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The O2 will be your center point initially, and your base will be a + shape coming off of it.
First, as you said, build your solar panel and energy collector. You want that done right away so the collector has time to fill before night. Let them complete both before doing anything else.
Then, add your O2 and your water on opposite ends of the chain, and again, let both complete before moving on.
You want to add a processing plant in a direction from your O2 such that you can add an airlock to it that will be as close to your mining site as possible. Add the airlock with just about the width of a mine from the mountains, and let them complete those two items.
In the two remaining directions of the plus shape, you want to individually place a *small* canteen and dorm as dead ends, let both complete. Add two beds to the dorm (or one if you're on the gas giant moon, as you start with only 4 people), then add a table and fountain to the canteen.
Add a storage room to the plant, and off of that room make your *small* biodome. Get 3 wheat and 1 tomato plant going to start. Later you will convert this to making herbs for med kits, and you won't need more than the 4 spaces. This will be enough food until you hit about 15 colonists, but you won't have the biologists to work much more until then anyway.
Add your first mine and your dock, then add one metal processor to the plant.
When the dock finishes, set your colonist ratio to 100% workers so you get metal to expand faster, then add a meal maker and either a TV or a plant to that canteen. (meal maker earlier if you see your prepared meals drop below 10)
At ~7 workers, switch over to 100% biologists and then work on a larger biodome. At ~7 biologists, switch to a more normal ratio. I like to start out with 40%, 35, 10, 10, 5. Finish gathering your 20 total, then consolidate your resources a bit before you expand. Adding a small factory with one structure for producing spares should be done around now.
Also, do not build off the canteen this early. You don't want that to be your central hallway, so build off the storage or biodome. Build away from the direction of the ports and mines. Save the adjacent space for a dedicated ore/medkit production area later. If you've built your main base away from that direction, you will save space to build a proper port area as near as possible that production later.
Of course I did not mention power expansion in this, but that is because it depends heavily on the planet you are on. Rule of thumb is to keep enough storage to survive the night from a full charge, and then you have some leeway from there. One large collector should cover you until you expand past 20 people.
Don, it will be a problem once you get to 130-150 pop. It will start having O2 problems unless you built a second O2 unit on the other side before expanding further. Expand through it later when you can afford the infrustructure, sure, but don't make it your initial direction or you will have built things in the way that you won't want there later.
3 power - dont waste resources on small or medium. go for big ones for late game, better for maintenance. build them close to enterance and spread only collectors coz they need maintaining only when hitted by meteorite.
10. for each machine you need approx. 1.5-2 people. So 15 is overkill. Mine needs approx 4 workers to have a good production on early game 2-3 is enough.
11. exactly. once you have everything set your limits a bit higher and keep producing for a while maybe even go for trading.
12. once avilable rush bots. make at least 50% of colony carring bots. minimum should be 10 at all time. and build automatic bot repair platform.
13. once your colony is good dont expand but slowly repleace small building with big ones. better for late game.
14. wind is too RNG an not reliable. focus on solar energy even on 2nd planet.
15. for trading build multiple airlocks.
16. recommending building starports/landing pads at one pleace and do 3 airlock enterance followed by 2 command centres none or miminum conections to them to build up security and build close dorms so they dont go too far.
17. till they dont fix cabins dont build them. they are very bad for big colony.
18. dorms, cabins, sick bays are dead ends you cannot connect aditional buildings.
19. dont overbuild starch plants for very late game you will be stuck with tons of them over the colony.
20. keep high morale, lower morale meens lower production
and How to energy ? read my thread that i tested and feels that way. http://steamcommunity.com/app/403190/discussions/0/483367798514081135/
Also, I build mostly starch plants. 3:1 ratio wheat to tomato. That starch is great late game, because all of the engineering stations use plastics. Semiconductors, rifles, bots and spares all need it, and you basically want to stockpile all of those.
pretty good location N53 E145
For instance, tip #1 will have disagreements because some people will want to build airlock towards colony ship to speed up collection of resources, whereas others (Saphiiro, myself) will prefer to place airlock towards nearest mine to speed metal collection efforts, and early on resources are used to build more externally than internally, so nearness to airlock is a nice to have rather than a need to have. Still, great tips all around by the posters above.
As for the starch question, Wheat+Meat and Wheat+Tomatoes are both great recipes for mixed meals. Wheat makes starch but Tomatoes don't. Therefore, I've found some success with balancing Wheat with Tomatoes to limit the starch production while still getting adequate mixed meals. With adequate airlocks, stockpiling bioplastics from massive starch can be a decent trade good as well.
I also prefer balancing wind turbines and solar panels as a method of redundant energy supply and turning off the entire grid if I run out so that batteries can recover. It significantly reduces the string of the black out period.
List of guides if any beginners need them.
Colonists/workshops not working checklist: http://steamcommunity.com/app/403190/discussions/0/483367798506060710/
Colonist Priority Guide: http://steamcommunity.com/app/403190/discussions/0/483367798507030927/
Updated Recipe List v1.02: http://steamcommunity.com/app/403190/discussions/0/483367798514654678/
Beginners Guide Tutorial Video: https://www.youtube.com/watch?v=amMivfOoxlA&list=PLyj9o-jOVyzQafOQ5jvGL7dhN8ZLKYDHM
Here is mine. I stopped when I hit 100 pop because I had made a few mistakes in the layout that I saw would be a major hassle later on.
http://images.akamai.steamusercontent.com/ugc/394421705877143231/C1D79B46B88362B24CE09EB7C15C1AE1E63256BD/
The power cells spread out pretty far, so I had to pan back to show the whole thing, but hopefully it's clear enough to get an idea.
But you are absolutely right, there isnt a single solution, although a few things are almost necessary to succeed.
On a completely unrelated note, I forgot to mention that the base on the 3rd planet in my screen shot is N:0 and W:178 That base I have there is taking up far less than half of the available space to build. It is the most open map I have seen so far.