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Resources are the foundation of your Martian colony. Understanding production chains, storage, and consumption is critical for survival.
Resource Categories
Resources are divided into three main categories:
- Basic Resources: Extracted or produced automatically (Concrete, Metals, Water, Polymers)
- Manufactured Resources: Require colonist workers (Food, Machine Parts, Electronics)
- Advanced Resources: Fuel, Rare Metals, and specialized products
Basic Resources
Concrete
Concrete
| Source | Concrete Extractor |
| Workers | Not required |
| Storage | Universal Depot |
| Type | Sulfur-based |
Concrete is the most important early-game resource. Nearly every building requires concrete.
Production:
- Concrete Extractor: Place on concrete deposits (yellow hexagons on surface)
- One deposit supports up to 3 extractors
- Production: ~24 units/Sol per extractor
- Produces waste rock (requires Waste Rock Dump)
Uses:
- All buildings require concrete
- Domes: 30-60 concrete each
- Cables and pipes: 1-2 concrete each
Management tips:
- Build 2-3 extractors before colonists arrive
- Stockpile 150+ concrete before major construction
- Waste rock accumulation stops production - build dumps nearby
Metals
Metals
| Source | Metal Extractor |
| Workers | Not required (with tech) |
| Storage | Universal Depot |
| Earth Price | $40M per unit |
Metals are essential for advanced buildings and manufacturing.
Acquisition:
- Surface metal: Visible deposits, collect with drones (one-time)
- Metal Extractor: Place on underground deposits
- Earth supply: Expensive but reliable
- Meteor strikes: Random metal deposits
Production rate:
- Metal Extractor: ~8 units/Sol
- Surface deposits: 5-15 units (depletes)
Uses:
- Building construction (most buildings need 5-15 metals)
- Machine Parts production (2 metals per part)
- Electronics production (1 metal per unit)
- Rocket maintenance
Research upgrades:
- Extractor AI: Removes worker requirement
- Deep Metal Extraction: +50% production
- Triboelectric Scrubbers: Reduced maintenance
Water
Water
| Source | Water Extractor |
| Workers | Not required (with tech) |
| Storage | Water Tank |
| Consumption | 1/colonist/Sol |
Water is critical for colonist survival and food production.
Production methods:
- Water Extractor: Place on water deposits (blue underground)
- Moisture Vaporator: Extracts from atmosphere (less efficient, 1-2 water/Sol)
- Ice surface deposits: One-time collection
Production:
- Water Extractor: ~10 units/Sol
- Moisture Vaporator: 1.5 units/Sol (average)
Consumption:
- Colonists: 1 unit/Sol each
- Service buildings: Variable (Grocer, Diner, Spa)
- Farms: 1-2 units/Sol depending on crops
- Fuel production: 1 water → 1 fuel
Storage:
- Water Tank: 50 capacity
- Recommended: 1 tank per 20 colonists
Tech upgrades:
- Water Reclamation System: -50% colonist consumption
- Water Extractor Amplification: +100% production
Polymers
Polymers
| Source | Surface / Polymer Factory |
| Workers | Engineers (factory) |
| Storage | Universal Depot |
| Earth Price | $50M per unit |
Polymers are required for domes and advanced buildings.
Acquisition:
- Surface deposits: Scattered around map (limited)
- Polymer Factory: Produces 3/Sol with 3 workers
- Earth supply: Expensive
- Dust Devils: Rare random drops
Uses:
- Dome construction: 10 polymers per dome
- Electronics production: 1 polymer per unit
- Advanced buildings
- Cable/pipe upgrades
Production strategy:
- Collect all surface polymers first
- Build Polymer Factory when you have spare engineers
- Order from Earth if necessary for first dome
Manufactured Resources
Food
Food
| Source | Farm, Hydroponic Farm |
| Workers | 10 Botanists |
| Storage | Universal Depot |
| Consumption | 1/colonist/Sol |
Food production is essential for colony self-sufficiency.
Production buildings:
| Building | Workers | Production | Soil Needed | Water Needed |
|---|---|---|---|---|
| Farm | 10 Botanists | 20-25 food/Sol | Yes | 1-2/Sol |
| Hydroponic Farm | 10 Botanists | 30-35 food/Sol | No | 2-3/Sol |
| Fungal Farm (DLC) | 10 Botanists | 15-20 food/Sol | No | 1/Sol |
Crop types:
- Wheat: Standard yield
- Soybeans: +10% yield with research
- Corn: +20% yield with specific tech
- Fruit Trees: Slow growth, high comfort bonus
Self-sufficiency calculation:
- 1 Farm feeds ~20-25 colonists
- 1 Hydroponic Farm feeds ~30-35 colonists
- Plan farms early: Training botanists takes 5-10 Sols
Tips:
- Build farms inside domes (requires soil preparation)
- Train non-specialists into Botanists at University
- Research Crop Adaptation for +30% yield
- Use Grocer to distribute food efficiently
Machine Parts
Machine Parts
| Source | Machine Parts Factory |
| Workers | 3 Engineers |
| Materials | 2 Metals per part |
| Storage | Universal Depot |
Machine parts are consumed by building maintenance.
Production:
- Machine Parts Factory: 3 units/Sol with 3 engineers
- Earth supply: $100M per part (expensive)
Consumption:
- All buildings require periodic maintenance
- Average consumption: 1 part per 2-3 Sols for a small colony
- Extractors and factories consume more
Management:
- Keep 10+ parts in storage at all times
- Build factory early (Sol 20-30)
- Each factory supports ~40-50 buildings
Research:
- Prefab Compression: -25% production cost
- Nano Refinement: +50% production speed
Electronics
Electronics
| Source | Electronics Factory |
| Workers | 3 Engineers |
| Materials | 1 Metal + 1 Polymer + 1 Rare Metal |
| Storage | Universal Depot |
Electronics are needed for advanced buildings and research.
Production:
- Electronics Factory: 3 units/Sol with 3 engineers
- Requires: 1 Metal + 1 Polymer + 1 Rare Metal per unit
- Earth supply: $200M per unit (very expensive)
Uses:
- Research buildings (Research Lab needs 5-10)
- Advanced production facilities
- Wonders and unique buildings
- Rocket components
Production strategy:
- Not needed until mid-game (Sol 50+)
- Requires stable rare metal production
- One factory sufficient for most colonies
Advanced Resources
Fuel
Fuel
| Source | Fuel Refinery |
| Workers | Not required |
| Materials | Water + CO2 (atmosphere) |
| Production | 10/Sol |
Fuel enables rocket returns to Earth and shuttle transport.
Production:
- Fuel Refinery: Converts water + CO2 → methane + oxygen
- Production: 10 units/Sol
- Power: 5 units required
Uses:
- Rocket refueling: ~60 fuel per launch
- Shuttle transport between domes
- Trading rockets
Strategy:
- Build after establishing water production
- One refinery sufficient for 2-3 rockets
- Stockpile 100+ fuel before requesting colonists
Rare Metals
Rare Metals
| Source | Rare Metal Extractor |
| Workers | Geologists (optimal) |
| Value | $30M per unit |
| Storage | Universal Depot |
Rare metals are your primary income source.
Production:
- Rare Metal Extractor: Place on rare metal deposits (scan required)
- Production: 1-2 units/Sol (varies by deposit quality)
- Geologists provide production bonus
Uses:
- Export to Earth: $30M per unit (main colony income)
- Electronics production: 1 per unit
- Wonder construction
- Advanced technologies
Economic strategy:
- Export rare metals to fund colony expansion
- Balance between export income and electronics production
- Research Deep Rare Metal Extraction for +100% production
Waste Rock
Waste Rock
| Source | All extractors |
| Management | Waste Rock Dump |
| Impact | Blocks extractor if not removed |
| Storage | 50/dump |
Waste rock is a byproduct of all extraction operations.
Generation:
- All extractors produce 1-2 waste rock per production cycle
- Accumulates near extractors
- Blocks production when pile reaches limit
Management:
- Waste Rock Dump: Stores 50 units, place near extractors
- Drones: Automatically transport to dumps
- Waste Rock Liquification (tech): Converts to concrete
- Waste Rock Reprocessing (tech): Extracts rare metals
Strategy:
- Build 1 dump per 2-3 extractors
- Research liquification for long-term solution
- Place dumps outside main colony (not pretty)
Resource Production Chains
Early Game (Sol 1-30)
Concrete → Buildings → Colony Infrastructure
Metal → Machine Parts → Maintenance
Water → Colonists → Survival
Surface Polymers → Domes → Housing
Mid Game (Sol 30-100)
Water → Food (Farms) → Self-Sufficiency
Metals + Polymers → Electronics → Research
Rare Metals → Export → Funding
Fuel Production → Rocket Returns
Late Game (Sol 100+)
Waste Rock → Concrete (liquification)
Rare Metals → Electronics → Wonders
Automated Production → Expansion
Terraforming Resources (DLC)
Storage Management
Universal Depot
- Capacity: 20 units per resource type
- Radius: Medium
- Place near production facilities
- Recommended: 1 per industrial zone
Specialized Storage
- Water Tank: 50 water capacity
- Fuel Tank: 60 fuel capacity
- Place near domes for distribution
Storage Tips
- Depot radius matters: Ensure coverage
- Drones prioritize nearest depot
- Stockpile critical resources (food, machine parts)
- Monitor storage levels in UI
Resource Optimization
Drone Efficiency
- Place depots strategically to minimize drone travel
- Use drone hubs to expand coverage
- Research Drone Swarm for more drones per hub
Production Balancing
- Calculate consumption rates vs production
- Example: 20 colonists = 20 food/Sol needed
- Build production buildings before population grows
Import Strategy
- Import rare/expensive resources only when critical
- Bulk orders reduce per-unit cost
- Plan imports around rocket arrivals (every 10-15 Sols)
Export Strategy
- Export rare metals for maximum profit
- Wait for favorable prices (market fluctuates)
- Balance export income vs electronics needs
Critical Thresholds
Minimum stockpiles for stability:
- Concrete: 100 units
- Metals: 50 units
- Machine Parts: 10 units
- Food: 50 units (2-3 Sol buffer)
- Water: 30 units (stored in tanks)
- Polymers: 20 units
Warning signs:
- Resources dropping below minimum → reduce consumption or increase production
- Waste rock piling up → build more dumps
- Food shortage → emergency Earth order + build farms
Related Pages
- Buildings - Resource production facilities
- Colonists - Resource consumers and workers
- Technologies - Production efficiency upgrades