Colony Building Guide
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This guide is the ultimate go-to guide to building your base, for all stages of the game.
Base Types
There are different ways to build your base.
Superstructure base
To build a superstructure base, put everything in 1 large building rather than separate it into multiple small parts.
This is a common method to build bases, and is generally the recommended way to do so.
Pros
- Convenient
- Saves building materials
- Resistant against toxic fallout
Cons
- Fires can spread all over the base if flammable materials are used
Mountain base
For mountainous maps where you have less space to build, you can opt to dig inside the mountains instead.
Pros
- Good temperature control
- Easy to defend
- Immune to mortar strikes
Cons *Infestations can happen within base
Base Structures
Different structures suit the different needs of your colonists.
Construction
What you must have in a midgame base:
- Large-sized freezer with enough food to make it past the growing season + 10 days more
- Cover and other defense structures around the base
- Self-sufficient food supply + kitchens to cook food
- Sufficient power supply + Backup Power
- Medium-grade Hospital
- Warehouse
What you should have for a decent midgame base:
- Private bedrooms for your colonists
- Dining room
- Rec room
- Workshop
- Laboratory
- Prison with personal cells
All of these should be Decent or above impressiveness, not factoring in filth.
Power
Geothermal power
Geothermal power is an important source of power from mid-game onward, as it is constant and high-powered. You will need to research Geothermal Power first before you can unlock it, and the generator itself is quite costly (though affordable in midgame). However, once researched and built you can have a constant power supply; you can even have some excess power until lategame.
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base.
Dining room
Giving your colonists a table to eat on is an early game thing; now you should consider building something better for them.
A dining room should be built as close as possible near the freezer/ food storage so your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.
For increased mood buffs, decorate your dining room using sculptures, plant pots or quality furniture.
Freezer
Consider making a dedicated one or two tile large stockpile with a very high priority at the front of your freezer which only allows meals. This way, your meals will always be right at the front of your possibly very large freezer. Also, if you make two more stockpiles at the front of your freezer for meat and veggies, your cook won't have to run as far for ingredients, allowing him to make meals faster (colonists assigned to hauling will move ingredients from the back of the freezer to the front).
Expect your dining room to be pretty crowded during meal times, so have enough chairs for at least half your colony. Colonists will also hang out in the dining room if you set them to do so, occupying seats.
Rec room
You should have a wide variety of joy sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.
Now that you're in midgame, basic resources will not be that much of an issue. You can afford to build more joy facilities such as chess tables or billiards tables, or Tube televisions, which provide different kinds of joy for additional variety. In addition, you can also obtain additional joy sources from exotic goods traders, such as telescopes or flatscreen and megascreen televisions, which are more joyful than the craftable tube television.
Similarly to the dining room, decorating it can improve the mood bonus from using the room.
Temperature control
Each room should have its temperature regulated by some method or another.
Large rooms such as your dining room or rec room should have their own heaters and coolers. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. Though if you choose to do so, remember to close doors if a fire breaks out in the room.
Smaller rooms such as your bedrooms should be thermally connected to a larger central space through vents. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.
Bedrooms
If you don't have personal bedrooms, or have awful bedrooms barely big enough for a bed, you should now upgrade to a decent bedroom at least.
Bedrooms should be at least be 3x5; this gives you enough space to squeeze in a bed and a table, without making the colonist feel cramped.
Obviously you will need a bed for your colonists to sleep in. For better comfort and rest effectiveness, make sure the beds are of Normal quality or above, otherwise deconstruct and try again until you get it. If you have lovers or couples you will need a double bed so they can sleep together and spend some... 'quality time'.
You should also have a table in the bedrooms, as colonists often carry food with them, and without a table, colonists will resort to eating their breakfast on the floor. Also turn off the 'Gather Spot' option otherwise colonists will go off into the bedrooms to chill off on their own, most likely in someone else's bedroom (though nobody seems to care).
Hospital
A midgame hospital should have sterile tiles as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.
Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use autodoors so they don't obstruct colonists' access. If you need to you can also build a mini-hospital or clinic elsewhere in the base.
Hospital beds provide a boost to treatment quality and immunity gain speed, meaning that your colonists will gain immunity to diseases faster, hence recovering faster and are less likely to die. You should have these instead of regular beds if available. Colonists resting in a hospital bed also heal faster than they do when on a normal bed.
The vitals monitor brings even better boosts to treatment and immunity gain, so once you've researched them it's recommended that you put them down near your hospital beds.
Store your medicine in your hospital using shelves so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can already make a difference between life and death.
Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for a long time (such as the severely injured, incapacitated or sick).
To provide joy, you may also build or buy televisions to install into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only joy source.
If you have even more resources you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.
Operating theater
You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.
Your operating theater should be forbidden at all cases except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.
Workshop
Workshops are places where you put all your crafting stations and benches, probably including your cooking stoves as well. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.
Putting all the crafting stations inside the warehouse isn't recommended despite the convenience, as colonists do not enjoy the sight of random objects laying around. This lowers their beauty opinion of their surroundings, in turn giving mood penalties. You should however put crafting materials near the workshop for quicker retrieval.
It is an excellent idea to put decorations such as sculptures inside the workshop, as a beautiful environment gives up to +15 mood, improving colonists' productivity.
Kitchen
You should build your kitchen near your cold storage, just as you build the workshop near your warehouse.
Kitchens should only have cooking stoves, and sterile tiles for flooring to reduce the chance of food poisoning. The butcher table is best put elsewhere due to the heavy cleanliness debuff.
Shelves or small stockpiles can really improve cooking efficiency when placed right next to your stove, set to accept only berries and vegetables as these do not spoil in a matter of days, unlike meat which should always be in the freezer.
Laboratory
You may want to have a room dedicated to research, with hi-tech research benches, multi-analyzers to increase research speed and unlock new research, as well as sterile tiles to keep the room clean, increasing research speed. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.
Prison cells
Like colonists, prisoners will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are also more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.
Each prison should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making bigger cells also increase mood bonuses for easier recruitment. They can't use any joy items put in the cell, but you can add them anyway for a better cell.
Prisons should have doors facing towards your base, but not outwards. When prisoners escape they will go towards your base instead of away, giving your wardens time to deal with the break.
Holding cell
Like your early-game prison barracks except it should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.
Flooring outside
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists frequently go. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad.
Backup
There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:
- Shelters: Building small rooms with an emergency food and wood supply can save your colonists from enraged animals.
- Emergency power: Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything, and eventually every colony with electricity will suffer from a fault conduit explosion, also show as 'Zzzt...' Both cases will cause you to lose power, whether it's not enough wind or sun, or an explosion. Raider attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.
- Backup storage: Always have spare power sources and storages, including multiple battery systems with switches. Have a handful of batteries constantly connected to the main grid, and only connect extra when they are about to run out, or are charging.
- Backup generators: Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower, or even recharge. If they are turned off they will not consume fuel.
- Nutrient paste dispensers: When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.