# Our Vision

Welcome to Mission Control—The real-time strategy game for making life multiplanetary.

<figure><img src="/files/qYPXkoa3F5lwp9QiNbIE" alt=""><figcaption></figcaption></figure>

**Our vision** with Mission Control is to create a path for anyone to be able to participate in making humanity a multiplanetary species. By simulating a realistic mission control environment and incorporating cutting-edge technology, we seek to spark curiosity and excitement about space exploration and the limitless opportunities it presents.

### **Purposeful Play leads to Real-World Impact**

Our mission is to be a catalyst for learning, encouraging players to develop skills in problem-solving, critical thinking, and teamwork around Mars mission control operations.

Players gain insights into real-world space science and technology, inspiring them to envision and contribute to humanity's future in space. The objects and scenarios within the game are crafted by real physicists and aeronautical engineers, ensuring an authentic and educational experience.

### **A hub for decentralized Mars Innovation**

We envision Mission Control as a hub for technological innovation, where players can test their ideas within a realistic game environment. This open platform fosters creativity and collaboration, enabling participants to contribute to Mars settlement solutions. By evaluating these player-driven innovations, Mission Control enhances gameplay and builds a community of forward-thinkers dedicated to advancing space technology.


# Roadmap

Last Updated July 2024. Subject to change.

## 2021

#### **Project Launch**

At the start of 2021, we embarked on an ambitious project to merge cutting-edge Mars technology with innovative city design, aiming to create a vision of a self-sustaining settlement on Mars.

To engage a wider audience, we introduced Mars items as NFTs, each representing tangible objects within the city. In April 2021, we launched this NFT collection on the WAX blockchain, achieving an impressive $1.2 million in primary sales within just 24 hours, significantly supporting our game development efforts.

<figure><img src="/files/inVNpsQyr2ungX6g099D" alt=""><figcaption><p>Some of our Mission Control Base Cards, in different rarities.</p></figcaption></figure>

#### V1 of Mission Control Interface

We developed the first version of the Mission Control interface, emphasizing the display of ownership of various items on Mars. During this phase, our core team also established the fundamentals of game design, focusing on integrating in-game items with real-world science to enhance the authenticity of the Mars settlement experience.

<figure><img src="/files/5nYpielS2zm0JeqAvomh" alt=""><figcaption><p>Mission Control Game Interface from October 2021.</p></figcaption></figure>

#### $MARTIA Token Launch

Coinciding with the launch of the Mission Control game, $MARTIA token was launched to directly connect the game economy with the decentralized world.

$MARTIA serves as the cornerstone of the virtual Mars economy, acting as a medium of exchange for gameplay purposes and facilitating the purchase of a wide range of in-game items and resources.

## 2022

#### **Martia Token Staking V1**

In 2022, the first version of Martia Token staking was introduced, allowing players to earn a variety of rewards. Players could stake their Martia Tokens to receive essential resources such as Water, Power, Food, Wellbeing, and Oxygen. Additionally, they had chances at random NFT drops, including Ownership Cards, and earned interest on their staked Martia Tokens, enhancing the in-game economic experience.

#### **Expedition Mini Game Release**

We launched the Expedition Mini Game, designed to simulate exploration missions that astronauts might one day conduct on Martian terrain. This interactive experience brought a new layer of skill and strategy to the game, offering players a unique and engaging way to participate in Mars exploration and earn Resource rewards.

#### Major Gameplay Pillar Design Progress

Our in-house design team made significant strides in creating the core gameplay pillars, including the Resource Chain, Hazards, and Expansion Missions. These elements were meticulously designed to ensure balance, enjoyment, and longevity. The team produced comprehensive specifications, multiple design documents, and community documents to clearly communicate the vision and objectives of these gameplay features.

#### **Closed Beta Gameplay Release**

The Closed Beta marked a pivotal release for the game, enabling the community to play, test, and provide feedback on new features. This release included the Resource Chain, Hazards, a fully-revamped UI, and much more.

The Closed Beta also integrated all NFTs, $MARTIA, and in-game resources into a cohesive real-time economy, laying the foundation for a seamless and immersive gameplay experience.

## 2023

**Second Major Gameplay Release**

**I**ntroduced a comprehensive game update, launching resource chain improvements, hazard system, specialties, and achievements. This release also included expansion missions.

**Collection View & New Artwork Viewer**

Introduction of a WebGL-enabled experience, allowing players to view card artwork in a more interactive and immersive way, significantly enhancing the visual experience.

**NFT Bridge & Multichain Wallet Signup**

**E**nabled cross-chain NFT transfers and simplified wallet signups, promoting greater accessibility and interoperability within the game's ecosystem.

**Data Platform / Wiki Launch**

Launched the largest real-time data platform for Mars, providing detailed insights into the environment, technology, and astronaut skills required for a Mars settlement. This platform helps players improve their strategies and gameplay while connecting the dots on resource production. Players can propose game design improvements, with community-approved proposals having the chance to be implemented in the game.

**Store V2 Launch**

**L**aunch of Store V2, featuring an updated store grid, improved purchase flow, and a bulk purchase simulation mode. Additionally, players can now make in-store purchases using ETH and BNB.

**Expedition Mini-Game Collaborations**

**C**ollaborated with major projects on WAX such as Alien Worlds, Taco, and other partners on exciting mini-games, offering players new and engaging ways to interact with the game.

**Thrive Re-Brand**

**I**n November, we rebranded from Colonize Mars to Thrive on Mars, reflecting our evolving vision and commitment to providing an unparalleled optimistic view of life on Mars.

**Thrive Game Engine**

Migrated operations to the blockchain to reduce server expenses and launched a custom game engine hosted on the blockchain. Introduced a program that rewards users with $MARTIA for processing gameplay transactions, incentivizing community participation and enhancing the overall game experience.

## 2024

**Hazards V2 Release**

New hazards system with data from the Mars Climate Database, providing a more realistic and challenging environment to navigate.

#### **Free-to-Play**

A 30-day trial period with rotating rental wallets, allowing new players to dive into the game without any initial investment.

#### **In-Game Crafting System**

A new, accessible crafting interface within the game, enabling the creation of items and enhancing your gameplay experience seamlessly.

#### **Specialty Levels (13-20)**

Expanded gameplay with new specialty levels, enriching both the game engine and user interface, offering deeper progression paths.

#### **In-Game Swap**

Streamlined token swaps with a single pool where you can exchange any of the 17 tokens, including $MARTIA, for any other. This pool, seeded with resources and $MARTIA, facilitates flexible trading and dynamically affects resource values.

<figure><img src="/files/zzcIoJOPMoaffgCBnwRq" alt=""><figcaption></figcaption></figure>

#### **Resource Storage and Decay**

In-game storage capacities for every resource type, defined based on specific storage criteria within the settlement. Excess production decays at a steady rate.

<figure><img src="/files/DpJKWwikGTV0FTnZRB0D" alt=""><figcaption></figcaption></figure>

#### **Introducing Parts: Building Blocks for the Future of Mars**

Parts, a new type of NFT in Mission Control, represent components for manufacturing items for Mars. With over 25 different Parts available initially, you can use them in crafting recipes to create Ownership Cards. Crafting with Parts also requires resources and $MARTIA, providing flexible and strategic crafting options.

<figure><img src="/files/fK0Z85Q8HessAzATkiA5" alt=""><figcaption></figcaption></figure>

#### **Land**

Explore property surrounding the main settlement, mine resources and artifacts, build structures, manufacture Parts, and engage in various activities, significantly expanding the scope and depth of gameplay.

## **2025 & Beyond**

**Time-based Simulation Scenarios**

Enter different isolated simulation scenarios with specific objectives, and compete against other players or with a team to be the most efficient operator. Master meticulous planning and resource management with clear win/lose scenarios, introducing consequences for critical decisions.

**Expanded Mars Tech Library**

Unlock a diverse array of Mars technologies with simplified card representation, focusing on rapid integration and enhancing gameplay depth.

**Physical Merchandise**

Show your dedication with exclusive Mission Control merchandise, including shirts, hats, and collectibles.

**AI-Driven Story Mode**

Interact with dynamic NPCs in an evolving narrative, shaping alliances and uncovering new quests and opportunities within the Mission Control universe.


# Create an Account

Creating a game account for Mission Control is your first step towards experiencing the ultimate real-time strategy game on Mars. Follow these simple steps to set up your account and embark on your interplanetary adventure.

<figure><img src="/files/c9TLRNCpdh83jUKMlW0I" alt=""><figcaption><p>Mission Control Sign up UI</p></figcaption></figure>

### How to Create an Account

#### Step 1: Visit the Mission Control Website

Go to the official Mission Control website. Look for the "Join the Mission" button.

<figure><img src="/files/nszbpWBzaj1qAS46rN6L" alt=""><figcaption></figcaption></figure>

#### Step 2: Enter Your Username

Choose a unique username that you will use to identify yourself in the game. Make sure it reflects your personality or gaming style, as this will be your public identity within the Mission Control community.

#### Step 3: Provide Your Email Address

Enter a valid email address. This email will be used for account verification, password recovery, and important game updates. Ensure that you have access to this email account.

#### Step 4: Create a Strong Password

Choose a strong and secure password to protect your account. Your password should be at least eight characters long and include a mix of uppercase and lowercase letters, numbers, and special characters. Avoid using easily guessable information like your name or birthdate.

#### Step 5: Confirm Your Password

Re-enter your chosen password to confirm it. This step ensures that there are no typos or errors in your password.

#### Step 6: Accept the Terms and Conditions

Read through the terms and conditions of the game. Once you have understood and agreed to them, check the box indicating your acceptance.

#### Step 7: Submit Your Information

Click the "Create Account" or "Sign Up" button to submit your information. You will receive a confirmation email shortly.

#### Step 8: Verify Your Email Address

Check your email inbox for a verification message from Mission Control. Click the verification link within the email to activate your account.

#### Step 9: Start Playing

Once your email is verified, return to the Mission Control website and log in using your new username and password. You are now ready to start your journey on Mars!

By following these steps, you will successfully create a game account for Mission Control, opening the door to an exciting world of strategy, exploration, and community interaction. Enjoy your adventure!


# Free-to-Play Mode

Our Free-to-Play mode is the perfect solution for you! Immediately upon signing up, you'll gain access to the game with a loaned wallet, allowing you to explore, strategize, and experience the thrill of Mars for a 30-day trial period. Here’s how it works:

### Instant Access After Signing Up

Once you create your game account, you’ll be automatically entered into the Free-to-Play mode. No need to connect a wallet or buy any NFTs upfront. This mode is designed to give you a seamless entry into the game, so you can start learning the basics right away.

You'll start with personalized onboarding, which will guide you through the steps to [choose a specialty](/how-to-play/select-a-specialty). Once you are done with the onboarding process, you will have access to the full game.

### Enjoy 30 Days of Gameplay with a Loaned Wallet

During the 30-day trial period, you’ll be provided with a loaned wallet. The loaned wallet contains NFTs that are read by the game interface, but you don't have access to transfer the NFTs out of that wallet.

### Experience All Core Features

The Free-to-Play mode is not a stripped-down version of the game. You’ll have access to all the core features, including resource production, participating in missions, and interacting with other players.

### Transition to Full Access

When you are ready or at the end of your 30-day trial, you have the option to [connect a wallet](/getting-started/connect-wallet-to-game) to continue playing. Connecting your wallet is a straightforward process that ensures you can start accessing and earning your own blockchain assets (NFTs and Tokens).


# Connect Wallet to Game

Here's how to connect a wallet. You can do this at any time in free-to-play mode or when it ends.

1. **Access the Settings Page:** Navigate to the settings page (Profile > Settings Tab) on the Mission Control website.
2. **Choose Your Wallet Provider:** Select your preferred wallet provider from the options available. Ensure that you have an existing wallet or create one if necessary.
3. **Authorize the Connection:** Follow the instructions to authorize the connection between your wallet and your Mission Control account. This process is secure and protects your data.
4. **Confirm and Continue:** Once your wallet is connected, you’ll be able to log in and continue your journey on Mars with all your progress intact.

### Why Upgrade to Full Access?

Connecting your personal wallet not only allows you to continue playing but also unlocks additional game features and opportunities. Participate in advanced missions, trade resources with other players, and fully engage in the game’s dynamic economy.


# Game Objective

Mission Control is a real-time economic simulation-strategy game where the objective is to optimize net resource and $MARTIA production to expand inventory and influence.

Level up your account through gameplay to unlock more skills, allowing successful players to shape the settlement's expansion and own the most valuable assets.

<figure><img src="/files/mVEJaxQm8oc9qiPzjAaB" alt=""><figcaption></figcaption></figure>


# Select a Specialty

Specialties are player-selected identities enabling focused skill development for managing, expanding, or exploring a specific part of the settlement. Achievements and permanent skill bonuses enhance competitiveness against those without comparable expertise.

### **How to Select and Change Your Specialty**

1. **Access the Specialty Selector:**

Navigate to the game interface and locate the "Change Specialty" button in the home page or profile page.

<figure><img src="/files/kietzASftUonfZBh2hM1" alt=""><figcaption></figcaption></figure>

2. **Select Your Specialty:**

Choose your desired specialty from the list. Each specialty offers unique benefits and progression paths. Some are easier to manage then others, which is basically a rank of the number of cards and resources needed to keep track of.

<figure><img src="/files/CsfdNOGXfkeC7yvJHw1X" alt=""><figcaption></figcaption></figure>

3. **Activate the Specialty:**

Click "Activate" to set your selected specialty. Only the currently active specialty will gain progression.

<figure><img src="/files/DU8jtKpKdu8F8eo8394I" alt=""><figcaption></figcaption></figure>

4. **Your new specialty is selected!**

You can now go to the main menu and see that your new speciality is selected. Your new production will be applied to ranking up your specialty.

<figure><img src="/files/GAcEjXfnIvUPZvOfMoBS" alt=""><figcaption></figcaption></figure>

You can also see that the resource chain is filtered by resources related to your specialty in yellow on the left.

<figure><img src="/files/nQjiM4BQ39MvTwXo8JWd" alt=""><figcaption></figcaption></figure>

5. **Switch Specialties Anytime:**

You can change your specialty whenever you want. Simply return to the Specialty menu and select a different specialty. All progress in your previous specialty is saved.

6. **Benefits from All Ranks:**

You receive benefits from all the ranks you've unlocked across different specialties, even if they are not currently active.

### **Ranking Up Your Specialty**

To rank up your specialty, you must meet specific production and efficiency requirements.

**Production Requirements**

* Each specialty has a production requirement that must be met to rank up.
* **Lifetime Totals:** The production requirement is a running total over the lifetime of the game. Production from liquidity staking is excluded.
* **Example:**
  * If a player with the Technician specialty has Solar Panel Arrays producing 10 power, Fission Reactors producing 15 power, and Ice Mining Rigs consuming 20 power, the total production is +25 power towards the Technician specialty, not just the net +5.

**Efficiency Requirements**

* Efficiency is determined by how well your items are producing resources.
* **Hourly Efficiency Counter:** If your efficiency drops below the required threshold for an hour, progress towards leveling up pauses until you meet the requirement again.
* **Efficiency Calculation:**
  * Efficiency is calculated as the average efficiency of the relevant item types.
  * **Example:**
    * Solar Panel Arrays: 100 Collection Strength (CS), with 70 CS active and 30 CS deactivated by a hazard, results in 70% efficiency.
    * Fission Reactors: 200 CS, with 180 CS active and 20 CS deactivated by a hazard, results in 90% efficiency.
    * Overall Efficiency for the hour: (70 + 90) / 2 = 80%.

By understanding and utilizing these steps, you can effectively manage your specialties in **Mission Control**, ensuring you maximize your production and efficiency on Mars.


# Technician

Produce the power behind daily life on Mars.

<figure><img src="/files/5msCZQx6WQ39qahTzqtX" alt=""><figcaption></figcaption></figure>

Technicians make the number one resource essential for life on Mars — Power. Everyone relies on these electrical experts to ensure the continuous flow of energy to every corner of the colony.

### **Relevant Item Types:**

1. Solar Panel Array
2. Fission Reactor
3. Megapower Reactor

### **Strategic Resource Production:**

1. Power

**Appeals to:** Players who are interested in a more passive playstyle. Players who enjoy being the provider of a fundamental resource on which most other roles will rely.

### Progression Requirements

<table><thead><tr><th width="109">Rank</th><th>Efficiency</th><th>Power</th></tr></thead><tbody><tr><td>1</td><td>50% for 1 day</td><td>600</td></tr><tr><td>2</td><td>60% for 2 extra days</td><td>2,400</td></tr><tr><td>3</td><td>65% for 3 extra days</td><td>6,000</td></tr><tr><td>4</td><td>70% for 4 extra days</td><td>12,000</td></tr><tr><td>5</td><td>75% for 5 extra days</td><td>24,000</td></tr><tr><td>6</td><td>80% for 6 extra days</td><td>48,000</td></tr><tr><td>7</td><td>85% for 7 extra days</td><td>84,000</td></tr><tr><td>8</td><td>86% for 8 extra days</td><td>132,000</td></tr><tr><td>9</td><td>87% for 9 extra days</td><td>216,000</td></tr><tr><td>10</td><td>88% for 10 extra days</td><td>348,000</td></tr><tr><td>11</td><td>89% for 11 extra days</td><td>552,000</td></tr><tr><td>12</td><td>90% for 12 extra days</td><td>840,000</td></tr><tr><td>13</td><td>91% for 13 extra days</td><td>1,320,000</td></tr><tr><td>14</td><td>92% for 14 extra days</td><td>1,920,000</td></tr><tr><td>15</td><td>93% for 15 extra days</td><td>2,880,000</td></tr><tr><td>16</td><td>94% for 16 extra days</td><td>4,200,000</td></tr><tr><td>17</td><td>95% for 17 extra days</td><td>6,120,000</td></tr><tr><td>18</td><td>96% for 18 extra days</td><td>8,880,000</td></tr><tr><td>19</td><td>97% for 19 extra days</td><td>13,200,000</td></tr><tr><td>20</td><td>98% for 20 extra days</td><td>18,000,000</td></tr></tbody></table>

### Progression Rewards

#### **Cumulative Production Increase Reward**

POWER outputs are % higher for Solar Panel Array, Fission Reactor, and Megapower Reactor.

#### **Cumulative Input Reduction Reward**

None, because power producing items don’t have inputs.

#### **Cumulative Resistance Increase Reward**

Solar Panel Array, Fission Reactor, and Megapower Reactor have % increase in resistance.

#### **Cumulative Repair Reduction Reward**

Solar Panel Array, Fission Reactor, and Megapower Reactor cards % reduction in repair and reactivation cost.

<table data-header-hidden data-full-width="true"><thead><tr><th width="99"></th><th></th><th></th><th></th><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>RANK</strong></td><td><strong>NFT REWARD</strong></td><td><strong>CUMULATIVE PRODUCTION INCREASE</strong></td><td><strong>CUMULATIVE CONSUMPTION REDUCTION</strong></td><td><strong>CUMULATIVE RESISTANCE INCREASE</strong></td><td><strong>CUMULATIVE REPAIR COST REDUCTION</strong></td><td><strong>SPECIALS</strong></td></tr><tr><td>1</td><td>Standard</td><td>1%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>2</td><td> </td><td>2%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>3</td><td> </td><td> </td><td> </td><td>1%</td><td> </td><td> </td></tr><tr><td>4</td><td> </td><td> </td><td> </td><td> </td><td>1%</td><td> </td></tr><tr><td>5</td><td>Shadow</td><td>3%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>6</td><td> </td><td>4%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>7</td><td> </td><td> </td><td> </td><td>2%</td><td> </td><td> </td></tr><tr><td>8</td><td> </td><td> </td><td> </td><td> </td><td>2%</td><td> </td></tr><tr><td>9</td><td>Steel</td><td>5%</td><td> </td><td> </td><td> </td><td>The “Relevant Item Types” for this Specialty have +2 Martia Multiplier.</td></tr><tr><td>10</td><td> </td><td>6%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>11</td><td> </td><td> </td><td> </td><td>3%</td><td> </td><td> </td></tr><tr><td>12</td><td> </td><td> </td><td> </td><td> </td><td>3%</td><td> </td></tr><tr><td>13</td><td>Gold</td><td>7%</td><td> </td><td> </td><td> </td><td>The “Relevant Item Types” for this Specialty have +4 Martia Multiplier.</td></tr><tr><td>14</td><td> </td><td>8%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>15</td><td> </td><td> </td><td> </td><td>4%</td><td> </td><td> </td></tr><tr><td>16</td><td> </td><td> </td><td> </td><td> </td><td>4%</td><td> </td></tr><tr><td>17</td><td>Dark Matter</td><td>10%</td><td> </td><td> </td><td> </td><td>The “Relevant Item Types” for this Specialty have +6 Martia Multiplier..</td></tr><tr><td>18</td><td> </td><td> </td><td> </td><td>5%</td><td> </td><td> </td></tr><tr><td>19</td><td> </td><td> </td><td> </td><td> </td><td>5%</td><td> </td></tr><tr><td>20</td><td>Solar Flare</td><td>20%</td><td> </td><td>10%</td><td>10%</td><td> </td></tr></tbody></table>


# Operator

**Be the master of crisis management.**

When a hazard hits, Operators step in. They maintain critical transport capabilities, repair stations, and medical facilities to ensure essential services stay online — at all times.

***

**Relevant Item Types:**

1. Small Maintenance Building
2. Multi-Purpose Workshop
3. Ship Hangar
4. Medical Bay
5. Cargo Rocketship
6. Crew Rocketship

**Strategic Resource Production:**

1. Repair Tokens **AND** Medicine

Production requirement for this role would need to track the combined production total for both repairs and medicine.

**Appeals to:** People looking to be ready when hazards strike. These people will have stockpiles of resources ready to sell, or ready to share among their community to get things back to normal right after a hazard hits.

This is an advanced role with the produce likely to go through peaks and troughs of demand, and players may have to shift from Martia to Resource production and back in order to manage supply and ensure their Resource prices do not become depressed.

***

### Progression Requirements <a href="#progression-requirements" id="progression-requirements"></a>

| **RANK** | **EFFICIENCY**        | **REPAIRS + MEDICINE** |
| -------- | --------------------- | ---------------------- |
| 1        | 50% for 1 day         | 1                      |
| 2        | 60% for 2 extra days  | 4                      |
| 3        | 65% for 3 extra days  | 10                     |
| 4        | 70% for 4 extra days  | 20                     |
| 5        | 75% for 5 extra days  | 40                     |
| 6        | 80% for 6 extra days  | 80                     |
| 7        | 85% for 7 extra days  | 140                    |
| 8        | 86% for 8 extra days  | 220                    |
| 9        | 87% for 9 extra days  | 360                    |
| 10       | 88% for 10 extra days | 580                    |
| 11       | 89% for 11 extra days | 920                    |
| 12       | 90% for 12 extra days | 1,400                  |
| 13       | 91% for 13 extra days | 2,200                  |
| 14       | 92% for 14 extra days | 3,200                  |
| 15       | 93% for 15 extra days | 4,800                  |
| 16       | 94% for 16 extra days | 7,000                  |
| 17       | 95% for 17 extra days | 10,200                 |
| 18       | 96% for 18 extra days | 14,800                 |
| 19       | 97% for 19 extra days | 22,000                 |
| 20       | 98% for 20 extra days | 30,000                 |

### Progression Rewards <a href="#progression-rewards" id="progression-rewards"></a>

**Cumulative Production Increase Reward**

REPAIR TOKEN outputs are % higher for Small Maintenance Building, Multi-Purpose Workshop, Ship Hangar and Cargo Rocketship.

MEDICINE outputs are % higher for Crew Rocketship & Medical Bay.

**Cumulative Input Reduction Reward**

ALL inputs are % lower for Small Maintenance Building, Multi-Purpose Workshop, Ship Hangar, Cargo Rocketship, Crew Rocketship & Medical Bay.

**Cumulative Resistance Increase Reward**

Small Maintenance Building, Multi-Purpose Workshop, Ship Hangar, Cargo Rocketship, Crew Rocketship & Medical Bay have % increase in resistance.

**Cumulative Repair Reduction Reward**

Small Maintenance Building, Multi-Purpose Workshop, Ship Hangar, Cargo Rocketship, Crew Rocketship & Medical Bay have % reduction in repair and reactivation cost.

<table data-header-hidden data-full-width="true"><thead><tr><th></th><th></th><th></th><th></th><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>RANK</strong></td><td><strong>NFT REWARD</strong></td><td><strong>CUMULATIVE PRODUCTION INCREASE</strong></td><td><strong>CUMULATIVE CONSUMPTION REDUCTION</strong></td><td><strong>CUMULATIVE RESISTANCE INCREASE</strong></td><td><strong>CUMULATIVE REPAIR COST REDUCTION</strong></td><td><strong>SPECIALS</strong></td></tr><tr><td>1</td><td>Standard</td><td>1%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>2</td><td> </td><td> </td><td>1%</td><td> </td><td> </td><td> </td></tr><tr><td>3</td><td> </td><td> </td><td> </td><td>1%</td><td> </td><td> </td></tr><tr><td>4</td><td> </td><td> </td><td> </td><td> </td><td>1%</td><td> </td></tr><tr><td>5</td><td>Shadow</td><td>2%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>6</td><td> </td><td> </td><td>2%</td><td> </td><td> </td><td> </td></tr><tr><td>7</td><td> </td><td> </td><td> </td><td>2%</td><td> </td><td> </td></tr><tr><td>8</td><td> </td><td> </td><td> </td><td> </td><td>2%</td><td> </td></tr><tr><td>9</td><td>Steel</td><td>3%</td><td> </td><td> </td><td> </td><td><p>All your base NFTs reactivate in 75% of normal time.</p><p><em>As reactivation cost has duration as a factor, this <strong>will</strong> reduce the reactivation cost.</em></p></td></tr><tr><td>10</td><td> </td><td> </td><td>3%</td><td> </td><td> </td><td> </td></tr><tr><td>11</td><td> </td><td> </td><td> </td><td>3%</td><td> </td><td> </td></tr><tr><td>12</td><td> </td><td> </td><td> </td><td> </td><td>3%</td><td> </td></tr><tr><td>13</td><td>Gold</td><td>4%</td><td> </td><td> </td><td> </td><td>All your base NFTs reactivate in 50% of normal time.</td></tr><tr><td>14</td><td> </td><td> </td><td>4%</td><td> </td><td> </td><td> </td></tr><tr><td>15</td><td> </td><td> </td><td> </td><td>4%</td><td> </td><td> </td></tr><tr><td>16</td><td> </td><td> </td><td> </td><td> </td><td>4%</td><td> </td></tr><tr><td>17</td><td>Dark Matter</td><td>5%</td><td>5%</td><td> </td><td> </td><td>All your base NFTs reactivate in 25% of normal time.</td></tr><tr><td>18</td><td> </td><td> </td><td> </td><td>5%</td><td> </td><td> </td></tr><tr><td>19</td><td> </td><td> </td><td> </td><td> </td><td>5%</td><td> </td></tr><tr><td>20</td><td>Solar Flare</td><td>10%</td><td>10%</td><td>10%</td><td>10%</td><td> </td></tr></tbody></table>


# Builder

**Construct a new future for humans on Mars.**

Builders take the biggest gamble on Mars. They have to assemble the complex resource chain required to manufacture new buildings — but each time they do, they earn a chance to own that structure. Do you want to make a living, or build an empire?

***

**Relevant Item Types:**

1. Linear Rail 3D Printer
2. 3D Printing Robot
3. Construction Utility Vehicle
4. Ore Processing Plant
5. Cargo Rocketship
6. Crew Rocketship

**Strategic Resource Production:**

1. Construction Materials

**Appeals to:** Players who want to manage buildings.

This role focuses on Construction Materials and Building-related rewards.

***

### Progression Requirements <a href="#progression-requirements" id="progression-requirements"></a>

| **RANK** | **EFFICIENCY**        | **CONSTRUCTION** |
| -------- | --------------------- | ---------------- |
| 1        | 50% for 1 day         | 1,300            |
| 2        | 60% for 2 extra days  | 5,200            |
| 3        | 65% for 3 extra days  | 13,000           |
| 4        | 70% for 4 extra days  | 26,000           |
| 5        | 75% for 5 extra days  | 52,000           |
| 6        | 80% for 6 extra days  | 104,000          |
| 7        | 85% for 7 extra days  | 182,000          |
| 8        | 86% for 8 extra days  | 286,000          |
| 9        | 87% for 9 extra days  | 468,000          |
| 10       | 88% for 10 extra days | 754,000          |
| 11       | 89% for 11 extra days | 1,196,000        |
| 12       | 90% for 12 extra days | 1,820,000        |
| 13       | 91% for 13 extra days | 2,860,000        |
| 14       | 92% for 14 extra days | 4,160,000        |
| 15       | 93% for 15 extra days | 6,240,000        |
| 16       | 94% for 16 extra days | 9,100,000        |
| 17       | 95% for 17 extra days | 13,260,000       |
| 18       | 96% for 18 extra days | 19,240,000       |
| 19       | 97% for 19 extra days | 28,600,000       |
| 20       | 98% for 20 extra days | 39,000,000       |

### Progression Rewards <a href="#progression-rewards" id="progression-rewards"></a>

**Cumulative Production Increase Reward**

CONSTRUCTION MATERIALS outputs are % higher for Linear Rail 3D Printer, 3D Printing Robot, Construction Utility Vehicle, Ore Processing Plant, Cargo Rocketship and Crew Rocketship.

**Cumulative Input Reduction Reward**

ALL inputs are % lower for Linear Rail 3D Printer, 3D Printing Robot, Construction Utility Vehicle, Ore Processing Plant, Cargo Rocketship and Crew Rocketship.

**Cumulative Resistance Increase Reward**

Linear Rail 3D Printer, 3D Printing Robot, Construction Utility Vehicle, Ore Processing Plant, Cargo Rocketship and Crew Rocketship have % increase in resistance.

**Cumulative Repair Reduction Reward**

Linear Rail 3D Printer, 3D Printing Robot, Construction Utility Vehicle, Ore Processing Plant, Cargo Rocketship and Crew Rocketship have % reduction in repair and reactivation cost.

<table data-header-hidden data-full-width="true"><thead><tr><th></th><th></th><th></th><th></th><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>RANK</strong></td><td><strong>NFT REWARD</strong></td><td><strong>CUMULATIVE PRODUCTION INCREASE</strong></td><td><strong>CUMULATIVE CONSUMPTION REDUCTION</strong></td><td><strong>CUMULATIVE RESISTANCE INCREASE</strong></td><td><strong>CUMULATIVE REPAIR COST REDUCTION</strong></td><td><strong>SPECIALS</strong></td></tr><tr><td>1</td><td>Standard</td><td>1%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>2</td><td> </td><td> </td><td>1%</td><td> </td><td> </td><td> </td></tr><tr><td>3</td><td> </td><td> </td><td> </td><td>1%</td><td> </td><td> </td></tr><tr><td>4</td><td> </td><td> </td><td> </td><td> </td><td>1%</td><td> </td></tr><tr><td>5</td><td>Shadow</td><td>2%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>6</td><td> </td><td> </td><td>2%</td><td> </td><td> </td><td> </td></tr><tr><td>7</td><td> </td><td> </td><td> </td><td>2%</td><td> </td><td> </td></tr><tr><td>8</td><td> </td><td> </td><td> </td><td> </td><td>2%</td><td> </td></tr><tr><td>9</td><td>Steel</td><td>3%</td><td> </td><td> </td><td> </td><td>Receive a 10% boost to your construction material colony development contributions.</td></tr><tr><td>10</td><td> </td><td> </td><td>3%</td><td> </td><td> </td><td> </td></tr><tr><td>11</td><td> </td><td> </td><td> </td><td>3%</td><td> </td><td> </td></tr><tr><td>12</td><td> </td><td> </td><td> </td><td> </td><td>3%</td><td> </td></tr><tr><td>13</td><td>Gold</td><td>4%</td><td> </td><td> </td><td> </td><td>Receive a 20% boost to your construction material colony development contributions.</td></tr><tr><td>14</td><td> </td><td> </td><td>4%</td><td> </td><td> </td><td> </td></tr><tr><td>15</td><td> </td><td> </td><td> </td><td>4%</td><td> </td><td> </td></tr><tr><td>16</td><td> </td><td> </td><td> </td><td> </td><td>4%</td><td> </td></tr><tr><td>17</td><td>Dark Matter</td><td>5%</td><td>5%</td><td> </td><td> </td><td>Receive a 35% boost to your construction material colony development contributions.</td></tr><tr><td>18</td><td> </td><td> </td><td> </td><td>5%</td><td> </td><td> </td></tr><tr><td>19</td><td> </td><td> </td><td> </td><td> </td><td>5%</td><td> </td></tr><tr><td>20</td><td>Solar Flare</td><td>10%</td><td>10%</td><td>10%</td><td>10%</td><td> </td></tr></tbody></table>


# Refueler

**Power rockets and receive a cut of the cargo.**

Refuelers specialize in powering rocket convoys that travel between Earth and Mars. In exchange, they’re offered a piece of the action — a cut from every convoy is randomly allocated to Fuel contributors.

***

**Relevant Item Types:**

1. Fuel Generator
2. Fuel Plant

**Strategic Resource Production:**

1. Fuel

**Appeals to:** Players who want to grow their resource production from equipment, vehicles and astronauts.

***

### Progression Requirements <a href="#progression-requirements" id="progression-requirements"></a>

| **RANK** | **EFFICIENCY**        | **FUEL**  |
| -------- | --------------------- | --------- |
| 1        | 50% for 1 day         | 50        |
| 2        | 60% for 2 extra days  | 200       |
| 3        | 65% for 3 extra days  | 500       |
| 4        | 70% for 4 extra days  | 1,000     |
| 5        | 75% for 5 extra days  | 2,000     |
| 6        | 80% for 6 extra days  | 4,000     |
| 7        | 85% for 7 extra days  | 7,000     |
| 8        | 86% for 8 extra days  | 11,000    |
| 9        | 87% for 9 extra days  | 18,000    |
| 10       | 88% for 10 extra days | 29,000    |
| 11       | 89% for 11 extra days | 46,000    |
| 12       | 90% for 12 extra days | 70,000    |
| 13       | 91% for 13 extra days | 110,000   |
| 14       | 92% for 14 extra days | 160,000   |
| 15       | 93% for 15 extra days | 240,000   |
| 16       | 94% for 16 extra days | 350,000   |
| 17       | 95% for 17 extra days | 510,000   |
| 18       | 96% for 18 extra days | 740,000   |
| 19       | 97% for 19 extra days | 1,100,000 |
| 20       | 98% for 20 extra days | 1,500,000 |

### Progression Rewards <a href="#progression-rewards" id="progression-rewards"></a>

**Cumulative Production Increase Reward**

FUEL outputs are % higher for Fuel Generator and Fuel Plant.

**Cumulative Input Reduction Reward**

ALL inputs are % lower for Fuel Generator and Fuel Plant.

**Cumulative Resistance Increase Reward**

Fuel Generator and Fuel Plant have % increase in resistance.

**Cumulative Repair Reduction Reward**

Fuel Generator and Fuel Plant have % reduction in repair and reactivation cost.

<table data-header-hidden data-full-width="true"><thead><tr><th></th><th></th><th></th><th></th><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>RANK</strong></td><td><strong>NFT REWARD</strong></td><td><strong>CUMULATIVE PRODUCTION INCREASE</strong></td><td><strong>CUMULATIVE CONSUMPTION REDUCTION</strong></td><td><strong>CUMULATIVE RESISTANCE INCREASE</strong></td><td><strong>CUMULATIVE REPAIR COST REDUCTION</strong></td><td><strong>SPECIALS</strong></td></tr><tr><td>1</td><td>Standard</td><td>1%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>2</td><td> </td><td> </td><td>1%</td><td> </td><td> </td><td> </td></tr><tr><td>3</td><td> </td><td> </td><td> </td><td>1%</td><td> </td><td> </td></tr><tr><td>4</td><td> </td><td> </td><td> </td><td> </td><td>1%</td><td> </td></tr><tr><td>5</td><td>Shadow</td><td>2%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>6</td><td> </td><td> </td><td>2%</td><td> </td><td> </td><td> </td></tr><tr><td>7</td><td> </td><td> </td><td> </td><td>2%</td><td> </td><td> </td></tr><tr><td>8</td><td> </td><td> </td><td> </td><td> </td><td>2%</td><td> </td></tr><tr><td>9</td><td>Steel</td><td>3%</td><td> </td><td> </td><td> </td><td>Receive a 10% boost to your Fuel colony development contributions.</td></tr><tr><td>10</td><td> </td><td> </td><td>3%</td><td> </td><td> </td><td> </td></tr><tr><td>11</td><td> </td><td> </td><td> </td><td>3%</td><td> </td><td> </td></tr><tr><td>12</td><td> </td><td> </td><td> </td><td> </td><td>3%</td><td> </td></tr><tr><td>13</td><td>Gold</td><td>4%</td><td> </td><td> </td><td> </td><td>Receive a 20% boost to your Fuel colony development contributions.</td></tr><tr><td>14</td><td> </td><td> </td><td>4%</td><td> </td><td> </td><td> </td></tr><tr><td>15</td><td> </td><td> </td><td> </td><td>4%</td><td> </td><td> </td></tr><tr><td>16</td><td> </td><td> </td><td> </td><td> </td><td>4%</td><td> </td></tr><tr><td>17</td><td>Dark Matter</td><td>5%</td><td>5%</td><td> </td><td> </td><td>Receive a 35% boost to your Fuel colony development contributions.</td></tr><tr><td>18</td><td> </td><td> </td><td> </td><td>5%</td><td> </td><td> </td></tr><tr><td>19</td><td> </td><td> </td><td> </td><td> </td><td>5%</td><td> </td></tr><tr><td>20</td><td>Solar Flare</td><td>10%</td><td>10%</td><td>10%</td><td>10%</td><td> </td></tr></tbody></table>

<br>


# Researcher

**Make the breakthroughs that change human history.**

Researchers are laser-focused on developing the innovations that enable humans to thrive on Mars. They support the equipment and people that make new technologies possible, and get a boost on all the Data they produce. Researchers are only one discovery away from hitting the big time.

***

**Relevant Item Types:**

1. Communication Array
2. Inflatable Laboratory
3. Weather Outpost
4. Medical Bay

**Strategic Resource Production:**

1. Data

**Appeals to:** Players that want to stack unique bonuses that can aid in resource production, hazard prevention, or other powerful skills.

***

### Progression Requirements <a href="#progression-requirements" id="progression-requirements"></a>

| **RANK** | **EFFICIENCY**        | **DATA** |
| -------- | --------------------- | -------- |
| 1        | 50% for 1 day         | 20       |
| 2        | 60% for 2 extra days  | 80       |
| 3        | 65% for 3 extra days  | 200      |
| 4        | 70% for 4 extra days  | 400      |
| 5        | 75% for 5 extra days  | 800      |
| 6        | 80% for 6 extra days  | 1,600    |
| 7        | 85% for 7 extra days  | 2,800    |
| 8        | 86% for 8 extra days  | 4,400    |
| 9        | 87% for 9 extra days  | 7,200    |
| 10       | 88% for 10 extra days | 11,600   |
| 11       | 89% for 11 extra days | 18,400   |
| 12       | 90% for 12 extra days | 28,000   |
| 13       | 91% for 13 extra days | 44,000   |
| 14       | 92% for 14 extra days | 64,000   |
| 15       | 93% for 15 extra days | 96,000   |
| 16       | 94% for 16 extra days | 140,000  |
| 17       | 95% for 17 extra days | 204,000  |
| 18       | 96% for 18 extra days | 296,000  |
| 19       | 97% for 19 extra days | 440,000  |
| 20       | 98% for 20 extra days | 600,000  |

### Progression Rewards <a href="#progression-rewards" id="progression-rewards"></a>

**Cumulative Production Increase Reward**

DATA outputs are % higher for Communication Array, Inflatable Laboratory, Weather Outpost and Medical Bay.

**Cumulative Input Reduction Reward**

ALL inputs are % lower for Communication Array, Inflatable Laboratory, Weather Outpost and Medical Bay.

**Cumulative Resistance Increase Reward**

Communication Array, Inflatable Laboratory, Weather Outpost and Medical Bay have % increase in resistance.

**Cumulative Repair Reduction Reward**

Communication Array, Inflatable Laboratory, Weather Outpost and Medical Bay have % reduction in repair and reactivation cost.

<table data-header-hidden data-full-width="true"><thead><tr><th></th><th></th><th></th><th></th><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>RANK</strong></td><td><strong>NFT REWARD</strong></td><td><strong>CUMULATIVE PRODUCTION INCREASE</strong></td><td><strong>CUMULATIVE CONSUMPTION REDUCTION</strong></td><td><strong>CUMULATIVE RESISTANCE INCREASE</strong></td><td><strong>CUMULATIVE REPAIR COST REDUCTION</strong></td><td><strong>SPECIALS</strong></td></tr><tr><td>1</td><td>Standard</td><td>1%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>2</td><td> </td><td> </td><td>1%</td><td> </td><td> </td><td> </td></tr><tr><td>3</td><td> </td><td> </td><td> </td><td>1%</td><td> </td><td> </td></tr><tr><td>4</td><td> </td><td> </td><td> </td><td> </td><td>1%</td><td> </td></tr><tr><td>5</td><td>Shadow</td><td>2%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>6</td><td> </td><td> </td><td>2%</td><td> </td><td> </td><td> </td></tr><tr><td>7</td><td> </td><td> </td><td> </td><td>2%</td><td> </td><td> </td></tr><tr><td>8</td><td> </td><td> </td><td> </td><td> </td><td>2%</td><td> </td></tr><tr><td>9</td><td>Steel</td><td>3%</td><td> </td><td> </td><td> </td><td>Receive a 10% boost to your Data colony development contributions.</td></tr><tr><td>10</td><td> </td><td> </td><td>3%</td><td> </td><td> </td><td> </td></tr><tr><td>11</td><td> </td><td> </td><td> </td><td>3%</td><td> </td><td> </td></tr><tr><td>12</td><td> </td><td> </td><td> </td><td> </td><td>3%</td><td> </td></tr><tr><td>13</td><td>Gold</td><td>4%</td><td> </td><td> </td><td> </td><td>Receive a 20% boost to your Data colony development contributions.</td></tr><tr><td>14</td><td> </td><td> </td><td>4%</td><td> </td><td> </td><td> </td></tr><tr><td>15</td><td> </td><td> </td><td> </td><td>4%</td><td> </td><td> </td></tr><tr><td>16</td><td> </td><td> </td><td> </td><td> </td><td>4%</td><td> </td></tr><tr><td>17</td><td>Dark Matter</td><td>5%</td><td>5%</td><td> </td><td> </td><td>Receive a 35% boost to your Data colony development contributions.</td></tr><tr><td>18</td><td> </td><td> </td><td> </td><td>5%</td><td> </td><td> </td></tr><tr><td>19</td><td> </td><td> </td><td> </td><td> </td><td>5%</td><td> </td></tr><tr><td>20</td><td>Solar Flare</td><td>10%</td><td>10%</td><td>10%</td><td>10%</td><td> </td></tr></tbody></table>

<br>


# Manager

**Direct the ISA’s most precious resource: Astronauts.**

Managers feed, house, and train all types of personnel — from construction workers to research scientists. This demanding Specialty requires complex management skills, but makes you an indispensable part of the settlement’s activities.

***

**Relevant Item Types:**

1. All Astronauts

**Strategic Resource Production:**

1. Engineer Labor
2. Science Labor
3. Social Labor
4. Logistics Labor

Production requirements for this Specialty are the TOTAL Labor production (i.e. Engineer + Science + Social + Logistics)

**Appeals to:** Advanced players that want to stack labor, which will be in demand for more complex equipment.

***

### Progression Requirements <a href="#progression-requirements" id="progression-requirements"></a>

| **RANK** | **EFFICIENCY**        | **ENGINEER + SCIENCE + SOCIAL + LOGISTICS** |
| -------- | --------------------- | ------------------------------------------- |
| 1        | 50% for 1 day         | 20                                          |
| 2        | 60% for 2 extra days  | 80                                          |
| 3        | 65% for 3 extra days  | 200                                         |
| 4        | 70% for 4 extra days  | 400                                         |
| 5        | 75% for 5 extra days  | 800                                         |
| 6        | 80% for 6 extra days  | 1,600                                       |
| 7        | 85% for 7 extra days  | 2,800                                       |
| 8        | 86% for 8 extra days  | 4,400                                       |
| 9        | 87% for 9 extra days  | 7,200                                       |
| 10       | 88% for 10 extra days | 11,600                                      |
| 11       | 89% for 11 extra days | 18,400                                      |
| 12       | 90% for 12 extra days | 28,000                                      |
| 13       | 91% for 13 extra days | 44,000                                      |
| 14       | 92% for 14 extra days | 64,000                                      |
| 15       | 93% for 15 extra days | 96,000                                      |
| 16       | 94% for 16 extra days | 140,000                                     |
| 17       | 95% for 17 extra days | 204,000                                     |
| 18       | 96% for 18 extra days | 296,000                                     |
| 19       | 97% for 19 extra days | 440,000                                     |
| 20       | 98% for 20 extra days | 600,000                                     |

### Progression Rewards <a href="#progression-rewards" id="progression-rewards"></a>

**Cumulative Production Increase Reward**

ENGINEER LABOR outputs are % higher for Engineer, Civil Engineer & Geologist.

SCIENCE LABOR outputs are % higher for Scientist, Botanist, Doctor & Geologist.

SOCIAL LABOR outputs are % higher for ALL Astronauts.

LOGISTICS LABOR outputs are % higher for Botanist, Civil Engineer, Geologist & Supply Chain Manager.

**Cumulative Input Reduction Reward**

FOOD, OXYGEN, WATER & WELLBEING inputs are % lower for ALL Astronauts.

**Cumulative Resistance Increase Reward**

ALL Astronauts have % increase in resistance.

**Cumulative Repair Reduction Reward**

ALL Astronauts have % reduction in repair and reactivation cost.

<table data-header-hidden data-full-width="true"><thead><tr><th></th><th></th><th></th><th></th><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>RANK</strong></td><td><strong>NFT REWARD</strong></td><td><strong>CUMULATIVE PRODUCTION INCREASE</strong></td><td><strong>CUMULATIVE CONSUMPTION REDUCTION</strong></td><td><strong>CUMULATIVE RESISTANCE INCREASE</strong></td><td><strong>CUMULATIVE REPAIR COST REDUCTION</strong></td><td><strong>SPECIALS</strong></td></tr><tr><td>1</td><td>Standard</td><td>1%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>2</td><td> </td><td> </td><td>1%</td><td> </td><td> </td><td> </td></tr><tr><td>3</td><td> </td><td> </td><td> </td><td>1%</td><td> </td><td> </td></tr><tr><td>4</td><td> </td><td> </td><td> </td><td> </td><td>1%</td><td> </td></tr><tr><td>5</td><td>Shadow</td><td>2%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>6</td><td> </td><td> </td><td>2%</td><td> </td><td> </td><td> </td></tr><tr><td>7</td><td> </td><td> </td><td> </td><td>2%</td><td> </td><td> </td></tr><tr><td>8</td><td> </td><td> </td><td> </td><td> </td><td>2%</td><td> </td></tr><tr><td>9</td><td>Steel</td><td>3%</td><td> </td><td> </td><td> </td><td>Your astronauts produce 5% extra labor, but of the type you have the least cumulative production of.</td></tr><tr><td>10</td><td> </td><td> </td><td>3%</td><td> </td><td> </td><td> </td></tr><tr><td>11</td><td> </td><td> </td><td> </td><td>3%</td><td> </td><td> </td></tr><tr><td>12</td><td> </td><td> </td><td> </td><td> </td><td>3%</td><td> </td></tr><tr><td>13</td><td>Gold</td><td>4%</td><td> </td><td> </td><td> </td><td>Your astronauts produce 10% extra labor, but of the type you have the least cumulative production of.</td></tr><tr><td>14</td><td> </td><td> </td><td>4%</td><td> </td><td> </td><td> </td></tr><tr><td>15</td><td> </td><td> </td><td> </td><td>4%</td><td> </td><td> </td></tr><tr><td>16</td><td> </td><td> </td><td> </td><td> </td><td>4%</td><td> </td></tr><tr><td>17</td><td>Dark Matter</td><td>5%</td><td>5%</td><td> </td><td> </td><td>Your astronauts produce 15% extra labor, but of the type you have the least cumulative production of.</td></tr><tr><td>18</td><td> </td><td> </td><td> </td><td>5%</td><td> </td><td> </td></tr><tr><td>19</td><td> </td><td> </td><td> </td><td> </td><td>5%</td><td> </td></tr><tr><td>20</td><td>Solar Flare</td><td>10%</td><td>10%</td><td>10%</td><td>10%</td><td> </td></tr></tbody></table>


# All-Rounder

**Master the complete resource chain to make Mars grow.**

All-Rounders are masters of the entire, complex Martian economy. A key feature is independence, as the All-Rounder uses their expertise to manage an entire resource chain, insulating themselves from dips in the market or the mistakes of others. This is Mars on expert mode.

***

**Relevant Item Types:**

1. Everything

**Strategic Resource Production:**

1. Everything
2. This would exclude the ORE resource until items that use ORE are added to the resource chain.

**Appeals to:** Advanced players that enjoy the challenge of maintaining the full chain and the rewards of all resource types so they have the most flexibility and are fully sustainable.

Lots of players will want to be self-sufficient and produce all the required inputs for their NFT collection.

They will actively manage their collection, both in terms of their (lower) earning power for each item type coupled with near constant slider setting adjustments, to fully support all of their collection while maximizing rewards.

***

### Progression Requirements <a href="#progression-requirements" id="progression-requirements"></a>

| **RANK** | **EFFICIENCY**        | **POWER**  | **WATER** | **WELLBEING** | **REGOLITH** | **CONSTRUCTION** | **FOOD** | **OXYGEN** | **FUEL**  | **ENGINEER** | **SCIENCE** | **SOCIAL** | **LOGISTICS** | **REPAIRS** | **MEDICINE** | **DATA** | **ORE**   |
| -------- | --------------------- | ---------- | --------- | ------------- | ------------ | ---------------- | -------- | ---------- | --------- | ------------ | ----------- | ---------- | ------------- | ----------- | ------------ | -------- | --------- |
| 1        | 50% for 1 day         | 600        | 300       | 20            | 120          | 1,300            | 2        | 5          | 50        | 5            | 5           | 5          | 5             | 1           | 1            | 20       | 300       |
| 2        | 60% for 2 extra days  | 2,400      | 1,200     | 80            | 480          | 5,200            | 8        | 20         | 200       | 20           | 20          | 20         | 20            | 2           | 2            | 80       | 1,200     |
| 3        | 65% for 3 extra days  | 6,000      | 3,000     | 200           | 1,200        | 13,000           | 20       | 50         | 500       | 50           | 50          | 50         | 50            | 5           | 5            | 200      | 3,000     |
| 4        | 70% for 4 extra days  | 12,000     | 6,000     | 400           | 2,400        | 26,000           | 40       | 100        | 1,000     | 100          | 100         | 100        | 100           | 10          | 10           | 400      | 6,000     |
| 5        | 75% for 5 extra days  | 24,000     | 12,000    | 800           | 4,800        | 52,000           | 80       | 200        | 2,000     | 200          | 200         | 200        | 200           | 20          | 20           | 800      | 12,000    |
| 6        | 80% for 6 extra days  | 48,000     | 24,000    | 1,600         | 9,600        | 104,000          | 160      | 400        | 4,000     | 400          | 400         | 400        | 400           | 40          | 40           | 1,600    | 24,000    |
| 7        | 85% for 7 extra days  | 84,000     | 42,000    | 2,800         | 16,800       | 182,000          | 280      | 700        | 7,000     | 700          | 700         | 700        | 700           | 70          | 70           | 2,800    | 42,000    |
| 8        | 86% for 8 extra days  | 132,000    | 66,000    | 4,400         | 26,400       | 286,000          | 440      | 1,100      | 11,000    | 1,100        | 1,100       | 1,100      | 1,100         | 110         | 110          | 4,400    | 66,000    |
| 9        | 87% for 9 extra days  | 216,000    | 108,000   | 7,200         | 43,200       | 468,000          | 720      | 1,800      | 18,000    | 1,800        | 1,800       | 1,800      | 1,800         | 180         | 180          | 7,200    | 108,000   |
| 10       | 88% for 10 extra days | 348,000    | 174,000   | 11,600        | 69,600       | 754,000          | 1,160    | 2,900      | 29,000    | 2,900        | 2,900       | 2,900      | 2,900         | 290         | 290          | 11,600   | 174,000   |
| 11       | 89% for 11 extra days | 552,000    | 276,000   | 18,400        | 110,400      | 1,196,000        | 1,840    | 4,600      | 46,000    | 4,600        | 4,600       | 4,600      | 4,600         | 460         | 460          | 18,400   | 276,000   |
| 12       | 90% for 12 extra days | 840,000    | 420,000   | 28,000        | 168,000      | 1,820,000        | 2,800    | 7,000      | 70,000    | 7,000        | 7,000       | 7,000      | 7,000         | 700         | 700          | 28,000   | 420,000   |
| 13       | 91% for 13 extra days | 1,320,000  | 660,000   | 44,000        | 264,000      | 2,860,000        | 4,400    | 11,000     | 110,000   | 11,000       | 11,000      | 11,000     | 11,000        | 1,100       | 1,100        | 44,000   | 660,000   |
| 14       | 92% for 14 extra days | 1,920,000  | 960,000   | 64,000        | 384,000      | 4,160,000        | 6,400    | 16,000     | 160,000   | 16,000       | 16,000      | 16,000     | 16,000        | 1,600       | 1,600        | 64,000   | 960,000   |
| 15       | 93% for 15 extra days | 2,880,000  | 1,440,000 | 96,000        | 576,000      | 6,240,000        | 9,600    | 24,000     | 240,000   | 24,000       | 24,000      | 24,000     | 24,000        | 2,400       | 2,400        | 96,000   | 1,440,000 |
| 16       | 94% for 16 extra days | 4,200,000  | 2,100,000 | 140,000       | 840,000      | 9,100,000        | 14,000   | 35,000     | 350,000   | 35,000       | 35,000      | 35,000     | 35,000        | 3,500       | 3,500        | 140,000  | 2,100,000 |
| 17       | 95% for 17 extra days | 6,120,000  | 3,060,000 | 204,000       | 1,224,000    | 13,260,000       | 20,400   | 51,000     | 510,000   | 51,000       | 51,000      | 51,000     | 51,000        | 5,100       | 5,100        | 204,000  | 3,060,000 |
| 18       | 96% for 18 extra days | 8,880,000  | 4,440,000 | 296,000       | 1,776,000    | 19,240,000       | 29,600   | 74,000     | 740,000   | 74,000       | 74,000      | 74,000     | 74,000        | 7,400       | 7,400        | 296,000  | 4,440,000 |
| 19       | 97% for 19 extra days | 13,200,000 | 6,600,000 | 440,000       | 2,640,000    | 28,600,000       | 44,000   | 110,000    | 1,100,000 | 110,000      | 110,000     | 110,000    | 110,000       | 11,000      | 11,000       | 440,000  | 6,600,000 |
| 20       | 98% for 20 extra days | 18,000,000 | 9,000,000 | 600,000       | 3,600,000    | 39,000,000       | 60,000   | 150,000    | 1,500,000 | 150,000      | 150,000     | 150,000    | 150,000       | 15,000      | 15,000       | 600,000  | 9,000,000 |

### Progression Rewards <a href="#progression-rewards" id="progression-rewards"></a>

**Cumulative Production Increase Reward**

ALL outputs are % higher for ALL ITEMS in the resource chain.

**Cumulative Input Reduction Reward**

ALL inputs are % lower for ALL ITEMS in the resource chain.

**Cumulative Resistance Increase Reward**

ALL items in the resource chain have % increase in resistance.

**Cumulative Repair Reduction Reward**

ALL items in the resource chain have % reduction in repair and reactivation cost.

<table data-header-hidden data-full-width="true"><thead><tr><th></th><th></th><th></th><th></th><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>RANK</strong></td><td><strong>NFT REWARD</strong></td><td><strong>CUMULATIVE PRODUCTION INCREASE</strong></td><td><strong>CUMULATIVE CONSUMPTION REDUCTION</strong></td><td><strong>CUMULATIVE RESISTANCE INCREASE</strong></td><td><strong>CUMULATIVE REPAIR COST REDUCTION</strong></td><td><strong>SPECIALS</strong></td></tr><tr><td>1</td><td>Standard</td><td>1%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>2</td><td> </td><td> </td><td>1%</td><td> </td><td> </td><td> </td></tr><tr><td>3</td><td> </td><td> </td><td> </td><td>1%</td><td> </td><td> </td></tr><tr><td>4</td><td> </td><td> </td><td> </td><td> </td><td>1%</td><td> </td></tr><tr><td>5</td><td>Shadow</td><td>2%</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>6</td><td> </td><td> </td><td>2%</td><td> </td><td> </td><td> </td></tr><tr><td>7</td><td> </td><td> </td><td> </td><td>2%</td><td> </td><td> </td></tr><tr><td>8</td><td> </td><td> </td><td> </td><td> </td><td>2%</td><td> </td></tr><tr><td>9</td><td>Steel</td><td>3%</td><td> </td><td> </td><td> </td><td>For your active speciality, it counts your production amount of speciality resources as 1.2x so you can level up faster.</td></tr><tr><td>10</td><td> </td><td> </td><td>3%</td><td> </td><td> </td><td> </td></tr><tr><td>11</td><td> </td><td> </td><td> </td><td>3%</td><td> </td><td> </td></tr><tr><td>12</td><td> </td><td> </td><td> </td><td> </td><td>3%</td><td> </td></tr><tr><td>13</td><td>Gold</td><td>4%</td><td> </td><td> </td><td> </td><td>For your active speciality, it counts your production amount of speciality resources as 1.4x so you can level up faster.</td></tr><tr><td>14</td><td> </td><td> </td><td>4%</td><td> </td><td> </td><td> </td></tr><tr><td>15</td><td> </td><td> </td><td> </td><td>4%</td><td> </td><td> </td></tr><tr><td>16</td><td> </td><td> </td><td> </td><td> </td><td>4%</td><td> </td></tr><tr><td>17</td><td>Dark Matter</td><td>5%</td><td>5%</td><td> </td><td> </td><td>For your active speciality, it counts your production amount of speciality resources as 1.75x so you can level up faster.</td></tr><tr><td>18</td><td> </td><td> </td><td> </td><td>5%</td><td> </td><td> </td></tr><tr><td>19</td><td> </td><td> </td><td> </td><td> </td><td>5%</td><td> </td></tr><tr><td>20</td><td>Solar Flare</td><td>10%</td><td>10%</td><td>10%</td><td>10%</td><td> </td></tr></tbody></table>


# Build your Collection

In Mission Control, your collection is represented by Cards, which are NFTs. These cards track the types of items and quantities of resource production power (known as collection strength) that you have, as well as your unique skills and achievements. You acquire NFTs through gameplay, which are then minted to the blockchain and stored in your wallet. The game reads your wallet inventory and uses it to perform gameplay actions.

### **NFT Categories**

#### **Base Cards**

Base Cards represent specific items in the colony and are available for each item or astronaut type. They come in various rarities and can be crafted into higher rarity cards through gameplay. The higher the rarity, the more resource production power & hazard resistance the card has. Examples of base cards include Dark Matter Solar Panel Array cards and Shadow Female Scientist cards.

To earn resources, players with Base Cards must stake them to an Ownership or Sponsorship Card of the same type.

* **Collection Strength for Base Cards:**
  * Standard: 1
  * Shadow: 6.5
  * Stainless Steel: 34
  * Gold: 144
  * Dark Matter: 465
  * Solar Flare: 5,000 (with Immunity to Hazards)

You can [Buy Base Cards](/how-to-play/build-your-collection/buying-base-cards) and [Sell Base Cards](/how-to-play/build-your-collection/selling-base-cards) in the game for a dynamic market price.

<figure><img src="/files/IQ3rDJQcn25iYbZKrXp5" alt=""><figcaption></figcaption></figure>

#### **Ownership Cards and Sponsorship Cards**

Ownership and Sponsorship Cards are rarer than Base Cards and correspond 1:1 to unique items and astronauts in the main settlement. Holders of these cards can set a percentage fee in $MARTIA that all stakers must pay to use their card for resource production.

Each one of these cards also has a health %, which can go down if hazards affect it. This reduces the production efficiency of all supporters of that card, so owners will need to work quickly to restore health.

* **Collection Strength for Ownership & Sponsorship Cards:** 75,000

<figure><img src="/files/JUwngsrXnN6zeQcidmvm" alt=""><figcaption></figcaption></figure>

#### **Patches**

Patches are individual identifiers earned as NFTs that represent your avatar within the game. You can acquire them by participating in community activities, joining in-game communities, or engaging in missions.

<figure><img src="/files/9IepV37lTNXzakrOiVGh" alt=""><figcaption></figcaption></figure>

#### **Innovations**

Innovation Cards modify skills and actions within the game. Major Discoveries provide larger modifiers to skills and actions, while Minor Discoveries offer smaller modifiers.

<figure><img src="/files/x5BQ16IhRY9bMHDySzex" alt=""><figcaption></figcaption></figure>

#### **Achievements**

Achievements are badges that you earn by completing tasks or sets of tasks within the game. Once you complete an achievement, you can mint the badge representing that accomplishment to your blockchain wallet. The first person to mint each achievement will have their name listed on the achievements page forever.

<figure><img src="/files/ulnecqr75erJvrE4xgNe" alt=""><figcaption></figcaption></figure>

By understanding and utilizing these various NFT categories, you can optimize your resource production, enhance your gameplay experience, and showcase your unique accomplishments in Mission Control.


# Buying Base Cards

In Mission Control, Base Cards are crucial components of your collection, offering various levels of resource production and other benefits. If you're looking to expand your collection or improve your resource strength, purchasing Base Cards at market price from the in-game store is a straightforward and effective approach. Here’s a step-by-step guide on how to buy Base Cards using MARTIA or WAX.

**Step 1: Access the In-Game Store**

To begin, navigate to the in-game store. You can usually find it through the main menu or a designated shop icon within the game interface.

**Step 2: Choose Your Currency**

Once you’re in the store, you'll need to select your preferred currency for the transaction. Mission Control supports purchases using MARTIA or WAX. Make sure you have enough of your chosen currency in your wallet to cover the cost of the Base Cards you wish to buy.

**Step 3: Browse Available Base Cards**

In the store, navigate to the Base Cards section. Here, you’ll find a list of available Base Cards categorized by their rarity and collection strength. Each card will have a detailed description, including its type and associated attributes.

**Step 4: Check Market Prices**

For each Base Card, you’ll see the current market price displayed in MARTIA or WAX. Prices may vary based on the card's rarity, demand, and other factors. Compare the prices to ensure you’re getting a fair deal.

**Step 5: Select the Card You Want to Purchase**

Once you’ve identified the Base Card you wish to buy, click on it to view more details. Make sure it meets your requirements and is priced appropriately.

**Step 6: Confirm Your Purchase**

After selecting the Base Card, click the purchase or buy button. You’ll be prompted to confirm your transaction. Review the details to ensure everything is correct, including the card type and the amount of MARTIA or WAX required.

**Step 7: Complete the Transaction**

Follow the prompts to complete your purchase. The transaction will be processed using your chosen currency, and you may need to authenticate the payment depending on your wallet settings.

**Step 8: Check Your Inventory**

Once the transaction is complete, check your inventory to confirm that the Base Card has been added. You should see the new card listed along with its details and collection strength.

**Step 9: Utilize Your New Base Card**

If you already possess other cards of this type, there's no need to select an Ownership or Sponsorship card to stake it to. The new card will automatically increase your resource production due to the higher collection strength. However, if this is your first card of that type, navigate to Resources > Items and make an Ownership or Sponsorship Card selection to activate the card's resource production.

By following these steps, you can effectively purchase Base Cards at market price in the in-game store using MARTIA or WAX. This will help you strengthen your collection, improve your gameplay, and stay competitive in Mission Control.


# Selling Base Cards

In Mission Control, you have the option to sell your Base Cards back to the game for store credit. Here’s a step-by-step guide to help you navigate this process:

**1. Access the Collection Page**

To begin, navigate to your **Collection Page**. This is where you can view all your owned Base Cards, along with their details and current status.

**2. Locate the Base Card You Want to Sell**

Browse through your collection to find the Base Card you wish to sell. Each card will have an option to manage or sell it.

**3. Initiate the Selling Process**

Click on the **Base Card** you want to sell. This will open a detailed view of the card, where you’ll find options for managing or selling it.

**4. Select “Sell” Option**

Look for the **“Sell”** button or link in the card details. Clicking this will initiate the selling process.

**5. Confirm the Sale**

You will be prompted to confirm your decision to sell the card. Review the details carefully, including the amount of store credit you’ll receive for the card.

**6. Complete the Transaction**

Once confirmed, the card will be sold, and you will receive store credit in your account. This credit can be used for future purchases in the in-game store.

**7. Check Your Store Credit Balance**

Return to the **in-game store** to view your updated store credit balance. You can now use this credit to buy new Base Cards or other items.

By selling Base Cards back to the game, you can manage your collection more efficiently and fund your future purchases, enhancing your gameplay experience.


# Crafting & Salvaging

Crafting and salvaging are essential activities that help you maintain and upgrade your Mars inventory.

Crafting involves using Parts and lower rarity cards to get better cards, which improve your overall stats in the game.

Salvaging allows you to break down Cards into its base Parts, so you can use them to craft.

### Why are Parts an important feature for Mission Control?

#### Automated Expansion Missions

Automating expansion missions helps keep a game dynamic and fresh without the need for constant manual updates. This ensures that the game continues to offer new challenges and objectives, making it a 'forever game.'

#### Market-Driven Voting

Using parts as a market-driven voting mechanism allows the game's development to reflect the community's desires for expansion. Players use resources and cards to vote, making it an efficient and cost-effective system. This player-driven approach ensures that the game evolves according to player preferences.

#### $MARTIA Sink and Burn

Integrating a significant $MARTIA sink through crafting and salvaging processes helps maintain a healthy in-game economy. By burning most of the $MARTIA used, the currency supply is regulated, preventing inflation and keeping the economy stable and valuable.


# Crafting Better Cards

### What is Crafting?

Crafting is the process of upgrading cards by combining more cards of a lower rarity or Parts. Higher rarity cards enjoy perks such as reduced hazard effects or fee generation. There are two main crafting categories: Base Cards and Owernship Cards.

### Base Card Crafting Recipes

Base cards form the foundation of your gameplay strategy. The main objective of crafting them is to increase their rarity by combining lower-rarity cards of the same type. This process boosts your Collection Strength and slightly reduces hazard deactivation chances, providing better performance in the game.

<table data-full-width="true"><thead><tr><th width="275">Crafting Input</th><th width="283">Crafting Output</th><th>$MARTIA Cost</th></tr></thead><tbody><tr><td>6x Standard Base Cards</td><td>1x Shadow Base Card (60%)<br>2x Shadow Base Cards (20%)<br>Fail - Inputs Burned (20%)</td><td>10</td></tr><tr><td>5x Shadow Base Cards</td><td>1x Stainless Steel Base Card (60%)<br>2x Stainless Steel Base Cards (20%)<br>Fail - Inputs Burned (20%)</td><td>50</td></tr><tr><td>4x Stainless Steel Base Cards</td><td>1x Gold Base Card (60%)<br>2x Gold Base Cards (20%)<br>Fail - Inputs Burned (20%)</td><td>250</td></tr><tr><td>3x Gold Base Cards</td><td>1x Dark Matter Base Card (60%)<br>2x Dark Matter Cards (20%)<br>Fail - Inputs Burned (20%)</td><td>1,250</td></tr></tbody></table>

This MARTIA is paid for using the wallet that is executing the crafting.

### Ownership & Sponsorship Card Crafting Recipes

It is possible to craft an Ownership or Sponsorship Card using Parts NFTs and $MARTIA. The table below specifies the type of Parts and quantity of Parts for each item.

In addition to the parts, all Ownership & Sponsorship Cards have a 2,000,000 $MARTIA crafting cost.

<table data-full-width="true"><thead><tr><th width="215">Item Type</th><th width="228">Part 1</th><th width="69">p1#</th><th width="208">Part 2</th><th width="72">p2#</th><th width="230">Part 3</th><th width="69">p3#</th><th width="211">Part 4</th><th width="76">p4#</th><th width="195">Part 5</th><th width="71">p5#</th><th width="191">Part 6</th><th width="71">p6#</th><th width="150">$MARTIA Cost</th></tr></thead><tbody><tr><td>3D Printing Robot</td><td>Microprocessors</td><td>3</td><td>Composite Materials</td><td>2</td><td>Circuit Board</td><td>4</td><td>Navigation System</td><td>2</td><td>Motor</td><td>1</td><td>Control Module</td><td>1</td><td>2,000,000</td></tr><tr><td>Air Treatment Plant</td><td>Air Filters</td><td>5</td><td>Prefabricated Panels</td><td>5</td><td>Chemical Reactor</td><td>4</td><td>Insulation Foam</td><td>5</td><td>Circuit Board</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Apartment Complex</td><td>Structural Frame</td><td>4</td><td>Insulation Foam</td><td>4</td><td>Electrical Wiring</td><td>3</td><td>Prefabricated Panels</td><td>5</td><td>Plastic Sheets</td><td>3</td><td>Air Filters</td><td>2</td><td>2,000,000</td></tr><tr><td>Battery Array</td><td>Power Cell</td><td>12</td><td>Electrical Wiring</td><td>5</td><td>Control Module</td><td>2</td><td>Circuit Board</td><td>3</td><td>N/A</td><td></td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Buggy</td><td>Motor</td><td>4</td><td>Power Cell</td><td>3</td><td>Navigation System</td><td>1</td><td>Solar Cells</td><td>4</td><td>Structural Frame</td><td>5</td><td>Control Module</td><td>2</td><td>2,000,000</td></tr><tr><td>Cargo Rocketship</td><td>Prefabricated Panels</td><td>6</td><td>Structural Frame</td><td>4</td><td>Power Cell</td><td>4</td><td>Navigation System</td><td>1</td><td>Insulation Foam</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Communication Array</td><td>Communication Chip</td><td>4</td><td>Prefabricated Panels</td><td>3</td><td>Data Pad</td><td>4</td><td>Circuit Board</td><td>3</td><td>Microprocessors</td><td>2</td><td>Electrical Wiring</td><td>3</td><td>2,000,000</td></tr><tr><td>Construction Utility Vehicle</td><td>Motor</td><td>4</td><td>Structural Frame</td><td>3</td><td>Prefabricated Panels</td><td>2</td><td>Power Cell</td><td>4</td><td>Control Module</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Crew Rocketship</td><td>Prefabricated Panels</td><td>7</td><td>Air Filters</td><td>6</td><td>Power Cell</td><td>4</td><td>Navigation System</td><td>1</td><td>Water Purifier</td><td>3</td><td>Composting Unit</td><td>3</td><td>2,000,000</td></tr><tr><td>Crop Facility</td><td>Structural Frame</td><td>6</td><td>Plastic Sheets</td><td>6</td><td>Insulation Foam</td><td>3</td><td>Water Purifier</td><td>4</td><td>Air Filters</td><td>3</td><td>Composting Unit</td><td>3</td><td>2,000,000</td></tr><tr><td>Female Botanist</td><td>Composting Unit</td><td>4</td><td>Sensor Array</td><td>4</td><td>Data Pad</td><td>3</td><td>Water Purifier</td><td>3</td><td>Air Filters</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Female Civil Engineer</td><td>Structural Frame</td><td>5</td><td>Data Pad</td><td>4</td><td>Tools</td><td>3</td><td>Microprocessors</td><td>3</td><td>Metal Alloys</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Female Doctor</td><td>Medical Kit</td><td>6</td><td>Data Pad</td><td>3</td><td>Tools</td><td>3</td><td>Sensor Array</td><td>3</td><td>Air Filters</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Female Engineer</td><td>Tools</td><td>5</td><td>Data Pad</td><td>4</td><td>Microprocessors</td><td>2</td><td>Electrical Wiring</td><td>3</td><td>Motor</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Female Geologist</td><td>Sensor Array</td><td>5</td><td>Data Pad</td><td>3</td><td>Metal Alloys</td><td>3</td><td>Tools</td><td>3</td><td>Navigation System</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Female Scientist</td><td>Data Pad</td><td>4</td><td>Microprocessors</td><td>2</td><td>Sensor Array</td><td>3</td><td>Circuit Board</td><td>3</td><td>Coolant System</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Female Security</td><td>Communication Chip</td><td>4</td><td>Sensor Array</td><td>3</td><td>Control Module</td><td>2</td><td>Navigation System</td><td>3</td><td>Medical Kit</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Female Supply Chain Manager</td><td>Data Pad</td><td>4</td><td>Communication Chip</td><td>3</td><td>Circuit Board</td><td>3</td><td>Microprocessors</td><td>5</td><td>Navigation System</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Field Laboratory</td><td>Composite Materials</td><td>6</td><td>Coolant System</td><td>4</td><td>Composting Unit</td><td>7</td><td>Microprocessors</td><td>6</td><td>Nuclear Reactor</td><td>1</td><td>Insulation Foam</td><td>4</td><td>2,000,000</td></tr><tr><td>Fission Reactor</td><td>Coolant System</td><td>4</td><td>Metal Alloys</td><td>5</td><td>Nuclear Reactor</td><td>1</td><td>Control Module</td><td>3</td><td>N/A</td><td></td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Fuel Generator</td><td>Coolant System</td><td>4</td><td>Communication Chip</td><td>3</td><td>Circuit Board</td><td>4</td><td>Chemical Reactor</td><td>8</td><td>Water Purifier</td><td>6</td><td>Control Module</td><td>5</td><td>2,000,000</td></tr><tr><td>Fuel Plant</td><td>Structural Frame</td><td>4</td><td>Metal Alloys</td><td>4</td><td>Chemical Reactor</td><td>5</td><td>Water Purifier</td><td>5</td><td>Motor</td><td>3</td><td>Control Module</td><td>3</td><td>2,000,000</td></tr><tr><td>Greenhouse</td><td>Structural Frame</td><td>4</td><td>Plastic Sheets</td><td>4</td><td>Water Purifier</td><td>2</td><td>Air Filters</td><td>2</td><td>Composting Unit</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Heavy Mining Vehicle</td><td>Structural Frame</td><td>5</td><td>Metal Alloys</td><td>5</td><td>Motor</td><td>6</td><td>Power Cell</td><td>3</td><td>Control Module</td><td>4</td><td>Sensor Array</td><td>2</td><td>2,000,000</td></tr><tr><td>Heavy Transport Vehicle</td><td>Structural Frame</td><td>5</td><td>Heating Module</td><td>5</td><td>Motor</td><td>4</td><td>Power Cell</td><td>4</td><td>Communication Chip</td><td>4</td><td>Navigation System</td><td>6</td><td>2,000,000</td></tr><tr><td>High-Pressure Tank</td><td>Prefabricated Panels</td><td>4</td><td>Metal Alloys</td><td>4</td><td>Insulation Foam</td><td>3</td><td>Coolant System</td><td>2</td><td>Control Module</td><td>2</td><td>Composite Materials</td><td>2</td><td>2,000,000</td></tr><tr><td>Ice Mining Plant</td><td>Structural Frame</td><td>3</td><td>Control Module</td><td>1</td><td>Chemical Reactor</td><td>2</td><td>Water Purifier</td><td>2</td><td>Heating Module</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Ice Mining Rig</td><td>Structural Frame</td><td>4</td><td>Motor</td><td>3</td><td>Water Purifier</td><td>2</td><td>Heating Module</td><td>1</td><td>Control Module</td><td>1</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Inflatable Dining Hall</td><td>Plastic Sheets</td><td>5</td><td>Structural Frame</td><td>4</td><td>Coolant System</td><td>2</td><td>Air Filters</td><td>3</td><td>Composting Unit</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Inflatable Greenhouse</td><td>Plastic Sheets</td><td>4</td><td>Structural Frame</td><td>2</td><td>Water Purifier</td><td>1</td><td>Air Filters</td><td>1</td><td>Composting Unit</td><td>1</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Inflatable Laboratory</td><td>Plastic Sheets</td><td>5</td><td>Structural Frame</td><td>4</td><td>Data Pad</td><td>3</td><td>Air Filters</td><td>3</td><td>Control Module</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Inflatable Sleeping Pod</td><td>Plastic Sheets</td><td>4</td><td>Structural Frame</td><td>3</td><td>Air Filters</td><td>2</td><td>Control Module</td><td>2</td><td>Coolant System</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Inflatable Social Hub</td><td>Plastic Sheets</td><td>4</td><td>Structural Frame</td><td>3</td><td>Coolant System</td><td>2</td><td>Air Filters</td><td>2</td><td>Composting Unit</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Large Fuel Depot</td><td>Prefabricated Panels</td><td>5</td><td>Metal Alloys</td><td>5</td><td>Chemical Reactor</td><td>4</td><td>Coolant System</td><td>3</td><td>Composite Materials</td><td>3</td><td>Control Module</td><td>2</td><td>2,000,000</td></tr><tr><td>Linear Rail 3D Printer</td><td>Structural Frame</td><td>5</td><td>Metal Alloys</td><td>4</td><td>Motor</td><td>4</td><td>Control Module</td><td>4</td><td>Power Cell</td><td>3</td><td>Heating Module</td><td>2</td><td>2,000,000</td></tr><tr><td>Low-Pressure Tank</td><td>Prefabricated Panels</td><td>4</td><td>Metal Alloys</td><td>4</td><td>Insulation Foam</td><td>3</td><td>Coolant System</td><td>2</td><td>Control Module</td><td>2</td><td>Composite Materials</td><td>2</td><td>2,000,000</td></tr><tr><td>Male Botanist</td><td>Composting Unit</td><td>4</td><td>Sensor Array</td><td>4</td><td>Data Pad</td><td>3</td><td>Water Purifier</td><td>3</td><td>Air Filters</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Male Civil Engineer</td><td>Structural Frame</td><td>5</td><td>Data Pad</td><td>4</td><td>Tools</td><td>3</td><td>Microprocessors</td><td>3</td><td>Metal Alloys</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Male Doctor</td><td>Medical Kit</td><td>6</td><td>Data Pad</td><td>3</td><td>Tools</td><td>3</td><td>Sensor Array</td><td>3</td><td>Air Filters</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Male Engineer</td><td>Tools</td><td>5</td><td>Data Pad</td><td>4</td><td>Microprocessors</td><td>2</td><td>Electrical Wiring</td><td>3</td><td>Motor</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Male Geologist</td><td>Sensor Array</td><td>5</td><td>Data Pad</td><td>3</td><td>Metal Alloys</td><td>3</td><td>Tools</td><td>3</td><td>Navigation System</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Male Scientist</td><td>Data Pad</td><td>4</td><td>Microprocessors</td><td>2</td><td>Sensor Array</td><td>3</td><td>Circuit Board</td><td>3</td><td>Coolant System</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Male Security</td><td>Communication Chip</td><td>4</td><td>Sensor Array</td><td>3</td><td>Control Module</td><td>2</td><td>Navigation System</td><td>3</td><td>Medical Kit</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Male Supply Chain Manager</td><td>Data Pad</td><td>4</td><td>Communication Chip</td><td>3</td><td>Circuit Board</td><td>3</td><td>Microprocessors</td><td>5</td><td>Navigation System</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Medical Bay</td><td>Prefabricated Panels</td><td>4</td><td>Insulation Foam</td><td>3</td><td>Medical Kit</td><td>3</td><td>Air Filters</td><td>3</td><td>Control Module</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Megapower Reactor</td><td>Structural Frame</td><td>2</td><td>Metal Alloys</td><td>3</td><td>Nuclear Reactor</td><td>5</td><td>Control Module</td><td>2</td><td>Power Cell</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Mobile Crane</td><td>Structural Frame</td><td>5</td><td>Prefabricated Panels</td><td>5</td><td>Motor</td><td>4</td><td>Control Module</td><td>2</td><td>Power Cell</td><td>3</td><td>Composite Materials</td><td>2</td><td>2,000,000</td></tr><tr><td>Multi-Purpose Workshop</td><td>Prefabricated Panels</td><td>1</td><td>Tools</td><td>2</td><td>Insulation Foam</td><td>2</td><td>Heating Module</td><td>1</td><td>Air Filters</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Ore Processing Plant</td><td>Prefabricated Panels</td><td>5</td><td>Metal Alloys</td><td>5</td><td>Chemical Reactor</td><td>6</td><td>Heating Module</td><td>3</td><td>Coolant System</td><td>3</td><td>Control Module</td><td>4</td><td>2,000,000</td></tr><tr><td>Quad Bike</td><td>Structural Frame</td><td>2</td><td>Tools</td><td>2</td><td>Motor</td><td>1</td><td>Power Cell</td><td>1</td><td>Control Module</td><td>2</td><td>Composite Materials</td><td>2</td><td>2,000,000</td></tr><tr><td>Rover</td><td>Structural Frame</td><td>4</td><td>Solar Cells</td><td>4</td><td>Motor</td><td>4</td><td>Power Cell</td><td>3</td><td>Control Module</td><td>2</td><td>Navigation System</td><td>2</td><td>2,000,000</td></tr><tr><td>Scouting Drone</td><td>Sensor Array</td><td>3</td><td>Composite Materials</td><td>3</td><td>Motor</td><td>1</td><td>Power Cell</td><td>1</td><td>Control Module</td><td>2</td><td>Navigation System</td><td>1</td><td>2,000,000</td></tr><tr><td>Scouting Robot</td><td>Sensor Array</td><td>6</td><td>Composite Materials</td><td>5</td><td>Motor</td><td>5</td><td>Power Cell</td><td>4</td><td>Control Module</td><td>4</td><td>Navigation System</td><td>4</td><td>2,000,000</td></tr><tr><td>Security Checkpoint</td><td>Prefabricated Panels</td><td>4</td><td>Communication Chip</td><td>4</td><td>Control Module</td><td>4</td><td>Medical Kit</td><td>3</td><td>Air Filters</td><td>3</td><td>Sensor Array</td><td>2</td><td>2,000,000</td></tr><tr><td>Ship Hangar</td><td>Structural Frame</td><td>4</td><td>Composite Materials</td><td>3</td><td>Control Module</td><td>2</td><td>Heating Module</td><td>1</td><td>Air Filters</td><td>2</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Ship Transporter</td><td>Navigation System</td><td>6</td><td>Composite Materials</td><td>3</td><td>Motor</td><td>4</td><td>Electrical Wiring</td><td>4</td><td>Control Module</td><td>6</td><td>Electrical Wiring</td><td>7</td><td>2,000,000</td></tr><tr><td>Small Excavator</td><td>Structural Frame</td><td>4</td><td>Metal Alloys</td><td>4</td><td>Motor</td><td>3</td><td>Power Cell</td><td>2</td><td>Control Module</td><td>1</td><td>Composite Materials</td><td>1</td><td>2,000,000</td></tr><tr><td>Small House</td><td>Structural Frame</td><td>3</td><td>Coolant System</td><td>2</td><td>Insulation Foam</td><td>3</td><td>Heating Module</td><td>2</td><td>Air Filters</td><td>3</td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Small Maintenance Building</td><td>Prefabricated Panels</td><td>2</td><td>Plastic Sheets</td><td>2</td><td>Insulation Foam</td><td>2</td><td>Tools</td><td>3</td><td>N/A</td><td></td><td>N/A</td><td></td><td>2,000,000</td></tr><tr><td>Small Recycling Plant</td><td>Composting Unit</td><td>5</td><td>Metal Alloys</td><td>4</td><td>Chemical Reactor</td><td>6</td><td>Heating Module</td><td>4</td><td>Coolant System</td><td>3</td><td>Control Module</td><td>3</td><td>2,000,000</td></tr><tr><td>Small Storage Building</td><td>Prefabricated Panels</td><td>4</td><td>Plastic Sheets</td><td>4</td><td>Composite Materials</td><td>3</td><td>Structural Frame</td><td>3</td><td>Metal Alloys</td><td>3</td><td>Control Module</td><td>2</td><td>2,000,000</td></tr><tr><td>Solar Panel Array</td><td>Structural Frame</td><td>2</td><td>Circuit Board</td><td>2</td><td>Solar Cells</td><td>4</td><td>Power Cell</td><td>2</td><td>Control Module</td><td>1</td><td>Electrical Wiring</td><td>1</td><td>2,000,000</td></tr><tr><td>Solar Panel Field</td><td>Structural Frame</td><td>5</td><td>Circuit Board</td><td>5</td><td>Solar Cells</td><td>10</td><td>Power Cell</td><td>3</td><td>Control Module</td><td>4</td><td>Electrical Wiring</td><td>2</td><td>2,000,000</td></tr><tr><td>Weather Outpost</td><td>Sensor Array</td><td>4</td><td>Composite Materials</td><td>4</td><td>Sensor Array</td><td>3</td><td>Control Module</td><td>2</td><td>N/A</td><td></td><td>N/A</td><td></td><td>2,000,000</td></tr></tbody></table>


# Salvaging for Parts

In addition to obtaining Parts through Expansion Missions, players have another avenue for acquiring the necessary components for crafting Ownership and Sponsorship Cards: salvaging. This method offers a guaranteed way to receive Parts NFTs by using Dark Matter NFTs and paying a MARTIA cost.

### How Salvaging Works

Players can access the salvaging feature through the in-game user interface. To salvage a Part, players need to burn a Dark Matter NFT and pay the specified MARTIA cost. Once these conditions are met, players will receive a Part NFT in return. The process ensures a 100% chance of receiving a Part, making it a reliable method for gathering crafting materials.

### Reverse Ownership Card Crafting Recipe

The salvaging process follows a reverse crafting recipe, meaning the Parts obtained are based on the components used to craft the Ownership/Sponsorship Card of the same item type. For example:

**Example**

If Item #1's Ownership Cards is crafted using:

* 5x Part A
* 5x Part B
* 10x Part C
* Total: 20 Parts

When a Dark Matter NFT for Item #1 is salvaged, it gives one Part with the following odds:

* Part A: 5/20 = 25%
* Part B: 5/20 = 25%
* Part C: 10/20 = 50%

Salvaging Costs 200,000 $MARTIA in addition to the Dark Matter Card that will be burnt.

Salvaging is an essential feature for players aiming to maximize their crafting efficiency and resource management. By burning Dark Matter NFTs and paying a MARTIA cost, players can reliably acquire Parts NFTs, ensuring they always have the necessary materials to craft the best items in the game.


# Maximize Resource Production

<figure><img src="/files/2RzIS6bxtNORAEawMsgT" alt=""><figcaption></figcaption></figure>

The general concept for resources is as follows: each Card type requires differing resource inputs and produces corresponding resource outputs. Since Cards cost different amounts, it is your goal to spot the opportunities where resource production outweighs the Card cost and resource consumption costs. Do this effectively, and you can make a handsome profit.

Resources flow through different items in the settlement in a specific order, which can be viewed in the Resources Tab of the UI.

### Resource Chain Page

The resource chain consists of two main parts that help you manage your resources effectively. Here’s how to navigate and use each part.

#### **Net Production Chart Section**

<figure><img src="/files/VVLopdKuRqI3pSZphtQi" alt=""><figcaption></figcaption></figure>

The top chart displays a summary of your NET production per resource. Green indicates that you are producing more of that resource than you are consuming, which is good. Red indicates that you are consuming more than you are producing, which is bad.

#### Resource Chain Section

<figure><img src="/files/hOqTskAmfd8rNCLIdrbt" alt=""><figcaption></figcaption></figure>

Below the chart you will see a scrollable list of items in the resource chain. Every operative’s resource chain is different based on their inventory, but the order of item types is consistent. Resource production flows from left to right and top to bottom. For instance, power is produced first via Solar Panel Arrays and Fission Reactors, which is then used for water and fuel production. The most complex items and resources are towards the bottom of the chain.

### Maximize Resource Efficiency

Your goal is to get 100% efficiency with your collection, meaning that you added $MARTIA production and net resource production (converted into it's market price) is as high as it can be.

1. Turn on Editor Mode

Click the toggle in the top right.

1. Adjust the sliders and watch the $MARTIA efficiency value

The highlighted slider bars enable you to set the ratio for your outputs. Look at the efficiency value change as you do this, and try to make it a positive change.

3. Click the "Apply Changes" button at the bottom of the screen.

### Other Considerations

A secondary goal may be to balance your resource chain so you aren't losing resources hourly. This means that your top chart would just show green bars. This is achievable with the right inventory, but it requires skilled trading and balancing.&#x20;

It is not totally necessary to do this because it can be skirted by swapping excess resources to resource deficits via the Swap Resources functionality. However, it is important that you don't run out of resource stockpiles if you decide to go for this strategy. If you do, you will be unable to provide the inputs needed to run your resource chain successfully. Any items that don't have the required inputs will not produce outputs. So it is important to keep these topped up!


# Storage & Decay

### **Storage Capacity**

Every resource type in Mission Control has a defined in-game storage capacity, which is determined by the following principles:

* **Capacity Formula**: Each 1 Collection Strength (CS) of an item type provides a specific amount of storage capacity for the relevant resources. This capacity is fixed and applies regardless of whether the Collection Strength is active or inactive.
* **Resource Production**: Even if your storage capacity is exceeded, you will continue to produce resources at the normal rate. This means that while you can generate more resources than your storage allows, you need to be mindful of how much can be safely stored without leading to losses.

<table data-full-width="true"><thead><tr><th>RESOURCE</th><th>MEANS OF STORAGE</th><th>STORAGE CAPACITY (per 1 CS)</th></tr></thead><tbody><tr><td>CONSTRUCTION</td><td>Small Storage Building<br>Cargo Rocketship<br>Crew Rocketship<br>Ore Processing Plant</td><td>2,056<br>160<br>53<br>1,134</td></tr><tr><td>DATA</td><td>Communication Array<br>Inflatable Laboratory<br>Field Laboratory</td><td>50<br>50<br>50</td></tr><tr><td>ENGINEER</td><td>Engineer (M &#x26; F)<br>Civil Engineer (M &#x26; F)<br>Geologist (M &#x26; F)<br>Inflatable Social Hub</td><td>4<br>2<br>2<br>2</td></tr><tr><td>FOOD</td><td>Inflatable Greenhouse<br>Greenhouse<br>Crop Facility<br>Inflatable Dining Hall</td><td>12<br>36<br>108<br>12</td></tr><tr><td>FUEL</td><td>Large Fuel Depot</td><td>848</td></tr><tr><td>LOGISTICS</td><td>Supply Chain Manager<br>Botanist<br>Civil Engineer<br>Inflatable Social Hub</td><td>4<br>2<br>2<br>2</td></tr><tr><td>MEDICINE</td><td>Medical Bay<br>Crew Rocketship</td><td>27<br>13</td></tr><tr><td>ORE</td><td>Small Storage Building<br>Ore Processing Plant</td><td>557<br>5,000</td></tr><tr><td>OXYGEN</td><td>High-Pressure Tank</td><td>67</td></tr><tr><td>POWER</td><td>Battery Array</td><td>2,670</td></tr><tr><td>REGOLITH</td><td>Small Storage Building</td><td>445</td></tr><tr><td>REPAIRS</td><td>Small Storage Building<br>Small Maintenance Bay<br>Multi-Purpose Workshop<br>Ship Hangar<br>Cargo Rocketship</td><td>13<br>53<br>80<br>53<br>13</td></tr><tr><td>SCIENCE</td><td>Scientist<br>Botanist<br>Geologist<br>Inflatable Social Hub</td><td>4<br>2<br>2<br>2</td></tr><tr><td>SOCIAL</td><td>Doctor<br>Security<br>Inflatable Social Hub</td><td>4<br>4<br>2</td></tr><tr><td>WATER</td><td>Low-Pressure Tank<br>Inflatable Social Hub</td><td>1,300<br>13</td></tr><tr><td>WELLBEING</td><td>Inflatable Sleeping Pod<br>Small House<br>Apartment Complex</td><td>3<br>6<br>48</td></tr></tbody></table>

### **Decay Mechanism**

To ensure that resources are efficiently managed, Mission Control incorporates a decay system for excess resources. Here’s how it works:

* **Hourly Decay Check**: There is a decay check every hour to evaluate excess resources beyond your storage capacity.
* **Decay Rate**: Resources that exceed your storage capacity will suffer a decay rate of 10% per hour. This means that for every hour that excess resources are stored, 10% of those resources will be lost.

### **Key Points to Remember**

1. **Monitor Capacity**: Regularly check your storage capacity to avoid accumulating excessive resources that could lead to decay. Make sure you are aware of the storage limits for each resource type and manage your production accordingly.
2. **Manage Excess Resources**: If you notice that you are consistently exceeding your storage capacity, consider adjusting your production or expanding your storage to accommodate your resource needs.
3. **Decay Awareness**: Understand that excess resources will decay over time. To minimize losses, try to keep your resource levels within the storage capacity or invest in upgrades that increase your storage limits.
4. **Strategic Planning**: Plan your resource production and storage strategies based on your capacity limits to optimize your efficiency and reduce wastage due to decay.

By effectively managing your storage capacity and understanding the impact of decay, you can enhance your resource management strategy and ensure the smooth operation of your Mars settlement. Keep these principles in mind to maximize your resources and minimize unnecessary losses.


# Guard against Hazards

Hazards can occur at any time on Mars, typically due to temperature fluctuations or high winds around the settlement. There are various types of hazards, including dust storms, brittle airlines, and viruses, among others. Managing these hazards is crucial for maintaining the efficiency of your operations.

**Base Cards will get deactivated.** All players will need to deal with base cards getting deactivated, which essentially means the earning power of the deactivated cards will not be used to determine the # of resources earned until the base cards are reactivated.

**Ownership / Sponsorship Cards will lose health.** Hazards that hit an item type will typically reduce the health of the least resistant ownership / sponsorship cards of that type. This reduces the production efficiency of all supporters of that card, so owners will need to work quickly to restore health.

### **Manually Repair / Reactivate Items**

It is possible to manually repair or reactivate any items that get damaged through the UI. Here's how:

1. **Access Hazards UI**
   * Hazards can be managed by clicking the hazard icon located at the bottom right of your screen.
2. **Viewing Affected Items**
   * Once you click the hazard icon, you will see a list of affected items. The total number of affected items will be displayed at the bottom of the list.
   * You have the option to repair items individually or all at once.
3. **Repairing an Item**
   * Start by selecting one item to repair. Click on the row corresponding to the affected item.
4. **Viewing Item Details**
   * A modal will appear, providing more information about what is currently happening to your item or astronaut.
   * You can see the type of hazard that hit the item and if there are multiple hazards currently affecting it.
5. **Understanding Deactivation**
   * This section of the modal shows how many of your cards were deactivated by the hazard. Stronger hazards can deactivate higher rarity cards.
   * The more cards deactivated, the more your production will be stifled and the higher the reactivation cost.
6. **Repair and Healing Costs**
   * This section shows the relevant balance of tokens needed for repairs or healing. Equipment, vehicles, and buildings require Repair Tokens, while astronauts require Medicine Tokens.
   * Ensure you have a sufficient balance to cover the repair costs.
7. **Initiating Reactivation**
   * Click the "Reactivate Base Cards" button to start the reactivation process.
   * A success message will appear once the item is restored.
8. **Restoring Collection Strength**
   * Congratulations! You have restored your collection strength for this item. Repeat this process for any other damaged items.
   * Exit the modal when you’re done.

### Auto-Reactivating Base Cards

You can enable auto-reactivation for any item type through the Resources > Items tab. This feature automatically reactivates your base cards when they get deactivated by hazards. The system will use your repair tokens or medicine tokens for this process, so ensure you have sufficient tokens available and monitor your balances regularly.

<figure><img src="/files/d92ytqRYhy3vRMK9N1zZ" alt=""><figcaption><p>These toggles turn on Base Card auto-reactivation.</p></figcaption></figure>

### Auto-Repairing Ownership & Sponsorship Cards through Bounties

Auto-repairing Ownership and Sponsorship cards functions differently from auto-reactivating Base Cards. Owners must hold the required amount of repair and medicine tokens to fix or heal the item. However, they also have the option to add $MARTIA to a repair bounty pool. This pool rewards any player who quickly identifies and repairs the damaged or injured item, with the bounty winner receiving 10% of the pool reward. To activate the bounty pool, it must contain at least 100 $MARTIA.

To access the bounty pool, navigate to your item's detail view by following these steps: Resources > Items > Item Type of your card > Select your Card from the list > Owner Tab.

<figure><img src="/files/JqhCZWxKp309ic2tYOPy" alt=""><figcaption><p>You can add $MARTIA to the bounty pool if you are the Owner.</p></figcaption></figure>


# Expansion Missions

Expansion Missions are ongoing projects that introduce new inventory into the Mars economy. They come in four types: Construction Missions for buildings, Convoys for astronauts and equipment, Innovation Missions for discoveries, and Surplus Missions for highly sought-after items. Here’s how to get involved:

**Accessing Expansion Missions**

1. **Navigate to the Expansion Missions Page:**
   * The Expansion Missions page breaks down mission types into tabs, each containing active missions.

**Exploring Construction Missions**

1. **Open Construction Missions:**
   * Let's start by exploring Construction Missions to understand the interface.
2. **Overview of Construction Missions:**
   * Construction Missions involve collaborative efforts to build structures. The ISA supplies essential components and blueprints, while operatives contribute construction materials before the specified deadline.
3. **Mission Overview:**
   * The Overview tab shows the target resource for contributions, duration, and mission rewards. Each mission type has unique characteristics, so familiarize yourself with them to develop effective strategies.

**Understanding the Mission Table**

1. **Active Mission Information:**
   * Each active mission is listed in the mission table, with details about progress, contributions, and rewards.
   * Construction Missions have different rarities, such as Common, which has standard rewards. This guide targets a Common Rarity mission to get started.
2. **Mission Progress:**
   * Mission progress is displayed in stages. Checking in on these stages can qualify you for bonus rewards.
3. **Contributions:**
   * Contributions show what resources operatives have given to support the mission. The higher your contribution, the better your chances of receiving rewards.
4. **Major Rewards:**
   * Major rewards are NFTs that can be won by contributing to the mission. It’s possible to win multiple rewards. If you don’t get any NFTs, you’ll receive a 25% discount towards a future mission of the same type and tier.

**Contributing to a Mission**

1. **Contribute Construction Materials:**
   * Click the "Contribute" button to start adding construction materials to the mission.
2. **Contribution Modal:**
   * A modal will appear allowing you to contribute. Enter a small amount of construction materials to begin.
   * The modal calculates your contribution and the odds of winning different rewards. Adding more materials increases your chances of major rewards.
3. **Confirm Contribution:**
   * Confirm your contribution by clicking the “Add Construction Materials” button.
   * A success message will appear, and you will be brought back to the main Construction page.

**Following Mission Progress**

1. **Track Progress:**
   * You can track mission progress by looking at the time remaining in the stages.
2. **Check-In for Bonus Rewards:**
   * The check-in button becomes active once you contribute to the mission. Checking in regularly increases your chances of earning bonus rewards such as mission patches, contribution multipliers, and a percentage of your contribution credited back at the end of the mission.
   * Click the "Check In" button to increase your bonus rewards chances.

**Viewing Detailed Mission Information**

1. **Open Detailed View:**
   * Click the image on the left to pull up more detailed information about the mission.
2. **Mission Details Drawer:**
   * The first tab shows the different stages and the operations needed to complete them. These operations happen automatically.
3. **Rewards Tab:**
   * Click the "Rewards" tab to see the specific rewards available for the mission, including card types and rarities.
4. **Bonuses Tab:**
   * Click the "Bonuses" tab to see the breakdown of possible bonuses and their odds. Your chances of receiving a bonus depend on the number of check-ins during the mission.

**Conclusion**

By following these steps, you can effectively participate in Expansion Missions and contribute to the Mars economy. Whether you are aiming for buildings, equipment, discoveries, or highly sought-after items, your contributions will help you accumulate rewards and enhance your Mars settlement.


# Skills, Innovations & Achievements

Skills and Innovations are essential tools that enhance your resource production, consumption efficiency, hazard resistance, and more. Here’s a guide to help you understand and utilize these features effectively.

**Navigating to the Skills Page**

1. **Open the Skills Page:**
   * Navigate to the skills page by selecting the skills icon from the main menu.

**Understanding Resource Chain Skills**

1. **Resource Chain Skills Overview:**
   * Resource Chain skills are incremental skills accumulated as you progress in your Specialty rank.
   * For example, the "Solar Panel Array Production Increase" skill enhances your resource production efficiency.
2. **Skill Progression:**
   * Clicking on a skill opens a drawer showing the total progression and the required Specialties to rank up and acquire all levels of the skill.
   * Close the modal to continue exploring other skills.

**Exploring Special Skills**

1. **Special Skills Overview:**
   * Special Skills are unlocked through Specialty progression at specific milestones. These skills tend to be more powerful than regular Resource Chain Skills.
2. **Viewing Special Skills:**
   * Click on one of the Special Skills to view its requirements, description, and applicable items.
   * Close the skill description to continue.

**Exploring Innovations**

1. **Open the Innovations Tab:**
   * Navigate to the Innovations tab to see cards representing discoveries and efficiencies achieved by astronauts on Mars.
2. **Types of Innovations:**
   * Innovations come in two varieties: Major and Minor. Major Innovations are very powerful, while Minor Innovations are moderately powerful.
   * Each variety has only one Major Innovation and up to 50 Minor Innovations.
3. **Viewing an Innovation:**
   * Click on an Innovation to open a drawer with its description. The drawer will light up in color if you own the Innovation.

**Completing Your Skills Training**

1. **Objective to Level Up:**
   * Your current objective is to level up your Specialty to level 1, which will unlock your first skills.
   * Open the Learning Center and highlight the objective to level up to 1 on your Specialty.
2. **Achieving Your First Skills:**
   * Once you level up, you'll gain some skills and unlock an achievement.

**Claiming Achievements**

1. **Navigate to Achievements:**
   * After leveling up, go to the Achievements section. LUNARIS can guide you if you're in another part of the UI.
2. **Viewing and Claiming Achievements:**
   * Click on your new achievement to see more information.
   * Claim the achievement to add it to your wallet, solidifying it on the blockchain.
3. **Collecting Achievements:**
   * Congratulations! You've earned your first achievement. Continue to collect more by progressing in the game.

By following this guide, you’ll effectively develop your skills and innovations, enhancing your Mars settlement and gaining valuable achievements along the way.


# Settings & Notifications

### **Accessing the Settings Menu**

To adjust your settings, start by navigating to the Settings Menu by going to Profile > Settings Tab at the top.

<figure><img src="/files/16PTbySFHia598zBlcLz" alt=""><figcaption></figcaption></figure>

The **Settings Menu** is divided into several sections:

* **Wallet Addresses**: Add or remove wallet addresses that are connected to the game. If you want to add one, you can just press the add wallet button and follow the wallet provider popups.

<figure><img src="/files/OdSueeWrBxjuS8BIOjg9" alt=""><figcaption></figcaption></figure>

* **Discord**: You can add your discord to the game as well via the Discord section. In the future, we plan to use this for personalized notifications about the game.

### **Notifications Center**

Notifications keep you informed about game events, updates, and other important information. The notification center can be accessed on the top navigation:

<figure><img src="/files/qPnmagl3m8pGQ1634CY5" alt=""><figcaption><p>Click this to show the Notification Center</p></figcaption></figure>

Notifications will get displayed with the most recent at the top. You can click on the notification to navigate to the relevant UI section. Notifications include expansion mission actions, new skills or achievements unlocked, and much more.

<figure><img src="/files/LrqTCQANRY52dgiqkf8K" alt=""><figcaption></figcaption></figure>


# Community Tools

Resources Simulator - Simulates resource chain to calculate earnings and helps decide how to make a player’s collection self sustained.

{% embed url="<https://broccoli-mars.github.io/#/resources-simulator>" %}

Thrive Legacy - Hub for resource tracking, operator program and much more.

{% embed url="<https://thrive-legacy.com/>" %}


# Vehicles


# Rover

The pinnacle of versatile martian transportation. Its fully electric design, low center of gravity, and powerful drivetrain allow it to perform in almost any extreme situation with ease.

<figure><img src="/files/qHL7JGK4E5jlFWv7eyT1" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Power    | 1500                |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource | Per item, per hour.                  |
| -------- | ------------------------------------ |
| $MARTIA  | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| Minimum Resistance | Maximum Resistance | Repair Cost |
| ------------------ | ------------------ | ----------- |
| 20%                | 45%                | Medium      |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Mechanical Failure |
| Dust Storm         |


# Scouting Drone

The Scouting Drone surveys the surrounding landscape and identifies areas of interest. It also has an on-board sample tester to analyze the surface in hard to reach locations.

<figure><img src="/files/w5vhDQtEspgfMwzW66dK" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Power    | 100                 |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource | Per item, per hour.                  |
| -------- | ------------------------------------ |
| $MARTIA  | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| Minimum Resistance | Maximum Resistance | Repair Cost |
| ------------------ | ------------------ | ----------- |
| 25%                | 45%                | High        |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Quad Bike

Reliable single-seat all-terrain vehicle for trips on short distances on rough terrain.

<figure><img src="/files/ktlbTDszaAwIWooMank0" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Power    | 250                 |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource | Per item, per hour.                  |
| -------- | ------------------------------------ |
| $MARTIA  | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| Minimum Resistance | Maximum Resistance | Repair Cost |
| ------------------ | ------------------ | ----------- |
| 25%                | 45%                | Low         |

## Hazards & Vulnerabilities <a href="#hazards-and-vulnerabilities" id="hazards-and-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Buggy

A fast and agile all-electric vehicle for going short distances over variable terrain. Seats 2 people and can carry a small amount of cargo.

<figure><img src="/files/EoCkDSdJMAf89ybl9IJ3" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Power    | 500                 |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource | Per item, per hour.                  |
| -------- | ------------------------------------ |
| $MARTIA  | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| Minimum Resistance | Maximum Resistance | Repair Cost |
| ------------------ | ------------------ | ----------- |
| 20%                | 50%                | Medium      |

## Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |

<br>


# Heavy Transport Vehicle

A rugged rover designed for hauling large payloads and infrastructure components across the Martian terrain.

<figure><img src="/files/GTBg9yEpWhx1hU7T4lt7" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Power    | 3,500               |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource               | Per item, per hour. |
| ---------------------- | ------------------- |
| Construction Materials | 5,000               |
| Ore                    | 5,000               |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

<table><thead><tr><th>Minimum Resistance</th><th width="251">Maximum Resistance</th><th>Repair Cost</th></tr></thead><tbody><tr><td>35%</td><td>45%</td><td>Medium</td></tr></tbody></table>

## Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Equipment


# Ice Mining Rig

The Ice Mining Rig extracts subsurface water by drilling a hole into a glacier using a combined drill and hot-water pump.

<figure><img src="/files/5ndJvSoWpi8HR2GEsjEx" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 19,367                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Water        | 69,444                  |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 35%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Contaminated Ice   |

&#x20;

<br>


# Fission Reactor

The Fission Reactor provides a baseline of power to the colony. It generates electricity by capturing heat produced by splitting atoms

<figure><img src="/files/hGMlOe8ZAsTrkXq9aWD0" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**                | **Per item, per hour.** |
| --------------------------- | ----------------------- |
| No input - power generation | N/A                     |

This item does not have a resource input as it’s a power generating tier 1 item.

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 20,000                  |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 25%                    | 35%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Static Storm       |

&#x20;


# Megapower Reactor

A portable nuclear reactor that is capable of producing Megawatts of power.

<figure><img src="/files/kvM3SozYoGgOeutL0Xxj" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| N/A          | N/A                     |

This item does not have a resource input as it’s a power generating tier 1 item.

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 2,000,000               |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 30%                    | High            |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Static Storm       |

<br>


# Solar Panel Array

The Solar Panel Array generates power for the colony by converting solar energy into electricity.

<figure><img src="/files/2Ajtb929sqRKa3WpRWkc" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| N/A          | N/A                     |

This item does not have a resource input as it’s a power generating tier 1 item.

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 7,142                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 30%                    | 40%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Static Storm       |

<br>


# 3D Printing Robot

The 3D Printing Robot uses a mixture of basalt fiber extracted from Martian rock and renewable bioplastic to print structures that are up to three times stronger than concrete.

<figure><img src="/files/6cjQRLJ3arFcfrGgRzJ7" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 1,889                   |
| Regolith     | 15,000                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**           | **Per item, per hour.** |
| ---------------------- | ----------------------- |
| Construction Materials | 225,000                 |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |

<br>


# Fuel Plant

The Fuel Plant converts water and carbon dioxide into rocket fuel via the Sabatier reaction.

<figure><img src="/files/VOXCWdAAlhREF2y8lqYW" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 20,000                  |
| Water        | 35,576                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Oxygen       | 1,757                   |
| Fuel         | 15,811                  |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 25%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Brittle Airline    |

<br>


# Fuel Generator

A permanent fuel production facility, placed near the launch pads to service the nearby rocketships. It contains all the needed systems to convert CO2 and water into rocket fuel.

<figure><img src="/files/xteG1o4Ou60kg0dwxFWO" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**   | **Per item, per hour.** |
| -------------- | ----------------------- |
| Power          | 75,000                  |
| Water          | 177,881                 |
| Engineer Labor | 3,600                   |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Oxygen       | 8,784                   |
| Fuel         | 79,058                  |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 35%                    | High            |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Brittle Airlines   |


# Weather Outpost

The automatic weather station is a completely autonomous complex for measuring environmental parameters that requires minimal routine maintenance.

<figure><img src="/files/ipKGPQrNt2jbjOlXViYk" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| N/A          | N/A                     |

This automated facility requires no inputs.

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Data         | 1,000                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Battery Array

Useful in managing the supply and demand of electricity throughout the colony, taking account for the usual daily fluctuations.

<figure><img src="/files/J5jzyzXPlMi3WIWG57ju" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 833                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| N/A          | N/A                     |

This item does not have a resource output as it will be used as part of the stockpile storage system.

It is fixed at 100% $MARIA, 0% resource output for Resource gameplay.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 40%                    | High            |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Static Storm       |

<br>


# Construction Utility Vehicle

These have been specifically designed to have all the tools necessary to prepare the Martian landscape for expansion.

<figure><img src="/files/IawdvFhq6ukvU9Pil7ng" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**    | **Per item, per hour.** |
| --------------- | ----------------------- |
| Power           | 5,300                   |
| Engineer Labor  | 2,700                   |
| Logistics Labor | 900                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**           | **Per item, per hour.** |
| ---------------------- | ----------------------- |
| Construction Materials | 500,000                 |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 40%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |

&#x20;


# Linear Rail 3D Printer

A high-performance 3D printing complex designed for printing large-sized buildings and structures of the settlement.

<figure><img src="/files/yqeD6wN2rvVmjEgO7P1o" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**    | **Quantity per Earning Power per Hour** |
| --------------- | --------------------------------------- |
| Power           | 8,333                                   |
| Regolith        | 75,000                                  |
| Engineer Labor  | 2,700                                   |
| Logistics Labor | 900                                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**           | **Quantity per Earning Power per Hour** |
| ---------------------- | --------------------------------------- |
| Construction Materials | 1,125,000                               |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 35%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Cargo Rocketship

The Cargo Rocketship is designed to deliver large amounts of useful payload to the Martian surface.

<figure><img src="/files/b0fW562cwrN3Wa9vK6IG" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**   | **Per item, per hour.** |
| -------------- | ----------------------- |
| Logistic Labor | 300                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**           | **Per item, per hour.** |
| ---------------------- | ----------------------- |
| Construction Materials | 500                     |
| Repairs                | 50                      |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 40%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |

<br>


# Crew Rocketship

The Crew Rocketship is a reusable second-stage spacecraft designed to accommodate astronauts on a six-month trip to and from Mars. It has all the necessary amenities, life support, and storage.

<figure><img src="/files/uQuycuRHBrHGrhTWfEY5" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**   | **Per item, per hour.** |
| -------------- | ----------------------- |
| Logistic Labor | 300                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**           | **Per item, per hour.** |
| ---------------------- | ----------------------- |
| Construction Materials | 500                     |
| Medicine               | 50                      |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 40%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Air Treatment Plant

Purifies and maintains a breathable atmosphere for sustaining human life and scientific endeavors on Mars.

<figure><img src="/files/9nAKCukIeATmngidmXWE" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Earning Power per Hour** |
| ------------ | --------------------------------------- |
| Oxygen       | 50,000                                  |

This item does not have a resource input as it’s a power generating tier 1 item.

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**   | **Quantity per Earning Power per Hour** |
| -------------- | --------------------------------------- |
| Power          | 450,000                                 |
| Engineer Labor | 1,800                                   |
| Logistic Labor | 1,800                                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | High            |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Brittle Airlines   |


# Ice Mining Rig

The Ice Mining Rig extracts subsurface water by drilling a hole into a glacier using a combined drill and hot-water pump.

<figure><img src="/files/5bb3A9Z8E451wZPnpd0x" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 19367                   |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Water        | 69444                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 35%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Contaminated Ice   |

&#x20;

<br>


# Fission Reactor


# Ship Transporter

<figure><img src="/files/XIx9C3WCkbzl7UD6sITb" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Power    | 3,000               |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource | Per item, per hour.                  |
| -------- | ------------------------------------ |
| $MARTIA  | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

<table><thead><tr><th>Minimum Resistance</th><th width="251">Maximum Resistance</th><th>Repair Cost</th></tr></thead><tbody><tr><td>25%</td><td>35%</td><td>Medium</td></tr></tbody></table>

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Small Recycling Plant

<figure><img src="/files/x1nBH9AuD3y2QV5oPjEK" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource          | Per item, per hour. |
| ----------------- | ------------------- |
| Power             | 2,000               |
| Food              | 1,000               |
| Engineering Labor | 1,200               |
| Science Labor     | 600                 |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Fuel     | 10,000              |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

<table><thead><tr><th>Minimum Resistance</th><th width="251">Maximum Resistance</th><th>Repair Cost</th></tr></thead><tbody><tr><td>30%</td><td>40%</td><td>Medium</td></tr></tbody></table>

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Solar Panel Field

<figure><img src="/files/3bn0Wpqw5hDaSSGTs363" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| N/A      | N/A                 |

#### Outputs <a href="#outputs" id="outputs"></a>

| Resource | Per item, per hour. |
| -------- | ------------------- |
| Power    | 99,983              |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output on the slider.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

<table><thead><tr><th>Minimum Resistance</th><th width="251">Maximum Resistance</th><th>Repair Cost</th></tr></thead><tbody><tr><td>25%</td><td>40%</td><td>Medium</td></tr></tbody></table>

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| Hazard Type        |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Static Storm       |


# Buildings


# Inflatable Greenhouse

The inflatable greenhouse is made of a translucent outer material to let in more light for the plants. The first plants grown are tomatoes, peas, radishes, rye, quinoa, and (of course) potatoes.

<figure><img src="/files/zNfT5RBT6blkbQ5gkOmT" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 7,774                   |
| Water        | 779                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Food         | 103                     |
| Oxygen       | 12                      |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 40%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Crop Blight        |

<br>


# Greenhouse

Each greenhouse is a fully autonomous automated complex. The greenhouse building consists of two parts. Technical area and area for cultivation.

<figure><img src="/files/5zzc61PfjIVFMEVrslnW" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**    | **Per item, per hour.** |
| --------------- | ----------------------- |
| Power           | 74,592                  |
| Water           | 9,348                   |
| Science Labor   | 2,700                   |
| Logistics Labor | 900                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Food         | 1,394                   |
| Oxygen       | 163                     |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 30%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Crop Blight        |
| Brittle Airlines   |


# Inflatable Laboratory

The inflatable laboratory includes equipment for scientific experiments, repairs, and life support systems.

<figure><img src="/files/U7WGPzuldPiYqtwgoz96" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**  | **Per item, per hour.** |
| ------------- | ----------------------- |
| Power         | 3,410                   |
| Science Labor | 3,600                   |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Data         | 15,000                  |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 30%                    | 40%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Inflatable Sleeping Pod

The sleeping pods are small personal spaces for astronauts to sleep and relax. Shielded with water, they also function as radiation shelters during solar storms and other extreme radiation events.

<figure><img src="/files/LCxGGlv8tYwL5nxLyjAS" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 473                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Wellbeing    | 750                     |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 35%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Screeching Winds   |


# Small House

Twice as large as the Sleeping Pods, each of these houses provide quarters for two astronauts in a slightly more luxurious setting.

<figure><img src="/files/vhfzkgNdmo4RvvRA0vc8" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 1,132                   |
| Social Labor | 150                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Wellbeing    | 2,000                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 35%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Screeching Winds   |


# Ice Mining Plant

The ice mining plant turns ice into water with a hot water drilling mechanism. Water is stored in temperature controlled tanks for consumption by the base.

<figure><img src="/files/ooOymJyLxF517iAiWxTV" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**   | **Per item, per hour.** |
| -------------- | ----------------------- |
| Power          | 193,673                 |
| Engineer Labor | 900                     |
| Science Labor  | 5,400                   |
| Logistic Labor | 900                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Water        | 1,041,667               |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 30%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Contaminated Ice   |


# Inflatable Dining Hall

More mouths to feed needs more space to feed them.

<figure><img src="/files/AbBhYhtUyJHgZyKXphly" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 6,518                   |
| Food         | 625                     |
| Social Labor | 1,800                   |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Wellbeing    | 7,500                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 40%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Screeching Winds   |


# Inflatable Social Hub

The inflatable social hub is the central gathering space for the astronauts. It has a flexible layout, so it can be used for exercise, recreation, games, and more.

<figure><img src="/files/tbELggWM3eLaEj54rAP3" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 3587                    |
| Water        | 710                     |
| Social Labor | 900                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Wellbeing    | 3750                    |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |
| Screeching Winds   |

<br>


# Medical Bay

The medical bay provides a safe, sterile environment allowing medical personnel to deliver both routine and life-saving healthcare.

<figure><img src="/files/HPOeShjwyECF5KWHqwTH" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**  | **Per item, per hour.** |
| ------------- | ----------------------- |
| Power         | 4,903                   |
| Social Labor  | 1,800                   |
| Science Labor | 1,800                   |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Medicine     | 1,000                   |
| Data         | 5,000                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 30%                    | 45%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Small Maintenance Building

The medical bay provides a safe, sterile environment allowing medical personnel to deliver both routine and life-saving healthcare.

<figure><img src="/files/TWjXckeJj1hN5vb2Ak5W" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**   | **Per item, per hour.** |
| -------------- | ----------------------- |
| Power          | 5,742                   |
| Engineer Labor | 3,150                   |
| Logistic Labor | 450                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Repairs      | 400                     |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 35%                    | 45%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Multi-Purpose Workshop

The Workshop is a pressurized, printed building with an inflatable dome used primarily to repair and maintain the settlement's vehicles and equipment.

<figure><img src="/files/ZiaMGc0wjAgyAL2DCg8f" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**    | **Per item, per hour.** |
| --------------- | ----------------------- |
| Power           | 24392                   |
| Engineer Labor  | 6750                    |
| Logistics Labor | 450                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Repairs      | 800                     |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 30%                    | 50%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Communication Array

Sends data to satellites and Earth.

<figure><img src="/files/ICCfJExWlfZaRKRWlChF" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**  | **Per item, per hour.** |
| ------------- | ----------------------- |
| Power         | 2700                    |
| Science Labor | 3600                    |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Data         | 10000                   |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# Small Storage Building

The Small Storage Building is a printed, non-hermetic building used to store tools, materials, and equipment used in the Martian atmosphere that do not require special storage conditions.

<figure><img src="/files/c18UlWkqtLtUFBzLzB5r" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource**   | **Per item, per hour.** |
| -------------- | ----------------------- |
| Power          | 762                     |
| Logistic Labor | 600                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.**              |
| ------------ | ------------------------------------ |
| $MARTIA      | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output for Resource gameplay.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |

<br>


# Low-Pressure Tank

Vertical water storage tank. It is part of the technological equipment for the extraction and storage of water.

<figure><img src="/files/LAEkdacxAUwJU7gLq37h" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 448                     |
| Water        | 5,708                   |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.**              |
| ------------ | ------------------------------------ |
| $MARTIA      | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output for Resource gameplay.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |


# High-Pressure Tank

Vertical high pressure fuel storage tank. The simple and reliable metal prefabricated design provides tightness and allows to safely store large volumes of fuel needed to refuel reusable rocket ships.

<figure><img src="/files/s990FTyXVaKSnWhFSYSz" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Per item, per hour.** |
| ------------ | ----------------------- |
| Power        | 196                     |
| Oxygen       | 395                     |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Per item, per hour.**              |
| ------------ | ------------------------------------ |
| $MARTIA      | Varies (Based on Ownership Card Fee) |

This item does not have a resource output. It is fixed at 100% $MARTIA, 0% resource output for Resource gameplay.

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type**    |
| ------------------ |
| Dust Storm         |
| Mechanical Failure |

<br>


# Astronauts


# Botanists

Botanists are important in establishing the success of growing plants within the greenhouses on Mars.

<figure><img src="/files/mqklKqDBjehy7xePP8TS" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**    | **Quantity per Astronaut per Hour** |
| --------------- | ----------------------------------- |
| Science Labor   | 1350                                |
| Social Labor    | 300                                 |
| Logistics Labor | 450                                 |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |


# Scientists

Scientists explore the land surrounding the Mars base and conduct experiments in the laboratory. They also have medical training in case of emergency.

<figure><img src="/files/vShTTHgoiBka4C09Mctt" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**  | **Quantity per Astronaut per Hour** |
| ------------- | ----------------------------------- |
| Science Labor | 1,800                               |
| Social Labor  | 300                                 |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |

<br>


# Engineers

Engineers set up and maintain robotic, power, fuel, and life support systems. They are also trained to fix any equipment problems that may rise.

<figure><img src="/files/2qY4j5sWkERhO0gOtpdG" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**   | **Quantity per Astronaut per Hour** |
| -------------- | ----------------------------------- |
| Engineer Labor | 1,800                               |
| Social Labor   | 300                                 |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |


# Doctors

Doctors have a diverse medical background. They monitor the health of the astronauts and take care of any emergency that arises.

<figure><img src="/files/kPBlnZqOYVVQe4YEu5Ra" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**  | **Quantity per Astronaut per Hour** |
| ------------- | ----------------------------------- |
| Science Labor | 900                                 |
| Social Labor  | 1,200                               |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 40%                    | Low             |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |


# Civil Engineers

With experience in hostile terrain construction projects, these Civil Engineers are well-suited to ramp up expansion of the settlement.

<figure><img src="/files/FPhYE9AsysyVn675PlB8" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**    | **Quantity per Astronaut per Hour** |
| --------------- | ----------------------------------- |
| Engineer Labor  | 1,350                               |
| Social Labor    | 300                                 |
| Logistics Labor | 450                                 |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 30%                    | 50%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |


# Geologists

<figure><img src="/files/PeHVjiRvgB8yHDuoYuLj" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**    | **Quantity per Astronaut per Hour** |
| --------------- | ----------------------------------- |
| Engineer Labor  | 225                                 |
| Science Labor   | 1,350                               |
| Social Labor    | 300                                 |
| Logistics Labor | 225                                 |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 45%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |

<br>


# Security

The security specialists help resolve disputes and keep things under control.

<figure><img src="/files/IDG22HINMuVqELlPmFok" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Social Labor | 2,100                               |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 20%                    | 50%                    | Medium          |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |


# Supply Chain Managers

An expert in logistics, inventory management, and resource allocation to ensure the efficient flow of essential goods and materials.

<figure><img src="/files/3WHvCpdETUK065AIDyj7" alt=""><figcaption></figcaption></figure>

### Resource Management <a href="#resource-management" id="resource-management"></a>

#### Inputs <a href="#inputs" id="inputs"></a>

| **Resource** | **Quantity per Astronaut per Hour** |
| ------------ | ----------------------------------- |
| Water        | 208 male, 167 female                |
| Wellbeing    | 1,000                               |
| Food         | 108 male, 100 female                |
| Oxygen       | 35                                  |

#### Outputs <a href="#outputs" id="outputs"></a>

| **Resource**    | **Quantity per Astronaut per Hour** |
| --------------- | ----------------------------------- |
| Social Labor    | 300                                 |
| Logistics Labor | 1,800                               |

### Resistances & Repair Cost <a href="#resistances-and-repair-cost" id="resistances-and-repair-cost"></a>

| **Minimum Resistance** | **Maximum Resistance** | **Repair Cost** |
| ---------------------- | ---------------------- | --------------- |
| 15%                    | 35%                    | High            |

### Hazard Vulnerabilities <a href="#hazard-vulnerabilities" id="hazard-vulnerabilities"></a>

| **Hazard Type** |
| --------------- |
| Dust Storm      |
| Injury          |
| Virus           |


# Parts

Rarity of Parts is determined by the likelihood that they will get added to expansion missions and the % likelihood of salvaging the part from salvaging recipes.

| **Part Name**        | **Rarity** |
| -------------------- | ---------- |
| Nuclear Reactor      | Very Rare  |
| Heating Module       | Very Rare  |
| Medical Kit          | Very Rare  |
| Solar Cells          | Very Rare  |
| Communication Chip   | Rare       |
| Electrical Wiring    | Rare       |
| Water Purifier       | Rare       |
| Composting Unit      | Rare       |
| Insulation Foam      | Rare       |
| Tools                | Rare       |
| Chemical Reactor     | Rare       |
| Circuit Board        | Rare       |
| Microprocessors      | Uncommon   |
| Coolant System       | Uncommon   |
| Navigation System    | Uncommon   |
| Composite Materials  | Uncommon   |
| Plastic Sheets       | Uncommon   |
| Motor                | Uncommon   |
| Data Pad             | Uncommon   |
| Power Cell           | Uncommon   |
| Sensor Array         | Common     |
| Prefabricated Panels | Common     |
| Metal Alloys         | Common     |
| Control Module       | Common     |
| Structural Frame     | Common     |


# $MARTIA Overview

$MARTIA token is designed to be the foundation of the virtual Mars economy. It acts as a medium of exchange for gameplay purposes and can be used to pay for a range of in-game items. It is earned by playing the games, staking $MARTIA liquidity pairs, or participating in operating the Thrive Game Engine.

### **Token Details:** <a href="#id-54fc" id="id-54fc"></a>

* **Launch Date:** October 2021
* **Token Details:** 12 Billion Max Supply, Deflationary
* **Launch Platform:** [WAX Blockchain](https://waxblock.io/account/martia), soon bridging to Berachain, BSC, and others.
* **Current Distribution:** Hourly gameplay distribution in Mission Control.
* **Trading on:** [Alcor Exchange](https://wax.alcor.exchange/trade/martia-martia_wax-eosio.token) (DEX).


# How to Buy $MARTIA

$MARTIA can be purchased using the Swap feature on Alcor Exchange: <https://wax.alcor.exchange/swap?input=WAX-eosio.token&output=MARTIA-martia>


# $MARTIA Token Distribution

MARTIA has a Maximum Supply of 12,000,000,000 (12 billion), with 4 decimal places of precision.

* 2 billion of this was set aside for the ongoing development of Thrive on Mars. This was locked away and slowly released into the [team.mars](https://waxblock.io/account/team.mars) wallet over the course of 24 months.&#x20;
* The Remaining Supply of 10 billion was set aside to be earned by the players through gameplay.

The tokens are further transferred to [**bal.mars**](https://waxblock.io/account/bal.mars) on an hourly basis as these tokens are earned by the players.&#x20;

The amount released each hour is based on the adjusted Collection Strength of people playing the game, and follows this formula:

\[MARTIA released per 1 adjusted CS] = \[Remaining Supply] x 0.0000000000135/24

88% of the amount released goes directly to gameplay rewards, with 9% going to liquidity staking rewards, and 3% being taken as a developer fee.

The **accumulated** total amount of MARTIA released over time (estimated) is visualized below:

<figure><img src="/files/oYWHMkU1H8WzlFUhFga8" alt=""><figcaption></figcaption></figure>


# $MARTIA Staking

### How to Stake

Players can add equal parts $WAXP and $MARTA to a liquidity pool on Alcor Exchange to recieve $MARTIA rewards. Here's how

1. Go to the profile page in Mission Control or Staking Page
2. Click Manage Liquidity.
3. Add Liquidity and input the amount of $WAXP or $MARTIA you would like to stake.
4. Click the button and confirm the blockchain transaction.

Now, you can navigate to the staking page and view your rewards accumulating. At any point, you can claim your rewards in the top right.

### Reward Sources

1. Every hour $MARTIA is released as rewards for gameplay. 9% of this gets sent to the liquidity pool as rewards.
2. Whenever a player withdraws MARTIA from the game to their wallet, they are charged a fee. This fee is also sent to the liquidity pool as rewards.


# WAX Blockchain

The Worldwide Asset eXchange (WAX) is a purpose-built blockchain designed to make e-commerce transactions faster, easier, and more secure. Here’s a quick overview:

* **High Performance**: The WAX blockchain is known for its high transaction speed and low fees, making it ideal for the fast-paced world of digital asset trading.
* **Delegated Proof of Stake (DPoS)**: WAX uses a DPoS consensus mechanism, which enhances security and scalability by allowing token holders to vote for block producers.
* **WAXP Token**: The native cryptocurrency of the WAX blockchain, used for transactions and staking.
* **dApps and NFTs**: WAX supports a wide range of decentralized applications (dApps) and non-fungible tokens (NFTs), enabling creators to monetize their digital content.
* **User-Friendly Tools**: WAX offers tools like WAX Cloud Wallet, which simplifies the process of creating and managing blockchain accounts, making it accessible even to non-technical users.
* **Sustainability**: The WAX blockchain is eco-friendly, consuming significantly less energy compared to traditional proof-of-work blockchains.

### Key Links

* **Official Website**: [WAX.io](https://wax.io/)
* **WAX Cloud Wallet**: <https://www.mycloudwallet.com/> ([Anchor](https://www.greymass.com/anchor) is recommended for self-custody).
* **NFT Marketplace**: <https://wax.atomichub.io/>
* **WAX Explorer**: <https://waxblock.io/>


