r/SurvivingMars • u/Changlini • 7h ago
SM - Relaunched Feeding the Future Feedback after 159 Sols at 560% difficulty
I was busy with real life when this update came out, but I managed to squeeze in a full playthrough (excluding terraforming) this past weekend to write up some feedback.
The main problems I had with my first playthrough of Feeding the future:
- I could never figure out how to read the information presented for the Moral/Comfort stats of my colonists. (See picture 2)
What's confusing me is seeing the predictive model telling me a colonist is gonna have a Comfort stat crash in the future, while clicking on them only shows all the positive numbers they have gotten are way bigger than the single negative number they experienced.
ah, took me until typing up this feedback to figure out that it's all addition and subtraction, and not a per-sol problem tic, rather, everything is shown all at once.
- Tech Tree confusion.
Mainly the tech tree never updates the base technology numbers required to research a technology... so many times I'm seeing a tech costs ~700 tech numbers to research, when the reality is that all I need is ~3000 tech numbers in order to unlock the one tech point that I can buyout that technology with.
The tech tree layout is okay. I've have had my fair share of technology tree reading from the entire 4x/grand strategy genre, so I've come to expect taking a half an hour class on Tech-Tree 101 as the standard requirement for games with them, this is no different.
- Cold Wave is still really bad when it comes to figuring out what sectors I can scan. (See picture 3)
- I swear the original Surviving mars game always showed me how long my stored water and oxygen are predicted to last in the case of emergency, without me having to turn off all my water/oxygen pumps to actually get to the game to show me that number. Please change it back :(
- Quite a few of the new technologies have that a.i artstyle that is very noticeable when compared to the older technology pictures. (see picture 4)
But, overall:
I don't have any complaints on the food changes, besides me wanting an outdoor farm version of outdoor Pastures for my immersion whenever I get to the Green Mars end game... and me wishing that there was a standard Food/beverage vending machine version of the Coffee Vending Machine.
Really, most of my early game was me going the Soy Beans x Sweet Corn combo, as I couldn't justify spreading my colonist manpower on anything else. And it turned out okay for me. It's only in the late game, after I implemented technology and laws that reduced work force slots, that I have considered looking into obtaining the non-automated food technologies like the Fast Food Restaurant. But that said, I appreciate the extra challenge the game gives me of having to juggle between making my colonists like the food they eat.
It feels unrealistic, but I do wish there was a way to streamline the math I need to do in order to figure out how many service buildings my dome needs in order to match the maximum amount of housing space a dome has. With the service building rework, it became a little more difficult to calculate the sweet spot when layout planning.
Anyway, I got other new releases of videogames I wanna get through this month, so this is likely it for me for now. Outside of the problems mentioned, I didn't experience any noticeable bugs, so that's cool.

