Colonists are brave souls who decide to settle Mars and risk death and injury with no possibility of rescue. Colonists begin arriving once you create a colony with domes that can sustain human life and require care and attention. Notably, each colonist has their own personality and distinct set of likes and dislikes, which can evolve over time. Colonists require the resources Oxygen, Water and Food to survive.
Applicants are potential colonists and may be chosen based upon the traits and specializations listed below. The Sponsor determines the number of initial applicants available and various technologies and sponsor traits may also influence the number of applicants available. Non-age related colonist deaths reduce the pool of available applicants by 2.
Each colonist prefers to work in a building that matches their specialization (below). If no such job is available, then they will fill spaces depending upon the priorities that you have set. They also have characteristics such as comfort and sanity that must be managed lest the colonist become Earthsick and demand to leave on the next shuttle home.
Colonists will only work within the dome that they live in, but they can walk from dome-to-dome or take a shuttle (provided via the Shuttle Hub) to transfer from one dome to another should you choose to manually set their new home or new work in a different dome.
Colonist work assignments follow these rules, in order:
- The player can manually assign individual workers, ignoring all rules below. Ideally we hope that there will be no reason to do so, unless the player particularly likes to micromanage. Clarification: Manual assignment is not permanent, so after a long period(5 sols) the colonist may decide to switch jobs.
- Buildings with the highest priority are fully staffed if possible
- If there is not enough workforce higher priority buildings will be fully staffed while lower priority buildings will be partially staffed, but the game will try to keep them operational if possible (e.g. all buildings at high priority staffed at 100%, all buildings at the medium priority staffed at roughly 50%, all buildings at low priority staffed at 0%)
- Specialists prefer to work according to their specialization, as long as this doesn't mess up the above rules.
- Keep in mind that since everything depends on the individual simulation, you may have to wait for 1-2 sols until all workers find their desired workspots, so in any current moment there may be a situation where e.g. a Botanist is working in a Bar and a colonist without a specialization is working at a Farm. This is temporary and should be resolved automatically after a while.
Note that the colonists won't try to find a job at another dome. You'll need to manually optimize the domes settings to make sure the properly specialized colonists live in the properly specialized domes.
Each Colonist has four Stats: Health, Sanity, Comfort and Morale. These Stats have a value between 0 and 100 and are modified by various factors and events (Traits, quality of life, workplace, disasters, etc.).
|Stat||Effects||Increased by||Lowered by|
Colonists are divided into five age groups according to the stage of their life.
|Age group||Age range||Age duration||Description|
|Child||0-5||5||Children are too young to work and use many of the buildings in the Colony. They can go to School and use certain special buildings such as the Playground and Nursery.|
|Youth||6-10||5||A young Colonist, able to work in all buildings.|
|Adult||11-30||20||An adult Colonist, able to work in all buildings.|
|Middle Aged||31-60 (31-80)||30 (50 with Stem Reconstruction tech)||A middle aged Colonist, approaching retirement, but still able to work in all buildings.|
|Senior||61+||0-17 (random duration)||A senior Colonist, too old to work.|
For martianborn children to be born, there should be fertile Male/Female couples in the Dome. Colonists with the Other gender are not fertile.
Each fertile couple effectively has a ((comfort-30)/10)% chance per Sol to have a baby. More technically, all fertile couples contribute (comfort-30) points daily to the shared pool of birth progress points in the dome. When that number reaches 1000, a baby is born.
Without accounting for technologies, considering a 55 year fertile life and an ideal men/women ratio, you can expect these population trends based on comfort:
|Average comfort||Sols per child||Children per couple per 55 sols||Trend|
|55 (minimally fertile with Medical Checks)||40||1.375||inevitable extinction (-1.1%/Sol)|
|70 (min without Medical Checks)||22.2||2.475||steady growth (+0.85%/Sol)|
|100 (max)||13.3||4.125||rapid overpopulation (+7.5%/Sol)|
Citizens perform better at workplaces that match their specialization. All colonists receive a penalty if working the wrong type of work. Colonists with no specialization can learn one at Martian Universities. Specializations also determine a colonist's main interests.
|Child||white||none||Playing||One of the youngest residents of the colony.|
|No Specialization||teal||Non-specialized work (Diner, etc)||Social, Relaxation, Shopping||A brave citizen of Mars, ready to tame the final frontier.|
|Botanist||green||Farms||Relaxation, Shopping, Luxury||A trained botanist, dreaming of a green Mars.|
|Engineer||orange||Factories||Relaxation, Shopping, Dining||A trained engineer, building a better future for humanity.|
|Geologist||brown||Extractors||Social, Shopping, Drinking||A trained geologist, securing vital resources for the Colony.|
|Medic||blue||Infirmary, Medical Center||Social, Shopping, Luxury||A trained medic, facing new challenges on the red planet.|
|Scientist||white||Research Lab, Hawking Institute||Social, Relaxation, Gaming||A trained scientist, eager to discover the mysteries of the Cosmos.|
|Officer||red||Security Station||Relaxation, Social, Exercise||A trained security officer, protecting our Utopia.|
Traits are the defining characteristics of a colonist and can give various bonuses or penalties. Some Traits will also add an additional interest to colonists unless their specialization includes it already.
|Celebrity||Normal Sources||Generates 30M Funding every Sol when at 70 or more Comfort.|
|Composed||Normal Sources and
|All sanity losses are halved.|
|Empath||Neural Empathy (Breakthrough)||Raises the Morale of all Colonists in the Dome. The effects of multiple Empaths stack.|
|Enthusiast||Normal Sources and
|Increased performance boost when at high Morale.
Worker Performance +20 when at 70 or more Morale
|Fit||Open Air Gym||More health recovered when resting. Can work when health is low.||+Exercise|
|Gamer||Electronics Store||Recovers Sanity when gaming.
up to +15 Sanity for each visit
|Genius||Normal Sources||Generates Research when at high Sanity.
+150 Research points every Sol when at 70 or more Sanity
|Hippie||Normal Sources and
Interplanetary Learning (Breakthrough)
|Gains twice as much Comfort in gardens and parks.|
|Nerd||Normal Sources and
|Gains a temporary Morale boost every time a new technology is researched.
+10 Morale for each researched technology each boost lasting for 5 Sols
|Party Animal||Normal Sources||Gains additional Comfort when satisfying social interest.
|Saint||Normal Sources||Raises the Morale of all Religious people in the Dome. Benefits stack with each additional Saint.
|Sexy||Normal Sources||Greatly increased birth rate.|
|Survivor||Normal Sources and
|Loses less Health without food, water, oxygen or when living in an unpowered Dome.|
|Religious||Normal Sources and
|Higher individual base Morale. Low Sanity never leads to suicide.
|Rugged||Normal Sources||No Comfort penalties when eating unprepared food or having no residence.|
|Workaholic||Normal Sources and
Interplanetary Learning (Breakthrough)
|Individual performance increased by 20. No penalty for heavy workloads.
Worker Performance +20 at all times
Flaws are detrimental Traits and should be avoided amongst applicants.
Every applicant has a 50% chance to lose any 1 flaw when launched to Mars if Space Rehabilitation has been researched.
Colonists will lose the following flaws when visiting a Sanatorium spire: Alcoholic, Chronic Condition, Coward, Gambler, Glutton, Lazy, Melancholic.
|Alcoholic||Work performance lowered by 10. Can be caused by Sanity breakdowns.||+Drinking|
|Chronic Condition||Loses Health each day.|
|Coward||Double Sanity loss from disasters. Can be caused by Sanity breakdowns.|
|Dust Sickness||Loses Health during Dust Storms, even when inside a Dome.
Caused by the Dust Sickness event.
|Gambler||Has a 50% chance to lose 20 Sanity when visiting a Casino. Can be caused by Sanity breakdowns.||+Gambling|
|Glutton||Eats double rations. Can be caused by Sanity breakdowns.||+Dining|
|Hypochondriac||Will randomly visit Medical buildings and take Sanity damage if unable to do so.||+Medical|
|Idiot||Can cause a malfunction at workplace (10% chance). Malfunctioning buildings stop working and require maintenance.|
|Infected||Loses Health each day. Spreads to other Colonists in the Dome.
Caused by the Wildfire mystery.
|Lazy||Individual performance decreased by 20 at all jobs.|
|Loner||Loses Comfort every day while living in a Dome with population over 30.||-Social|
|Melancholic||Increased performance penalty when at low Morale. Can be caused by Sanity breakdowns.|
|Renegade||Performance decreased by 50 at all jobs. Can cause crime events when there are not enough Security Stations in the Dome.
Caused by low Morale.
|Whiner||Loses Sanity when low on Comfort.|
Quirks are Traits that don't fit into other groups or that are generated by events or Mysteries.
|Biorobot||Synthetically created humans that function similarly to us - they breathe, they eat and they sleep. However they do not age and cannot reproduce.||The Positronic Brain|
|Clone||Has half the lifespan of a naturally born human.||Cloning|
|Dreamers make sense of the shared dream but lose 23-ish Sanity during Mirages. ( Sanity loses are affected by Coward 200% loss and Composed 50% loss)
Before completing Inner Light, these colonists become unconscious for 1.5-ish Sols while dreaming and are unable to work during that time. After completion, these colonists gain Dreamer's Inspiration, which gives +10 performance. Both during and after Inner Light, colonists can gain this trait by being born with it OR learning it from schools and other methods from which perks are gained.
|The Dreamers have emerged from the Mirages with renewed hope.
+15 performance from Dreamer's Inspiration. When the mystery is completed, colonists have the previous Dreamer trait replaced with this one. You cannot train anymore Colonists to have this Dreamer trait after the mystery has been completed. Also, colonists are capable of regaining the previous Dreamer trait and having both. This causes a bug where the colonist no longer get +15 performance and only gets +10 performance.
|Completing Inner Light|
|Founder||One of the first Martian Colonists.
||First Rocket Colonists|
|Guru||Randomly spreads other traits of this colonist to persons in the same Dome with less than 3 traits.||Applicants|
|Martianborn||Martianborn Colonists never become Earthsick. The Martianborn group of techs can improve this trait significantly.
Can't get Earthsick. Can become Renegade instead.
|Born on Mars|
|Refugee||Untrained for life on Mars, which results in decreased performance at all jobs. Cannot be Earthsick. High chance to become a Renegade.
Worker Performance -50 for 5 Sols.
|The Last War|
|Tourist||Doesn't work. Grants $10 Million Funding on arrival. Leaves at first opportunity after 5 Sols. More Tourists appear when Tourists successfully return to Earth. +Gambling||Applicants|
|Vegan||Has decreased Comfort when living near a Ranch and won't work in such buildings. Has increased Comfort when away from Ranches.
Farm in the Dome +2 Comfort every Sol.
Ranch in the Dome -2 Comfort every Sol.