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Xebec May 20 @ 5:47pm
Class S - Suicide planet tips?
Anyone have any suggestions for the Class S Suicide planet?

I've gotten to a point where I can focus on biology and slowly trade for goods I need, but I can never seem to keep the economy robust enough long term to sustain the power needs for this planet.

Even with 4 lightning rods at various locations, it'll go at least 3 days without a single strike.. and with that kind of luck my single (large) solar panel won't keep things running long enough.

I'm able to buy spares for a while but eventually the power situation and luck of lightning/traders runs out.

Any suggestions? Is this planet truly just luck until you get to a certain size that you can sustain mining and everything else?

Side note I also had a bug where a lightning rod showed a red X through it for no reason.. and another time (reloaded after that bug) lightning struck a dome right next to it without hitting the rod :(..
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I found this planet too difficult to enjoy. I can cope with the power problems. Or I can cope with the numerous big lakes which force you to build thin paths at strange angles. Not both.

I worked hard and got up to about 100 colonists. I tried for a little longer but found I was no longer enjoying playing the level, so I stopped. But before I stopped I built a monolith to get the achievement. Even to do that I had to destroy things I would have kept had I intended to continue expanding that base.
Callipso May 20 @ 9:13pm 
Lighting rods are supplimentary power sources not primary ones they provide at most 5000 kw when they get struck and that is quite rare even on the Storm planet. Lighting strikes seem very random and very infrequent during gameplay and aren't worth investing in them for their energy output only for keeping the colony safe.

Like the Dark Moon challenge you go for periods of time without a direct power source and the time you have to harvest them can be liminted to short time, though unlike the dark moon you have two sources and they do max out, solar will max out at least once every other day, while wind will do so in random intervals. It is best to plan to use both sources for when one source is not available you can use the other.
Another thing that relates to the dark moon challenge is the fact that to survive when there is no sources of power to use you have to build a vast reserve of power collectors to hold out during those times.

So in regards to power you will need lots of metal and thus will need to set up mines to get that metal.

To start out you only get 4 colonists and no medic so it would be haphazardus to try and set up mines right away though you will need to find a way to get the ore you need from trade ships one way to do this is to exchange starch for the ore, or even better bio-plastic if you can set up your economy early on wisely you can do both.

After, some early trading and getting a medic from the transport ships you can set up a mine and harvest a bit your own ore, use that metal to set up a lab and make medical supplies which you can trade for more raw materials or you can just mine it yourself and trade the supplies for other things.

Build enough labs and sick bays to support 4 mines - 6 fully staffed mines this should get you to where you need to be in metal production that will allow you to build the very large solar panels/wind turbines and power collectors that will sustain your base. The storm planet is all about finding the right balance in your power plants so you can run your base without the lights going out. So there is some experimentation to be done in that regard I find that 2:1 ratio of solar to to wind power on that particular planet a sufficient mix thought that may vary during your gameplay.

Also do take a look at Jatien's guides and points topics he does a good job at giving you the right advice during the critical moments of your colonies and are always a good place to start when looking for tips.
Rigel May 21 @ 2:14am 
I build a small lightning rod to keep my initial base safe, but I don't rely on it for power. As Callipso said, you need a very robust metal production, so you can build solar panels and collectors as big as possible.

I never build turbines on this planet, not dependable enough to sacrifice the real estate.

Build a 12 pad bio-dome, so you can bring in more workers. Prioritize the mine and make sure your medical facilities can keep up with the injuries.

Don't bother with traders.

Expand slowly and keep a keen eye on your power stats.
Last edited by Rigel; May 21 @ 2:16am
Jatlen May 21 @ 4:54am 
On the storm planet I usually build all three: solar panels, windmills and also lightning rods (they protect your base and deliver power when hit by lightning).
I have 1 lightning rod in the center of my base for protection. And then on the rims of that circle more lightning rods. The circles of the rods should overlap a bit. Try to cover a large area with rods (higher chances that a lightning actually hits one of your rods). The huge advantage of rods is: they don't need any spare parts.
And build more power collectors than usual (because of long nights, short days).
Last edited by Jatlen; May 21 @ 4:57am
Rigel May 21 @ 10:09am 
I do build more rods later on in the game of course, but I don't invest too much metal in the beginning.
Namhoh May 25 @ 9:53am 
manage your space and make sure you have lightning rods covering everything.. sometimes its the only power u get
Xebec May 27 @ 5:36am 
thanks all!

I ended up 1. skipping windmills (you can build large solar panels right away, and solar is comparatively predictable) 2. focused on making medkits (i.e. bioiologists, medics, and the lab). 3. Trading excess bioplastic and medkits for ore, metal, and occasionally spares, and credits. This actually made the game interesting as I never focused on 'a trading economy' before this planet.

As suggested above I also micromanaged power for a while and that helped a ton. I just went with a bunch of small lightning rods (3 metal including connection and they never require spares) to guard the base mainly although occasionally they helped with power.

Once I was able to buy a couple of driller bots then I was able to go pretty crazy with the base. I turned off the colonists often (much more often than other planets).

Anyway, I succeeded in the 100+ people milestone and feel like I've achieved what was needed on that planet :). Thank you all! This is a great game!
Last edited by Xebec; May 27 @ 5:36am
bitman May 28 @ 12:50am 
Patience. Build up power - go big first (ie. not the small collectors, windmills etc) and put out a lightning rod using your initial iron. Power is your focus initially, your base will grow only ever so slowly, because you won't have a large food production, oxygen etc. until much later.

I actually find this level easier to play than others - the lightning rods once spread out well, is a much more reliable source of power than anything else in the game. And in this scenario there's so many clouds that using solar is pretty much a dead method. It can support your power a bit, but it's windmills, lots of collectors and lightningrods. And still, you'll find several days in a row with NO power from windmil - only lightning. This is why the rods are so important.
Always make a max size solar panel at first. Power management issues early on mean turn on only what you're using at the moment. Don't run mines and processing at the same time. Run mines until you have the ore you need and then switch. Eventually it becomes similar in difficulty to everything else. You just need more planning for expansion because of terrain obstacles
and getting new colonists quickly is really helpful
Callipso May 29 @ 2:52pm 
Originally posted by bitman:
Patience. Build up power - go big first (ie. not the small collectors, windmills etc) and put out a lightning rod using your initial iron. Power is your focus initially, your base will grow only ever so slowly, because you won't have a large food production, oxygen etc. until much later.

I actually find this level easier to play than others - the lightning rods once spread out well, is a much more reliable source of power than anything else in the game. And in this scenario there's so many clouds that using solar is pretty much a dead method. It can support your power a bit, but it's windmills, lots of collectors and lightningrods. And still, you'll find several days in a row with NO power from windmil - only lightning. This is why the rods are so important.

Not to pick at your method too much, I have to point out that solar is not a dead method by any means on this planet, in fact its far more effiecent than wind power and is much more predicatable as well. The clouds themselves do not prevent you from recieving solar power they only set a limit on it. In the end if you build more collectors and larger panels you should be able to get more than enough power even if its limited at times.
Last edited by Callipso; May 29 @ 2:52pm
Originally posted by Callipso:
Originally posted by bitman:
Patience. Build up power - go big first (ie. not the small collectors, windmills etc) and put out a lightning rod using your initial iron. Power is your focus initially, your base will grow only ever so slowly, because you won't have a large food production, oxygen etc. until much later.

I actually find this level easier to play than others - the lightning rods once spread out well, is a much more reliable source of power than anything else in the game. And in this scenario there's so many clouds that using solar is pretty much a dead method. It can support your power a bit, but it's windmills, lots of collectors and lightningrods. And still, you'll find several days in a row with NO power from windmil - only lightning. This is why the rods are so important.

Not to pick at your method too much, I have to point out that solar is not a dead method by any means on this planet, in fact its far more effiecent than wind power and is much more predicatable as well. The clouds themselves do not prevent you from recieving solar power they only set a limit on it. In the end if you build more collectors and larger panels you should be able to get more than enough power even if its limited at times.
Agreed. Lots of clouds slows down solar, but doesn't cut it off. It also means more lightening. Wind can be helpful, but I still find it less reliable than solar. Just make extra collectors (they don't need spare parts so they're spammable) to take advantage of the good days
Xebec Jun 19 @ 4:27pm 
Originally posted by bitman:
Patience. Build up power - go big first (ie. not the small collectors, windmills etc) and put out a lightning rod using your initial iron. Power is your focus initially, your base will grow only ever so slowly, because you won't have a large food production, oxygen etc. until much later.

I actually find this level easier to play than others - the lightning rods once spread out well, is a much more reliable source of power than anything else in the game. And in this scenario there's so many clouds that using solar is pretty much a dead method. It can support your power a bit, but it's windmills, lots of collectors and lightningrods. And still, you'll find several days in a row with NO power from windmil - only lightning. This is why the rods are so important.

I had plenty of times where literally 4-5 day cycles went by with zero power hits :). Not sure what the chance of a hit was, but that killed my base a few times early on..
Same. You can build a ton of collectors and still not survive a stormless period. Which means you need to build solar. So the tendency is to turn the colony into a mining centre and concentrate very hard on a metals --> power cycle until you have a ridiculous power reserve. Problem with that is that you don't have spares. So you end up watchig for devices which need repair and destroying them for metal when they deteriorate.
Originally posted by PeskyTheTroll:
Same. You can build a ton of collectors and still not survive a stormless period. Which means you need to build solar. So the tendency is to turn the colony into a mining centre and concentrate very hard on a metals --> power cycle until you have a ridiculous power reserve. Problem with that is that you don't have spares. So you end up watchig for devices which need repair and destroying them for metal when they deteriorate.
This is a terribly inefficient way to play...spares are easy as ♥♥♥♥ to make. Also, make solar panels so that if they run at half efficiency they power your colony + a little extra. That's all you need. Just have extra storage to deal with the randomness. Storage doesn't cost spares.
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