Planetbase

Planetbase

Not enough ratings
Express Dark Colony
By Tšekki
My way of doing Express Dark Colony achievement.
   
Award
Favorite
Favorited
Unfavorite
Start
You start with:
- 2x Worker
- 1x Biologist
- 1x Engineer
- 1x Medic
- 1x Carrier Bot
- 45x Metal
- 35x Plastic

Important in the beginning is speed, because you want to get as much energy as possible from the first day, therefore start with big solar panel, energy collector and water collector. After that a mine, so your workers can already work. Then start with oxygen, etc.

So build with the start resources (in recommended order):
- Very large solar panel (7 metal)
- Large power collector (4+1 metal)
- Mine (2+1 metal)
- Medium water extractor (2+1 metal)
- Airlock (1+1 metal; 1 plastic)
- Small oxygen generator (1+1 metal; 1+1 plastic)
- Medium processing plant (2+1 metal; 2+1 plastic)
- Large canteen (4+1 metal; 4+1 plastic)
- Large bio-dome (5+1 metal; 5+1 plastic)
- Medium dorm (2+1 metal; 2+1 plastic)

That leaves you with 6 metal and 15 plastic, so you can invest into:

- 1 Big table, drinking fountain, meal maker (4 plastic)
- 1 Bed (1 plastic)
- 1 Wheat pod, 1 mushroom pod and 2 tomato pods (4 plastic)
- 1 Metal processor and 1 bioplastic processor (2 metal)

After this you should build landing pad (you need to produce 1 metal for that) asap and immediately set colonist to:

- 30% Workers
- 50% Biologists
- 15% Engineers
- 5% Medics
- 0% Guard

This is not the ideal setting, but the last thing you need is famine. Everything else is secondary. Most of workers’ and engineers’ work will be later done by robots anyway. I went totally without guards and used the airlock tactics. (more about it later)
Maintanance
After this you just need to grow and maintain flow. You need to hurry, so you cannot afford problems. You need to prevent them.

Power:

Always maintain 1 very large solar panel and 1 large power collector for every 25KW of consumption. Remember that nights are long (and full of terrors), so every KW of consumption consumes 500 from your power collector, therefore ALWAYS first increase power production and storage and build some structures.

Food:

You should always have one empty bio-dome ready in case of emergency. Remember that you have to prevent problem before they become anyhow close to danger. If your food storage is stagnating, it means that it will drop because there are constantly new people coming in. I went through the mission only with wheat and mushrooms with couple of tomatoes in the beginning. Later I produced lots of chicken. Have the storage all the time growing. Better having 1000 food than starve. Starvation decreases welfare rapidly and that will cause colonist inflow to slow or even stop.

Have 1 meal maker and 1 large table for 20 people.

Oxygen:

Surprisingly (at least for me) this was my main problem. I kept having oxygen level approximately 20 above my population, but proper distribution of oxygen is more important. Only the first oxygen generator should be small. All others should come in big sizes and make sure no building is farther than three structures from the nearest oxygen generator.

Dorm/Cabin:

Just one dorm and the rest should be cabins. I had 1 bed for 6 inhabitants. Later I built more.

Morale:

Since you want colonists to come, you have to maintain morale quite a lot. Have as many plants and TVs as possible and at least 1 large multi-dome per 100 people.

Prestige:

After you get stabilized grow and maintenance, have couple of signposts, pyramids or even monolith if you have resources. It will bring you more colonists. Towards the end try to have it above 800.

Metal/plastic:

There is no sense in storing the metal. If you have some metal, grow. I built the first mine even before airlock and oxygen and at the time of end I had 8 mines and 10 metal processors and it was just about to fit to my demand. With plastic I had quite opposite problem. At some point I got overwhelmed with bioplastic and starch and had to either build storages or pyramids.

Intruders:

Look at every single ship that comes to your landing pad or star port. There are no visitors in this challenge, so naturally every single visitor is an intruder. Once they arrive, close the airlock. (Have at least two!) When they reach it, they will go to the nearest airlock and don’t mind if you reopen the airlock two second after they leave, so it shouldn’t bother your normal outside/inside traffic that much. If you save and load, the pathfinding is recalculated so they will go to the nearest airlock from the spot they are at when you load the game. After having them enjoy some romantic walk on the moon for some time, they’ll die. Save often. If you miss intruders, just remember the time when they came and load the game. They will come at the same time.

Robots:

Build as soon as you can afford it robotics facility and build robots. It will significantly decrease med kit consumption (your workers won’t go to the mines that much) and happiness (your people won’t have to carry stuff that much).
End
So basically you just have to do quick beginning and then constantly control grid/charts/population/etc. I finished in 52 days and never turned landing pod and star port off. As far as I know you cannot get the Express Colony achievement this way, so you will have to do it again in some normal scenario.
9 Comments
igo 18 Oct, 2024 @ 1:33pm 
Hello from 2024.
I have finished Dark Colony on day 62(day 33: 50 colonists; day 42: 100 colonists; day 56: 200 colonists).
At the begin I was shocked when miners comes broken from the mines and refuse to work and I have a few medical supplies left and no sick bay. Also, it was scary when people started to die because someone forgot to build another bio-dome.
Colonists: 50% Workers, 30% Biologists, 15% Engineers, 5% Medics, 0% Guard.
In the end I had:
-40+ robots. I put limits 15/15/15 just in case of robot riot.
-4 lasers/4 telescopes(interception chance 97%). I remained 3% for asteroids so they don't extinct.
-9 pyramids. 9 ships a day with 750+ prestige.
For intruders I have used island tactic: build landing pad or starport + air lock, and close such zone with base-inner buildings. Allow colonists to come, but demand fee from visitors. First bunch of kamikaze came on day 38 and refuse to pay fee. Use second island when first island is closed due visitors party.
Base Invaders 2 Jun, 2020 @ 5:46am 
My colonists slept on the floor for the first 2 weeks. I got a medium canteen and small extractor so I can afford extra panels and collectors and have a star port instead of landing pad.
Steve 23 Oct, 2019 @ 10:45am 
1st; @dholland; In my game, circa 2019, a mine only requires a solar panel. Even so, I don't think build order matters so much, as long as you have a working mine by the time you have metal processors.

2nd; Canteen size isn't so important IMO. If you make the canteen off to the side, you can recycle and replace it later.

3rd; Be frugal and micromanage power; Turn on only what you need at the start, even in the daytime. Turn off new buildings right when they connect to save power, and while the engineer does their own thing, arrange your furniture while the power is off. When the builder's done doing whatever, turn power back on to build internals, and back off until someone needs to use the building.

Other tips:
Set pads to high priority to tell the engineer what to build next.
Cabins don't require dorms after the first, so recycle the dorm after building your cabin.
And definitely save-spam. Seeing broken arms is no fun, especially when you don't have a sickbay.
Tšekki  [author] 10 Jul, 2017 @ 10:43am 
That's possible, that some changes made this guide out-dated. But don't take it as the only way to do the achievement. This is just how I did it. ;-)
dholland 5 Jul, 2017 @ 1:50pm 
Just to say that the build order in this guide will not work with the current game version. Firstly, you can't build a mine before the oxy is up. 2nd, once you have the large canteen and large bio, even without the medium processing plant and dorm, you run out of power. Maybe the challenge was different in an earlier game version.
dholland 5 Jul, 2017 @ 3:28am 
Appreciate the guide, but don't understand why you build wheat and shroom, especially with 50% biologists. I just missed the target (71 days) but with 30% biologists all my plants were perfectly maintained using 2 tomato, 4 wheat, 3 rice ratio (meat equal to rice). Tomato, 2 wheat is double production of pasta to shroom, wheat, so still faster per plant. The main difficulties are not food, but power and narrow spaces and the lack of resources at the start, so you can't build sickbay, lab or storage until later. I would appreciate some indication of what to do after spending the starting resources. At least, target days for building starport, 2nd biodome.
Tšekki  [author] 6 Mar, 2017 @ 8:25am 
@BlackAdder: Thank you, it's fixed now.
@LuckyDog: I totally understand. Patience is being tested in this game quite a lot. You can try to have some 5 saves and every time you notice that someone breaks in the mine, try to load. It's just crucial in the very beginning, later you'll have good health care.
BlackAdder 5 Mar, 2017 @ 3:09pm 
Good guide overall!
Just a typo: "- 1 Metal processor and 1 bioplastic processor (2 plastic )", you mean metal, right?
LuckyDog 25 Feb, 2017 @ 4:17pm 
:keeponsmiling: This :colonistship: Planetbase :colonistship: guide has a good flow:ontoagoodthing:, but each time I tried to 'Go Large' like you recommend with larger structures, my colonists wouldn't make it for one reason or another. Their priorities for building are clearly not in the order the buildings are laid out. (Stupidist AI in history of gaming possibly). No doubt, it is a frustrating scenario - On one run through, as soon as I built my mine, my only 2 workers entered & immediately came out with broken arms (12 seconds later). I patched them up, they re-entered the mine & BOTH instantly came out again with broken arms.

WTF - Have ALL of these future colonists devolved to the point that they have CHICKEN :reuschicken:..:reuschicken:..:reuschicken:..BONES?:WA: :LOL: Cheers :puppypawfect: