This Planet is Trying to Kill Me – Surviving Mars: Cult of Pravus (Part 2)



Since Surviving Mars isn’t receiving any new content, I decided to make my own and send my cult into space! This homemade mod is intended to be very difficult… no starting science at all, very few buffs, and a trickle of tithes from Earth as a lifeline. And yet, despite the insane 1,190% difficulty rating, our flock shall persevere on this world through the light of our benevolent Lord!!

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Surviving Mars copyright is owned by their respective owners which includes but is not limited to Haemimont Games, Abstraction, and Paradox Interactive. I did not make the game (or assets) and do not claim to. I do claim recording the gameplay and associated commentary.

Music credit:
“Forger”
by Quarter Roll
Provided by Epidemic Sound (http://www.epidemicsound.com)

#survivingmars #strategy #mars

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36 thoughts on “This Planet is Trying to Kill Me – Surviving Mars: Cult of Pravus (Part 2)”

  1. Rebel yell starts after 19 pops I build one living quarter and one living complex with births forbidden when full that's 18. You gotta be careful doing planetary anomaly when they return they all go to the closest dome to the landing pad.

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  2. Fun fact: Broccoli and cauliflower also are not naturally occurring in nature. Broccoli was apparently bred by the Romans from the mustard flower a bit over 2000 years ago in Italy over a period of a few hundred years and cauliflower was later bred from broccoli (12-13 century or thereabouts). So yes, GMO is evidently not a new thing…

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  3. “Greetings Colonist Bob! Are you getting up for the 4 hour Pravus Praising session this morning?!”

    “Colonist Betty, I… well if I’m being honest, I worked 18 hours every day this week to fill our lord and master’s demand for machine parts. I hope he’ll understand if I sleep in a little bit… I’ll catch you later, ok?”

    Colonist Bob is now a renegade

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  4. for wh40k you only really need the books and maybe some games, i can really recommend rogue trader, for lore. the game basically teaches you nothing the books can't unless you are into painting tiny people

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  5. The rocket showing up in the menu uses the image, while the ground one uses the texture (if I recall correctly). Since you have ECM you can change the logo that way (it might update it to work).

    The money not updating is because you changed it in the sponsor, but it only checks the sponsor stuff when starting a new game, not on load.

    Rather than trying to fix what it changes in-game you can add a OnMsg.NewDay and take away the extra money 😉

    Don't trigger the mysteries, that's only there for testing stuff out.

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  6. to make it harder on yourself:
    1) don't kill anybody. no bengal fields. no soylent green. no sending people out the airlock. no killing anyone — renegade, elderly, NOBODY.
    2) once you've gotten the mod debugged, add into it severe penalties for any non-natural death (aka bengal fields).

    that'll make it harder for you and more humane!

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  7. For your info, I recently played a church of the new ark run at some other location with very similar max difficulty settings (I only didn't turn dust devils to max because I hate them) at almost 1100% on another map, and I never, EVER had renegades simply because I made sure to keep meeting all of the starting colonist's needs and after the initial danger period I (mostly) stopped putting on heavy workload unless I really needed something.
    If your colonists have high comfort, health and sanity (seriously, don't do heavy workloads especially at night until you've got the techs that remove sanity loss for martianborns, it hurts them badly) their morale will easily get high enough from the start that they won't become renegades, even without that church spire. Having large domes with 100s of colonists and not have to worry ever about sabotage, resources being stolen or spending effort and people on security stations worked AWESOME.
    I ended up declaring myself victorious at over 1000 pops and all terraforming stats but vegetation at 100% complete and all wonders built, and throughout it all I had, in total, over all those hundreds of sols, THREE renegades when I pushed one dome a bit too hard by automating their jobs away, removing their homes to built a park and forgetting to switch off that dome being preferred for certain perks (whoops!).
    So yeah, if you've modelled your mod on the church where all are religious then simply focus on getting their needs met so their morale never drops so low that they can become renegades, full stop. Take it from me, it is SO much more relaxed and enjoyable to play that way, and imo very well worth the slight resource investment compared to what you save over the long term. Yes you have to pamper your first few dozen pops and allocate a lot of space to things like a gym, gardens and other amenities in your first few domes. So what? Resources are not your constraint, your people are. You only have one rocketload to start with and after that whomever they birth probably will have flaws and needs that you have to deal with, like it or not. Giving them the comfort so that they can multiple fast so you can start expanding and building mining and science buildings is way, way more profitable in the long run than the few basic resources you'll be saving on short-term by not doing so, at least imho.

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  8. Hey! Loving this series so far. If you’re interested you could check out a new game called “The crust” it’s like surviving mars, but set on the moon and has more of a focus towards factory building, belts etc

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  9. The invisible rocket colonist thing might be the menu breaking under a colonist having four traits because of forced Religious (Carol?), when iirc they generate with a max of 3.

    The money per day thing is probably saved as a separate value somewhere as a global trait because it could potentially be edited by other effects after game start (say, something to boost American income, like the research from Earth tech does for research) so changing the start value on the mod would purposefully not be retroactive.

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  10. You really should change to stirling generators early, solar panels are just so much less efficient with their maintenance & nead of repairs & alike especially as you can produce polymers now & damn there is always plenty of those on the surface.

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  11. Lua is actually a fun language, I learned it because of Minecraft (specifically Computer Craft). I later learned one area Lua excels great at game mods. Because you can run a Lua code, without other code (aka running a mod inside the games code). Payday 2 was another game used it.

    (It also seems to share a lot with JavaScript in its design … but is one of the dreaded languages that uses 1 as the start on an index instead of 0)

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