Hi Mohawk devs!
First of all you did a great job on this game! I will try to provide constructive feedback on what i liked and disliked on my early games. It will mainly concern some design aspect. I know it is late in development for this type of feedback but i will write it down anyway.
The Martian market & colony
The main assumption of the game is that there is a resource market on Mars from which players buy and sell. This market need some goods to live and prosper and it is the players job to provide it.
Now my concern is that we know anything of that market except the exchange price. The market is a resource sink from a design point of view, but for player to provide the offer, there must be demands. We don't know anything about the demand of the market or why there is a demand at all.
If a player sells 500 units of food, we can assume the colony will take some time consuming it and while the colony stockpile is diminishing, the price is slowly going up again. What i would like to see is a colony market status including:
- Current amount of resources the colony posses
- Current consumption rate of resources
- Is the colony growing or shrinking (no food, no people i guess)
I see the market needing the following: Water, food, air, fuel, Al, steel, glass, chemical, electronics. A stagnating colony will need less building resources than life support and vice versa.
With this type of colony market, you can specialize yourself in providing goods to the colony at a good price no matter if the other players need it or not. Or course, it does not change the fact that of the other company does need it, the price will skyrocket 
Company stock buying
Right now buying company stock (or having your own stocks bought) does not feel fun or rewarding. In fact it put an impression of impotence on the player being bought, you cannot react in any way to it. In a late game scenario, it is a blind race to the first who buy the other.
I totally get that the stocks game is to invest more than others in the rival company so you get a big 2 times the price when the guy get bought, but in the main time you just thrown some cash at a "+" button and it does not bring anything to you. In real life market, when you have stocks of a company you gets cash from its profit.
What if you get a percentage of the player current amount of money each day for each stock you own of him (effectively subtracting it from the player total). It would be an incentive to keep the money low and it would prevent the «i have one million and i will buy everyone right now».
Runaway snowballing
In its current state, the game mechanics encourage snowballing a lot. If you are the first one to buyout someone you will probably win. You are now twice as big with no drawbacks and if the other players do not buyout someone in the next minute they will get incredibly behind. This effect is amplified when the number of player is high.
Great fun games needs two thing, a way to build up an advantage in a clever way but also a way of coming back in an even more brilliant way. It need to be possible to throw your advantage if you are careless and to come back in the game if you are really dedicated.
An upkeep on the size of the company (non linear, e.g. 2x bigger -> 4x upkeep) would create more strategic choices. Do i really want to buy that guy now? Is his build synergistic enough with mine so it is worth it to pay the increased upkeep? It would also create a way for a small company to put up a fight until the end.
TL;DR
Add more information on the market we are selling stuff to, make the stock buying more rewarding and dynamic, prevent over-snowballing by adding an upkeep on the company size.
xCoffee