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Green Planet Dev Diary #3: Vegetation

https://store.steampowered.com/app/952890/Surviving_Mars_Green_Planet/

Hi Everyone!

We’re back with another dev diary for Green Planet, this time focusing on the greener aspects of the expansion – plant life. So far we talked about global vegetation and the need to import, produce and spread huge amounts of seeds to cover the planet in flora. We briefly mentioned the Forestation Plant as the main way to engage with local forestation and the Open Farm as a way to produce food and seeds by planting various crops on a larger scale. It’s time to dig deeper into vegetation!

If I was to summarize what we did to make Mars green, I would have to use the phrase “we went crazy!”

The original vision for the surface of Mars was a silent, barren place, where the only objects that dotted the landscape were old, eroded rocks with otherworldly appearance. We imagined that the rocket you land and the vehicles that scurry around it would be the only thing that moves – aside from the occasional dust devil. Later you would construct domes that vastly contrast with the reddish sands with their lush green and bright lights during the night, which would appear as if someone placed a piece of Earth on the planet.



Then the ideas behind Green Mars came forth. We envisioned a completely different planet at the end of the process, a place where the previously contrasting borders between the lush-green domes and the outside world are blurred or non-existing. Dense forests dominate the horizon and lush-green grass spreads everywhere, with only the largest of rocks still remaining as an effigy of an age past.



And we wanted you to do all of this without melting your GPU… Praises to great programmers and their magic!

We started with a bunch of statements like “each hex of the colony could be populated with wild plant life”, or “plants should grow and wither according to terraforming progress” and “soils are important”, and then we worked on them until, finally, we had a working forestation system.

In the beginning there were the soils… We were inspired by “The Martian” and the possibility to sustain Earth vegetation on the seemingly barren sand. We did our research and designed the system. The soil quality of the original Martian soil is set to 0%, and the most fertile soil you can create is denoted as 100%, a rich Earth-like soil. This calculation is made for each hex of the colony every hour and is displayed on the screen as a Soil Quality overlay - the greener the hex the better the soil.



Now that we had the concept of soil, we needed to add factors that change its quality. So, the idea of rains and toxic rains was born. Of course, we all want rains to spread nutrients and meliorate the soil, but unless the planet has stable atmosphere, the falling rains would be toxic. They reduce the soils quality and create toxic pools that harm the growth of nearby plants.



As you add more water to the atmosphere, the toxic rains gradually end and clear water rains begin. They increase the local soil quality via erosion, create subterranean waters and water the plants. Additionally, artificially constructed Lakes leak water into their surrounding ground, improving significantly the local soils.



So, what can you plant on Mars?

Initially the soil quality is so low that you can only grow lichen. Lichen are famous for being very resistant and able to survive almost anywhere on Earth. You’ll be able to plant lichen pretty much from the start of the game. They do not require terraforming progress or soil quality and they improve the local soil quality over time. However, they will easily die during toxic rains.



As the terraforming initiative progresses, you will unlock other types of vegetation: grass, bushes, pine trees and mixed trees. Grass grows quick and also improves the soil quality, but it’s not as efficient as lichen and trees. However, it’ll spread on its-own over time, so it does some of your work on its own. Bushes grow slower but can be harvested for seeds, while Trees grow the slowest, provide the most seeds, and stabilize the local soils a lot.

Grass, trees, and bushes will spread on their own over time. The speed with which they spread is directly affected by the amount of vegetation around the colony and the global Vegetation coverage. The spread is initially slow but speeds up over time.



Vegetation booms will occur at certain terraforming thresholds. During vegetation booms, a lot of seeds are carried away by the winds and wild plants get seeded around the colony.

You’ll also be able to plant various crops in the Open Farm. These require good terraforming conditions, a lot of water, and high soil quality, but yield huge amounts of Food. Most crops significantly decrease the local soil quality, while others increase it. These crops do not spread on their own and are harvested by Drones to free space for new plants.

As mentioned, planting of crops or wild plants require some seeds to be spread around. The Seeds are a new resource in the game, which is initially imported from Earth and later produced in farms on Mars. They’re measured in tons and used as base material for the creation of substantial plant life on Mars.

This pretty much summarizes the basic principles of the vegetation system in Green Planet. See you next week, when we’ll be discussing the new Special Projects and disasters in more details.

From Haemimont Games,
Ivan Grozev,
Lead Designer of Green Planet

Green Planet Releasing on May 16th



We're also presenting Part 2 of our Feature Breakdown video, where you'll be able to hear from Haemimont and Paradox employees about the upcoming expansion: Green Planet!

https://www.youtube.com/watch?v=0bkzCLJb8yQ

Mark your calendars for the release of Green Planet on...
May 16th!


Terraforming, new buildings, vegetation, and more are coming to Mars. Transform the planet into a new home for humankind, a Green Planet

https://store.steampowered.com/app/952890/Surviving_Mars_Green_Planet/

PDXCON 2019 Ticket Info!



PDXCON2019 is coming and we couldn’t be more excited to meet our community at the event - which takes place on October 18th - 20th, 2019. Tickets go on sale on May 7th, but we’ve got a secret to tell you…

If you head over to the PDXCON 2019 website at https://pdxcon.paradoxplaza.com/ you can sign up to the mailing list. Anyone that signs up will be given 8 HOURS early access before the public availability of the tickets to buy before everyone else! Sign up now and keep your eyes on the news we’ll be sending out because tickets will sell out.

Green Planet Dev Diary #2 - New Buildings and Tech

Hi everyone!

Last time we talked about the terraforming process and what it means to turn the Red Planet Green, today we’ll take a look at two new tools to achieve this tremendous goal:

Terraforming Research and New Buildings​


In Green Planet we’ve added 7 new buildings, which are dedicated to the terraforming efforts. Some of these buildings require specific planetary conditions to function properly. Three of these buildings appear much later in game and require significant research progress to even become available! They have the spatial dimensions and the construction costs of wonders but may be constructed more than once. There’s this rewarding feeling when you cover an area with huge smoking chimneys, knowing that you’re changing the planet on a large scale.



The terraforming buildings will be added to a new category of the build menu – Terraforming. Players are in complete control of when they choose to start the terraforming progress by deciding when to research the first tech in the chain. Every step in the chain unlocks new buildings and improvements which will help in your mission to terraform Mars.


Here’s the list of the buildings you will find inside:

The Forestation Plant (or the Sprinkler, as I love to call it) spreads seeds imported from Earth, or produced on Mars, to plant wild vegetation in its range. Initially, it plants only lichen, but later grass, bushes, and trees become available as the terraforming project progresses. As some of the seeds get carried away from the colony by the winds, each Forestation Plant helps for the increase of the global vegetation.



The GHG Factory (short for Greenhouse Gas) burns a mixture of fuel and locally extracted carbon to produce greenhouse gases, which are released into the atmosphere. Thus increasing the average temperature of the planet.



Similar to the GHG Factory, the Carbonate Processor converts waste rock into carbon dioxide. The release of CO2 in the atmosphere improves its density and creates the necessary circumstances for oxygen-producing bacteria to thrive and for rains to occur.

The Core Heat Convector is a system of pipes that go deep into the Martian crust. It uses water to transport heat from the planetary core and improves the atmospheric temperature, while heating its immediate surroundings.



The Magnetic Field Generator improves the magnetic field of the planet, decreasing the loss of atmospheric gasses. It has a secondary function as a science facility and generates research according to the current state of the atmosphere. As a side effect of the strong magnetic field, the MFG may trigger “marsquakes” in its immediate vicinity. So take care to place these far away from the heart of your colony.

There are several different sizes of lakes, each having different forms. Lake beds are dug up by drones and then gradually filled with water. If liquid water is not yet possible on Mars, the lake remains frozen. When the conditions allow for it, the water liquefies and the lakes start to gradually improve the global water levels through evaporation.



The Open Farm is a huge unmanned facility which grows various edible plants away from your domes. This open-air farm spreads a mixture of water and seeds, which grow or wither according to the local soil quality and the overall terraforming progress. Once fully-grown, plants are individually harvested by drones for food.



All terraforming buildings are unmanned and can be built as soon as you research their corresponding tech in the Terraforming field of the research UI. For those of you who intend to terraform Mars before sending the founders of the colony, we added one additional building, the Capital City.

The Capital City requires the atmosphere of Mars to be breathable and warm. It’s the most spacious dome design and it doesn’t have a cupola, or metallic frame. Instead, it’s surrounded by trees, doesn’t consume Oxygen and can be placed on rough terrain.




I’ll be looking forward to your screenshots!

From Haemimont Games,
Ivan Grozev,
Lead Designer of Green Planet.​

Green Planet Feature Breakdown Part 1

https://www.youtube.com/watch?v=6ieYJrZuISk
Haemimont and Paradox Interactive present a feature breakdown about some of the new features, mechanics, and missions within Surviving Mars' upcoming expansion: Green Planet!

Schedule for this week:
  • Thursday: Dev Diary #2 - New Buildings and Wonders
  • Friday: Tutorial Video by FeedbackGaming


Which feature are you most excited for?