Aven Colony

Aven Colony

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Aven Colony > General Discussions > Topic Details
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ellie_team17 May 2, 2017 @ 8:44am
AVEN COLONY TOP TIPS
For all you experienced colony governors out there, here is the place to talk about the things you learned the hard way, and aid those new governors who need a helping hand getting started.

Share your top tips for growing and maintaining your colonies, constructing the most effective building combinations, and keeping your colonists happy.

Best of luck Governors!
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Showing 1-15 of 72 comments
davistensai May 2, 2017 @ 8:10pm 
Having a blast playing around with the demo :-D Really looking forward to the full game!

Well, a tip for anyone out there... learn which structures are automated (like the solar panels) and which ones need workers. Throw those automated buildings in the wierd places on the map where nothing else really fits or anyplace that is hard for colonists to reach.
alanxiao44 May 3, 2017 @ 7:34pm 
When there aren't creep spores approaching your colony, set the worker priority on scrubber drones to low so they can be allocated to other buildings.
Guardian_MARV May 9, 2017 @ 12:46am 
just a simple tip here but when you place an intake fan, place a wind turbine next to it as it has a fan mode that can keep toxic gas away from your intake fan however you have to manuly switch between each mode
Last edited by Guardian_MARV; May 9, 2017 @ 12:47am
General Idea May 13, 2017 @ 1:25am 
When building your colony make sure to pause the game at regular intervals so that you can survey your surroundings and plan your strategy for expansion. When paused you can check out the status of your colonists individually and cater for their needs as you feel appropriate. Don't be afraid to stop immigration as and when necessary using the Policy management if housing becomes an issue. Fresh air and food variety always helps.
LadyAquanine735 Jun 1, 2017 @ 12:36pm 
When building farms to feed your colonists, take into account the ratio of outdoor farms to greenhouses. I do the ratio of 2 greenhouses for every 1 outdoor farm, but I'm not sure it really helps too much. Perhaps it should be 3 greenhouses for every 1 outdoor farm. I don't build outdoor farms at all in the polar regions (just too danged cold and the growing season's too short). However, in winter, even with heating and a controlled environment, greenhouses' food production is reduced (probably due to the ground either freezing or just being too cold), but not ended completely for the night like outdoor farms.

On the farming front, take advantage of what edible crops grow best on the arable land you're given. It is important to have food variety, but early on in building, it's a good idea to capitalize on what crops grow best to keep your colonists from starving. The best edible crops for the 3 main climates include:

Tropical - Melons
Desert - Barley or Quinoa
Polar - Broccoli

Once you have a "staple crop" established, adding others that do okay in the same climate works out great. If there is a crop that does horribly in the climate you're working in, wait until later on when your colony is more established and nanite production is high. You then could take advantage of growing spots that might allow for some of the lousy crop to grow, like melons in a polar climate, but only use greenhouses. You can treat it like a luxury item for your colonists. Chances are, you might not even bother and just import melons or other rare crops from other colonies or the ship.
Last edited by LadyAquanine735; Jul 21, 2017 @ 2:46pm
neoiq5719 Jun 18, 2017 @ 8:23am 
We need to be able to assign 2 or more ships to a single order. Why not a button to hide the UI to take screenshots?
After 1000 men the game becomes a bit laggy and unresponsive.
Last edited by neoiq5719; Jun 19, 2017 @ 1:18pm
Cosmic Cowboy Jun 23, 2017 @ 8:57pm 
Don't eat the yellow snow...
wingedrayeth Jun 29, 2017 @ 8:20pm 
Grow slowly if you can. You might be tempted to hurry up with the active quest list to get everything done, but there will almost always be another quest in the same line. Don't build another farm/greenhouse unless the first is already maxed out, otherwise you are wasting minerals on drones, turrets, lightning towers etc to keep everyone safe.
MarkJerue Jul 7, 2017 @ 6:49pm 
At the start of each mission, scout out where the drop resources are and what's in them, especially on the higher difficulties. Picking up 50 nanites from a drop pod is a godsend on certain levels.

Likewise, consider how much iron is available from your deposits. You may want to invest in kelko spores early if they're scarce to ensure long-term viability.

Third, build batteries next to your solar panels. They give them increased power generation.

And fourth, consider worker efficiency. Oftentimes workers, space, and nanites are your bottlenecks to future growth. Solar panels, while expensive in terms of nanites, don't require workers. Parks, while expensive in terms of space, don't require workers either.

Lastly, fifth: if you're worried about your colony dying from a horrible disease or power failure, build a "backup" area that can be easily separated from the rest of the colony. Ideally it will have one or two small residences, farming capacity, water capacity, lots of solar panels/batteries, and minimal storage. With this, if your colony suffers a horrible catastrophe, you can destroy the tunnel connecting the backup from the main colony, let the main colony die, and continue on with the secondary, reconnecting when you're ready. It's also helpful voting-wise to have enhancers available at the backup (high voters are happy voters!) but not required.
Last edited by MarkJerue; Jul 7, 2017 @ 6:50pm
LadyAquanine735 Jul 21, 2017 @ 2:45pm 
Tip 1: Build air purifying facilities (the intake fan and filter) at regular intervals. Otherwise you'll end up with a part of the colony where the air quality is getting kinda bad, and nowhere to set up facilities that would fix it.

Tip 2: if you're building on a map that has worm tunnels, see to it that there are plasma turrets set up nearby [this applies to if you have built buildings near such tunnels first.] The worms, whether water or sand, tend to come out of some of the same tunnels from time to time, so it's best to "nip them in the bud" before they can damage your buildings with their vomit. The cannons can make the worms retreat faster.

Tip 3: If you keep getting plague spores from some specific direction a lot, set up at least 2 or 3 plasma cannons near the intake fan they keep hitting. That way, you'll have multiple cannons shooting at the plague spores and destroying them before they infect your colony.

Tip 4: Alien spores are not as predictable as they used to be. While some come from specific directions, quite often they will come from multiple directions to drift towards your colony. So even if you're fighting alien spores on one side of the colony, chances are, they'll hit the other side of the colony as well while you're not looking. Bottom line: make sure you have - at minimum - enough scrubber drone hubs to cover the whole colony. The plasma cannon setup can come later.

Tip 5: Keep an eye on walking penalties. You can use the Commute Button to figure out what facilities are the most taxing on your colonists when they have to walk to and from work. It'll give you an idea on where to put your next outpost/habitat/skyscraper.
Last edited by LadyAquanine735; Jul 22, 2017 @ 4:20pm
Rebel Merc Jul 26, 2017 @ 11:08am 
Started over for some reason my nanonite production came to a grinding halt no matter what I did and how many iron mines I had and nanonite producers I had, they just stopped producing and with no nanonites game over. Very frustrating. Any ideas? :steamfacepalm:
Last edited by Rebel Merc; Jul 26, 2017 @ 11:09am
jpinard Jul 26, 2017 @ 4:15pm 
Originally posted by LadyAquanine735:
Tip 1: Build air purifying facilities (the intake fan and filter) at regular intervals. Otherwise you'll end up with a part of the colony where the air quality is getting kinda bad, and nowhere to set up facilities that would fix it.

This has been challenging for me to visualize. When I place them I don't see much difference and can't figure out how far of an effect either of those buildings have.
Paul T  [developer] Jul 27, 2017 @ 7:17am 
Originally posted by Rebel Merc:
Started over for some reason my nanonite production came to a grinding halt no matter what I did and how many iron mines I had and nanonite producers I had, they just stopped producing and with no nanonites game over. Very frustrating. Any ideas? :steamfacepalm:

Make sure that:

-You have Mines or Laser Mines producing iron or copper, and that they haven't run out of minerals, and they're staffed and have enough power
-You have Nanite Processors converting the iron/copper into Nanites, and that those also have power and adequate staffing
-Make sure you *don't* have Consumer Goods manufacturing turned on at a Mill if you're experiencing Nanite shortages, as these require Nanites.

Also, when you run out of iron or copper, you can grow Kelko Spores, which can be converted to Kelko Sludge, which can be used as a source of Nanites.
Paul T  [developer] Jul 27, 2017 @ 10:27am 
Originally posted by neoiq5719:
We need to be able to assign 2 or more ships to a single order. Why not a button to hide the UI to take screenshots?

Ctrl-Alt-X should do it.
LadyAquanine735 Jul 27, 2017 @ 3:47pm 
Originally posted by jpinard:
This has been challenging for me to visualize. When I place them I don't see much difference and can't figure out how far of an effect either of those buildings have.

If you press the F1 key, it'll show you bars sticking up from all the building footprints and the quality of air in that area. The taller and greener it is, the better the air quality. The shorter and more yellow or redder it is, the filthier the air. The F1 key would be highly useful if you see colonists complaining about air quality. You could then see why they are complaining and where the issue is occurring. You can also press the "Air Quality" button in the lower left menu for the same thing.

I would usually recommend, specifically, that you set up an air filter, an intake fan, and a windmill in "fan mode" next to all geothermal and zorium plants you build. Sometimes you need two sets for the zorium plants, one on either side. Often new areas in your colony will need attention soon when it comes to air quality, due to isolation from air-purifying facilities.

Again, the F1 or "Air Quality" button will help you visualize this.
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Aven Colony > General Discussions > Topic Details