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{{Rewrite|reason = Outdated/incorrect in many places. Needs full fact checking, updating, and [[Template: Verified|reverification]]. Also suggest: Replace some sections with links to the more specific guides than rehash existing guide content. E.g. [[Weapon Guide|Weapons]], [[Money making guide|Cash crop]], [[Defence tactics|Combat & defense tactics]] etc.}}
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"Mid-game" is the phase of an established colony working towards the research and resources necessary to build the spaceship.  At this point of the game, you want to create a stable community that is self-sufficient and can recover from disaster as quickly as possible.  Even a string of bad events should not lead to ruin.
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==Overview==
  
This is the longest phase of a typical playthrough.  Your challenge is to keep all basic needs covered and, most importantly, have everybody in a good [[mood]]The game tries to put your colonists in a bad mood in many ways.  Counteracting this is how you avoid crises and increase overall productivityA lot of the advice in this guide revolves around mood management, either directly or indirectly.
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"Mid-game" is the phase of an established colony, that works towards the research and resources necessary to build the spaceshipAt this point of the game, you want to create a stable community that is self-sufficient and can recover from disaster as quickly as possibleEven a string of bad events should not lead to ruin.
  
 
== Buildings and Infrastructure ==
 
== Buildings and Infrastructure ==
  
{{main|Colony Building Guide}}
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Here is a list of facilities in rough order of importance that an established base should have – all of this ''heavily'' varies by difficulty level and map conditions (but you will know when your defense was too weak for your difficulty level...).
 
 
Here is a list of facilities in rough order of importance that an established base in midgame should have – all of this ''heavily'' varies by difficulty level and map conditions (but you will know when your defense was too weak for your difficulty level...).
 
  
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* In general, all areas should be well lit (no dark places) and there should be sufficient heating and cooling everywhere (depending on how cold and hot it will get on your map).  Frequented areas should have constructed or smoothed floors.  Autodoors should be used where adequate (usually at least for the kitchen, freezer, storage and production room).
 
* '''Power supply''': the power supply must be sufficient to run all essential facilities, including lighting.  Some backup (such as offline batteries) should be on stand-by.  Since power is critical in some areas (e.g. to run the freezer) it must not be easily interrupted by damage; that means, run some backup power lines.
 
* '''Power supply''': the power supply must be sufficient to run all essential facilities, including lighting.  Some backup (such as offline batteries) should be on stand-by.  Since power is critical in some areas (e.g. to run the freezer) it must not be easily interrupted by damage; that means, run some backup power lines.
* '''Freezer''': a refrigerated room that is large enough to hold enough fresh food to get you through the winter or special circumstances like a [[Events#Toxic_fallout|toxic fallout]] event. How much food you need to store depends on a lot of other factors.
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* '''Freezer''': a refrigerated room that is large enough to hold enough fresh food to get you through the winter. How much food you need to store depends on a lot of other factors.
* '''Kitchen''': a place to prepare food.  This is critical to any colony; the kitchen must be well maintained and in an accessible place.
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* '''Kitchen''': a place to prepare food.  This is critical to any colony, so it should be in a good location (close to food storage and easily accessible), and always clean and maintained.
 
* '''Food production''': some capacity to farm vegetables (e.g. an outdoor farm with some protection from fire and animals, or an indoor hydroponics facility). How much is needed depends on the amount of meat available from hunting, and if you have domesticated animals yielding products. You also want to farm medication and various drugs, in addition to food.
 
* '''Food production''': some capacity to farm vegetables (e.g. an outdoor farm with some protection from fire and animals, or an indoor hydroponics facility). How much is needed depends on the amount of meat available from hunting, and if you have domesticated animals yielding products. You also want to farm medication and various drugs, in addition to food.
 
* '''Warehouse''': a storage area that is reasonably fire-proof and easily accessible.
 
* '''Warehouse''': a storage area that is reasonably fire-proof and easily accessible.
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* '''Production''': a dedicated area for crafting and creating.  This should be close to the warehouse, and made as comfortable and beautiful as is reasonable.
 
* '''Production''': a dedicated area for crafting and creating.  This should be close to the warehouse, and made as comfortable and beautiful as is reasonable.
 
* '''Prison''': if you get a lot of "visitors", some decent accommodation (a.k.a. brig) is in order.  The prison cells should be comfortable enough to keep the prisoner as happy as possible, because that makes recruiting them easier.
 
* '''Prison''': if you get a lot of "visitors", some decent accommodation (a.k.a. brig) is in order.  The prison cells should be comfortable enough to keep the prisoner as happy as possible, because that makes recruiting them easier.
* '''Prison''': Alternatively, you can use prisons as an experience farm by making it so the guests revolt as often as possible.  Stack those mood debuffs to the point where they have mental breaks while in catharsis from the last one to get Medical, Combat, Social (via Wardening) and Construction experience in much higher amounts than you would with a "nice" prison since your guests stay much longer before you can break their will, then recruit or release them.
 
  
In general:
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Do not strive for perfection in any of these areas yet. It is better to have a makeshift hospital than none at all; so make a room with a few beds that are only used for medical purposes, before thinking about hospital beds and sterile tiles. The important point is to have medical beds on stand-by, in a clean room, at all times – not to have the perfect end-game hospital right from the start.
* All areas should be well lit (no dark places).  
 
* Frequented areas should have constructed or smoothed floors.
 
* [[Autodoor]]s should be used in frequently trafficked places (the kitchen, freezer, storage and production room).
 
  
Do not strive for perfection in any of these areas yet. It is better to have a makeshift hospital than none at all; so make a room with a few beds that are only used for medical purposes, before thinking about hospital beds and sterile tiles. The important point is to have medical beds on stand-by, in a clean room, at all times – not to have the perfect end-game hospital right from the start. Likewise, keeping a small, ugly, insecure prison barracks is still better than having to re-purpose rooms after every raid in order to even capture somebody (leaving some colonists without bedrooms in the process).
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Likewise, keeping a small, ugly, insecure prison barracks is still better than having to re-purpose rooms after every raid in order to even capture somebody (leaving some colonists without bedrooms in the process).
  
Create the basic facilities first, then improve them afterwards.  Do not take unnecessary shortcuts (for example, do not put the butcher's table in the medical room, because "there just was no better spot at the moment"). By the midgame you should strive to have everything built out of stone.
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Create the basic facilities first, then improve them afterwards.  Do not take shortcuts that are not necessary (for example, do not put the butcher's table in the medical room, because "there just was no better spot at the moment"). Make everything out of wood, and replace it with fire-proof materials later on.  Wood structures are ''a lot'' faster to build than stone structures.
  
The kitchen, hospital and laboratory (research benches) can be placed in the same room, which should be sterile.  This is because room cleanliness has a major impact on cooking, medical outcomes and research speed. Moreover, both the kitchen and hospital benefit from being in a central location, and the mood impact from waking up a pawn during treatment is pretty minor compared to the impact of acute pain.
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Kitchen, hospital and laboratory (research benches) can be placed in the same room, which should be sterile.  This is because room cleanliness has a major impact on cooking, medical outcomes and research speed. Also, kitchen and hospital should be in a prime location in your base, and combining them makes this easier to achieve.
  
Make all rooms as cozy and beautiful as possible, especially the areas where your colonists spend a lot of time: research desks, workshops, and recreation rooms. A beautiful environment will lift up their mood; build beautiful objects anywhere your colonists spend a lot of time, not simply the recreation area. Putting good chairs in front of all production desks will make your colonists feel comfortable while they are using them.  
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Make all rooms as cozy and beautiful as possible, especially the areas where your colonists spend a lot of time (this can be a research desk!).  Putting good chairs in front of all production desks will make your colonists feel comfortable while they are using them. A beautiful environment will lift up their mood.  This applies anywhere your colonists spend a lot of time, not only to the recreation area.
  
Rooms and corridors must be spacious enough to not cause problems and allow your colonists to move around freely. Leaving a little extra room is almost always a good idea. While one-tile corridors to infrequently used locations are fine, you will probably want at least two tiles for the major travel paths.
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The rooms and corridors must be spacious enough to not cause problems and allow your colonists to move around freely. Leaving a little extra room is almost always a good idea.
  
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=== Power ===
  
=== Freezer ===
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==== Geothermal power ====
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the "cold" area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]
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[[Geothermal generator|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.
[[File:Freezer example.jpg|thumb|right|A double-walled freezer with a single airlock entrance.]]
 
Even in the early game, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.
 
  
In the mid-game, you must make sure that your freezer is large enough to store enough supplies for the entire colony, and possibly many days. The freezer must be close to the room where meals are prepared. Since unbutchered animals are usually stored inside the freezer as well, it is viable to put the butcher's table ''inside'' the freezer.  This also keeps the substantial filth from the butchering in a room where it does not matter. Butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful here.
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Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base.
  
If your freezer opens directly to the kitchen, your kitchen might end up cold. If your freezer opens directly on the outside, it can lose coolness, particularly during heat waves or solar flares. You may consider building a small freezer vestibule / airlock to limit this effect.  
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=== Dining room ===
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Giving your colonists a table to eat on is an early game thing; now you should consider building something better for them.
  
=== Kitchen ===
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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.  
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer. This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid. Haulers need to be able to take leather from the freezer to the warehouse, without walking through the kitchen – this is not shown in this layout.]]
 
  
By midgame usually you will have at least one [[electric stove]], and possibly some temporary storage shelves for cooking ingredients.
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For increased mood buffs, decorate your dining room using [[sculptures]], [[plant pot]]s or quality furniture.
  
At some point, you should replace the floor in this room with metal or even sterile tiles.  This will reduce the chance of [[food poisoning]], a very annoying condition that you want to avoid.
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=== Freezer ===
 
 
In any case, the kitchen absolutely needs to be close to the freezer, probably right next to it.  The connecting door is also probably the first [[autodoor]] you should build in your base.
 
  
Prepared food has to be delivered to your dining area, and often also to prisoners and hospital patients.  Position the kitchen so that this is easily possible.  The kitchen door should probably be an [[autodoor]].  When the colony grows larger, you should create a secondary, small freezer room close to where prepared meals are consumed. Then do not store meals any longer in the freezer.  This will reduce foot traffic in the freezer, and make it a lot easier to have colonists eat at a table. The popular ''Rim Fridge'' mod helps with this approach.
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You may need to expand your freezer compared to your starting one, as now you will need to be prepared for incoming events.
  
=== Bedrooms ===
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=== Rec room ===
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]
 
  
Bedrooms have a high impact on the overall mood of your colonists, so it is worth investing in them.  Higher quality beds make your colonists rest more quickly during sleep, increasing their productivity (work hours per day).
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You can now afford to build more joy facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of joy for additional variety. In addition, you can also obtain additional joy sources from exotic goods traders, such as [[telescope]]s or [[Flatscreen television|flatscreen]] and [[Megascreen television|megascreen]] televisions, which are more joyful than the craftable tube television.
  
A good midgame bedroom needs to be ''impressive'' and provide a ''comfortable'' bed.
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Similarly to the dining room, decorating it can improve the mood bonus from using the room.
  
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.
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=== Bedrooms ===
* Overall [[Room stats|impressiveness]] of the room is a complex [[Room stats|combination]] of several factors: ''wealth'', ''room size'', ''beauty'' and ''cleanliness''. Provide a good balance of all these qualities.
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[[File:Bedroom_example_midgame.png|400px|thumb|right|Mid-game bedrooms. Each is carpeted, has beds, tables with chairs, flower pots for decoration and a vent connected to the corridors.]]
* A good midgame bedroom has all of the following:
 
** 25 tiles of floor space; bigger is not good, because it increases cleaning effort and cost of flooring. This leaves enough room to put temporary production buildings in the bedroom, useful during base expansion.
 
** Bed, end table and dresser in best possible quality
 
** Standing lamp
 
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.
 
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.
 
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.
 
  
Keep the bedrooms clean, because dirt quickly lowers "impressiveness".
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You should upgrade to a decent bedroom for more comfort.
  
It is ''not'' recommended to have a table and chair in the room for colonists to eat at, because other colonists will use it as well, and possibly disturb the sleep of the owner. Put the eating tables in the hallway in front of the bedrooms if you have to.
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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. Tables are important as colonists often carry food with them, and without a table, colonists will resort to eating their breakfast on the floor. Turn off the 'Gather Spot' option, otherwise colonists will go off into the bedrooms to chill off on their own.
  
Bedrooms should only have a single door, so they will not be used as a thoroughfare, disturbing the sleep of their owners.
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For better comfort and rest effectiveness, make sure all beds are of Normal quality or above, otherwise deconstruct and try again until you get it.
  
 
=== Hospital ===
 
=== Hospital ===
[[File:Compact hospital layout.png|thumb|right|A highly efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients.  Medical supplies are close by, the room is well lit and accessible from all sides.  The vents equalize room temperature with the hallway (climatize as needed).  Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]
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[[File:Hospital_example_midgame.png|400px|thumb|right|Mid-late game hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]
  
A hospital room should have [[sterile tile]] flooring; they provide a cleanliness buff that increases surgery success rate and lowers wound infection chance. [[Hospital bed]]s and [[vitals monitor]]s boost treatment quality and immunity gain.  One vitals monitor can cover up to 8 hospital beds in the most effective layout.
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A midgame hospital should have [[sterile tile]]s as flooring as they provide a cleanliness buff that increases surgery success chance and reduce wound infection chance. [[Hospital bed]]s and [[vitals monitor]] brings boosts to treatment and immunity gain, so you should definitely have some.
  
Bedridden colonists have no access to recreation outside of "solitary relaxation" and "social interaction" with other colonists. This can be alleviated by placing TV sets in range of the hospital beds.  Colonists sleep facing to the right, so in order for a TV to be usable by the patient, it has be either "south" or "east" of the bed (with the head rest being "north").
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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 cheering them up as their only joy source.
  
The quality of the hospital bed increases both rest quality and treatment quality.  It is advised to have only your most capable construction workers make hospital beds.
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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.
  
[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.
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=== Workshop ===
 
 
It is good for the hospital to be "spacious" and "beautiful", because the mood benefits will apply to patients, who usually spend a fair amount of time in the hospital room.
 
 
 
Keep your medicine stockpiles close to, or inside the hospital room.  Put them on shelves to eliminate the beauty penalty of the stockpiles (it also looks better).
 
 
 
Due to patients usually being "in pain", and therefore being in poor mood (unless they happen to be ''masochists''), a [[psychic emanator]] is very beneficial if you can position it to cover your hospital beds (this item is only available as a quest reward).
 
 
 
==== Using hospital beds as sleeping spots ====
 
 
 
Note that hospital beds can be regular sleeping spots for colonists or prisoners.  They are marked as "medical" beds by default, but can be marked for colonist or prisoner use just like a regular bed (however, turning the entire hospital into a prison is normally not viable).
 
 
 
Use this to your advantage.  You will normally have more hospital beds than you need, and they happen to be high quality beds in a comfortable environment.  If you need an extra prison cell, for example, convert the bedroom of a happy colonist into a prison cell and repurpose one of the hospital beds for the colonist.
 
 
 
=== Recreation and dining room ===
 
 
 
In the early game it is usually not viable to divert much time and resources to recreation, outside of a horse shoes pin in the sand, and a table with a few stools in the kitchen.
 
 
 
In the mid-game, this changes, and your growing colony demands good entertainment and a civilized dining experience.
 
 
 
Any room with a table and chairs, and a food source close enough can be a "dining room".  However, it is efficient to combine this with the recreation area.  Having an impressive room for dining and recreation gives a mood buff that lasts through the day.  If you arrange for your colonists to eat in the recreation hall, you only have to invest in ''one'' impressive room instead of two.
 
 
 
Unless you use mods (such as ''Rim Fridge'' and the ''TD Enhancement Pack''), it can be tricky to motivate your colonists to take their meals in a dedicated room.  Your best bet is to place the source of food (usually the freezer room) as close as possible to the next available table – which should be in the recreation hall.  It can even be viable to create a dedicated, small freezer room right next to the dining room, and store cooked meals exclusively there.  This will also greatly shorten travel times of your colonists, because grabbing meals is such a common action.
 
 
 
The recreation room needs to be fairly spacious, and it should house all the recreation items that your colony can afford.  Usually at least a 12x12 (or larger) area is required.  It should also ''not'' be the central room in your colony, because it is infrequently used and not critical for colony operation.  Having your colonists walk through, or around this room many times per day is very time consuming.
 
  
Make this room as impressive as possible.  Put your great works of art there, have it well-lit and clean.  The room will be used by all colonists, every day, so every mood improving effort there is very effective.  It is good to have an outdoors recreation area as well (to reduce the ''cabin fever'' debuff on some colonists), but outdoors recreation is limited in an unmodded game.
 
 
The recreation room is the fun room, not only for the colonists, but also you, the player.  It is the king piece, have fun with it and make it awesome.
 
 
Having production or research buildings in this room does ''not'' lower its recreational value (as long as no dirt or clutter comes with it).  In fact, it can be a good idea to have buildings like the research bench, art bench, and other production buildings in this room – at least temporarily.  This is economical, and makes good use of the mood benefits that come with this area of your base.
 
 
=== Workshop ===
 
 
You may need to expand your workshop to accommodate more workbenches.
 
You may need to expand your workshop to accommodate more workbenches.
  
 
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.
 
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.
  
Store frequently accessed resources near busy workbenches using shelves, so your skilled pawns aren't wasting their time crossing the map to deliver items. You can direct the output to a small, single-tile output stockpile next to the workbench with priority "Low," so that your haulers will remove the item to a more permanent location that does not impact beauty. These shelves can be shared; a cloth shelf is of use both for medicine production and tailoring.
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=== Kitchens ===
 
 
=== Power ===
 
==== Renewable power ====
 
[[Geothermal generator|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. [[Watermill generator|Water generators]] have similar advantages and drawbacks, but are only possible on certain maps.
 
  
Make sure your generators and their connecting conduits are well-protected as they often have to be placed far from base. Take care, however, not to enclose your generator within a room without supplying ventilation to the outside.
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Switch the flooring to sterile tiles for flooring to reduce the chance of food poisoning. The [[butcher table]] is best put elsewhere due to the heavy cleanliness debuff.
  
==== Biopower ====
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[[Shelf|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.
[[Boomalope|Boomalopes]] can provide tremendous amounts of [[Chemfuel|chemfuel]] power with a large enough herd, as well as being more labor-efficient than burning wood or plant-based biofuel. However, this requires a biome that supports easy grazing space, so it will not be possible everywhere. It also takes some work to milk and haul the fuel. Most seriously, fuel stockpiles should be placed and fireproofed carefully, unless you want to detonate your entire power station at once.
 
  
 
=== Laboratory ===
 
=== Laboratory ===
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s to increase research speed and unlock new research, as well as sterile tiles to keep the room clean, increasing research speed. This room should generally only have one door, lest pawns path through it and leave behind unnecessary dirt.
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You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s 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.
 
 
(If you do not have sterile tiles, at least make sure it has a finished floor.)
 
  
 
=== Prison cells ===
 
=== Prison cells ===
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[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for aesthetic purposes). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]
 
[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for aesthetic purposes). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]
  
Like colonists, [[prisoner]]s 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, keeping them separated improves safety.
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Like colonists, [[prisoner]]s 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 cell 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.
 
Each cell 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, so that escaping prisoners will go towards your base instead of away, giving your wardens time to deal with the break. A small vestibule with an extra door will also slow them down.
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Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens time to deal with the break.
  
If you have only one prison barracks, be certain to check your prisoners' gear, as they are more likely to attempt a prison break while well-armored. If a prisoner is wearing armor, strip the prisoner with one of your pawns, then forbid the clothes which you wish your prisoner to keep so that they are not hauled away (the prisoner will ignore this designation and put the clothes back on). You may reuse, recycle, or sell the armor you capture this way.
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=== Backup ===
  
=== Backup facilities ===
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You should have some backups ready in case things go down.
  
Create redundancies for important facilities of your base.
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One thing you can do is to have emergency power, such as backup batteries or generators. Panic rooms, with multiple layers of durable wall, can help protect colonists during a raid if you can't defeat the raiders. Nutrient past dispensers can efficiently convert raw food into edible nutrient paste.
* Power can be stored in disconnected batteries.  They will discharge at 5W, which will deplete a full battery over 120 days.  Either put the reserve batteries behind a switch, or keep them disconnected in a stockpile.  Their main use comes immediately after a short ("[[Events#Zzztt...|Zzztt...]]"), when all main batteries will be completely empty, often leading to a brown out if you depend on wind or solar energy.
 
* Strategically placed stockpiles of wood can provide backup heating during a solar flare or cold snap.  Mark these wood stacks "forbidden", so your colonists will not use them during regular operation.
 
* Since electric stoves do not work at all during a power failure, it can be useful to have a fueled stove as backup.  If some of the food in your freezer is about to go bad during a solar flare, this will allow you to quickly cook some meals and extend the shelf life of the ingredients.
 
* Critical power lines should be run twice, so in case of damage (or accidental deconstruction) there is no complete power failure.  This is especially important around power sensitive areas like the freezer, a hydroponics bay and the power generators themselves.
 
* Nutrient paste dispensers are very useful if you unexpectedly run short of cooked meals.  This can happen for a variety of reasons, such as a sudden influx of prisoners, or your cooks becoming incapacitated.
 
* There should be a spare room in your base with a couple of beds.  This can be used as an overflow bedroom or makeshift prison.  At the bare minimum you should have a couple of bedrolls in storage.  They are very quick to craft, the leather quality does not matter, and they are useful for caravans as well.
 
 
 
=== Clean room ===
 
[[File:Sterile room compact.png|thumb|right|Space efficient clean room with kitchen stove, 8 hospital beds with vitals monitor and TVs, and two hi-tech research benches with multi-analyzer.  The room is (rated) beautiful and well lit.  Note that two TV sets are needed to cover all beds.  The freezer is accessible while minimizing foot traffic in the clean room.  This structure should be at the edge of the base.]]
 
 
 
There are three structures that benefit from room cleanliness: the kitchen stove, the research bench and hospital beds.  It is therefore economical to place these buildings into a room with [[sterile tile]]s.  The research benches can be torn down for the end-game and replaced with more hospital beds.
 
 
 
If the room is sterile, the output from research benches is amplified by 9%.  This is a substantial amount of work hours from your researchers, especially because so much time is spent researching over the course of the game.  Make your laboratory sterile as soon as possible for this reason.
 
 
 
The "clean room design" is also efficient logistically, because both the hospital and the kitchen (with adjacent freezer) are well placed near your base's front door, easily accessible from both the inside and the outside. Food supplies need to be carried in, and injured colonists require good access to the hospital when returning from the field.  Having the kitchen inside the hospital makes feeding patients quick and easy.
 
 
 
Foot traffic in this room should be minimized to keep it as clean as possible.  Make sure your colonists do not have to pass through this room unless they have to do work here.  This means that while the room should be close to the main entrance to your base, it should ''not'' be the lobby where everybody has to walk through.  It should also be off-limits to colony animals.  An adjacent freezer room should have its own access doors, so that bleeding corpses do not have to be carried across the clean room.
 
 
 
(It is, of course, perfectly acceptable to separating out the kitchen, labs or hospital into their own rooms, if you have secured the space and resources.)
 
  
 
==Resources==
 
==Resources==
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If you want meat you should raise some [[chicken]]s. They rise in numbers extremely fast, laying eggs rapidly and growing in the span of a little more than 1 season. Raising chickens requires some heavy population management but is rewarding if done right.
 
If you want meat you should raise some [[chicken]]s. They rise in numbers extremely fast, laying eggs rapidly and growing in the span of a little more than 1 season. Raising chickens requires some heavy population management but is rewarding if done right.
 
[[Pig]]s are another good option for livestock and are one of the more efficient animals in terms of food consumed versus food produced. They also have the special advantage of offering free corpse disposal.
 
  
 
=== Agriculture ===
 
=== Agriculture ===
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Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing.
 
Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing.
  
Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the [[chemical interest]] or [[chemical fascination|fascination]] traits will binge on drugs if given access to them.
+
Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the chemical interest or fascination [[traits]] will binge on drugs if given access to them.
  
 
Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs.
 
Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs.
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You need a large supply of components for building and crafting.
 
You need a large supply of components for building and crafting.
  
The best way to obtain components is by trading. Call friendly factions to send bulk goods traders, which always sell components. As well, they can buy a lot of your raw materials. Other traders can also sell components at an increased price.
+
The best way to obtain components is by trading. Call friendly factions to send bulk goods traders, which always sell components and also buys a lot of your raw materials. Some other traders also sell components at an increased price.
  
Even after you've researched it, making them at the [[fabrication bench]] is not a good source as it is cost and labor intensive (25 steel and 134 work required for just 1 component). It does train your craftsmen very fast, however, you can consider making some for practice while solving your shortage at the same time.
+
Even after you've researched it, making them at the [[component assembly bench]] is not a good source as it is cost and labor intensive (25 steel and 134 work required for just 1 component). It does train your craftsmen very fast though, so you can consider making some for practice, while solving your shortage at the same time.
  
 
=== [[Drugs|Drugs & Chemicals]] ===
 
=== [[Drugs|Drugs & Chemicals]] ===
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Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver.
 
Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver.
  
Be careful with drugs, especially when you have colonists with the [[chemical interest]] or [[chemical fascination|fascination]] traits; you will have to keep drugs away from them, or they will binge on them and get addicted or die from [[overdose]].
+
Be careful with drugs, especially when you have colonists with the Chemical Interest or Fascination [[traits]]; you will have to keep drugs away from them, or they will binge on them and get addicted or die from [[overdose]].
 
 
[[Neutroamine]] can only be purchased from traders, and is needed to make [[medicine]], [[penoxycyline]] and [[wake-up]]. Consider carefully how much of each drug you will need when deciding how to use this resource.
 
  
 
==== [[Beer]] ====
 
==== [[Beer]] ====
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To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made.
 
To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made.
  
Due to the minimum tolerance to addict, beer can be safely consumed once every 1 day without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule. Alternatively if more is drastic intervention is required, a body size 1 human starting from 0% tolerance can drink 15 beers over any time period without risk of addiction. Note however that at least one day without beer is required before the 1/day schedule can be restarted and 15 full days of abstinence is required to reset to 0% tolerance and allow this strategy to be used again.
+
Colonists can enjoy a beer occasionally (every 2.5 days or so) without risk of addiction. They can also drink quite a lot in one go without getting addicted, but then they will need to wait longer before their next drink, and they risk getting a hangover.
  
 
==== [[Smokeleaf joint]] ====
 
==== [[Smokeleaf joint]] ====
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==== Psychite ====
 
==== Psychite ====
A type of drug made from the leaves of the [[psychoid plant]].  
+
A type of hard drug refined from the leaves of the [[psychoid plant]]. Comes in 2 variants, [[flake]] and [[yayo]].
  
Crashlanded starts can research psychoid brewing to make [[psychite tea]]. Tribal colonies start the game with this research. Psychite tea has the same addiction chance as beer and smokeleaf but does not slow movement or reduce consciousness.
+
While they provide a good buff to both mood and stats, they are extremely addictive.
  
Refined psychoid comes in 2 variants: [[flake]] and [[yayo]]. While they provide a good buff to both mood and stats, they are extremely addictive. Besides this, they are highly profitable. Being very light, you can carry lots on a single caravan trip, and net you a ton of silver in return.
+
Besides this, they are highly profitable. Being very light, you can carry lots on a single caravan trip, and net you a ton of silver in return.
  
 
==== [[Go-juice]] ====
 
==== [[Go-juice]] ====
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==== [[Luciferium]] ====
 
==== [[Luciferium]] ====
A performance-enhancing mechanite concoction. It provides good functional buffs, and given enough time can heal old scars (including dreaded brain injuries) but doesn't help at mood at all. It cannot be made and must be bought at traders or found occasionally.
+
A performance-enhancing [[mechanite]] concoction. It provides good functional buffs, and given enough time can heal old scars (including dreaded brain injuries) but doesn't help at mood at all. It cannot be made and must be bought at traders or found occasionally.
  
 
One of its most significant features is that withdrawal from luciferium is fatal and incurable. Luciferium needs to be taken every 6.667 days in order to prevent withdrawal symptoms, and if the need is unmet the colonist will die in a mean of 10 days.
 
One of its most significant features is that withdrawal from luciferium is fatal and incurable. Luciferium needs to be taken every 6.667 days in order to prevent withdrawal symptoms, and if the need is unmet the colonist will die in a mean of 10 days.
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== Equipment ==
 
== Equipment ==
While in early game you may need to scavenge what equipment you could, or craft some very rudimentary equipment such as [[tribalwear]] or [[knife|knives]]. Now that you're in midgame, however, you should have the ability to manufacture your own equipment. Good equipment means that you stand a chance against raiders, even when outnumbered.
+
While in early game you may need to scavenge what equipment you could, or craft some very rudimentary equipment such as [[tribalwear]] or [[shiv]]s. Now that you're in midgame, however, you should have the ability to manufacture your own equipment. Good equipment means that you stand a chance against raiders, even when outnumbered.
  
You should have a [[fueled smithy]] or an [[electric smithy]] to craft melee weapons, [[electric tailor bench]] for sewing clothes (faster than a [[hand tailor bench]]), and a [[machining table]] for armor and guns.
+
You should have a [[fueled smithy]] or an [[electric smithy]] to craft melee weapons, [[electric tailoring bench]] for sewing clothes (faster than a [[hand-tailoring bench]]), and a [[machining table]] for armor and guns.
  
 
=== Apparel ===
 
=== Apparel ===
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Wool is best for insulation.
 
Wool is best for insulation.
  
For your soldiers, you should always have [[flak vest]]s and [[flak helmet]]s. Just this can protect against a large part of the damage taken. If you're short on materials you can always use the [[simple helmet]], which is significantly cheaper though providing less protection.<br>
+
For your soldiers, you should always have [[armor vest]]s and [[advanced helmet]]s. Just this can protect against a large part of the damage taken. If you're short on materials you can always use the [[simple helmet]], which is significantly cheaper though providing less protection.<br>
 
Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often.
 
Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often.
  
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*'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much.
 
*'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much.
 
*'Soldier' allows colonist to wear armor and some clothes beneath them.  
 
*'Soldier' allows colonist to wear armor and some clothes beneath them.  
**By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your flak vests.
+
**By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your armor vests.
 
*'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only.
 
*'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only.
  
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For guns:
 
For guns:
*[[Bolt-action rifle]]s are good for long-ranged combat in midgame. [[Sniper rifle]]s are more niche due to their low DPS but longer range.
+
*[[Sniper rifle]]s or [[bolt-action rifle]]s are highly destructive in the hands of skilled marksmen. Perfect for long-ranged takedowns.
 +
*[[Charge rifle]]s dish out heavy damage at medium range, and is suitable for moderate-high skilled gunners.
 
*[[Assault rifle]]s are suited for gunning down mid-long range targets, when handled by good soldiers.
 
*[[Assault rifle]]s are suited for gunning down mid-long range targets, when handled by good soldiers.
*[[LMG]]s can mow down clustered targets at medium range. Best served in the hands of mid-skilled colonists.
+
*[[LMG]]s can mow down targets at medium range with a large burst of bullets. Best served in the hands of low-mid skilled colonists.
 
*CQB weaponry such as [[Heavy SMG]]s or [[Pump shotgun]]s are optimal for regular workers for self-defense.
 
*CQB weaponry such as [[Heavy SMG]]s or [[Pump shotgun]]s are optimal for regular workers for self-defense.
*[[Chain shotgun]]s are not an effective weapon choice on its own due to their horribly short range. However, their high damage output makes them excellent against grouped targets. If you do not have many guns, you can use them to fend off melee warriors who come uncomfortably close to your defenses, but you will have more operational flexibility with other weapons.
+
*[[Chain shotgun]]s are not an effective weapon choice on its own due to their horribly short range. However, their high damage output makes them better at crowd control.
*[[Minigun]]s excel at point-blank destruction or crowd control.
+
*[[Minigun]]s excel at point-blank destruction or crowd control. Accuracy is completely irrelevant for this weapon due to the forced miss radius, such that it's most effective when equipped by a [[Traits#Trigger-happy|trigger-happy]] colonist, disregarding shooting skill.
*[[Machine pistol]]s are quite common and an excellent choice for training poorly skilled shooters; while their range is poor, they are more accurate, and any friendly fire will be less damaging.
 
  
 
Note that it's best that you hold off crafting guns until you have a steady supply of components, as crafting them can quickly chew through your stock of components.
 
Note that it's best that you hold off crafting guns until you have a steady supply of components, as crafting them can quickly chew through your stock of components.
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For melee:
 
For melee:
 
*[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game.
 
*[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game.
*[[Mace]]s are cheaper and deal blunt damage. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma.
+
**[[Spear]]s or [[gladius]] are cheaper but deal less damage, as such you should leave these for lower-skilled colonists.
 +
*[[Mace]]s are cheaper and deal blunt damage, best used by wardens for taking down escaping prisoners or berserk colonists without killing them. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma.
  
 
=== Prosthetics & Organ Replacements ===
 
=== Prosthetics & Organ Replacements ===
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==== Bionics ====
 
==== Bionics ====
All bionics have 125% efficiency, making them superior to normal parts.
+
All bionics have 140% efficiency, making them superior to normal parts.
  
[[Bionic leg]]s give +12.5% moving; two of them means a total of 125% moving. Good for caravaneers, kiters, first respondents or anyone who needs to move fast.<br>
+
[[Bionic leg]]s give +20% moving; two of them means a total of 140% moving. Good for caravaneers, kiters, first respondents or anyone who needs to move fast.<br>
[[Bionic arm]]s give +12.5% bonus to manipulation; they are good at a large variety of tasks, from shooting to mining to crafting. If you are relying on your colonists to produce components and advanced components, give these crafters bionic arms to speed up their work so that you can produce more bionics.<br>
+
[[Bionic arm]]s give +20% bonus to manipulation; they are good at a large variety of tasks, from shooting to mining to crafting.<br>
[[Bionic eye]]s give +12.5% on average to sight; it's the only eye replacement so far, meaning you will have to depend on it to replace colonists' missing or damaged eyes. Sight isn't very important for most tasks, with bonuses from sight capping at 100% sight for most tasks (except medicinal or combat tasks), meaning that enhanced sight is obsolete in many cases. Shooting however relies greatly on sight, so you may consider giving your gunners (especially snipers or marksmen) bionic eye replacements before they actually need them. Melee also depends on sight but the impact isn't so large.
+
[[Bionic eye]]s give +20% to sight; it's the only eye replacement so far, meaning you will have to depend on it to replace colonists' missing or damaged eyes. Sight isn't very important for most tasks, with bonuses from sight capping at 100% sight for most tasks (except medicinal or combat tasks), meaning that enhanced sight is obsolete in many cases. Shooting however relies greatly on sight, so you may consider giving your gunners (especially snipers or marksmen) bionic eye replacements before they actually need an eye replacement. Melee also depends on sight but the impact isn't so large.
  
 
==== Combat hands ====
 
==== Combat hands ====
[[Power claw]]s are a good hand replacement for front-line combatants. It incurs a small manipulation penalty, but greatly increases unarmed damage, to the point where it can even rival a normal or good plasteel [[longsword]].
+
[[Power claw]]s are a good hand replacement for front-line combatants. It incurs a small manipulation penalty, but greatly increases unarmed damage, to the point where it can even rival a normal or good plasteel [[longsword]].<br>
 +
[[Scyther blade]]s can be removed from incapacitated [[scyther]]s or occasionally found on traders. They are extremely specialized in fighting; 2 installed gives the highest DPS of any weapon in-game. However, with only 20% efficiency, it is terrible at nearly everything, combat included. You should reconsider before giving this to anyone.<br>
  
 
==== Organs ====
 
==== Organs ====
You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations.
+
You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[Traits|psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations.
  
As of 1.0 the only organ replacements are the [[bionic heart]] and [[bionic stomach]], though mods exist to add more bionic organs in-game.
+
As of Alpha 17 there are no bionic organ enhancements in the base game, though mods exist to add them in-game.
  
 
== Combat & defense tactics ==
 
== Combat & defense tactics ==
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====Kiting====
 
====Kiting====
Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a shield belt that protects them from bullets. Note: Colonists incapable of violence can still act as bait.
+
Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a personal shield that protects them from bullets. Note: Colonists incapable of violence can still act as bait.
 
<pre>
 
<pre>
 
         R
 
         R
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=== [[Training]] ===
 
=== [[Training]] ===
[[File:Work priority example.jpg|thumb|Manual priorities for a modestly sized colony. Priorities will often need to be adjusted based on circumstances.]]
 
 
You can now dedicate more time to train your colonists' skills so they can perform better.
 
You can now dedicate more time to train your colonists' skills so they can perform better.
  
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Hauling becomes a rather important job in midgame as you gather more and more resources and thus need more manpower to haul them to your warehouses, but can't divert colonists from other jobs to haul.
 
Hauling becomes a rather important job in midgame as you gather more and more resources and thus need more manpower to haul them to your warehouses, but can't divert colonists from other jobs to haul.
  
 +
[[Pig]]s can be farmed for both food and hauling purposes.
  
 
For offensive purposes, there are a few choices available.
 
For offensive purposes, there are a few choices available.
Line 480: Line 404:
 
Caravans have a weight capacity which determines how much each character can carry. Each colonist or [[alpaca]] carries 35 kg at most; [[muffalo]]s can carry up to 73.5 kg, while [[dromedary|dromedaries]] carry 70.
 
Caravans have a weight capacity which determines how much each character can carry. Each colonist or [[alpaca]] carries 35 kg at most; [[muffalo]]s can carry up to 73.5 kg, while [[dromedary|dromedaries]] carry 70.
  
Caravans are somewhat slow, taking days, or sometimes seasons to reach their destination; remember to pack enough food that does not rot easily. Animals that can eat grass/ other plants do not need food when grazing is available, but all others do. You can speed it up by having faster colonists or animals such as [[horse]]s in the caravan, this brings up the average speed of the caravan allowing it to travel faster.
+
Caravans are somewhat slow, taking days, or sometimes seasons to reach their destination; remember to pack enough food that does not rot easily. Animals that can eat grass/ other plants do not need food when grazing is available, but all others do. You can speed it up by having faster colonists or animals in the caravan, this brings up the average speed of the caravan allowing it to travel faster.
  
 
Sometimes hostile random events can occur such as an ambush; remember to bring a suitable escort if needed.
 
Sometimes hostile random events can occur such as an ambush; remember to bring a suitable escort if needed.
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This method is extremely fast; it takes up to 1 in-game hour at most to reach its destination.
 
This method is extremely fast; it takes up to 1 in-game hour at most to reach its destination.
  
However, it's also expensive; each pod costs 80 [[steel]] and 1 [[component]], in addition to the [[chemfuel]] required to power it. It also requires research before it becomes buildable. [[Chemfuel]] can be produced by researching Refining, allowing the construction of a Refinery that refines chemfuel using wood or organic matter.
+
However, it's also expensive; each pod costs 80 [[steel]] and 1 [[component]], in addition to the [[chemfuel]] required to power it. It also requires research before it becomes buildable. Chemfuel can be produced by researching Refining, allowing the construction of a Refinery that refines chemfuel using wood or organic matter.
  
 
Each pod carries 150 kg, just enough for 2 barely clothed humans. If colonists land on an empty tile they will form a caravan. Remember to take into account the carrying capacity of its members as if you put too much inside the pods, the colonists will be unable to carry it all, and will be immobilized.
 
Each pod carries 150 kg, just enough for 2 barely clothed humans. If colonists land on an empty tile they will form a caravan. Remember to take into account the carrying capacity of its members as if you put too much inside the pods, the colonists will be unable to carry it all, and will be immobilized.
 
[[Transport pod]]s are best used for urgent missions, but these are uncommon unless you have yourself badly delayed by troubles at home. Some mods provide events which benefit from fast arrival. (For instance, quickly launching a few soldiers and a pack elephant to a wealthy base in the Real Ruins mod will leave you facing fewer raiders than if you took two days to arrive on foot.)
 
  
 
==== Crossing oceans ====
 
==== Crossing oceans ====
Unfortunately, there's no way to navigate over the deep sea. If you happened to have chosen your starting point on an island (intentionally or not), the only way to get to the mainland is by launching transport pods. You will need to construct additional transport pods in order to return; this can be done with [[steel]] mined on site if you send [[chemfuel]] for the return trip.
+
Unfortunately, there's no way to navigate over the deep sea. If you happened to have chosen your starting point on an island (intentionally or not), the only way to get to the mainland is by launching transport pods.
  
 
== Trade ==
 
== Trade ==
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File:Foreign trade caravan with boomalope bad idea.png|'''Foreign trade caravan with boomalopes, bad idea.'''
 
File:Foreign trade caravan with boomalope bad idea.png|'''Foreign trade caravan with boomalopes, bad idea.'''
 
</gallery>
 
</gallery>
 +
 +
== Other guides ==
 +
 +
*[[Advanced Endgame Guide]]: Ending your colony on YOUR terms
 +
*[[Base Building Guide]] - building a successful base at any stage
  
  
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]

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