The general idea is sound. Colonise the great new frontier! The Red Planet!
Like Tropico, Haemimont Games fell into the trap of masking the simplicity of the simulation with tons of features that really matters fuck-all once you dig deeper. Traits? Interesting until you find out that most do not matter. Sponsors? Cool idea, until you realise they're just a glorified difficulty slider, and has little impact on your base-building experience. Mission profiles is just "pick your perks". Rival colonies! Until you realise they don't actually interact with you in any way beyond the occasional trade offer and as your personal resource bank.
The start will always open the same way, secure your basic resources, pull rockets to fuel your initial expansion, then build up to self-sufficiency. Doesn't matter if you're flying the AMERICAN flag, or poo-in-the-loo, your base will always start similar. The only difference is how fast you get bootstrapped. All well and good, until you realise a few things:
a) Power on Mars is fucking easy to get. Wind generators generate a constant output, and solar works 2/3 of the time. Same with O2. At least they did a better job with water, which are appropriately precious.
b) Managing resource stores in this game is fucking terrible. There's only a "I want this many resources here" slider. Not even a priority system.
c) Ditto for managing colonists.
They tried to spice up the midgame with a random "mystery", which is just code for "this is the long term quest for this run", which admittedly works alright. The endgame, however, is fucking atrocious, with the terraforming shit (DLC naturally) barely tying into the original game (it's really obvious to me), and one of the terraforming goals outright dependent on you sitting with your thumbs up your arse until a particular planetary mission pops via RNG.
tl;dr They tried, it's not Tropico in space, at least, but the design flaws all still carry over.