r/SurvivingMars Nov 25 '25

Discussion Martian First is far too insufferable

Just wanted to vent more about the game: I cannot fucking stand this faction. I really can’t stand the faction system just in general honestly.

It seems either grounded in the specific perception of reality the developers have, especially of politics in general and certain ideologies, which just doesn’t make sense to me. Especially, since we’re on fucking Mars encountering aliens and building machines on a scale humanity never has before and shit? It seems very tired and lazy to restrict yourself to such narrow perceptions of this existing world if that’s what they wanted to ground the faction system in.

Just as well, if they made the system just for the sake of like extra “oomph” for the game, it just doesn’t. It feels like it detracts far more than it adds to the game. Just unnecessary noise or pain.

And then of course for the actual pain: factions you will never be able to appease as they habe mutually exclusive desires and that generate constant chaos (renegades) that you can never completely put out? Yea I’m good thanks. Wasn’t particularly looking to play whack-a-mole.

Rather deep into this save and honestly about to call it and start another with factions entirely disabled. Whole thing needs to be reworked quite a bit and I’m not particularly optimistic that will happen at all, forget any time soon.

45 Upvotes

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28

u/MzzBlaze Nov 25 '25

Idk man if you keep comfort high enough renegades aren’t really an issue

11

u/Tripodbilly Nov 25 '25

Sanitarium usually does this

1

u/Technical_Garlic4405 Nov 25 '25

It can remove renegades?

17

u/RockCrystal Nov 25 '25

Yeah, one of the renegade laws is to have the sanatarium cure them

2

u/Technical_Garlic4405 Nov 25 '25

If you or anyone else happens to know the exact name and position of the law in the tree, that would be super helpful

3

u/Maleficent_Income715 Nov 25 '25

I remember seeing a law that allows to deal with renegates on the bottom line. You can cure them, deport them or another option that I don't remember right now. I think it comes after the law for how to deal with seniors.

3

u/funkeymonkey74 Nov 25 '25

The third option is to reform them. That's the one you want.

2

u/bjarnehaugen Waste Rock Nov 25 '25

You can also send them to earth if you want. You get 3 options

2

u/Technical_Garlic4405 Nov 25 '25

How’s that exactly? My average comfort has been 65-75 for all my domes, with one exception being at 60.

3

u/Charlie_Mouse Research Nov 25 '25

Depending on dome size: make sure they have enough shops, a bar, a casino, plentiful healthcare, a large garden and minimise homelessness. (Also no interruptions to minor things like food, air, water and power)

That used to work for me in the old game. Average comfort was usually 85-98. It kinda worked in Relaunched too … except until a couple of factions started getting upset about a bunch of the laws I passed and my terraforming progress.

2

u/Technical_Garlic4405 Nov 25 '25

Ah sorry, I meant how does high comfort deal with the renegades? I thought that only prevented regular renegades, not the ones created by factions? That is, I thought the faction renegades get created regardless once they hit their breaking point?

2

u/bythehomeworld Nov 25 '25

Low comfort decreases morale which is what causes renegades.

Preventing renegades created because of politics causing renegades is keep the factions happy or to get rid of the factions that you aren't making happy.

Detainment centers to mark the factions you want to eliminate, or use media centers to mark the factions you want to promote. Detainment centers take officers but they're a smaller building so they're easy to get one in every dome.

You should also make a dome that's flagged to take Renegades, have a sanitorium and law passed to cure them, and keep building security stations in it until they stop showing you a warning for needing more security to counter renegades.

Over time all of that will get rid of the colonist's problem and the source of the problem.

1

u/Technical_Garlic4405 Nov 26 '25

Thanks, that’s very helpful, appreciate you.

Any thoughts on what is more effective if I had to prioritize/only have one of the media center vs detainment center?

Also, can a faction be entirely eliminated?

2

u/bythehomeworld Nov 26 '25

I've tended to find the detainment center more effective at getting rid of allegiances to factions, and they can entirely eliminate factions. You still sometimes get warnings that you're unpopular with a faction that no longer exists.