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1. Don't start with engineers; do botanists instead and produce food.
2. Export rare metals to get the materials you don't produce yet.
3. Build services. An Amphitheater and a Grocer are good for up to 38 colonists. People become Earthsick because they lack comfort; services provide comfort.
4. Build an Infirmary. Geologists need to recover sanity from working outside and will want to visit the Infirmary. Infirmary also lowers the requirements for births, and having a baby will end the founders phase immediately, so you don't have to wait 10 sols.
5. Use heavy workload on the botanists. It will produce 20% more food. They will want to visit the Infirmary when you do, so make sure you have one. Don't use it on buildings outside the dome; they will lose too much sanity. It's not worth using in Grocers. Don't use heavy workload on night shifts.
6. Don't build Apartments until you know what you are doing. Use Living Complexes instead. They provide less living space, but more comfort.
7. Playgrounds help children develop positive traits. Don't forget to build them where you have children.
8. Don't use all your money on science. You can often wait to research new stuff, even more so at 100% difficulty.
With that advice, here's what you should try:
1. Start the game with 4 geologists (Rare Metal Extractor), 3 botanists (Hydroponics or better yet, a regular Farm), 2 medics (Infirmay), 3 non-specialized (Grocer). This first dome should do Rare Metals, Food and Polymers.
2. Once the founder phase ends, bring in more 4 more geologists, 3 botanists, 2 medics, and 3 engineers. Make a Polymer Factory.
3. Keep going until your Polymer Factory is staffed in both early and afternoon shifts. Ignore the night shift. Make sure the Infirmary is fully staffed, because both Geologists and Engineers working outside will want to visit it. Your goal is to make sure you no longer need to import Polymers.
4. Build your 2nd dome. Don't forget the Ampitheater, Grocer and Infirmary. Build a Machine Parts factory. Make sure everything is fully staffed. Your goal is to no longer import Machine Parts.
5. Build another Farm in the 1st Dome. Make sure it's fully staffed.
6. Make the Electronics Factory. Remember to build an Ampitheater and Grocer for every 38 colonists. Also build an Infirmary if you use the heavy workload to produce more. You no longer want to import Electronics.
7. Now you can build the Education Dome, and you have the production and food to maintain it.
8. Consider making a botany Dome before a Science Dome, with a Water Recycling facility. You need to feed those Scientists. A Medium Dome is great for this.
Hope that works. If everything fails, try watching some youtube videos of people playing.
- 2 (or if I can find suitable) 3 medics
- 6 male 6 female
- remainder of colonists Geologist, Engineer, or Non-Specialist
- try to get as many as possible with Enthusiast and/or Sexy and/or Workaholic traits
First dome gets 3 living complexes, an Infirmary, a Grocer, and an Amphitheater to start with. (You can really do with one complex to start with, but concrete is not usually a problem and you'll need them later on.)
Add extractors and factories (or even a farm, as per above) to taste (you'll have two wedges left over). Sometimes I'll do a second service wedge with a small bar, diner, etc.
(the idea here is to rush the approval - then you can bring two more rockets full and fill the dome almost to capacity).
I don't outsource research ever, if I can avoid it, and if I have to I only do it once. You're better off buying an explorer rover and hunting down the beaker spots on the surface.
If you have the "Space Race" DLC, build a trade pad and set it to trade concrete for food. You'll usually get some takers starting around Sol 20. Should carry you over until you get big enough to support botanists and/or ranches and/or outdoor ranches (note that ranches and outdoor ranches use non-specs)