I like the concept, and the interface works really well for how this plays out. The buildings were really cool; I was pleased when the first one popped up.
I was quite ravaged by Mars quakes the first time around, getting several in a row, which was pretty disheartening. Maybe having some kind of delay before another can proc would be good? That said, in my second run, I could really rack up the buildings and had a very high output, so maybe it needs to be like that.
Interestingly, my strategy became very anti-people despite me eventually getting the "good" ending where you've maxed out Homeliness. Since everything is worse with more people, I would generally set up a supply generation situation for a bit (maybe +40 per turn), and then time after that when my supplies hit zero (because of the increased population because of the high amount of supplies), I'd just let them die until they get back to the equilibrium.
I also felt like it was very necessary to take every defence upgrade you can get, since that's by far the most dangerous problem. The first time, I didn't really use the reroll, and got to a no-win state since I didn't draw enough defence cards.
Basically, this was fun, but maybe some balance is needed to avoid a sort of singular solution kind of situation that I think might be happening here.