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Colonists are the brave souls who decide to settle on Mars, risking death and injury with no possibility of rescue. Colonists begin arriving after you create a dome colony that can sustain human life, and they require careful attention and care. Each colonist has their own personality and unique preferences, and these traits evolve over time.

Colonists need oxygen, water, and food to survive.

Colonist Behavior

Colonists act completely autonomously. Players cannot micromanage them, only provide the necessary facilities: housing, workplaces, and venues to satisfy their interests. Players can manually reassign each colonist’s housing and workplace, but the proper way to manage a colony is through setting dome policies, specialization policies, training required specialists at the Mars University, and filtering suitable applicants from Earth.

Housing Assignment

After arriving on Mars, colonists will try to find residential buildings within walking distance.

Child Housing Rules:

  • When colonists are born, they are immediately considered children and need housing
  • Children prioritize nurseries within the same dome, and will not automatically relocate even if adjacent domes have vacancies
  • Children can only be guided to relocate through dome policies or the Spaceport Hub

Adult Housing Rules:

  • Unemployed colonists will try to relocate to domes with jobs, even if their current dome has housing

Work Assignment

Colonists begin looking for work at 6 sol. Work assignment follows these priorities:

  1. Player manual assignment has the highest priority (manually assigned colonists will not automatically change jobs for 5 sol)
  2. Building priority: High-priority buildings are staffed first
  3. Specialization matching: Specialists prioritize jobs matching their specialization
  4. Automatic adjustment: The system takes 1-2 sol to automatically balance staffing

Work Range Limitations:

  • Can only work in the residential dome or adjacent domes (one passage distance)
  • Cross-dome work has a -10 performance penalty
  • Can relocate to other domes via shuttle at the Spaceport Hub

Health System

Health Threshold

Low Health Penalty -10 Morale
Medical Check Buildings Clinic, Medical Center
Recovery Per Visit Fixed health value
When Low Health Cannot work (unless has 'Fit' trait)

When health is low, colonists will actively and frequently seek medical check services until health is restored above the threshold. Other buildings also provide health recovery, but colonists will not actively seek these services.

Sanity System

When sanity falls below the threshold, colonists will actively visit medical buildings that provide sanity recovery (Medical Post, Clinic, Hospital, Medical Center), and will visit multiple times consecutively until sanity is restored.

Special Cases:

  • Only colonists with the “Hypochondriac” flaw will actively seek sanity recovery services
  • Other colonists (such as those with the “Gamer” trait) can only passively recover sanity by satisfying interests

Comfort System

Comfort is passively increased through daily activities:

  • Daily sleep
  • Daily meals
  • Other activities

Mechanism: When visiting service buildings, colonists only gain comfort if their current comfort is below the building’s “service comfort” rating. Colonists will not actively visit buildings to increase comfort.

Interest System

Each adult colonist has a predetermined number of interests based on specialization, traits, and flaws. Possible interests include:

Social, Relaxation, Dining, Drinking, Shopping, Exercise, Gaming, Luxury, Gambling, Medical

Children only have Play as an interest.

Mechanism: Colonists will only visit service buildings that match their interests. If interests cannot be satisfied (building doesn’t exist or is full), their comfort will decrease.

Attribute System

Each colonist has four core attributes, with values ranging from 0-100:

AttributeAffectsWays to IncreaseDecreases From
HealthDetermines if can workMedical checks, restLack of resources, disasters, chronic illness
SanityAffects breakdown riskMedical services, satisfying interestsDisasters, work stress
ComfortAffects birth rateService buildings, high-quality facilitiesLack of services, poor living conditions
MoraleAffects work performanceHigh attributes, good traitsLow attributes, bad events

Age Stages

Colonists are divided into 5 age stages (unit: sol):

Age StageAge RangeCharacteristics
Child0-5 solCannot work, can only attend school and use playgrounds/nurseries, only interest is “Play”
Youth6-10 solCan work in all buildings
Adult11-30 solCan work in all buildings
Middle-Aged31-60 sol (without Stem Reconstruction)
31-80 sol (with tech)
Approaching retirement but can still work
Senior61+ sol (without Stem Reconstruction)
81+ sol (with tech)
Cannot work, random chance of death per sol, cannot reproduce (unless “Forever Young” tech researched)

Birth Mechanism

Birth Rate Calculation

Fertility Formula ((Comfort-30)/10)%
Minimum Comfort 30 (requires medical check)
Stable Population Comfort 66.4
Rapid Growth Comfort 100 (+7.5%/Sol)
Fertility Conditions Male-female pairing, fertile age

Birth Rate Factors:

  • Requires fertile male-female pairing (children, seniors, “other gender” cannot reproduce)
  • Fertility chance per couple per Sol: ((Comfort-30)/10)%
  • Birth rate reduced by 50% when there are homeless in the dome
  • Birth rate reduced by 100% when 1/4 of population is homeless

Population Trends (based on 55 sol fertility period):

Average ComfortChildren per CouplePopulation Trend
551.375Inevitable extinction (-1.1%/Sol)
66.42.0Stable population
702.475Stable growth (+0.85%/Sol)
1004.125Rapid overload (+7.5%/Sol)

Specialization

Specialization System

Specialization Types 8 types
Mismatch Penalty -50 performance
Learning Path Mars University
Learning Duration Depends on individual performance and tech

Specialized colonists perform better in matching workplaces. Non-specialized colonists suffer a -50 performance penalty in jobs requiring specialization, but specialists have no penalty in non-specialized work.

Specialization Types Table

SpecializationIdeal WorkplaceInterestsDescription
No SpecializationNon-specialized work (Restaurant, etc.)Social, Relaxation, ShoppingPoor performance in specialized jobs
BotanistFarmRelaxation, Shopping, LuxuryTrained expert in farm work
EngineerFactoryRelaxation, Shopping, DiningTrained expert in factory work
GeologistExtractorSocial, Shopping, DrinkingTrained expert in extractor buildings
MedicClinic, Medical CenterSocial, Shopping, LuxuryTrained expert in medical work
ScientistResearch Lab, Hawking InstituteSocial, Relaxation, GamingTrained expert in research
SecuritySecurity StationSocial, Relaxation, ExerciseTrained expert in security
TouristNo workTravel, SightseeingExcited tourists seeking vacation experiences beyond Earth

Specialization Policies

Each building requiring personnel has specialization policies:

  • No Restrictions (default): Anyone can work
  • Specialists Only: Only corresponding specialists can work
  • Reject Specialists (non-specialized buildings): Prevents specialists from wasting time on low-value work

Trait System

Traits are defining characteristics of colonists that provide various bonuses or penalties. Some traits also add additional interests to colonists.

Perks

Perks are beneficial traits that should be prioritized when selecting applicants.

Acquisition Methods:

  • Come with applicants
  • Randomly gained when children visit playgrounds or schools
  • Can replace flaws when visiting Sanatorium with Behavior Shaping upgrade
  • Randomly gained when Morpheus Project Wonder is operational
  • Can gain “Fit” trait from Outdoor Gym

Important Perks List:

PerkEffectAdditional Interest
CelebrityGenerates 30M funding per sol when comfort ≥70-
ComposedAll sanity loss halved-
EmpathIncreases morale of all colonists in dome by +5 (stackable)-
EnthusiastWork performance +20 when morale ≥70-
FitRecovers +5 health when resting, can work when health is low+Exercise
GamerRecovers +5 sanity each time visiting gaming service building+Gaming
GeniusGenerates +150 research points per sol when sanity ≥70-
HippieGains double comfort in gardens and parks-
NerdGains +10 morale after researching tech (lasts 3 sol)-
Party AnimalGains +10 comfort when visiting social service buildings+Social
Religious+10 base morale, will not commit suicide when sanity is low-
RoughneckNo comfort penalty when eating unprocessed food or homeless-
SaintIncreases morale of all religious colonists in dome by +10 (stackable)-
SexyComfort +50 when calculating birth rate contribution-
SurvivorLoses less health when lacking food/water/oxygen or in power-down dome-
WorkaholicPersonal performance +20, no penalty from heavy workload-Relaxation

Flaws

Flaws are harmful traits that should be avoided when selecting applicants.

Removal Methods:

  • After researching “Space Rehabilitation”, each applicant has 50% chance to lose 1 flaw when launched
  • Can be removed by visiting Sanatorium: Alcoholic, Chronic Condition, Coward, Gambler, Glutton, Lazy, Melancholic

Major Flaws List:

FlawEffectAdditional Interest
AlcoholicWork performance -10, can be caused by sanity breakdown+Drinking
Chronic ConditionLoses -8 health per day-
CowardSanity loss from disasters doubled-
Dust DiseaseLoses -10 health per day during dust storms (even inside dome)-
Gambler50% chance to lose 20 sanity when visiting casino+Gambling
GluttonConsumes double rations+Dining
HypochondriacRandomly visits medical buildings, loses -10 sanity if cannot visit+Medical
Idiot10% chance to cause malfunction at workplace-
InfectedLoses -12 health per day, can infect other colonists in dome-
LazyAll work personal performance -20-
LonerLoses -4 comfort per day when living in dome with population >30-Social
MelancholicAdditional -20 performance penalty when morale <30-
RenegadeAll work performance -50, may cause crime events if security stations insufficient in dome-
WhinerLoses -10 sanity when comfort <30-

Quirks

QuirkDescriptionSource
BiorobotSynthetically created humans, breathe/eat/sleep but don’t age or reproducePositronic Brain
CloneLifespan is half of natural humansCloning Technology
DreamerInteracts with shared dreams, loses sanity during visions before “Inner Light” completion, gains +10 performance after completionInner Light Mystery
FounderOne of the first Mars colonistsArrived during founder phase
MentorRandomly spreads own traits to people in same dome with fewer than 3 traitsApplicants/Birth/Events
MartianbornNever homesick, can be greatly enhanced by Martianborn techBorn on Mars
RefugeeWork performance -50 (lasts 5 sol), high chance (15%) to become renegade, not homesickEvents
TouristDoesn’t work, provides funding and new applicants when returning to Earth based on satisfaction, first chance to leave after 5 sol, loses satisfaction if staying over 10 solApplicants
VegetarianDon’t worry, they’ll tell youApplicants/Birth

Management Strategy Recommendations

Early Colony (First 10 sol)

  1. Prioritize: Applicants with Survivor, Fit, Workaholic traits
  2. Avoid: Chronic Condition, Glutton, Lazy flaws
  3. Specialization Ratio: 2 Scientists, 2 Engineers, 2 Geologists, 1 Medic, rest non-specialized
  4. Facility Priority: Medical → Food → Entertainment

Mid-Game Expansion (10-50 sol)

  1. Build Mars University: Train non-specialized colonists
  2. Optimize Birth Rate: Maintain average comfort ≥70
  3. Specialization Policies: Enable “Specialists Only” for key buildings
  4. Filtering Mechanism: Use sponsor traits to selectively choose applicants

Late-Game Optimization (50+ sol)

  1. Trait Optimization: Use Sanatorium to remove flaws, Morpheus Project to add perks
  2. Population Structure: Maintain age gradient, avoid aging population
  3. Multi-Dome Management: Use dome policies to automatically balance population
  4. Research Breakthroughs: Forever Young, Stem Reconstruction to extend working lifespan

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