Difference between revisions of "Colonists"

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(Age Groups: s/stage of their life./age)
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* Colonists can't work at low Health unless they have the Fit Trait
* = '''0''' colonist dies
* Colonists die at 0 Health
* ≤ 29 ⇒ Colonist can't work (unless he has the Fit Trait)
* 70 or more {{green|+5}} Morale
* ≤ 50 ⇒ {{red|-10}} Morale
* 50 or less {{red|-10}} Morale
* ≥ 70 ⇒ {{green|+5}} Morale
* Well rested {{green|+5}} or {{green|+10}} with Fit Trait
* Well rested {{green|+5}} or {{green|+10}} with Fit Trait

Revision as of 10:17, 29 July 2020

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.png Oxygen, Water.png Water and Food.png 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.

Colonist Behavior

Colonists are completely self-reliant. The player shall not micromanage them, but only provide for the necessary facilities!


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:[1]

  1. 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.
  2. Buildings with the highest priority are fully staffed if possible
  3. 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%)
  4. Specialists prefer to work according to their specialization, as long as this doesn't mess up the above rules.
  5. 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 work spots, 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.


A colonist at low health will start seeking the "Medical Checks"-service, i.e. try to visit the Infirmary or Medical Center building. He will do so "aggressively" , i.e. multiple times in a row utill his health is above threshold! Both buildings award a lump sum of Health __per visit__.

When a colonist is already at low health, he suffers a -10 morale penalty and is unable to work unless they have the "Fit" perk. So, a colonist at middle health will also seek the Medical Checks service, but only if they don't have anything better to do.

Buildings other then the Infirmary and the Medical Center award health as well, but a colonist will not intentionally seek such services when on low health! So, the player needs to provide the adequate capacity of Medical Checks, but is encouraged to think out-of-the-box.


When the Sanity stat of an individual colonist falls below a set threshold, this individual will seek to visit the building(s) which awards sanity (i.e. Infirmary or Medical Center). He will do so "aggressively" , i.e. multiple times in a row! Both buildings award a lump sum of Sanity __per visit__.

The only buildings colonists will attempt to visit on purpose when sanity is below theshold are medical facilities. A colonist will not intentionally seek services that award Sanity than Medical Checks.

Eample: Individuals with the "Gamer" perk do gain sanity by visiting a building which services "gaming", but colonists are not programmed do to so on puspose!


Several buildings which award comfort do so on a __per visit__ basis. But comfort is only awarded if the colonist's comfort is less than the Service Comfort rating of the building. And unlike with their Health and Sanity, individuals never deliberately visit a building to raise their comfort!

Instead comfort is raised as a side effect: daily sleep and daily meal and further activities.


Each colonist has three Interests, these are not random but determined by their Specialization. Interest are: Social, Relaxation, Dining, Drinking, Shopping, Exercise, Gaming and Luxury. Children have Playing as their only interest.

Colonists.png Colonists will visit a Dome Service building only if the provided Services match that Colonists.png Colonist's Interests. If a colonist cannot pursue his interest, because such buildings are either non-existant or occupied, his morale/sanity drops.


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
  • = 0 colonist dies
  • ≤ 29 ⇒ Colonist can't work (unless he has the Fit Trait)
  • ≤ 50 ⇒ -10 Morale
  • ≥ 70 ⇒ +5 Morale
  • Well rested +5 or +10 with Fit Trait
  • Visiting buildings with the Exercise or Medical Checks service
  • Having no Food, Oxygen or Water
  • Working heavy workloads
  • Injury
  • Colonists can gain Flaws at low Sanity
  • Colonists have a 50% chance to commit suicide at 10 Sanity unless they have the Religious Trait
  • 70 or more +5 Morale
  • 50 or less -10 Morale
  • Well rested +5 or +15 with Smart Home Smart home.png
  • Visiting buildings with the Medical Checks service
  • Psychologist Commander Profile +5
  • Being in a Dome when the Good Vibrations Breakthrough is researched +5 Sanity each Sol
  • Working Night Shifts
  • Working heavy workloads
  • Working outside Domes
  • Disasters
  • Death of a Colonist from the same residence
  • Couples are more fertile at higher Comfort
  • Colonists quit their job at 0 Comfort and leave on next Rocket unless they have the Martianborn Trait
  • 70 or more +5 Morale
  • 50 or less -10 Morale
  • Resting in a residence or visiting a building that service the colonist's Interest +X
    • Comfort is only applied if the building's Comfort is higher than the colonist's current comfort
    • X is the building's Comfort Increase. This is 10 for most buildings.
    • Biome Engineering gives +5 Comfort to each residence in the dome for each working farm
    • Each Vista in a Dome working area give +10 Comfort to each residence in the dome
    • Hanging Gardens Building - Hanging Gardens.png +30 Comfort to each residence in the dome
  • Working in a Workshop +1
  • Homeless -20 each Sol
  • Not visiting buildings that service the colonist's Interests
  • Not getting food from a building with the Food service
  • +1 point Worker Performance for each +1 Morale point above 50 Moral
  • -1 point Worker Performance for each -1 Morale point below 50
  • Colonists can become Renegades if Morale stays below 65 for too long
  • Health, Sanity and Comfort are 70 or more +5 for each
  • Having the Religious Perk +10 and +20 more for a Colonist with the Saint perk in the same Dome.
  • Interacting with a Colonist with the Empath perk +??
  • Working in a Workshop +10
  • Dome with a Spire and Inspiring Architecture +20
  • Story Bits decisions
  • Health, Sanity and Comfort are under 50.
  • Story Bits decisions

Age Groups

Colonists are divided into five age groups according to their age.

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)
66.4 27.5 2 stable population
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.

Specialization Dress
Ideal Workplace Interests Description
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 Social, Relaxation, 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.


Perks are beneficial traits and should be sought amongst applicants. Children colonists can gain any random Perks when visiting the Playground Playground.png or selected Perks when visiting the School School.png buildings.

Colonists with specific Flaws can replace them with any random Perk by visiting the Sanatorium Building - Sanatorium.png spire that has the Behavioral Melding Technology - Behavioral Melding.png upgrade.

Any non-Child colonist can gain 1 random perk, over time, when the Project Morpheus Project morpheus.png wonder is working. Any non-Child colonist can gain the Fit perk when visiting the Open Air Gym Building - Open Air Gym.png.

Perk Source Effect Interests
Celebrity Normal Sources Generates Funding.png 30M Funding every Sol when at 70 or more Comfort.
Composed Normal Sources and
School.png School
All sanity losses are halved.
Empath Technology - Neural Empathy.png Neural Empathy (Breakthrough) Raises the Morale of all Colonists in the Dome. The effects of multiple Empaths stack.
Enthusiast Normal Sources and
School.png School
Increased performance boost when at high Morale.
Worker Performance +20 when at 70 or more Morale
Fit Building - Open Air Gym.png Open Air Gym More health recovered when resting. Can work when health is low. +Exercise
Gamer Building - Electronics Store.png Electronics Store Recovers Sanity when gaming.
up to +15 Sanity for each visit
Genius Normal Sources Generates Research when at high Sanity.
+150Research.png Research points every Sol when at 70 or more Sanity
Hippie Normal Sources and
School.png School, requires
Technology - Interplanetary Learning.png Interplanetary Learning (Breakthrough)
Gains twice as much Comfort in gardens and parks.
Nerd Normal Sources and
School.png School
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.
+10 Comfort
Saint Normal Sources Raises the Morale of all Religious people in the Dome. Benefits stack with each additional Saint.
+10 Morale
Sexy Normal Sources Greatly increased birth rate.
Survivor Normal Sources and
School.png School
Loses less Health without food, water, oxygen or when living in an unpowered Dome.
Religious Normal Sources and
School.png School
Higher individual base Morale. Low Sanity never leads to suicide.
+10 Morale
Rugged Normal Sources No Comfort penalties when eating unprepared food or having no residence.
Workaholic Normal Sources and
School.png School, requires
Technology - Interplanetary Learning.png 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 Technology - Space Rehabilitation.png has been researched.
Colonists will lose the following flaws when visiting a Sanatorium Building - Sanatorium.png spire: Alcoholic, Chronic Condition, Coward, Gambler, Glutton, Lazy, Melancholic.

Flaw Effects Interests
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.

Quirk Description Source
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.png Sanity during Mirages. (Sanity.png 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.
Inner Light

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
Refugee Crisis
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.


Game concepts