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Domes are pressurized habitats that allow colonists to live on Mars. They provide breathable atmosphere, protection from radiation, and housing for residential and service buildings.
Dome Basics
Dome Essentials
| Life Support | Oxygen + Power required |
| Connection | Pipes for O2, Cables for power |
| Capacity | Varies by dome type |
| Passages | Connect domes underground |
All domes require continuous oxygen and power supply. Colonists will die if life support fails for more than 1 Sol.
Critical requirements:
- MOXIE or oxygen source connected via pipes
- Power connected via cables or internal generators
- Housing buildings for colonists to live
- Service buildings for food, health, comfort
Dome failure consequences:
- Power loss: Colonists lose comfort, may freeze
- Oxygen loss: Colonists suffocate (death within 1 Sol)
- No housing: Homeless colonists have -20 morale, may leave colony
Dome Types
Basic Dome
Basic Dome
| Cost | 30 Concrete, 10 Metal, 10 Polymers |
| Hexes | 7 hexes |
| Capacity | 30-40 colonists |
| Maintenance | 1 part/20 Sols |
The standard starter dome. Affordable and sufficient for early colonies.
Interior space:
- 7 hexagonal building spaces
- Can fit: 2-3 apartments + 3-4 service buildings
- Best for specialized functions (farming, industry, research)
Typical layouts:
Residential Layout:
- 2× Living Complex (24 colonists)
- 1× Grocer
- 1× Diner
- 1× Infirmary
- 1× Playground or Garden
- 1× Farm (optional)
Industrial Layout:
- 1× Living Complex (12 workers)
- 1× Grocer
- 1× Polymer Factory
- 1× Machine Parts Factory
- 1× Electronics Factory
- 2× Storage
Strategy: Build 2-3 Basic Domes before upgrading to larger types. Specialize each dome by function.
Micro Dome
Micro Dome
| Cost | 15 Concrete, 5 Metal, 5 Polymers |
| Hexes | 3 hexes |
| Capacity | 10-15 colonists |
| Maintenance | 1 part/30 Sols |
Smallest dome. Best for specialized outposts or single-purpose facilities.
Uses:
- Research outpost: 1 Research Lab + housing
- Factory hub: Single factory + minimal housing
- Mining outpost: Near distant resource deposits
- Tourist dome: Casino + art stores (DLC)
Limitations:
- Too small for self-sufficient colonies
- Cannot fit farms (need 1 full hex)
- Limited service building options
When to build:
- Expanding to distant resource deposits
- Creating specialized research/production areas
- Late-game when you have excess resources
Not recommended for: Main residential areas or first colony.
Medium Dome
Medium Dome
| Cost | 50 Concrete, 20 Metal, 20 Polymers |
| Hexes | 11 hexes |
| Capacity | 60-80 colonists |
| Unlock | Low-G Engineering tech |
Upgraded dome with significantly more space. The workhorse of mid-game colonies.
Interior space:
- 11 hexagonal building spaces
- Can fit: 4-6 apartments + 5-7 service buildings
- Sufficient for self-sustaining communities
Optimal layout:
- 3× Living Complex or Apartments (36-72 colonists)
- 2× Farms (food self-sufficiency)
- 1× Grocer
- 1× Diner
- 1× Medical Center
- 1× School or Gym
- 2× Parks or Gardens
Advantages:
- True self-sufficiency (food, housing, services)
- Better comfort coverage (more service buildings)
- Economies of scale (shared services)
Strategy: Transition to Medium Domes around Sol 50-100 as your first domes fill up.
Mega Dome
Mega Dome
| Cost | 100 Concrete, 50 Metal, 50 Polymers |
| Hexes | 19 hexes |
| Capacity | 150+ colonists |
| Unlock | Gravity Engineering tech (20,000 research) |
The largest standard dome. End-game housing for massive populations.
Interior space:
- 19 hexagonal building spaces
- Can fit: 8-12 apartments + 7-11 service buildings
- True city-scale habitat
Example layout:
- 6× Smart Apartments (144 colonists)
- 3× Hydroponic Farms
- 2× Medical Centers
- 2× Diners
- 2× Grocers
- 1× University
- 1× Casino
- 2× Hanging Gardens
Advantages:
- Maximum population density
- All services in one dome
- Reduced infrastructure (fewer domes = less maintenance)
Disadvantages:
- Very expensive to build
- Catastrophic if life support fails
- Requires massive oxygen/power
Strategy: Build Mega Domes only in late game (Sol 150+) when you have automation and excess resources.
Oval Dome
Oval Dome
| Cost | 40 Concrete, 15 Metal, 15 Polymers |
| Hexes | 9 hexes (elongated) |
| Capacity | 40-50 colonists |
| Shape | Rectangular layout |
Alternative to Basic Dome with different shape. Same capacity, different building arrangements.
Characteristics:
- Elongated rectangular interior
- 9 building spaces
- Better for certain building layouts
Best uses:
- Farms (can align multiple farms efficiently)
- Industrial zones (factory rows)
- Aesthetic variety
Trade-offs: Same cost/capacity as Basic Dome, just different shape preference.
Trigon Dome
Trigon Dome
| Cost | 60 Concrete, 25 Metal, 25 Polymers |
| Hexes | 13 hexes (triangular) |
| Capacity | 70-90 colonists |
| Shape | Triangular layout |
Medium-large dome with triangular interior layout.
Characteristics:
- Triangular building arrangement
- 13 building spaces
- Between Medium and Mega in capacity
Strategy: Use if you prefer triangular aesthetics or specific building arrangements. Not dramatically different from Medium Dome functionally.
Dome Connections
Passages
Passages
| Cost | 5 Concrete, 2 Polymers |
| Unlock | Tunnels tech (1,500 research) |
| Function | Underground dome connections |
| Benefit | Colonists work across domes |
Passages connect domes underground, allowing colonists to live in one dome and work in another.
Benefits:
- Work flexibility: Colonists can commute between domes
- Specialization: Create industrial dome + residential dome
- Resource sharing: Treat connected domes as one colony
Drawbacks:
- Performance penalty: -10 performance when working in different dome
- Pathfinding: Can create traffic bottlenecks with many connections
- Maintenance: Each passage requires upkeep
Optimal usage:
- Connect 2-3 domes maximum per cluster
- Avoid long passage chains (dome A → B → C → D = very inefficient)
- Use for specialized domes (factory dome adjacent to residential)
Example setup:
- Residential Dome (housing + services) ↔️ Passage ↔️ Industrial Dome (factories + mines)
- Farm Dome (3 farms) ↔️ Passage ↔️ Living Dome (housing only)
Shuttle Hubs
Shuttle Hubs
| Cost | 20 Concrete, 10 Metal, 5 Electronics |
| Unlock | Shuttles tech (4,500 research) |
| Function | Fast transport across map |
| Range | Unlimited |
Advanced transport allowing colonists and resources to shuttle between distant domes.
Advantages over passages:
- Any distance: Connect domes across the entire map
- No performance penalty: Colonists treated as local workers
- Resource transport: Shuttles carry resources between hubs
Costs:
- Fuel consumption: Each trip costs fuel
- Complex setup: Requires fuel production infrastructure
- Maintenance: Shuttles require upkeep
When to use:
- Late game (Sol 100+) when you have fuel production
- Connecting distant specialized domes (rare metal mine 500 hexes away)
- Large colonies with 5+ domes
Dome Policies
Each dome has configurable policies that control colonist behavior.
Population Control
Birth Control:
- Disabled (default): Natural birth rate based on Comfort
- Enabled: Prevents all births in dome
Use cases:
- Control population growth
- Maintain worker ratios in specialized domes
- Prevent overpopulation
Residential Policies
Homeless Allowed:
- Yes (default): Colonists can live in dome without housing
- No: Rejects homeless colonists
Effects:
- Homeless colonists: -20 Morale, -10 Comfort
- Homeless reduce birth rate for entire dome
- Setting to “No” forces colonists to move to domes with housing
Strategy: Set to “No” in full domes to redirect newcomers to domes with space.
Work Policies
Workshift Specialization:
- None (default): All colonists work normal hours
- Night Shift: Workers operate 24/7 (higher productivity, lower Sanity)
Benefits:
- 24/7 production (factories, farms, research)
- +50% output during night hours
Costs:
- -5 Sanity per night shift worked
- Requires Nocturnal Adaptation breakthrough to avoid penalty
When to use:
- Critical production facilities
- Research race scenarios
- With Nocturnal Adaptation breakthrough
Applicant Filters
Trait Requirements:
- Filter incoming colonists by age, specialization, traits
- Reject undesirable colonists (flaws, wrong specialization)
Example filters:
- Research dome: Only accept Scientists, Genius trait preferred
- Factory dome: Only Engineers
- Farm dome: Only Botanists
Strategy: Set strict filters in specialized domes, relaxed in residential domes.
Dome Spires
Spires are special tall buildings that fit in dome hexes and provide colony-wide benefits.
Water Reclamation Spire
Water Reclamation Spire
| Cost | 10 Concrete, 10 Polymers |
| Effect | -25% water consumption (dome) |
| Unlock | Water Purification tech |
| Stacks | No (one per dome) |
Reduces water consumption for all colonists in the dome by 25%.
Best in: Residential domes with many colonists.
Arcology Spire
Arcology Spire
| Cost | 20 Concrete, 10 Metal, 10 Polymers |
| Housing | 100 colonists |
| Comfort | 60 |
| Unlock | Arcology tech (7,000 research) |
Ultra-high-density housing in a single hex.
Advantages:
- Frees up 8+ hexes (equivalent to 8 Living Complexes)
- High comfort rating
- Space for more service buildings
Strategy: Build in Mega Domes to maximize population density.
Hanging Gardens Spire
Hanging Gardens Spire
| Cost | 25 Concrete, 15 Polymers |
| Effect | +25 Comfort (entire dome) |
| Unlock | Hanging Gardens tech (20,000 research) |
| Bonus | Green spaces inside dome |
Provides massive Comfort boost to all colonists in dome.
Effect: +25 Comfort = increased birth rate, higher Morale
Best in: Residential domes with high population.
Network Node Spire
Network Node Spire
| Cost | 15 Concrete, 10 Electronics |
| Effect | +10% research speed (dome) |
| Unlock | Martian Patents tech (20,000 research) |
| Stacks | Yes (multiple domes) |
Boosts research speed for all Research Labs in the dome.
Best in: Research-specialized domes with 2+ Research Labs.
Dome Management Strategies
Specialized Domes
Concept: Each dome serves a specific function rather than being self-sufficient.
Dome types:
1. Residential Dome
- Purpose: Housing + services only
- Buildings: Apartments, Grocer, Diner, Medical Center, Parks
- Connected via passage to industrial domes
- Goal: Maximum Comfort for colonists
2. Industrial Dome
- Purpose: Factories + production
- Buildings: Polymer Factory, Machine Parts, Electronics, minimal housing
- Workers commute from residential dome
- Goal: Maximum production efficiency
3. Agricultural Dome
- Purpose: Food production only
- Buildings: 5-7 Farms/Hydroponic Farms, housing for Botanists
- Supplies food to multiple domes
- Goal: Colony food self-sufficiency
4. Research Dome
- Purpose: Science and technology
- Buildings: 3-5 Research Labs, housing for Scientists, University
- Goal: Maximize research output
5. Service Dome
- Purpose: Comfort and entertainment
- Buildings: Casinos, Art Stores, Spas, Parks, Hanging Gardens
- Tourist destination (DLC)
- Goal: Maximum colonist satisfaction
Self-Sufficient Domes
Concept: Each dome can survive independently.
Requirements per dome:
- Housing (2-3 apartments)
- Food source (1-2 farms)
- Grocer (food distribution)
- Infirmary/Medical Center
- 2-3 service buildings (Diner, Park, etc.)
Advantages:
- Resilient (one dome failure doesn’t cascade)
- No passage dependencies
- Easier to manage (no commuting issues)
Disadvantages:
- Less efficient (duplicate services)
- Lower specialization
- Requires more resources
When to use: Early-mid game, conservative playstyle, or new players.
Mixed Strategy (Recommended)
Hybrid approach:
- 2-3 self-sufficient residential domes (core population)
- 1-2 specialized domes (research, industry)
- Passages connect specialized to residential
- Shuttle Hubs for distant mining outposts
Benefits:
- Resilience (core domes self-sufficient)
- Efficiency (specialized domes optimized)
- Flexibility (adapt to map resources)
Dome Construction Tips
Placement Considerations
Location factors:
- Resource proximity: Near metal/concrete/rare metal deposits
- Flat terrain: Fewer cables/pipes needed, easier expansion
- Sector bonuses: Some map areas have +10 Comfort or other bonuses
- Future expansion: Leave space for 2-3 adjacent domes
Avoid:
- Placing domes on hills (wastes space)
- Too far from resources (long drone trips)
- Isolated locations (hard to connect later)
Building Order
First dome checklist:
- Place dome location
- Build power infrastructure (Stirling + Wind Turbines)
- Build MOXIE for oxygen
- Connect power cables to dome
- Connect oxygen pipes to dome
- Build housing inside (Living Complex ×2)
- Build Grocer (food distribution)
- Build Infirmary (healthcare)
- Build at least 1 service building (Diner)
- Request first colonists
Life Support Setup
Power requirements by dome type:
| Dome Type | Power Needed | Recommended Setup |
|---|---|---|
| Micro | 5-8 | 1 Stirling + 2 Wind Turbines |
| Basic | 10-15 | 2 Stirling + 3 Wind Turbines |
| Medium | 20-30 | 1 Fusion Reactor or 5 Stirling |
| Mega | 40-60 | 2 Fusion Reactors |
Oxygen requirements by dome type:
| Dome Type | Oxygen/Sol | MOXIEs Needed |
|---|---|---|
| Micro | 10-15 | 1 MOXIE |
| Basic | 30-40 | 2-3 MOXIEs |
| Medium | 60-80 | 4-5 MOXIEs |
| Mega | 150+ | 8-10 MOXIEs |
Always build 50% more capacity than needed to handle disasters and growth.
Common Dome Problems
Problem: Colonists Dying
Causes:
- Oxygen supply failure (MOXIE offline or disconnected)
- Power failure (no electricity to life support)
- Food shortage (no food in Grocer)
Solutions:
- Always have backup power sources
- Connect multiple MOXIEs per dome
- Stockpile 50+ food in depots
- Set up emergency protocols
Problem: Low Comfort
Causes:
- Insufficient service buildings
- Overcrowding (too many colonists per housing)
- No parks or green spaces
Solutions:
- Build 1 service building per 10 colonists
- Add parks and gardens
- Build Hanging Gardens Spire (+25 Comfort)
- Upgrade to Smart Apartments
Problem: Nobody Working
Causes:
- Workers in different dome (no passage)
- Manual workplace assignment overridden
- Colonists all elderly/children
- Workplace prioritization issues
Solutions:
- Build passages between domes
- Check colonist age distribution
- Manually assign workers to critical buildings
- Adjust building priorities (High/Normal/Low)
Problem: Births Too Fast/Slow
Fast births:
- Too much Comfort (100 Comfort = 7% birth rate/Sol)
- Solution: Enable Birth Control policy in domes
Slow births:
- Low Comfort (<50)
- Solution: Add service buildings, Hanging Gardens, improve living conditions
Advanced Dome Techniques
Dome Spacing Optimization
Efficient spacing:
- Place domes 3-5 hexes apart
- Share power/oxygen infrastructure
- Single drone hub covers 2-3 domes
- Minimize cable/pipe lengths
Layout example:
[Dome A]
|
[Dome B]—[Drone Hub]
|
[Dome C]
Power Grid Design
Hub-and-spoke:
- Central power station (Fusion Reactor or Nuclear)
- Cables radiate out to each dome
- Redundant paths for critical domes
Distributed:
- Each dome has local power generation (Stirling + Wind)
- No single point of failure
- Higher maintenance costs
Oxygen Network Design
Centralized:
- 10-15 MOXIEs in one location
- Pipe network distributes to all domes
- Efficient for clustered domes
Decentralized:
- 2-3 MOXIEs per dome
- Shorter pipe runs
- More resilient to failures
Related Pages
- Buildings - In-dome building options
- Colonists - Managing dome populations
- Resources - Dome life support requirements
- Technologies - Dome unlocks and upgrades