HOUSES OF MARS

PLAYER GUIDE v2.1

╔════════════════════════════════════════╗ ║ MARS COLONY MANUAL ║ ║ SURVIVAL & STRATEGY GUIDE ║ ╚════════════════════════════════════════╝

[1] MORALE MANAGEMENT

MORALE CLASSIFICATION SYSTEM

Every worker unit carries morale score 0-100:

  • 80-100: "PROUD AND VITAL"
  • 60-79: "TREATED FAIRLY"
  • 40-59: "NEUTRAL"
  • 20-39: "NEGLECTED"
  • 0-19: "NOT USEFUL TO SOCIETY"

DAILY MORALE CALCULATIONS

  • CREDIT-BASED ADJUSTMENTS: NPCs sorted by credit balance daily
    • TOP THIRD: +1% MORALE (MAX 100)
    • MIDDLE THIRD: NO CHANGE
    • BOTTOM THIRD: -1% MORALE (MIN 0)
  • UNMET NEEDS: Each unsatisfied need = -1% morale daily

PROJECT IMPACT MODIFIERS

  • PROPOSAL APPROVALS: +2% MORALE
  • DENIED VOTES: -5% MORALE
  • JUDGE REJECTIONS: -8% MORALE
  • ABORTING PROJECTS: -20% MORALE
  • DISASTER PUSHTHROUGH: +8% MORALE
  • WORK COMPLETION: +3% MORALE

CRITICAL ALERT

Low morale workers may execute SUICIDE MISSIONS or TERRORIST OPERATIONS against colony infrastructure. Monitor all personnel status continuously!

[2] INSTITUTIONS & BUILDINGS

RESOURCE PRODUCTION FACILITIES

INSTITUTION COST OUTPUT
WATER PRODUCTION500+1 H2O/CYCLE
OXYGEN PRODUCTION500+1 O2/CYCLE
ENERGY PRODUCTION1000+1 ENERGY/CYCLE
EXTRACTION BASE1500-2 ENERGY/CYCLE, -2 H2O/CYCLE

STRATEGIC INFRASTRUCTURE

INSTITUTION COST OUTPUT
DEFENCE BASE12000-7 ENERGY/CYCLE, -5 H2O/CYCLE
FACTORY5000-4 ENERGY/CYCLE, -2 H2O/CYCLE
SHOP2000
TELECOM7000-4 ENERGY/CYCLE
BILLBOARD2000-2 ENERGY/CYCLE
PLANET HALLFREEPOLITICAL CONTROL

CONSTRUCTION PROTOCOL

Effects scale with ownership percentage. Prioritize resource producers for colony sustainability, then expand with strategic buildings for defense and commerce operations.

[3] FACTORY & SHOP SYSTEM

PRODUCTION WORKFLOW

  1. APPROVE FACTORY PROPOSAL → Initialize production line
  2. FACTORY GENERATES PRODUCT → Name, image, description created
  3. SHOP INVENTORY UPDATE → Product added automatically
  4. CYCLE-BASED PRODUCTION → Inventory increases per "units/cycle"
  5. CONSUMER TRANSACTIONS → Players purchase via your tax rate

FACTORY CONFIGURATION

  • PRICE DEFAULTS: 10% of construction cost
  • PRODUCTION RATE: Units/cycle scales with project cost
  • AUTO-STOCKING: Inventory grows automatically
  • TREND ANALYSIS: Sales tracking & buyer patterns

SHOP OPERATIONS

  • Configure tax rate for all sales
  • Monitor inventory levels real-time
  • Track market demand fluctuations
  • Generate passive income streams

[4] WEAPONS & COMBAT

WEAPON TECHNOLOGIES

  • MISSILE: Guided high-damage projectile, best for far targets
  • DRONE: Autonomous, good damage, best for close encounter

WEAPON PARAMETERS

  • WEIGHT: Affects trajectory physics
  • FORCE: Propulsion thrust power
  • FUEL: Range & flight duration
  • AMMO: Blast radius & damage output

TOTAL STRENGTH ≈ WEIGHT + AMMO + FORCE + FUEL

COMBAT OPERATIONS

OFFENSIVE PROTOCOLS

  • Select weapon & target from Defence Base
  • Server computes ballistic trajectory
  • Weapon consumed on launch
  • Threat broadcast to all colonies
  • Pre-launch trajectory simulation available

DEFENSIVE SYSTEMS

  • Towers scan all weapon trajectories
  • Auto-deploy STAM interceptors in range
  • Cost: 1,000 CREDITS/INTERCEPTOR
  • Maintain defense fund for auto-response
  • Direct hits damage target infrastructure

BOMB DEPLOYMENT

  • Hold B KEY to plant explosives
  • 30-second countdown timer
  • 20-meter destruction radius
  • Personnel eliminated first, then structures

[5] COMMUNICATION & PROPAGANDA

PROGRAM CREATION

  • CONTENT: Image + Audio + Text components
  • COST: Scales with content complexity
  • APPROVAL: Created via proposal system
  • PURPOSE: Propaganda or commercial advertising

BROADCAST OPERATIONS

  • BILLBOARD INSTALLATION: 2,000 credits each
  • PROGRAM RUNS: ~30% creation cost per broadcast
  • REPETITION SCALING: Cost increases with multiple runs
  • TARGET SELECTION: Choose active billboards
  • GLOBAL REACH: All players receive broadcasts

INFORMATION WARFARE

Deploy telecoms and billboards for propaganda campaigns, product marketing, or psychological operations to influence public opinion and worker morale.

[6] POLITICS & GOVERNANCE

PLANET HALL FUNCTIONS

  • BOARD MANAGEMENT: Maximum 5 elected members
  • POLICY CREATION: Board member exclusive privilege
  • VOTING SYSTEM: Majority rule implementation
  • GLOBAL MARKET: Material & resource exchange
  • PUBLIC COMMUNICATION: Colony-wide chat system

BOARD MEMBER PRIVILEGES

  • Propose new policy legislation
  • Vote on all policy proposals
  • Remove existing policies (majority vote)
  • Influence colony-wide decisions
  • Access to specialized governance tools

COMMUNICATION FEATURES

  • @MENTIONS: Direct player notifications
  • PUBLIC DISCOURSE: Colony-wide discussions
  • POLICY DEBATES: Pre-vote discussion forums
  • MARKET COORDINATION: Trade negotiations

[7] NPC BEHAVIOR & ASSIGNMENTS

DAILY ASSIGNMENT PROTOCOL

  1. SELECTION: 3 lowest-morale NPCs per player identified
  2. RANDOM ASSIGNMENT: 1 NPC selected from candidates
  3. CONTEXT ANALYSIS: AI evaluates multiple variables
  4. ACTION DETERMINATION: Suicide, bombing, or thought crime

DECISION VARIABLES

  • Current morale level & psychological prompt
  • Personal backstory & character profile
  • Recent chat history & social interactions
  • Latest news events & colony status
  • Owner net worth & economic position
  • Total owned NPC count
  • Active policy effects
  • Current board member composition

NPC ACTION CATEGORIES

SUICIDE MISSIONS

  • Target: Colony seals or Defence Bases
  • High-value strategic infrastructure
  • NPC generates final "will" message
  • Permanent personnel loss

BOMBING OPERATIONS

  • AI selects from available targets
  • Maximum 10 undestroyed institutions
  • Includes owner & external player facilities
  • Excludes NPC home institution

THOUGHT CRIMES

  • Posts subversive messages to workplace chat
  • Spreads negative sentiment among workforce
  • Influences other NPCs' morale status
  • Creates cascading psychological effects

ASSIGNMENT PROBABILITY MATRIX

Selection chances per player:

  • 1-2 NPCs: 100% or 50% probability respectively
  • 3+ NPCs: Bottom 3 considered only, 33% each
  • Remaining NPCs: 0% selection probability

[8] CREDITS & ECONOMY

NPC CREDIT SYSTEM

  • WAGE DISTRIBUTION: Direct deposit to NPC accounts
  • REAL-TIME TRACKING: NPC & institution record sync
  • FINANCIAL TRANSPARENCY: Clear budget oversight
  • MORALE CORRELATION: Credit status affects happiness

ECONOMIC FLOW

  • NPCs receive wages for labor performed
  • Credits spent on shop goods & services
  • Transactions propagate through all records
  • Daily credit ranking determines morale shifts

FINANCIAL STRATEGY

Reward high-performance personnel with credit bonuses to maintain top-tier status. Financial well-being directly correlates with morale and prevents dangerous assignments.

[9] REFERENDUMS & VOTING

REFERENDUM CLASSIFICATIONS

  • BOARD CANDIDATES: Elect new governing members
  • BOARD REMOVAL: Remove existing representatives
  • POLICY PROPOSALS: Implement new colony legislation
  • CUSTOM BALLOTS: Community-specific issues

VOTING PROTOCOL

  1. INITIATION: Pay nomination fee (2M for board seats)
  2. WORKER PARTICIPATION: All colony personnel vote
  3. PROGRESS MONITORING: Real-time vote count broadcast
  4. MAJORITY RULE: Outcome determined by vote count
  5. IMMEDIATE EFFECT: Results implemented instantly

VOTE INFLUENCE FACTORS

Worker vote decisions influenced by:

  • Individual morale levels & psychological state
  • Personal backstory & ideological beliefs
  • Recent chat interactions & social dynamics
  • Propaganda exposure & media influence
  • Economic status & credit balance

[10] STRATEGY TIPS

EARLY GAME PROTOCOL

  • Construct resource producers first (H2O, O2, Energy)
  • Establish Defence Base with tower coverage
  • Maintain competitive wage structure
  • Implement continuous morale monitoring

CRITICAL MANAGEMENT

  • Never allow worker morale below 20 threshold
  • Maintain emergency STAM interceptor funds
  • Monitor daily assignment reports for threats
  • Address unmet needs immediately

ECONOMIC EXPANSION

  • Deploy Factory-Shop combinations for passive income
  • Utilize propaganda to manipulate market demand
  • Engage in Planet Hall market operations
  • Implement performance-based credit bonuses

POLITICAL INFLUENCE

  • Campaign for board positions to control policy
  • Deploy billboard campaigns for election influence
  • Form strategic alliances via Planet Hall chat
  • Propose legislation beneficial to your interests

CRISIS RESPONSE

  • Immediately boost morale after worker incidents
  • Prepare for retaliation following aggressive actions
  • Maintain backup facilities in dispersed locations
  • Monitor opposition political movements closely