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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:

BuildingWorkersProductionSoil NeededWater Needed
Farm10 Botanists20-25 food/SolYes1-2/Sol
Hydroponic Farm10 Botanists30-35 food/SolNo2-3/Sol
Fungal Farm (DLC)10 Botanists15-20 food/SolNo1/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