Tips and Common Mistakes

The following tips come from the game's official mechanics and from the published efficiency and walkthrough guides.

Pause constantly

Space is the most useful key in the game. Freeze time to read terrain overlays, plan conveyor routes and think. The number keys set simulation speed - 1 for slow, 2 for medium, 3 for fast. Use slow speed during delicate moments and fast speed while waiting out production or transport.

Use the Harvest Paint tool

Press C to paint many resource nodes at once instead of issuing individual harvest orders one by one. U harvests, Y sends officers out to explore and investigate. Learning these three keys early saves a great deal of clicking.

Do not mix conveyors

One material per line, sorting junctions when you must combine. This is the number one cause of a production line that appears to have stopped.

Keep storage under 80 percent

At 100 percent the connected extraction lines shut off and need a manual reset, which loses you time in the middle of a build.

Hold a 20 to 30 percent power surplus

Weather, eclipses and emergency shields all draw at once. Interconnect grids so no single failure kills life support.

Trace shortages backward

Do not add production capacity when something stalls. Find the missing input upstream first.

Upgrade life support first on hostile worlds

On Kourou and Neral, life support capacity is the constraint that kills you, not power. And swap Solar Arrays for Fusion Reactors on Kourou.

Deconstruct dead infrastructure

Empty harvesters still draw power. Clear them out and reclaim the materials.

Match crew to jobs and keep them close

Do not send indoor-penalty engineers into deep mines, and put research-bonus scientists in the main labs. Keep workplaces near the landing area early on, since crew quarters are on the ship and travel time is real. Do not reassign haulers mid-delivery.

Replant the seeds

Harvesting biology without replanting breaks the Prime Directive ecology mechanic and closes off your options on that world.

Trade early and often

Vulcan Science Academy faction ships trade for credits, resources and samples. When one missing item is holding up your whole economy, that is the fastest way around it.

Do not expand until the infrastructure is stable

And do not automate too early. Get one full production chain running cleanly on Daegus before you push to a second planet - the second planet in a colony sim is where a half-working logistics network becomes unmanageable.