Advanced Endgame Guide
- 1 Defense
- 2 Construction
- 3 Equipment
- 4 New bases
- 5 Ending the game
If you have survived raids, solar flares, manhunter packs among other things to arrive this far into the game, congratulations! By now you should have a fully fledged colony with strong defenses and a plentiful supply of food and power. This guide discusses bringing a colony to full maturity, including the options of making new settlements and reaching one of the end-of-game scenarios.
See Guides for more basic help.
Endgame colonies tend to be very rich. This will attract raiders to come in large numbers to try and plunder your colony to get at the wealth stored within. They can easily overwhelm your colonists so you must have a strong defense system and clever strategies in place.
You can see Defense tactics for more defensive strategies.
You can build a lot of mortars to bombard any incoming raiders. 12 - 16 should be easily affordable by an endgame colony, as well as the mortar shells needed to operate the mortars.
Mortars can be operated by any colonist as long as they are not incapable of violence.
If raiders come close you will have to rely on something else to defeat them.
A way to do this is to build a wall around the base, then build killboxes. Killboxes funnel the raiders, allowing you to use traps efficiently and concentrate fire on raiders.
If you feel that you're overwhelmed, don't be afraid to request aid from your friendly factions.
They will be glad to send a few fighters to help your efforts. Even though they aren't that powerful in combat compared to your endgame soldiers, they can still distract them for a while, giving you time to deal with the raiders. At this stage you can always sacrifice some goodwill; they can be repaired by rescuing any downed survivors of the reinforcement (capturing will bring instant bad will), or gifting them 300 silver (which shouldn't matter at all to an endgame base).
By now you should have a vastly expanded base, no matter what playthrough you are going for.
You should definitely have some geothermal generators sitting around all your steam geysers by now. If you do not, then you should immediately get them.
However, even that isn't enough to power an endgame base. You will need supplementary power sources in order to do so. Solar panels and wind turbines should be built as needed, and you should have a great backup power supply enough for one or two days' worth of power as well. Generally, it follows the same rules as midgame power, except in a much larger scale.
If you want, you can also have some ship reactors to power your base. They provide a constant 1000W power, however they cost quite some resources, take up lots of space and can only be built outside. Even if you can afford it, you will need to consider where to put your reactors.
You should strive to replace your old furniture (some probably in use for years) with newer, higher quality ones. Deconstruct them, and rebuild until you obtain one with a satisfactory quality ('satisfactory' here has a much different meaning than in early game). You can also use some more beautiful materials to build your furniture, such as silver or jade. Wood still works though, if you want to build a lot of furniture.
You should give each colonist their own royal bed as they provide good comfort, beauty and rest effectiveness.
Soldiers can be equipped with full sets of power armor for maximum protection. You may want to buy power armor instead as crafting it costs a great amount of time, however crafting it is cheaper than buying it and also saves time.
Power armor does reduce work speed, so you may want to watch out for that.
Hyperweave makes a good choice of fabric as it provides excellent protection. If you have slain some thrumbos then thrumbofur also makes a equally good choice. Their rarity however means that you may still have trouble amassing them in endgame even though you can easily afford them.
Your trusty devilstrand still works wonders in endgame as a mid-tier fabric; while synthread is cheaper in market value, it's not as cost-effective as you will need to find it at a trader's, while you can mass-produce devilstrand with large enough fields.
Wool, as always, provides excellent insulation if you need to go to cold areas.
If you think having 1 base isn't fun enough and want to start anew, you can settle in a new area.
You can build this base in a completely new area far from your original base.
As the new base may be far from the original base, resupplying will not be easy. You will need to bring these supplies with you to build a successful base:
- Food: Obviously you need food for survival. You will need at least enough for the trip to the new destination, as well as enough to sustain your colonists until you can get a stable food supply up and working. Food does rot in caravans, so stock up on pemmican or packaged survival meals.
- Medicine: For quick treatment of any injuries that may be sustained during raids, or diseases.
- Steel: Vital for construction and crafting.
- Components: Vital for construction and crafting.
- Silver: For trading.
You can compress resources for loading into caravans by building furniture which is lighter than the resources they will deconstruct into.
This means you will lose 25% of the resources, but it is well worth the extra space you can carry.
You can compress stone blocks by building stools. Each stool is only 3 kg but can be deconstructed into 18.75 stone blocks for between 16.88kg for slate, to 23.44kg for granite, meaning you can fit nearly 8 times the weight of stone.
Plant pot compression
You can compress steel by building a lot of plant pots. Each plant pot is only 2 kg, but can be deconstructed into 15 steel for 7.5 kg, meaning that it can fit over 3 times the weight of steel in it.
Flatscreen TV compression
You can compress both steel and components by flatscreen televisions. Each is only 8 kg but can be deconstructed into 105 steel and 12 components for a total of 59.7 kg, allowing you to fit almost 7.5 times its weight in resources.
Unlike the start of the game, you have the choice of you various colonists to choose from in order to start a new home. Pick a roster that among them has someone that masters each skill, except Research (which doesn't matter as research is global and you'll likely have already finished all research). Always have 2 or more doctors in case 1 of them is downed and you need someone else to patch him up before he recovers to be able to treat himself.
Besides starting a new base, if you want to feed your main base(s), you can choose to start a mining or farming base in a location nearby. Make sure that it is close enough to your main bases so you can easily transfer resources between the bases and your production base.
Ending the game
Currently, there are only 2 ways to end the game on your own accord: building a ship or travelling to a hidden one.
Building a Ship
If you weren't desperately trying to escape the planet (e.g. incoming planetkiller), shipbuilding would not concern you at all, until you arrive at this stage of the game.
Ships are extremely expensive; each colonist needs a ship cryptosleep casket for themselves which costs 500 steel, 4 components and 5 uranium. In addition, the other parts of the ship also cost a hefty amount to build.
Everything on the ship needs to be researched, with some costing great amounts of research time dedicated to it. If your goal is to escape ASAP, have as many hi-tech research benches connected to multi-analyzers, then prioritize researchers to research as much as possible. Miners should be digging up metallic resources from deep underground as their first priority, so as to provide resources for your construction project.
Journeying to the ship is arguably cheaper as you don't need to expend huge resources to build a ship (each ship can easily cost tens of thousands of steel for an endgame-sized colony). However, you need plenty of supplies to sustain your colonists over the long journey, as well as the 15-day waiting time for the ship to power up.
To speed up the journey, install bionic legs on as many colonists as possible.
Remember to bring medicine because you can get ambushed and you will need something to patch up injuries or treat illnesses (especially infections). You also need to build defenses to protect the ship.
To bring as much food as possible, make pemmican, as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring packaged survival meals as well as these last indefinitely.
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for years. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring muffalo with you. Muffalo will not use up your precious food supplies, but can slow down your caravan due to their slower speeds.
A single muffalo can bring 4083 pemmican (enough for 127.6 days for a lone colonist, though it will rot before all is consumed) or 183 packaged survival meals (86.9 days for a lone colonist).
Trading for supplies
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supples as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.
Note that carrying lots of high-value items will attract pirates so be well-guarded against threats.
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.
For both ships, they need 15 days to start up, during which they will attract danger. You will need to set up heavy defenses to guard your ship against them.