Advanced Endgame Guide

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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.

Defense

Endgame colonies tend to be very rich. This will attract large numbers of powerful raiders who will attempt to 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.

Mortar battery

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.

Stationary defenses

If raiders come close, you will have to rely on something else to defeat them.

A common and effective method is to build a wall around the base and then build killboxes. Killboxes funnel the raiders, allowing you to use traps efficiently and concentrate fire on raiders.

Requesting aid

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).

Construction

By now you should have a vastly expanded base, no matter what playthrough you are going for.

Power

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.

Furniture

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.

Equipment

Apparel

You should have all your colonists wear dusters or jackets to provide additional insulation and protection. Parkas are not recommended except in very cold climates due to the penalties it incurs.

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.

Fabrics

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.

Founding a second colony

If you think having only one colony is not stressful enough already and want to found another one, you can send a caravan to a new frontier and have some of your colonists start a new life there.

Note: you need to increase the colony limit in the game settings for this to be possible.

This new settlement can be founded anywhere, as far away from your original base as you want. Make it as challenging or silly as you like.

Supplying the caravan

Your frontier trek will need to bring quite a few things with them to be able to quickly establish themselves at the new colony location. Here is a checklist of a few things that you should bring:

  • Enough food for the journey, and to get you through a few days after arriving. Pemmican is the best choice, like for any caravan.
  • Bedrolls for everybody. They can also become your initial beds when settling down.
  • All kinds of medicine, including Glitterworld medicine. Penoxycyline if you go into a biome where that is needed. Wake-up and Go-juice can be useful to help with bootstrapping at the destination, because your group will be able to work long hours. Possibly bring recreational drugs to keep folks happy.
  • Steel and components: required for many initial buildings. You won't know how much of these you will be able to mine at the new location immediately.
  • Weapons and armor! Bring weapons that are suitable for hunting, too, such as bolt-action and sniper rifles.
  • Gold and Silver, Flake, Yayo, Smokeleaf joints, and maybe some valuable pieces of art; these are mainly for sale along the way and after arrival. All these items have a good value-to-mass ratio.
  • Charged batteries, and a Vanometric power cell if you have one: these are invaluable for quickly getting a functioning settlement from scratch.
  • A Psychic emanator if available, to help with founding stress a little. Recreation items that you can use immediately if they are not too heavy. Psychic foil helmets can be useful, too.
  • Hauling animals, such as dogs, pigs and wargs; bring males and females, so you can keep breeding them. Keep in mind that some of them will require food along the journey (Kibble is good).
  • Boomalopes, if you have them, as a source of chemfuel. This is especially great if they can graze while travelling, because that means you can bring them along for free.

If your caravan animals will be able to graze along the route, you can bring a lot of food and leather in the form of lifestock. Butcher them at the destination, or start using them for milk and wool immediately.

If your intended destination is in transport pod range, you do not have a problem because you can send practically unlimited supplies from your origin base. You could even send the materials to build a lot more cargo pods at the destination and repeat the process. However, this makes it almost a little too easy...

Resource compression

You can "compress" raw resources for loading into caravans by building furniture which is lighter than the resources they will deconstruct into. It is your choice if you resort to such shenanigans; it is a very unrealistic game mechanic.

It means you will lose about 25% of the resources, but allows you to carry a lot of extra effective weight.

Stool compression

You can compress stone blocks by building stools. Each stool is only 3 kg but can be deconstructed into 18.75 stone blocks weighing between 16.88kg for slate, to 23.44kg for granite, meaning you can fit nearly eight times the weight of the stones.

Plant pot compression

You can compress steel by building plant pots. Each plant pot is only 2 kg but can be deconstructed into 15 steel weighing 7.5 kg, meaning that it can fit over three times the weight of the steel.

Flatscreen TV compression

You can compress both steel and components in 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.

Colonists

Unlike at the start of the game, you have the choice from a lot of colonists to be your new colony founders. Compose a roster with a wide range of skills. Some skills are more important that others: construction especially is paramount, because you will need to build a lot of structures from scratch at your new home. Mining, cooking and doctoring should be covered at least twice, you will need a grower and a couple of ranged soldiers. Keep in mind that drug production requires intellectual skill, so even if you do not plan to do any research, you still need somebody clever to make them drugs.

Do not bring anybody who is frail or slow moving, or otherwise a liability at your new destination (such as unstable people, people with addictions, etc.). Colonists with these issues will slow down the caravan tremendously, as they will generally move more slowly and will probably have frequent mental breakdowns during the journey.

If there are married or engaged couples in your base, do not split them up... that should be obvious but might be easy to miss until it is much too late.

Trading along the route

Visit as many communities as possible along your route. This will allow you to replenish food and buy all the rare items that you can find, like Advanced Components, Arcotech gear, Glitterworld medicine etc. You can even buy more colonists (slaves) and caravan animals, to increase your carrying capacity.

What to do on arrival

Bootstrap the essential colony with a barracks and a freezer room to store food. Plant some fast growing produce like rice.

If you have some firepower, it is a good idea to seek out and clear the Ancient Danger at the new location immediately after. Build some prison cells and open the cryosleep caskets. This will get you some possible new recruits and some good gear. You can also take the gear from the survivors and return them into the cryosleep caskets; recruit them later on. You will probably have some vacant caskets where you can put some of your colonists as well – this will reduce the amount of bedrooms and food needed while you establish the new place.

Building the new colony should be straightforward; after all, you have done that at least once already...

Production bases

The main purpose for the new settlement could be supplying the origin base with mined resources and other things that are difficult to obtain at your home base. Make sure that the supply base is close enough to your main base, to make resource transfer viable. This usually means it should be in transport pod range.

Ending the game

There are two ways to officially "win" the game:

  • Research and build a spaceship, then launch it.
  • Travel to the event ship, which is offered to every colony at some point early in the campaign.

Building a Ship

If you were not desperately trying to escape the planet already (e.g. from an incoming planet killer), building the space ship has probably not been your main concern so far.

The ship is very research and resource intensive to build. It requires a lot of plasteel and advanced components. Your colony probably needs an extensive preparation phase just to gather these resources.

Normally there are not enough advanced components available from trade to cover the entire ship construction, so you will need to craft them. This requires regular components, quite a bit of plasteel and many work hours. It is practical to run at least two fabrication benches, possibly even in shifts, to make the components. You also need an AI persona core, which is somewhat rare and expensive. Deep drilling will probably be necessary to mine the plasteel.

Journey Offer

Traveling to the event ship is a very long trip, but spares you the substantial research and resource investment into building a ship yourself. See the main article for more in-depth information about this event, and how to tackle it.

Keep in mind that you get only one shot at the event location. If critical ship parts of the event ship get destroyed during the final assault, it is often no longer practical to end the game, especially if you have not already researched all the ship technology.

All of the guidelines given in the section founding a second colony above apply here as well. Treat the event like establishing a new colony from scratch at the event ship location. The old colony will be abandoned, so you can take all the best equipment and gear with you. Especially bring all the weaponry and armor you can carry, because you will need it during the ship defense event.

Note that the journey to the event ship can be very long, up to a year in very unfavourable conditions. In many cases it is much shorter however. If there are good road connections you can get there in less than 20 days on many maps. This is not a particularly difficult journey, if well planned. The main dangers on such a long trip include colonists getting sick, the carvan getting ambushed causing medical emergencies, as well as everybody being in a poor mood eventually. These things combined can make the trip much longer than initially planned.

The caravan food supply is the least of your worries, because food can be bought along the way (unless everybody on the map is your enemy; in that case the journey is very difficult).

If you have enough Go-juice and Luciferium, you can use an all-in strategy by getting everybody on both drugs for the entire journey and throughout the ship event. You will need 1 Luciferium every six days for each colonist on the trek, as well as plenty of Go-juice to keep people, well, going and to cover addictions. Some additional Luciferium can probably be purchased along the route, but do not count on it.