult and expensive to mine. This makes recycling necessary to ensure a steady water supply. | 1
Surviving Mars Wiki/Section 1

Welcome to the Surviving Mars WikiWelcome to the Surviving Mars Wiki
The Surviving Mars reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,086 pages (173 articles).

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...]
Tunnel

**Tunnel** is a Infrastructure building in *Surviving Mars*.

## Description

The tunnel entrance and exit can connect power and life support grids at different locations and different elevations. Rovers can travel along the tunnels to reach places they otherwise couldn't.

## Strategy

Click here to add a strategy!

Tunnels are ideal for connecting bases that are far across the map from one another, even if they are at different elevations. Long chains of pipes and cables require drone commanders and supply depots spread out along their length for maintenance, but tunnels require no maintenance and can transmit both power and water. It is not necessary to have both ends of the tunnel be within range of a drone commander, despite the warning message present when building one.
Drone Hub

**Drone Hub** is a Infrastructure building in *Surviving Mars*.

## Description

Controls Drones and allocates them to different tasks.

## Strategy

Click here to add a strategy!

The Inventor commander profile provides the autonomous hubs bonus tech. Drone hubs with this bonus tech no longer require power or maintenance to operate.

## Drone Actions

The **Drone Hub** will direct the Drones under its control to move resources around between storage locations, construction sites and will pick up resources that are just lying on the ground.

* The drones seem prioritise getting materials to construction sites.
* Drones will deliver resources in a balanced manner to construction sites. If you want a single construction to be prioritized, then wait until it is finished before building the next.
* For any single resource the Hub will try to balance the number of resources across the storage locations based on the minimum requested setting, once this setting has been reached however, no further balancing is carried out.
* If **Drone Hubs** are set up in a chain with storage locations at the overlap of the hubs, and all the minimum requested setting values set to the same value, then the first storage location will get to the minimum and the next will get to the minimum -1 and then next minimum -3, etc.
* If a Drone has been told to pick a resource, then it is already marked as removed and other drones may try to replace it if it drops below the minimum requested setting.
* Emptying Rockets for expeditions seems to have the lowest priority.
Rare Metals

**Rare Metals**  are found only in underground deposit sites and need Rare Metal Extractors to mine them. They are mostly used for manufacturing  Electronics  and for exporting back to Earth.

## Background

After millennia of acting as a status symbol, in modern times rare metals are widely used in electronics and for medical procedures. Still, although one of the vital elements of the Information, and subsequently the Space Ages, precious metals still retain their monetary role.

## Value

The payment you get from sending Rare Metals back to Earth is given from the agency you choose.

 USA
 Blue Sky Corporation
 China
 India
 Europe
 SpaceY
 Church of the New Ark
 Brazil
 Russia

## Notes

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

**Mysteries of Mars** refers to one of nine storylines that you can select when starting a new game (chosen by you, randomly selected, or disabled entirely), which provide an overarching narrative for the playthrough.

## List

 Inner Light | Easy (+15%)
 Beyond Earth | Easy (+20%)
 Artificial Intelligence | Normal (+35%)
 Spheres | Normal (+40%)
 The Dredgers | Normal (+30%)
 Marsgate | Hard (+60%)
 The Last War | Hard (+50%)
 Wildfire | Hard (+55%)
Artificial Intelligence

Empty page at first :/

## Overview

1. Build a Network Node
2. Build a second Network Node
3. Build a third Network Node
4. Decide what to do with the AI
5. Drones will start to attacking colonists and vital machines
6. Research the Number Six Tracing Breakthrough (20000 Research)
7. Drone attacks will intensify
8. Investigate all 10 AI Hardware anomalies (Drones will sabotage the explorers and continue to attack the colony)

## Strategies

### Recommended sponsors and mission commanders

To complete fast make sure you have research buildings, explorers and lot of drones.
Infirmary

**Infirmary** is a Homes, Education & Research building in *Surviving Mars*.

## Description

Visitors will recover Health and Sanity as long as they are not starving, dehydrated, freezing or suffocating. A Dome with a Medical Building has lower minimum Comfort requirement for births.

## Strategy

Click here to add a strategy!

The Doctor commander profile goes hand in hand with the building as 55 comfort is needed with doctor and infirmary lowers that to 40 and with the Church of the new ark you can have a butt ton of new colonists.

If you can afford it place three next to each other. Worked for me.
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Surviving Mars

**Surviving Mars** is a science-fiction city builder game from Haemimont Games, of *Tropico* fame. The game focuses on building a sustainable colony on the surface of Mars, starting with automated construction drones that lay down the basic infrastructure, and ending with an investigation into the planet's strange and fascinating secrets.

## Features

* Detailed colony simulation requiring good planning and a coherent strategy to ensure your colonists don't painfully choke to death after a blackout consumes their oxygen generators.
* Multiple options for city building, including agriculture, mining, and entertainment modules. A Dome is just the start!
* Individually-simulated colonists, individuals with their own ambitions and characteristics.
* A randomly generated map each time you start the game, with multiple starting options. Your landing zone matters, as does the space agency you select.
* A randomized research tree combining static discoveries and random boons obtained by experimentation.
* Random events related to Mars' distant parts and its many secrets!
* Full mod support, allowing for the creation and sharing of custom buildings and mysteries.

## External links

* Official site
* Steam
Waste Rock

**Waste Rock**  is a byproduct in Surviving Mars. It's a waste until the **Waste Rock Liquefaction** technology is researched.

## Description

Digging through resources on Martian soil isn't too hard. But it leads to a lot of waste lying around.
Waste rock is a reminder that the efficiency of our extractors isn't perfect. It's not useful for anything early game. You will have to store it in dumps until you unlock the tech needed to use it. Waste rock can also be used for landscaping like: flattening and creating ramps.

## Surviving Mars

In Surviving Mars, Waste Rock is generated by extractors, such as the Water Extractor, and the Concrete Extractor. It is also produced when landscaping. It can be stored in a Dumping Site to stop the excessive tile blocking of Waste Rock mounds. Its only use until the Waste rock liquefaction technology is researched, to turn it into concrete, is landscaping.
Also when playing either Brazil or India and have the Space Race DLC you can convert it into Rare Metals and Metals respectively.

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

**Shuttle Hub** is a Infrastructure building in *Surviving Mars*.

## Description

Houses and refuels Shuttles that facilitate long-range resource transportation between Depots and resettling of Colonists between Domes.

## Strategy

Click here to add a strategy!

Shuttle Hubs do not operate in Dust Storms.

Shuttle hubs' shuttles are really helpful in building and supplying distant domes and mining facilities. Shuttle's ability of passing long distances in a short time could save a colony in tricky situations.

The Rocket Scientist commander profile unlocks Shuttle Hubs (CO2 Jet Propulsion bonus tech), which provides the ability to setup distant domes and mining facilities from game start.

Can be researched in the robotic tech tree.
Medical Center

**Medical Center** is a Homes, Education & Research building in *Surviving Mars*.

## Description

Visitors will recover Health and Sanity as long as they are not starving, dehydrated, freezing or suffocating. Larger capacity and more effective than the Infirmary. A Dome with a Medical Building has lower minimum Comfort requirement for births.
Triboelectric Scrubber

**Triboelectric Scrubber** is a Infrastructure building in *Surviving Mars*.

## Description

Emits periodic pulses which reduce the accumulated dust amount (maintenance progress bar) on every other nearby out-dome building. The radius of the pulse effect is adjustable up to 8 hexes. Power consumption is scaled to the selected radius of the pulse.

## Strategy

Click here to add a strategy!

Triboelectric Scrubbers repair other nearby Triboelectric Scrubbers, which results in no net maintenance cost if you construct more than one in the same area.

They do not repair in-dome buildings.

A building completely within an active Scrubber's area of effect will need no maintenance. This includes expensive buildings such as Fusion Reactor.

## With Metal Extractors

Every metal and rare metal deposit can be surrounded by 7 and 9 extractors respectively, to maximize the rate of production. However, when using that many extractors in same dust radius, each extractor increases the dust accumulation of every other one. At maximum density, each extractor may require maintenance every Sol. This heavy maintenance burden can be completely eliminated by placing multiple Triboelectric Scrubbers with service radii overlapping each other. It is advisable to construct and activate the scrubbers first, and then turn on the extractors to avoid the buildings all needing maintenance before the scrubbers begin working.
Espionage

Espionage is a sub department of the State department.

* Each Spy Academy generates 50 spies for a region
* Each mission uses a fixed number of spies for a fixed number of days with a fixed per day cos

AI regions will attempt to use all mission types, against all valid targets at random. AI will not target its own allies with espionage.
Surviving Mars Wiki/Section 3/es

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Physics

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

The table below is sorted first by tier, then alphabetically. Note that technologies in a lower tier will always be unlocked before technologies in a higher tier, but that the order within a tier is randomized.

"The Universe is under no obligation to make sense to you."
 Autonomous Sensors

 Extractor Amplification

"From the first day to this, sheer greed was the driving spirit of civilisation."
 Low-G Turbines

 Subsurface Heating

Mars has an average temperature of -55 degrees Celsius, with inclinations to fall well below -130. | 1
Surviving Mars Wiki/editcopy/Section 1

**Note:** This page is for users to propose changes for the main page's first section. The main page is an attractive target for vandalism, but we want every user to be able to contribute to the wiki.

Welcome to the Surviving Mars WikiWelcome to the Surviving Mars Wiki
The Surviving Mars reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,086 pages (173 articles).

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...]
Mission commanders

**Mission commanders** allow you to fine-tune your chosen sponsors, giving an added bonus on top.

## List of Commanders

- Bonus Tech: Autonomous Hubs (Drone Hubs no longer require Power or maintenance)
 Oligarch
- Bonus Tech: Arcology (unlocks a residential spire)
 Hydro Engineer
- Domes consume 25% less Water
- Bonus Tech: Water Reclamation (unlocks a spire which reduces Water consumption)
 Doctor
- Bonus Tech: Stem Reconstruction (colonist lifespan is increased)
 Psychologist
- Bonus Tech: Behavioral Shaping (unlocks a Sanatorium spire which treats colonists' flaws)
 Politician
- Bonus Tech: Martian Patents (repeatable tech that grants Funding)
 Futurist
- Bonus Tech: Autonomous Sensors (Sensor Towers no longer require Power or maintenance)
 Ecologist
- Bonus Tech: Hanging Gardens (unlocks a spire which improves residences in the Dome)
 Astrogeologist
- Extractor production increased by 10%
- Bonus Tech: Deep Scanning (allows the scanning of sectors for deep deposits)
 Rocket Scientist
- Bonus Tech: CO2 Jet Propulsion (unlocks Shuttle Hub and long-range transportation)
Omega Telescope

**Omega Telescope** is a Infrastructure building in *Surviving Mars*. Once built, it gives access to a maximum of three new Breakthrough Technologies and gives a 20% boost overall Research.

## Description

Peering beyond the veil of the unknown, this radio telescope gives access to new Breakthrough Technologies and boosts overall Research.
Surviving Mars Wiki/editcopy/Section 2

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General

System requirements

How to Play

Gameplay

Sponsors

Mission commanders

Mars

Buildings

Infrastructure

Drones

Domes

Colonists

Research

Mysteries of Mars
Domes

**Domes** are specialized structures designed for human habitation on Mars. In order for colonists to arrive and live, you will need to construct and knit these domes together with Infrastructure, creating a network of human outposts. Each dome can be heavily customized to serve a specific function, from research outposts to pleasure domes.

A large number of buildings (e.g. housing, farms, certain factories) can only be constructed inside a Dome.

Colonists can only live inside domes and require oxygen, water, and food at minimum to survive. Domes can be set to filter colonists, allowing you to create specialized processing, mining, research, etc. domes, as well as ensure that colonists who require special services will congregate in ones that actually provide them.

## Spires

Spires are special buildings erected at the center of the dome. Each, except for the Oval Dome, can house a single spire. They provide major bonuses or special bonuses for the colony.
There are seven types of spires:
Metals Extractor

**Metals Extractor** is a Production building in *Surviving Mars*.

## Description

Extracts  Metals  from underground deposits. All extractors contaminate nearby buildings with dust.

## Strategy

Click here to add a strategy!

1. Because this requires workers (preferably geologists) to operate, try placing a dome as close to as many rare metals and regular metals deposits as possible.
REGIONINCL

The .REGIONINCL files (&&REGIONINCL sections) are used to choose what regions are included in scenarios. They are plain text documents with a header and a list of regions ID#s that match entries in the .CVP file.

If an area of the world is not listed individually in the .REGIONINCL file or part of a group included in the .REGIONINCL file that territory will appear in game as "World Market". This is considered an error and may cause unexpected results.

Any region not in the &&REGIONINCL list will **not** be included in the list of regions (alive or dead) once the game cache is created.

Although not commonly used, each entry in the &&REGIONINCL can also force groupings (adding to the &&GROUPING xx entries) for a region.

* *For example: 1697, 1603, 1604, 1605 will group regions 1603-4-5 into the CVP region entry 1696*

SRNG/GR : .scenario file option *regioninclall* will force all regions in the CVP file to be included in the regions list, regardless of whether specified in the &&REGIONINCL file.

The following are the default Region ID allocations in SRU. Some are individual map regions and some are only groupings of multiple regions:
Vehicles

**Drones** and **RC vehicles** are the basic workers of your colony. These automated robots harvest resources and manufacture infrastructure and Space Dome facilities for colonial habitation, allow you to transport goods, explore anomalies, and shuttle colonists around.
Built to be resilient against most of what the Martian environment can throw at them, the arch-enemy of all man-made technology on Mars, dust, will eventually incapacitate vehicles if not cleaned regularly.

## Overview

Drones can be operated from a Rocket, a rover or a fixed Drone Hub, with each drone being assigned to one of these three possible bases. They are tasked with distributing resources, gathering resources from surface deposits, building and maintaining structures as well as repairing damaged structures and vehicles.

Each base has a service area (the radius of which can be adjusted), which is the area where the drones attached to the base will autonomously construct/repair/maintain buildings, carry resources between production buildings and cargo bays and, in the absence of any other things to do, gather resources from the surface of the planet.

Drones run on batteries and need to charge up frequently. They may do so only at RC Rover and Charging Stations which in turn can be built individually or are found attached to Drone Hubs.

Other types of vehicles are manually operated and controlled remotely, with their range dictated by the batteries they carry.

## Types

Drone
Drones are the backbone of the Martian colony's work force. They are tasked with distributing resources, gathering resources from surface deposits, building and maintaining structures as well as repairing damaged structures and vehicles.
RC Transport
A rover designed for transporting goods.
RC Explorer
A special rover equipped for detecting and analyzing anomalies.
Shuttle
A modern airborne vehicle for shuttling colonists and items across the planet.
Drone

**Drones** are the backbone of the Martian colony's work force. They are tasked with distributing resources, gathering resources from surface deposits, building and maintaining structures as well as repairing damaged structures and vehicles. They are controlled by a Drone Hub or an RC Rover (right, lower image).

* Although mostly autonomous, drones operate within the service range of whatever control hub they are assigned to, such as Drone Hubs , Rockets or RC Rovers.
* Drones run on batteries and need to charge up frequently. They may do so only at RC Rover, Rockets and Charging Stations which in turn can be built individually or are found attached to Drone Hubs.
* All the heavy lifting and most of the field tasks are left to Drones. Drones are powerful, semi-autonomous utility vehicles which are equipped with state of the art instruments - fit for a wide range of manual labor.
* Built to be resilient against most of what the Martian environment can throw at them, the arch-enemy of all man-made technology on Mars, dust, will eventually incapacitate drones if not cleaned regularly.
* Drones are semi-autonomous and will queue up tasks that are flagged only if these tasks are within the Service Area set for each drone. However, the player can take direct control of a Drone if needed.
Rocket

**Rocket** is a Infrastructure building in *Surviving Mars*.

## Description

Delivers cargo or colonists to Mars. Commands nearby drones. Contaminates nearby buildings with dust during landing and launching. Requires  Fuel  for return trips.

They are re-usable, and once having refueled on Mars, can bring Rare Metals back to Earth for monetary gains.

Space rockets have far a greater role to play in the mission of establishing a permanent colony on Mars, than merely bringing the first colonists there. Until the colony can truly sustain itself, it will always be dependent on Earth for vital resources and the flow of colonists.

Although quite expensive, re-usable rocket technology has already been mastered to a degree that can have a rocket back in space within the same day of landing on either world. However, if you want a quick supply of prefabs or resources use supply pods.

## Strategy

### Dust

Rockets produce large amounts of dust when they take off and land, so they shouldn't land near your solar panels or other structures vulnerable to dust contamination.

### Unloading

RC Transports are ideal for unloading cargo rockets, as they can do so much more efficiently than drones. Using the supply chain option, a rover can be set to load all cargo types and then unload in the general area of your supply depots--it is not necessary to select a specific depot, clicking on the ground near them will make the rover use all of the available depots.

## Types

If the Space Race DLC is installed, then spacecraft will come in 3 different classes, each available to different sponsors.

```
* Here's a table for a quick comparison with additional details for each Sponsor's Rocket below the table.

```
Victory Codes

Victory Condition (svictorycond)

*Victory Condition Notes*

*Regarding Victory Conditions – “gamevictory / svictorycond / cvictorycond”*

cvictorycond: Victory Condition for use with Campaign play – defaults to 0

svictorycond: Victory Condition for use with Scenario/Mission play – defaults to cvictorycond

*(Can be changed in startup lobby options)*

ALL VICTORY TYPES include the following conditions for causing a Region/Scenario Loss:

* Surrender
* All Cities Captured
* Loss of Command Unit if one exists (Unit either placed in editor, or via ‘spawncmdunit’)
* Loss of Capital if ‘nocapitalmove’ is set

ALL VICTORY TYPES include the following conditions for causing a Scenario Win:

* A Command Unit entering a Victory Hex (‘victoryhex’) (Regardless of hex ownership)

ALL VICTORY TYPES:  SCENARIO ENDS WHEN:

* A Region falls that has ‘lossforceend’ set to True
* The Human falls in a Single Player game
* Time Expires (‘victoryymd’ set) in a Complete, Capital, or Capture Victory Type
	+ Regions with ‘timeoutvictory’ set will Win, otherwise Loss

*Additional Victory Type Notes:*

* 0 : "Complete"
	+ Region Falls per the above conditions.
* 1 : "Capital"  (Take Capital)
	+ Forces ‘nocapitalmove’ to be True.
* 2 : "Capture" (Destroy HQ Unit)
	+ Command Unit is automatically Spawned if not existing in scenario.
* 3 : "Unification" (Map Unification Vote)
	+ Unification Vote date is set for scenario (‘victoryymd’ set)
	+ Region Loss if Region loses Unification Vote and accepts result.  (Reject result switches to ‘Complete’)
* 4-9: “Score”
	+ An End Date / Game Length is set for scenario (‘victoryymd’ set)
	+ Region Loss if Region does not have highest Score at end of game.
* 10 : "Sphere"
	+ Region Falls when it has no more regions within its Sphere.
* 11 : "Space Race"
	+ Victory when region achieves a specific technology.
* 12 : "Victory Points"
	+ Winner is region with the most points when time ends ('victoryymd')
* 13 : "Capture Objective"
	+ Complete victory type with victory hex available (move HQ unit onto victoryhex)
* 14 : "Hold Objective"
	+ Complete victory type with timeoutvictory forced on for currentplayer; wins at 'victoryymd' time

Victory Detail (victorycode), set as follows:

victorywho : An RLIST of all players awarded the victory (could be multiple, or none)

victoryvote : Player # of player that won a Map Unification Vote (only one winner), or ‘0’

victorycode :

* 0 : No Victory Yet
* 1 : Killed Enemy HQ Victory (check ‘victorywho’)
* 2 : Last Man Standing Victory (check ‘victorywho’)
* 3 : Reached Victory Hex Victory (check ‘victorywho’)
* 4 : Score Victory (check ‘victorywho’)
* 5 : Unification Vote Victory
* 8 : Time Expired Victory (ie Score, objective held)
* 9 : Tutorial
* 10: Sphere Victory (CW)
* 11: Space Race Victory (CW)
* *(90+ Local Player Defeat Codes)*
* 95 : Unification Vote Defeat
* 96 : Elimination Defeat
* 97 : Internal Election Defeat
* 98 : Time Expired Defeat
* 99 : Dead HQ Defeat
* 100 : Sphere Defeat (CW)
* 101 : Space Race Defeat (CW)
Advanced Sterling Generator

in: Power

# Advanced Stirling Generator

EDIT

Categories

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

## Description

Generates power. While closed the generator is protected from dust, but only produces 40 power. While open the generator produces 80 power.

## Strategy

Click here to add a 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.

in: Power
Social

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

The table below is sorted first by tier, then alphabetically. Note that technologies in a lower tier will always be unlocked before technologies in a higher tier, but that the order within a tier is randomized.

"Two planets, one human race - sharing knowledge and coexisting within the solar system."
 "Live From Mars"

 Mars Crowdfunding

 Systematic Training

"Hell yeah I'm a botanist! Fear my botany powers!"
 Productivity Training

"Geologists have a saying - rocks remember."
Neil Armstrong | 1
Machine Parts

Mechanical Parts  are manufactured in Machine Parts Factories from  Metals  at a 1:1 rate and are mainly used in construction and maintenance of resource extractors and factories on Mars.

## Background

Back on Earth, we humans are dependent on machines to sustain our advanced way of life; to power our industries and make possible our vast transportation systems. Here on Mars machines are also tasked with making life possible to begin with, on top of potentially maintaining all of their previous obligations.

Smart design processes and accepted standards have made possible the stockpiling of Machine Parts that could be used in an array of instruments upon demand. Machine Parts could be delivered from Earth to meet the needs of any fledgling colony. But a hefty and reliable supply, one obtained only by having them manufactured on site, will be the foundation to bringing our Earthly way of life to the Martian dream city."

## Notes

*This article is a stub. You can help Surviving Mars Wiki by expanding it.*
Patch 9.1.43

Version 9.1.43

* Made Israel and Palestine at war at start of GC2020
* Fixed gun emplacements not firing
* Correction to prereqs of tech 1098 - Improved Aircraft Alloys
* Updated South African leader for 2020
* Created tooltip for last day trades
* Fixed aircraft capacity
* Uranium deposits in Egypt fixed
* City nameplate size adjusted
* Player name added to relations tooltip for Multiplayer
* Fixed unit prereqs that gave France a 40 year tech advantage (WW2 Sandbox)
* Fixed Regression error introduced in .39 MP Fix regarding Research Eff costs
* (Revised Research Efficiency/Tech Level formula)
Solar Panel

**Solar Panel** is a Power building in *Surviving Mars*.

## Description

Generates Power during daytime. Its effectiveness is decreased by dust accumulation and during Dust Storms. Protected from dust while turned off.

## Strategy

Solar Panels are not very efficient power-wise compared to the stirling generator's 10-20 or the wind turbine's 5 energy production. It also does not operate at night until Micro Fusion tech is researched and the Artificial Sun is built, effectively reducing its efficiency to much lower than other energy producers. On the other hand, solar panels are cheaper or less tech-expensive than windmills and stirling generators. At the start of the game, metals are easy to harvest with the scattered metallic rocks all around the landing site. It is also has a higher energy/hex than the windmill does.

Red line on one side indicates "back" of panel. Important to know for placement and nighttime functionality near the Artificial Sun Wonder.
Large Solar Panel

**Large Solar Panel** is a Power building in *Surviving Mars*.

## Description

Generates Power during daytime. Its effectiveness is decreased by dust accumulation and during Dust Storms. Protected from dust while turned off.

## Adding Strategy to Large Solar Panel

Using **Large Solar Panel** is more effective than the **Standard Solar Panel**
Here is the ratio for the **Standard Solar Panel**:
For 1 energy, it cost you 0,5 Metal to build, 0,25 Metal to maintain and 0,5 space.
Ratio for the **Large Solar Panel**:
For 1 energy, it cost you 0,6 Metal to build, but only cost you 0,2 Metal to maintain for that 1 energy and also cost you 0,6 space to build.
You can see in the *short tern* **Standard Solar Panel** is better, but in the *long tern* **Large Solar Panel is better**
Surviving Mars/es

**Surviving Mars** es un juego del tipo "City Builder" de Haemimont Games, creadores de la saga *Trópico*. El juego se centra en construir una colonia sustentable en la superficie de Marte, comenzando con drones de construcción automatizados que establecen la infraestructura básica y termina con una investigación sobre los extraños y fascinantes secretos del planeta.

## Características

* Simulación detallada de colonias que requiere de una buena planificación y una estrategia coherente para garantizar que sus colonos no se ahoguen dolorosamente después de que un apagón consuma sus generadores de oxígeno.
* Múltiples opciones para la construcción de ciudades, incluidos los módulos de agricultura, minería y entretenimiento. ¡Un Domo Espacial es solo el comienzo!
* Simulación individual de Colonos, individuos con sus propios caracteres de ambición y rasgos.
* Cada vez que inicias el juego se genera un mapa aleatorio, con múltiples opciones de inicio. Tu zona de aterrizaje importa, al igual que el Patrocinador que selecciones.
* Un árbol de investigación aleatorio que combina descubrimientos estáticos y privilegios obtenidos por experimientación.
* ¡Eventos aleatorios relacionados con las distintas partes del planeta Marte y sus muchos secretos!
* Soporte completo de Mods, permitiendo la creación y el intercambio de edificios y eventos personalizados.

## Links Externos

* Sitio Oficial
* Steam
Surviving Mars Wiki/editcopy

**Note:** This page is for users to propose changes for the main page. The main page is an attractive target for vandalism, but we want every user to be able to contribute to the wiki.

Welcome to the Surviving Mars WikiWelcome to the Surviving Mars Wiki
The Surviving Mars reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,086 pages (173 articles).

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...]

General

System requirements

How to Play

Gameplay

Sponsors

Mission commanders

Mars

Buildings

Infrastructure

Drones

Domes

Colonists

Research

Mysteries of Mars

Twitter
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Videos

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed **here**.
Surviving Mars Wiki/Section 3

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We are currently maintaining 1,086 pages (173 articles)!

Recent changes | New pages | Missing pages

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Metals

**Metals**  is readily found on the Martian surface, deposited from ancient tectonic activity and meteor blasts. Further deposits can be found beneath the surface (by either Orbital Probes or Sensor Towers) which can be then mined with Metal Extractors.

Metal is a basic building material and is used in a wide range of buildings. It is also used for manufacturing Machine Parts.

## Background

Since very early in human history, metals play a vital role in the art of creation. From simple copper tools and nails, to iron decorations to entire structures made out of steel. It would seem their role is not exhausted only on Earth, but will continue to serve as an accessible and vital resource for all our needs on Mars as well.

## Notes

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

**Electronics**  are manufactured in the Electronics Factory from Rare Metals and are mainly used for vehicle operating buildings, like Drone Hubs and Shuttle Hubs.

## Background

Technology and electronics go hand in hand on Mars the same way as they have, and will continue to for centuries to come, on Earth.

## Notes

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