Space Colony

Space Colony

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Complete Guide to Steam Edition Features
By Zero Impact Player
Complete walkthrough of Steam-exclusive Galaxy Mode missions, achievements, as well as included user-created campaigns.
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Preface
Space Colony was originally released in 2003. Aside from technical improvements and Cloud and Workshop integration, the Steam edition comes bundled with ten bonus planets in Galaxy mode, six older user-created campaigns, and Steam achievements.

This guide includes a detailed walkthough of all new missions, as well as some general gameplay tips and advice on getting achievements.

Please note that content from the original game won't be covered. If you're having trouble with any of the older missions, I would suggest visiting https://spacecolonyfans.net/, which is an excellent fansite that covers all the original game content. Their walkthroughs are quite detailed and easy to follow.
General Tips & Tricks
Steam Cloud
Your save files are located in %user_profile%\Documents\Space Colony\users\%in_game_username%\saves. Any custom campaigns that you have downloaded are stored in %user_profile%\Documents\Space Colony\campaigns, and the maps are in %user_profile%\Documents\Space Colony\maps.

There is no option to delete any of the above from in-game, so if you wish to get rid of some of your saves, you will need to do so manually from those folders. Make sure you start the game through Steam first (the launcher is enough, you don't need to start the game proper). Otherwise the saves will simply be downloaded again from the Steam Cloud.

The same procedure applies for custom campaigns. Just make sure you have unsubscribed from the related Workshop publication first.

Abusing Delayed Depreciation
Space Colony lets you sell your base facilities at full price for a few seconds after placement before depreciation kicks in and the price drops (with the exception of corridors). You can use this to your advantage and "lease" facilities. In combination with the pause button, you can utilize some buildings for free.

The primary use of this trick is scouting. Pause the game, and place a light in the direction you want to scout. Keep the game paused, and continue placing lights in the newly lit areas. Sell any unnecessary lights once you found what you were looking for. If you're low on credits, you can sell a few of the lights you placed earlier and continue chaining them, selling older lights as needed.

In a similar fashion, you can quickly destroy protoraptor nests at a low cost. Scout the eggs using the above method, and place a few lasers nearby. Once the eggs are destroyed, sell the lasers. Just make sure you have argon on hand.

These are just two examples — there's plenty of other potential uses. You can buy a space bike for just one trip, make a single-use observatory, abuse force fields and much more — get creative!

Distracting Enemies
Alien AI in Space Colony is not exactly smart, and will mostly attack the closest target in range. You can use this behaviour to your advantage by placing low-cost buildings in front of attacking enemies as a distraction. Bio-domes are great for this, since they can take quite a beating whilst still being cheap. Lights are also decent, since they have a small footprint and generally attract aliens first. You can use this technique to buy time, lure enemies into a different area, or to simply fortify your base defences. Here is a sample setup:



Note that the lights are purely for visibility, and you should not actually place them in front of the dome.

Force Field Posts
While they may seem somewhat useless, force fields are actually just about the most powerful military equipment at your disposal. Place a distraction as described above, and while the aliens are standing still and attacking place force fields such that the power lines go through the alien, like this:



Even the strongest adversaries can't withstand this much damage for long. Combine that with abusing depreciation: let the game run for a few seconds, then pause, sell the force field posts, and replace them with new ones. You can do the same with whatever buildings you're distracting aliens with. In this way, you can kill almost anything at basically zero cost.

Hopper Queens
Hopper queens can be quite a menace once they start spawning rockhoppers. One useful fact is that they generally don't begin breeding until they're lit up. You can therefore ignore them by simply never scouting them at all.

Once a light source has been in range of a hopper queen (or she was in a lit area to begin with), baby rockhoppers will begin hatching after a short delay. You can once again make use of force fields to quickly kill the queen off before she becomes a threat. Pause the game and place posts in a cross formation as shown on the right. Make sure the power lines go through the queen and not around her, and unpause the game. If done properly, the queen should die before spawning anything. Two high power force fields can kill a queen within 5 seconds.

Carrying Over More Credits
After you complete a mission, Blackwater will tally up your colony value. If you're on a multi-mission campaign, 10% of that sum will be given as a bonus to your starting balance in the next one. Usually, that does not add up to much. To carry over more credits across missions, you can use the following trick.

Right before you're done with your final objective, pause the game and spend all your money on base facilities. For efficiency's sake, prioritize expensive facilities with small footprints: scavengers, cybernetics labs, soldier/commando posts, iridium power plants, etc. Unpause the game and finish the mission. Once you start the next one, immediately sell all the structures you have placed in the previous step. Even after depreciation, you will end up with more money than whatever Blackwater would let you carry over.

Quick Cleaning
When you sell a bio-dome that has litter inside, the litter will be partially deleted and partially moved to older bio-domes. You can place a new bio-dome, move any furniture there, and sell the dirty one to quickly get rid of some rubbish. In a good number of missions it is easier to simply sell all your bio-domes and replace them than cleaning the intended way.

Clearing Vegetation
If you completely surround lupulus with buildings, such as corridors, it will despawn. You can use this as a quick, albeit very expensive, way of clearing vegetation. This trick also works with podulus, but you may need to wait for all the bees to die. I do not know if this works on metaflaxus; obviously, spineweed will simply wreck whatever you build on its path.

A cheaper way to slow down the spread of podulus is using force fields. When a flower is about to release bees, pause the game and place force fields such that the lines go through the nest as shown on the right. If done properly, once the bees hatch, (almost) all of them will immediately die, and only one new podulus bush will take root. Don't forget to sell the posts!
More Tips & Tricks
Managing Power
If you go to the bridge panel and click the power bar, you will enter the power subsystems screen. There, you can partially disable some of your base facilities. Most of the time you can keep lights off. Having them on makes exploration and building easier, but is otherwise unnecessary. Do note that low light levels may reduce the targeting range of your military equipment.

You can also disable shields occasionally — if you're not building under volcanoes, you can keep them off until a meteor shower actually starts.

Managing Salary
You can control the salary of your colonists from the bridge panel. It can be set to anything from 5 to 50 credits per hour in increments of 5. Every colonist has their own minimum salary requirement. If you have set the salary below that, the colonist's financial needs bar will deplete quicker, and take longer to refill when using a cash machine. As such, it is usually most efficient to set the salary close to the maximum requirement among the colonists at your disposal. You can find the figures for every colonist in this guide: https://steamproxy.com/sharedfiles/filedetails/?id=1790699214
Diseased Rodents
Some missions feature diseased rodents. Your colonists become infected when they come in contact with one. Depending on the mission, the disease can be non-lethal, in which case it just continuously drains their health until it reaches one, or lethal, in which case you can guess what happens.

You can use a medi bay to keep up the health of your workers, but in order to cure the disease the medi bay has to be equipped with advanced pharmaceuticals, which are usually in short supply, or very expensive.

As such, the best way to deal with disease is to simply not get infected at all. You can sell all your airlocks before the rodents enter your base. Place an airlock only when a colonist needs to enter or exit. Alternatively, you can separate your colonists into two groups: one is completely locked indoors, and the other can go in and out. Confine those groups to two separate self-sufficient base sections.

Another option is to quarantine the rodents instead. Once they enter the map, pause the game and surround all rodents with bio-domes and corridors such that there is no way out.

Mechanoids
Mechanoids are special aliens that appear in a few missions. Their main feature is that they spawn indoors, and thus can only be targeted by nearby colonists. Mechanoids can be hard to manage, especially in large numbers. However, they only spawn in corridors, so you can avoid dealing with them entirely by removing all corridors from your base and relying on airlocks instead.

Anti-fun League
The Anti-Fun League is a frustrating feature of some missions. Periodically, you will get a voice message from Mr. Waterhouse an unknown figure, and shortly after all your entertainment facilities will disappear. You can offset your losses somewhat by pausing the game and selling all your facilities on your own while the message plays. Don't replace them right away; wait a few in-game hours, otherwise whatever you've purchased will be removed as well.
Galaxy Mode Walkthrough
The Steam Edition comes with two additional systems in Galaxy Mode: Tartuuma and Heeto. Included missions are generally more difficult than those in the original game, and often involve managing a limited crew under a tight time limit. Competing bases are also more frequent, as is tourism. In this guide, missions are sorted by planets, which are in turn sorted by systems. All of them are listed in roughly the same order in which they are shown on the Galaxy Mode screen, from top-left to bottom-right.
Tartuuma System
Missions in this system are primarily economic in nature, but you do get a bit of military action against aliens and competing bases. Tourism is also involved in the mix — you will build three 10-star hotels.

The difficulty level is overall about average, but some missions do require careful planning.
Obar
Difficulty: Normal
№ of missions: 4

This is a fairly straightforward set of missions that largely resembles the civilian path from the main campaign. You first need to mine a bunch, then collect protoraptor pods, and finally earn a whole load of money while building a luxury resort. There's a bit of competition, defence, and two fairly generous time limits.
Prelim
Objectives:
  • Stockpile 25 nutrients
  • Stockpile 25 iron
  • Stockpile 25 silicon
  • Friends: Tami, Slim, Daisy, Babette
Failure Conditions:
  • None
Operatives:
  • Day 0: Tami, Slim, Daisy, Babette
Available Training:
  • 3 programs: Mining, Nutrient Extraction, Power, Oxygen, Cleaning, Maintenance (library only)
Walkthough:
This one is frankly trivial. No aliens, no vegetation, no comptetition, no timers. The only mild inconvenience is that resources are located a ways from your base, and you have no access to space bikes.

For starters, put Tami on power and Slim on oxygen. Place a nutrient extractor right up against the south bridge wall (so that you won't need an airlock), and assign Daisy there. Get a library and have Babette study mining — she's the fastest learner of the bunch. Your best entertainment options are a disco and a relaxation pod.

Beyond that, simply add basic facilities, warehouses, and some extra power and oxygen plants. While you're doing all that, work on relationships. Start with Babette, as she has no friends initially.
Scavengers
Objectives:
  • Stockpile 25 protoraptor pods
  • Friends: Stig, Tami, Slim, Daisy, Babette, Nailer
Failure Conditions:
  • Colonists die: 1
  • Enemy resources acquired: 25 protoraptor pods
Operatives:
  • Day 0: Tami, Slim, Daisy, Babette, Stig, Nailer
Available Training:
  • 5 programs: Mining, Nutrient Extraction, Repair, Scavenging, Industrial Robotics, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and trading pod)
Walkthough:
First off, pause the game and sell any iron and silicon you have left. Then, place corridors around the opposing crew's scavenger as shown below. Congratulations, you no longer need to worry about competition.



Thankfully, all the pods are lit up by photocyn, so you will not need to spend money on lights that would be eaten in a matter of minutes. For now, focus on setting up a defence against protoraptors. Here's an example of a good starting set-up:



Make sure the pods are out of laser range. Don't forget to buy argon.

When Stig arrives, send him iron mining. Sell all iron you acquire. Put Nailer on cleaning, and select repair for his secondary job. Meanwhile, have Babette study scavenging. Use the library: you have plenty of time, and the credits are better used elsewhere. When she's done, you can send her silicon mining while you're saving up for a scavenger. Further fortify your protoraptor roadblock, and get a bar to keep new arrivals (and Tami) entertained. When you can afford it, place a scavenger close to your base and get Babette to work. Make sure she doesn't clock out while the scavenger is in the middle of the pod area — it's better to end a shift early.

On Day 13, a solar flare will come your way. Sell your solar panels, and replace them after at least one day passes. You might need to replace your scavenger eventually. I had enough credits to outright buy a new one, but you can use the industrial robotics factory if you like. Either way, gathering 25 pods shouldn't take too long.
Preparations
Objectives:
  • Friends: Stig, Tami, Slim, Daisy, Babette, Nailer, Venus, Zhang
  • Balance: 30,000
  • Tourism rating: 5 stars
  • All protoraptors and eggs killed
  • Competing bridge destroyed
Failure Conditions:
  • Colonists die: 1
  • Time limit: 30d
Operatives:
  • Day 0: Tami, Slim, Daisy, Babette, Stig, Nailer, Venus, Zhang
Available Training:
  • 3 programs: Mining, Nutrient Extraction, Repair, Industrial Robotics, Military Robotics, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and trading pod)
Walkthough:
You can either destroy all raptor eggs with lasers, or scavenge them. I went for the latter option, as you can sell them for a tasty 500 credits a piece (also, I wanted some achievement progress). Don't forget to sell scavengers once the eggs are cleared.

To destroy the competing base bridge, your only option is to send in a colonist. The competing base has no defences, but you have no space bikes. Hence, it would seem that you have to clear all the eggs before you can go for their bridge. However, you can actually walk through the newly opened forbidden zone up north, and reach the opposing base in relative safety. Send Venus there when she arrives. As soon as the bridge is down, buy a space bike to get her out.

You can finally have a proper base layout! Sell your extractors and put them closer to the deposits. If you're going for the scavenging route, consider setting up closer to the eggs. Also, you will soon face periodic gremlin and slug invasions. Make sure you have a maintenance post on hand, and that your airlocks are protected by lasers. Rodents will come in as well, but they don't carry the plague in this mission.

While you're working on all that, save up money. Assign Venus on power. Have Tami clean full time, and get Nailer on a silicon extractor. You can train Zhang in whatever you see fit — good options are repair and cleaning.

The easiest way to get to 5 stars is to place twelve golf tees. Save up 4,200 credits, place them all at once, and sell them when the objective is completed. You don't need to plant GM grass around.

When all of that is done, focus on building friendships — it's better to do them all at once rather than working on one at a time and letting others decay. Beyond that, keeping gathering and selling resources until your credit objective is completed.
Space Holiday
Objectives:
  • Special friends: Babette & Greg
  • Balance: 100,000
  • Total tourists: 100
  • Tourism rating: 10 stars
  • Play golf holes: 18
Failure Conditions:
  • Colonists die: 1
  • Time limit: 100d
Operatives:
  • Day 0: Tami, Slim, Daisy, Babette, Stig, Nailer, Venus, Zhang, Billy Bob, Greg, Aisha, Bhoomi
Available Training:
  • 10 programs: Mining, Nutrient Extraction, Repair, Chicken Extraction, Space Gas, Industrial Robotics, Military Robotics, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and trading pod)
Walkthough:
You have big tourism goals, but plenty of time. There are no real threats here, but a number of annoyances: gremlins, slugs, fribulan tourists, and even the anti-fun league. Given the very generous time limit, you can play this as a normal tourist mission, but I'm going to outline a way to finish this one much faster.

Start off by placing two lava power plants on the vents up north (use the vents furthest from the volcano — unfortunately, you have no access to space shields). Protect them from lava beetles with a couple of lasers. Next, light up the area that used to house the competing base — this will be the location for our miniature tourist complex. While you're at it, explore that area a bit further south — you will find another iron deposit, as well as escaping gas.

Reassign jobs somewhat. Put Aisha on nutrient extraction, and have Venus gather argon. Buy a chicken farm and assign Billy Bob there. Get another iron extractor by the eastern deposit and send Stig there; place another one closer to your base and assign Greg there. Have Nailer and whoever you trained in mining previously (Babette in my case) man two silicon extractors — one south of the base, and another in the northern canyon. Buy additional warehouses to manage all the extra resources coming in. Put Bhoomi on Medi Prep and either oxygen or power, and get her extra training in the latter (two stars should suffice). Assign another operative to the remaining desk, and get them to two stars as well (my pick was Daisy). Sell everything you produce, except some argon and nutrients to keep as reserves.

Expand your base by adding another large bio-dome by the bridge. Add a jacuzzi, excercise equipment, a virtuality chair, and a couple of medi bays. Consider purchasing an extra cleaning post, mess hall, ATM, and some showers. You might want to get Slim a basic cleaning badge — Tami alone will have a hard time picking up litter after all your colonists.

Anti-fun league will rear its ugly head on day 7, so be ready to sell and then re-purchase your entertainment equipment after a day. Fribulan friends arrive around day 12; the computer will notify you. Unfortunately, you can't target them with lasers. You can try to quarantine them by blocking them off entirely by corridors and bio-domes, but they don't come in numbers that would make it necessary. Just make sure you have a few medi bays prepped. Slugs come in periodically from the north and south — make sure your airlocks are protected by lasers.

Once you're set up, it's time to start working on tourism. First, save up 8,000 credits, and purchase a tourist port and a triple-room hotel. Place them in the east side of the map; make sure they're connected to each other, but do not add any airlocks. For the rest of the mission, tourists will simply run around that confinement area — don't worry, they won't complain. Add more hotels when you can afford them. The maximum number of tourists that can arrive at once is 40, so a total of four triple-room hotels is more than enough.

Before placing extra hotels, you need to raise your rating. I will be using the tiny 10-star hotel from this guide:
https://steamproxy.com/sharedfiles/filedetails/?id=2249081809 To get 10 stars, effectively all you need to do is to make sure your base has the following items:
  • 6 restaurants
  • 4 luxury bars
  • 2 mess halls
  • 10 showers
  • 5 medi bays
  • 10 golf holes
Build three large bio-domes far east from your base, and start placing the above items there. Don't bother connecting the domes with anything or placing airlocks, as none of the facilities need to be usable to count towards the rating. Here's an example complex (for further advice on golf holes, see below; the arrangement is functional, but it would work better if placed elsewhere):



For golf holes, you're going to have to go all the way up to 18. My advice is to place them closer to your actual base. You can send a colonist to play them, but they need to finish the whole game in one go, otherwise you will have to start again with a new colonist (or even let your tourists out, god forbid). When you have all the golf tees in place, buy a bio-research lab, and assign Zhang or Daisy there. Once all the golf holes are functional, delete Venus' jobs, meet all her needs except entertainment, and have her play all 18 rounds.

As far as dating goes, delete Babette and Greg's jobs before going for that objective. Have Babette initiate, and try for special friend status once you have three successful dates. You may need several attepmts.

Once all of the above is done, just wait for new tourist arrivals, and roll in all the money. Even going at a leisurely pace, you should be done within 30 days.
Leto
Difficulty: Normal
№ of missions: 2

Two rather strange missions. First, you need to eliminate competition whilst having minimal income, then build a tourist complex on short notice.
Unsettle the Miners
Objectives:
  • Destroy competing bridge
Failure Conditions:
  • Colonists die: 1
  • Enemy resources acquired: 120 argon
Operatives:
  • Day 0: Dean, Vasilios, Hoshi, Kita
Available Training:
  • 3 programs: Space Gas (library only)
Walkthough:
This mission is very strange. You are effectively on a 24 day time limit. Your competition starts with fully set up defences. The only military equipment you get are soldiers and commandos, and the only source of income is selling either argon or nutrients, both at only 50 credits a piece.

My strategy was to sit tight and save up credits, then launch my attack at the very end.

Pause the game, and lower wages to 15. Next, place a few lights north of the shuttle pad until you discover a bunch of escaping gas. Purchase a space bike, and place a nutrient extractor by the northern patch of hydromorphus. When Vasilios arrives, assign him there. Put Hoshi and Kita on bridge duties. Disable lights in the power menu.

When you have enough money, buy a medium bio-dome and place a library inside. Have Dean study space gas right away. While he's studying, save up credits for a gas rig, and place one up north as soon as you can afford it. When Dean gets his badge, assign him there. In the meantime, watch your nutrient stock — when you have five units, sell the extractor. Save up for another gas rig, and send Vasilios there when it is in place. Buy one more warehouse afterwards. Sell any argon you get right away. Don't bother with additional training — it isn't worth the opportunity cost of having two rigs running all the time.

For now, you're just a sitting duck. Save up credits and buy the minimum necessary facilities to keep your colonists productive: disco, mess hall, shower, one bed, excercise equipment, and a cleaning post. If you ever need to entertain Vasilios, place an observatory and sell it right after he's done stargazing. Have colonists share a bed, and put Vasilios on cleaning occasionally.

Operate like this until you accrue 24,200 credits — you should be ready when the competition is at around 105 argon stockpiled, — and buy four commandos. Do not purchase any before you have the whole sum — this way you can carry over more credits into the next mission. Save the game, and have your commandos move close to the enemy bridge. Right before they enter enemy laser range, place a weeding post like this to draw laser fire for a bit:



Have all the commandos destroy lasers around the bridge first. Once the lasers are down, move them closer to the bridge. Make sure two commandos focus on the bridge at all times, and direct the rest to fire at any replacement lasers. The bridge should fall in no time.
Timed Tourism
Objectives:
  • Tourism rating: 10 stars
  • Total tourists: 70
Failure Conditions:
  • Time limit: 45d
Operatives:
  • Day 0: Dean, Vasilios, Hoshi, Kita, Venus, Stig, Zhang
Available Training:
  • 4 programs: Chicken Extraction, Space Gas, Cleaning, Maintenance (library only)
Walkthough:
Immediately pause the game and sell all your commandos — their job is done, as there will be no hazards in this mission. Raise wages to 20 per hour.

Now, you can treat this as a normal tourist mission. But, given the time limit, and low income, I would advise taking a min-max approach. I will be using the tiny 10-star hotel from this guide:
https://steamproxy.com/sharedfiles/filedetails/?id=2249081809 For starters, place a medium bio-dome just below the bridge. Move any existing beds there, and add more so you have seven total. Sell excercise equipment and replace it with a sauna. Place a nutrient extractor up north and assign Vasilios there. Have him on cleaning as a secondary job. Purchase an additional gas rig, and when Venus and Stig arrive, assign them there. Purchase a library, and get Zhang a basic space gas badge. You can place an extra rig in the river that separates your base from what used to be your competitors' territory. Make sure you have a total of five warehouses. Add an extra space bike or two as well.

Next, light up the area that used to house the competitors' base. You should have enough money left over to purchase a tourist port and one double-room hotel. Make sure they are connected to each other, but not the rest of your base (no airlocks either!) Tourists will net you good money on fairly short notice.

Now, to get 10 stars, effectively all you need to do is to make sure your base has the following items:
  • 6 restaurants
  • 4 luxury bars
  • 2 mess halls
  • 10 showers
  • 5 medi bays
  • 10 golf holes

None of these facilities need to be accessible or usable for you to get 10 stars. Place them in unconnected large bio-domes (three should be enough). Sell all argon, and any excess nutrients that you have. Add extra hotels (up to five double-room ones) and oxygen plants when you have the money. Maybe even get a permament observatory for Vasilios, and a few extra cash machines. This was my tourist containment facility:



Beyond that, just wait for new tourist arrivals. Using this strategy, you should be done in about 20 days.
Opia
Difficulty: Hard
№ of missions: 1

The challenge here is fending off every kind of hostile vegetation. If you don't respond immediately, chances are your base will be completely overrun. If you do, you should succeed without any losses.
Day of the Podulus
Objectives:
  • Build an android
  • Use android to defuse nuclear bomb
Failure Conditions:
  • Colonists die: 1
  • Happiness below 10%
  • Bomb explodes in 21d 1h
Operatives:
  • Day 0: Charles, Vasilios, Venus, Stig
  • Day 3: Greg, Nailer
Available Training:
  • 4 programs: Electronics, Cybernetics, Military Robotics, Bio Research, Medi Prep (training pod only)
Walkthough:
Pause the game immediately. Mission success depends entirely on carefully managing vegetation encroachement, which starts from the map corners. The northwest and southeast ones start as forbidden zones, but will open soon. First, direct your attention to the northeast.

You start with two operatives on the bridge, luckily both with the necessary badge. Place two weeding posts in the northeastern corner, right in the middle of all the plants, then two space bikes by the bridge. Immediately send both Vasilios and Charles weeding. Once all podulus and metaflaxus in that corner is cleared, sell the weeding posts, delete their jobs and pause the game. Place two weeding posts right in the southwest corner, and assign both men there. Once they're done with the nearby podulus, sell the posts and delete jobs again. You can now put Vasilios on oxygen for the time being. You should ignore lupulus — it poses no harm, and you can't expand much anyway, as bio-domes are unavailable for purchase.

In the meantime, rearrange your base. You start with a cybernetics lab — move it to one of the small bio-domes near the bridge. Do the same with the medi bay in the southeast corner, and place a silicon extractor there. Get Stig mining when he arrives. Place a sauna in the medium bio-dome. Sell the robotics factory northwest — you have no access to titanium anyway. When you have the credits, buy an electronics fabricator. Once the warehouse droid takes one bit of silicon, and you have a stack of four built up at the extractor, assign Stig to electronics. As for dogbots, have them guard the small bio-dome airlock southwest of the bridge — a slug will approach soon. When it arrives, direct the bots to kill its offspring first. Feel free to sell some airlocks, as you can replace them later if necessary.

On Day 3, the southeast forbidden zone will open. Immediately pause the game and deal with vegetation there in the same manner as the first two map corners. When Greg arrives, have him mine silicon. Buy a maintenance post and assign Charles there — gremlins will soon break your stuff. Save up 3,400 credits, then buy a training pod and get a basic cybernetics badge on Vasilios. My advice is to save right before that — colonists sometimes wander off right after starting training, wasting your credits. Once training is complete, sell the pod.

On Day 4, the final forbidden zone will open. Again, pause the game and respond in the same manner as before, but get an extra weeding post and space bike for Nailer. After this, start saving up for a scavenger. Sell any electronics beyond the first five units. Sell silicon as well, but keep a few units for the fabricator. To avoid bottlenecking, set the very corner of the map as the mining area. You can buy extra base facilities, such as a shower, excercise equipent, a cleaning post, extra beds, and warehouses. If you need to entertain Vasilios, place an observatory, have him use it, then sell it right away.

Once you can afford a scavenger, place one up north and send Venus there. Start android production whenever you're able. When it's done, send the android to defuse the bomb. You should be done with about half the timer left.

You've probably seen the few patches of spineweed scattered around. In my playthrough, they never became active, which may be a bug. Alternatively, the spineweed activation may be delayed, and I just finished the mission before the trigger.
Thoth
Difficulty: Hard
№ of missions: 1

You will need to complete a few straightforward economic goals. Normally, they would be no trouble at all, but in this mission time and money are so scarce that it becomes somewhat of a challenge.
Recession Buster
Objectives:
  • Stockpile 50 silicon
  • Stockpile 30 chicken
  • Clean up litter
  • Balance: 10,000
Failure Conditions:
  • Happiness below 55%
  • Time Limit: 17d 1h
Operatives:
  • Day 0: Venus, Stig
  • Whenever balance reaches 5,000: Billy Bob
Available Training:
  • None (no training facilities available)
Walkthough:
You start off with a tiny base with some indoor equipment, but no oxygen or power plants to speak of. Facilities available to order are also severely limited. Even bio-domes are unavailable, so you can’t make use of the quick cleanup trick.

First, pause the game. Go to the power menu and disable lights — this will ensure your power reserves will last a while. You should also lower your colonists’ wages to the minimum 5. Since you are getting no daily subsidy, wages are a substantial cash drain here. Purchase 5 nutrients right away — this will suffice for the rest of the mission.

Next, place a cleaning post inside the bio-dome, and assign Venus there as soon as she arrives. Order a space bike, and build a silicon extractor near the deposits southeast. Send Stig mining as soon as he arrives. Your starting litter level is 40%, so Venus will need a shower about half way through her shift. Make sure she returns to cleaning right after.

Once the cleanup goal is met, sell some of the silicon you’ve mined and purchase a few solar panels (four should be enough), an oxygen plant, and a stair climber. Have Venus build up power and oxygen reserves.

Beyond that, do not sell any silicon until you reach the fifty-unit goal. When you do, sell all stockpiles immediately — Billy Bob will be dispatched, and you can finally start producing chickens.

Place extra warehouses so production is not bottlenecked (I built six more, but that might be overkill). Continue selling any additional silicon. Don’t forget to sell off your chicken as soon as you meet your goal.

On Day 15 you will be hit by a solar flare — make sure you’ve built up a reserve of power before that. You can sell the solar power plants right after, since your power consumption should be minimal anyway. If you have enough oxygen in store you can sell all oxygen plants as well.

When you have all the necessities in place (chicken farm, stair climber, power and oxygen reserves, extra warehouses, at least one space bike) sell all lights and any other non-essential equipment. This is the only mission in the campaign, so you don’t need to worry about carrying your base over.

While Stig and Billy Bob work, make sure Venus remains in a good mood to maintain your happiness levels. Try to minimize base visits from outside work stations, but don't let happiness fall too low.

I met the final goal with about one day left on the clock.

Beyond silicon and chicken, the only other possible source of income available is argon. I reckoned the plant is expensive and production is relatively slow, so I did not bother.
Zaxxon
Difficulty: Normal
№ of missions: 2

This planet is a small world scorched by volcanoes and lava. You will first need to gather resources under a protoraptor onslaught, then build a tourist complex (sans protoraptors at that point).
Settling In
Objectives:
  • Stockpile 90 chicken
  • Stockpile 30 argon
Failure Conditions:
  • Colonists die: 1
Operatives:
  • Day 0: Venus, Stig, Hoshi, Kita
Available Training:
  • 5 programs: Nutrient Extraction, Repair, Chicken Extraction, Space Gas, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
The main problem are constant protoraptor attacks from up north. Unlike some other missions, they seem to ignore chickens, so you can only distract them with your base buildings. Pause the game and place a small bio-dome above the shuttle pad (leave some room for extra warehouses). Place two lasers to protect the lava power plant east of the base from lava beetles. Put your commandos on guard duty behind the chicken farm.

You can't buy argon, so don't waste credits on indoor facilities just yet. Save up for a rig, and place it north close to your base. Have two commandos stand guard nearby, and assign Venus to argon extraction. Gradually add lasers there as you're able to afford them. Once you fend off the invasion up north, move the commandos south of your base.

Put Hoshi and Kita on bridge duties, and Stig on repair for now. Add a zero gravity playroom and a training pod when you can afford them. Rearrange indoor facilities to make better use of space. Train Stig in chicken farming and put him to task; switch either him or Hoshi/Kita to repair when necessary.

Beyond that, you don't need to do much. Simply be on the lookout for protoraptor invasions and send commandos to respond. Use bio-domes as distractions, and add lasers when you can afford them. Attacks can come from all angles, so be dilligent. Place extra lava power plants east if you need them.

I would advise using training programs on an extra space gas star for Venus, as well as extra oxygen stars for whomever you put behind that desk. Power training is less valuable thanks to all the volcanic vents. You should also get Hoshi and/or Kita a basic cleaing badge (you can use the library, it's not too slow).

Given the number and frequency of protoraptor attacks, you're likely to meet the chicken goal first. If you do, buy an extra gas rig and put Stig to work there. Other than that, you don't need to do much else. While you're working on your objectives you might want to take a look at the walkthrough for the next mission, and start preparations. Just don't take too long — protoraptors come in increasing numbers, so you may be overrun eventually.
Universal Course
Objectives:
  • Tourism rating: 10 stars
  • Play golf holes: 9
  • Total tourists: 30
Failure Conditions:
  • Happiness below 50%
Operatives:
  • Day 0: Venus, Stig, Hoshi, Kita
Available Training:
  • 5 programs: Chicken Extraction, Bio Research, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
The protoraptor invasions finally stop, so for the rest of this mission the only danger are lava beetles. You might still get one last protoraptor wave, but after that you should be free to sell most of your military equipment.

Of course, you can treat this as a standard tourist mission, but building space is rather limited, and you're surrounded by volcanoes and lava with plenty of beetles crawling around, so constructing something the intended way will take a while. Hence, I would advise taking a min-max approach.

Don't bother placing a tourist port or hotels, for starters. They take up a lot of space and don't bring in enough cash to justify them. First, you have a litter problem on your hands. Since you likely have plenty of argon stockpiled from the last mission, and hopefully a cleaning badge on both Hoshi and Kita, you can place two extra cleaning posts and assign everyone except Stig on cleaning. Have Stig juggle other essential duties in the meantime (argon, power, repair, oxygen, prioritized in that order). If you have some empty military grade decoy bio-domes from the previous mission, you may need to remove them temporarily to clean up the litter inside. Otherwise, your operatives will be stuck trying to clock in at their cleaning pod.

When your base is tidied up you can focus on your tourist rating. I will be using the tiny 10-star hotel from this guide: https://steamproxy.com/sharedfiles/filedetails/?id=2249081809 Effectively all you need to do is make sure your base has the following items:
  • 6 restaurants
  • 4 luxury bars
  • 2 mess halls
  • 10 showers
  • 5 medi bays
  • 10 golf holes

Once you have all that, as well as low litter levels, you should get 10 stars. None of these items have to be usable, and golf holes don't have to be playable. You can leave medi bays unprepped, and even place items in the decoy domes if you wish. Here's what my base looked like in the end (note the two re-purposed bio-domes):



You do have a play golf objective, so get Hoshi or Kita (or both) in that bio research lab. Once you have 10 playable holes, have Venus go through them all. Pictured below is the worst golf course in the galaxy:



For the final objective, save up 8,000 credits first. When you have the cash, place a triple-room hotel and a tourist port down south. Connect them to each other, but not the rest of the base. Don't place airlocks either. You now have a tiny tourist containment facility where they're safe from harm:



Do place lasers around to guard from lava beetles. When the tourists arrive, place a second triple-room hotel in the same fashion. You will successfully finish the mission with the next tourist liner.
Heeto System
This system is primarily comprised of single-mission planets. Most goals are economic, with the running theme being very small crews that lack necessary training. Hazards are minimal, and base defence is usually not a concern.

Except Cobash, which is the exact opposite.
Lithios
Difficulty: Normal
№ of missions: 1

Another chicken farming mission. This is essentially a carbon copy of "Chaos" from the original game, except much easier. While previously the challenge was dealing with a plague outbreak, here it is simply managing a small crew.
Chicken Pies
Objectives:
  • Stockpile 50 chicken
  • Stockpile 25 argon
  • Power stored: 800
Failure Conditions:
  • Time Limit: 26d
Operatives:
  • Day 0: Tami, Dean, Aisha, Bhoomi
Available Training:
  • 8 programs: Chicken Extraction, Space Gas, Laser, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
All you start with is a bridge and four colonists. Pause the game and lower wages to 15, disable lights, place a few solar panels and oxygen plants, buy one large and one small bio-dome, a space bike, and get Bhoomi a bed. Don't focus on the power goal for now.

None of your colonists have the necessary badges, so buy a library and have Dean study argon extraction. Place a gas rig up north and put Dean to task. Don't bother training him in space gas further, a basic badge will suffice. Meanwhile, assign the ladies to bridge duties. When you have the cash, buy a training pod and get Aisha a chicken farming badge. Place two farms in close proximity, and buy two extra warehouses. The extra farm will come in handy later. Save up for a restaurant, the only food facility you have available.

When you have the credits, get Aisha a basic chicken farming badge, then assign her to either farm. When you have spare cash, use the training pod to get Tami a basic laser badge, and later one star in chicken extraction for Aisha. In addition, place two manual lasers such that both chicken farms are in range.

On Day 8, protoraptors begin swarming in. The raptors only target your chickens though, so all they do is slow down production. Remember the second farm? It's just for distraction. When raptors arrive, put Tami on laser duty.

When you're done with the argon goal, get Dean basic laser training and assign him to the second laser. This should be enough to fend off the protoraptors. In the meantime, build up your base. Let Bhoomi juggle cleaning and bridge duties. Make sure your colonists' needs are met.

Once you meet the chicken goal, turn off industrial facilities. Get Dean a star on his power badge, and have him man the power desk. Spend the remaining credits on power plants.

You should complete all your goals with plenty of time to spare. I didn't even need to buy a shower.
Cobash
Difficulty: Hard
№ of missions: 5

Cobash was originally released as a sort of free-to-download DLC. As you then might expect, it was largely aimed at players who had finished the game, and is therefore considerably more challenging. Prepare to face hostile aliens, meteor showers, earthquakes, the plague, and just about everything else that has been thrown your way before.
Just Landed
Objectives:
  • Tami on power desk
  • Assigned beds: 5
  • Place buildings: medium bio-dome x1
  • Stockpile 15 nutrients
  • Stockpile 5 iridium
Failure Conditions:
  • Colonists die: 1
  • Enemy resources acquired: 30 nutrients
Operatives:
  • Day 0: Venus, Tami, Aisha
  • Day 2: Slim
  • Day 4: Dean
Available Training:
  • 4 programs: Mining, Repair, Chicken Extraction, Space Gas, Electronics, Cybernetics, Weeding, Power, Cleaning (library and training pod)
Walkthough:
Immediately pause the game and get ready to deal with a whole bunch of nonsense at once. Hopper queens, protoraptors, slugs, podulus, and volcanoes all come in one package.

The first move is to secure the south. Place lights to the southeast of the shuttle pad and scout out two hopper queens in the patch of hydromorphus. Deal with them using force fields. At the same time, sell all the buildings under the volcano west of the bridge, with the exception of the space bike. Two bio-domes, two airlocks, and six solar panels — all need to go. Place a decoy bio-dome in front of the solar power plants below the shuttle pad, and protect it with two automatic lasers.

On to the argon supply. Direct your attention to the northwest corner of the map, and locate the hopper queen that resides below the gas rig. Deal with her in the usual manner. Next, find the queen further south, above the iron extractor, and kill her off as well. Speaking of the gas rig: that one belongs to our competitors, and unfortunately you're not allowed to target them. They, however, will shoot at your equipment immediately, so don't build nearby. Instead, scout the pools to the northeast, and place your own gas rig in one of those, away from enemy lasers. Don't forget to protect it with a dome plus laser pair, as a protoraptor roams in that area.

Next, locate the queen north of the base, in the middle of silicon deposits, and kill her off. Sell both airlocks and the left bio-dome under the volcano up north. Place a couple of lasers behind the remaining bio-dome for protection.

The final step is to prepare a rudimentary starter base. Place a medium bio-dome right above the bridge, and connect the two with a corridor. Add a social area inside. Place two extra warehouses to help speed up resource collection, and get yourself one more oxygen plant.

Now you can finally unpause and start the mission proper. Get Venus on the gas rig right away. Have Tami and Aisha settle their differences, then put Tami behind the power desk to complete the objective, and switch her to oxygen when supplies run low. Assign Aisha to the iron extractor — iron sales will be your primary income for now. Watch out for the bee swarm approaching from the east: burn them with force fields before they get a chance to spread podulus. If you miss them, place a weeding post and get rid of the podulus with the help of Aisha before it gets a chance to spread. Be careful when burning the weeds, as your colonists will try to deal with pyrocyn2 once all the podulus is removed. It will heavily damage them on contact, but what is worse is that most of it is close to enemy lasers, and once a colonist comes in range of those he's almost guaranteed to die. As such, immediately delete the weeding job once all podulus is cleared. Once Aisha and Venus have successfully reached their work sites, sell the space bike post and buy a replacement further away from the volcano. You need to get your base up and running before spending money and power on space shields.

Unfortunately, from this point onward, the rest of the mission is a bit of a freestyle. The primary concern throughout the mission are alien invasions. Protoraptors and hopper swarms will periodically spawn in and ruin your day. Your first priority is to fortify your base. Make sure the following areas are protected with at least two lasers behind a bio-dome, from most to least important:
  • South of the bridge, near the hydromorphus;
  • East and west of the gas rig up north;
  • Western bridge airlock;
  • South of the volcano west of your base (that is the best place for lava power plants);
  • South of the iron extractor;
  • North of your base below the volcano.
The domes hold their own against protoraptors, but can be quickly overrun by rock hoppers. Replace them once all the hoppers have been killed. Feel free to use force fields should you run low on argon.

Aside from the aggressive species, you will be seeing many rodents and slugs, but those are really just meatshields for the other aliens. Just make sure neither make it inside your base. Use force fields if necessary. Try to deal with bees before they spread podulus. Weed any plants that are spread right away, as you really can't afford to have a weeding problem on top of everything else.

In general, keep fortifying your base as outlined above. Once you have most of the defences in place and some credits in store, buy a nutrient extractor and assign Aisha there. Build one or two lava power plants near the volcano on the west side and cover them with a space shield. Don't bother with solar panels, as they take up a lot of space, not to mention the forthcoming solar flare.

When Slim arrives, use a training pod to get him a repair badge, and assign him to that job. Put him on weeding if necessary. In the meantime, have Tami juggle power and oxygen. Keep Venus on argon extraction, as you will be eating through the gas fast.

Keep saving up for a scavenger, and eventually build it in the east, close to the iridium deposits. Make sure it's not in range of the competing base. When Dean arrives, use a training pod to get him a space gas badge, and have him replace Venus, whom you should switch to scavenging.

Overall, if you manage to get a base going, you should have no trouble making it before the competitors catch up — you have a good 15 days to finish your goals. Just make sure to repair your defences as needed, and do not let the aliens breach your perimeter. As far as the actual base goes, you don't need much: shower, disco, mess hall, exercise equipment, cleaning post, and five beds will be more than enough.
Wipe Out
Objectives:
  • Place buildings: sauna x1
  • Happiness 70%
  • Build an android
  • Use android to defuse nuclear bomb
Failure Conditions:
  • Bomb explodes: 20 days
Operatives:
  • Day 0: Venus, Tami, Aisha, Slim, Dean
  • Day 1: Stig
Available Training:
  • 5 programs: Repair, Chicken Extraction, Space Gas, Electronics, Cybernetics, Power, Cleaning, Maintenance (library and training pod)
Walkthough:
If you managed to get through the previous mission, this one is largely more of the same. All you need to do is gather five units of silicon, turn those into electronics, train an operative in cybernetics, and finally build an android. All that while keeping up your defences, of course.

For starters, clean up from the previous mission. Ditch the nutrient extractor, re-assign Venus on space gas extraction, and clean up litter. Place and immediately sell the sauna (sorry Stig, you will have to make do with a disco). Save up some money, and expand your perimeter a bit further north, closer to the silicon deposits. Buy a silicon extractor, and assign Stig there once he arrives.

When you have five silicon in stock, switch him over to iron extraction and save up for an electronics fabricator. Sell all iron that you mine. Once you have a fabricator in place, assign Stig there, and hoard credits until you have enough for a cybernetics lab and the training pod program. Alternatively, get a library early, and have Dean study cybernetics there. If you're using a training pod, it doesn't particularly matter which operative you train.

Day 3 will be quite a surprise: the monoliths you may have noticed earlier will activate, and three hosts will head towards your base. At this point, get yourself another medium bio-dome, and outfit it with either detention facilities or counseling robots, depending on which colonists will be driven insane. This shouldn't be much of a hindrance though.

Once all your operatives are back to normal, do whatever still needs doing, build an android, and have it defuse the bomb. You should be done within a week.
Eradicated
Objectives:
  • All Hosts dead
  • All protoraptors and eggs killed
Failure Conditions:
  • Time Limit: 24d
Operatives:
  • Day 0: Venus, Tami, Aisha, Slim, Dean, Stig, Daisy, Charles, Vasilios, Hoshi, Kita, Candy, Mr Zhang, Nailer
Available Training:
  • 15 programs: Repair, Chicken Extraction, Space Gas, Electronics, Cybernetics, Laser, Power, Cleaning (library and training pod)
Walkthough:
Pause the game right away. The Hosts are much less of a problem than an impeding protoraptor swarm, so we shall deal with the latter first. There aren't that many eggs, so you could in principle scavenge them, but given the time limit, and how scattered they are it is easier to just destroy them.

For starters, sell most of the stuff that you've acquired from the competing base. Remove the nutrient extractor. The medi bay, training pod, sauna, mess hall, shower, and meditation room bio-domes can be sold too. You should have enough power coming in to safely get rid of all their solar panels as well. Keep most of the lasers and the military radar though, as they can be quite handy.

Put the credits to good use. Fully light up the newly opened forbidden zone around the monoliths, and place several automatic lasers such that they can destroy all the protoraptor eggs. Once a laser can't find any more targets, sell it. Repeat this until all the eggs are cleared. You can then sell most of the lights, except those close to the monoliths.

Now, on to more of the same. The difference this time is the expanded crew. Keep Hoshi and Kita on the bridge, Venus and Vasilios on argon extraction, and Tami and Daisy on cleaning. You can have the android from the previous mission work the scavenger, but make sure to set the harvesting location such that the robot won't have to walk on lava.

For now, you're just going to need argon and money. Save up for at least three cryogenic reanimation units, and place those in a new small bio-dome close to the monoliths. Next, place some manual lasers, and send your colonists on their suicide mission. Your best shooters are Charles, Slim, and Stig, in that order. Keep in mind that a Host will run off and drive one of your colonists insane once it has taken damage. Don't attack too frequently, or you will run out of functioning workers. Always make sure that you have empty cryogenic units before launching an attack as well.

Overall though, it is just a matter of time before you kill off the Hosts. While you're at it, rearrange the base to your liking, train your colonists, deal with the patch of lupulus up north, and do whatever else, as the killing might take a while.
A Safe Haven
Objectives:
  • Balance: 60,000
  • Tourism rating: 8
  • Current tourists: 20
Failure Conditions:
  • None
Operatives:
  • Day 0: Venus, Tami, Aisha, Slim, Dean, Stig, Daisy, Charles, Vasilios, Hoshi, Kita, Candy, Mr Zhang, Nailer
  • Day 4: Greg, Babette, Barbara
Available Training:
  • 6 programs: all skills (library and training pod)
Walkthough:
Oh boy, another tourism mission. Once again, this guide will come in handy: https://steamproxy.com/sharedfiles/filedetails/?id=2249081809 To get the neccessary star rating, all you need is three isolated large bio-domes and the following facilities inside:
  • 8 showers
  • 4 luxury bars
  • 6 restaurants
  • 2 mess halls
  • 5 medi bays
  • 10 golf holes
Note that you don't have to place all of these to hit 8 stars. Moreover, none of these facilities need to be usable: you don't need to plant grass, prep the medi bays, or supply food items.

For current tourists, you simply need three triple room hotels and a tourist port. Once again, do not connect them to your base, just place them somewhere safe. Do not add airlocks either.

During the remaining two missions, protoraptor and rock hopper invasions become far less frequent. Do not get rid of your defences however, as you still need to fend off diseased rodents, slugs, and bees. The fribulan tourists can be very annoying, but unfortunately you can't do much about them. Try to keep the lupulus and your happiness level in check, as that will simplify the final mission quite a bit.

Once all the necessary buildings are in place, it's just a matter of sitting tight and earning those credits. Don't simply rely on tourists either — you have a huge crew at your disposal. Gather and sell argon, iron, iridium, silicon, and whatever else you can get your hands on to speed up progress.
The Final Fairway
Objectives:
  • Happiness 75%
  • Total tourists: 100
  • Play golf holes: 18
Failure Conditions:
  • None
Operatives:
  • Day 0: Venus, Tami, Aisha, Slim, Dean, Stig, Daisy, Charles, Vasilios, Hoshi, Kita, Candy, Mr Zhang, Nailer, Greg, Babette, Barbara
Available Training:
  • 5 programs: all skills (library and training pod)
Walkthough:
If you've managed to maintain your happiness levels in the previous mission as I did (unintentionally), the happiness goal should be completed right away. If you didn't, you have very little time before the Nirvana virus hits and maintaining happiness becomes a nightmare. Right as the mission starts, make the happiness goal your priority. Getting to 75% shouldn't be much of a problem under normal circumstances.

I find that actually trying to cure the virus is a futile endeavour. As long as your colonists are willing to work, it doesn't matter whether they're infected or not. You could, in principle, try to separate colonists into small groups and quarantine them, or even kill off the non-essential ones, but it's not really worth it. I did keep Greg in cold storage, though.

The alien invasions resume in this mission, but this time you will be facing more dangerous fauna: goriloids, death angels, and hyraxus. They can quickly wreak havoc if left unattended, so get yourself a military radar and respond immediately. Use lights as a distraction, and try to direct sonic attacks away from your base. High power force fields are excellent at dispatching goriloids while they're yelling at whatever is in front of them. The goriloids only come from the southwest corner of the map, far away from most structures.

Death angels are similar to goriloids, but their attacks are considerably more dangerous. They will come from the northeast corner and south side of the map, just under your bridge. The former groups tend to die on their own before reaching any important structures. The latter can cause considerable damage — make sure to dispose of them quickly.

The hyraxus appear late into the mission and come from the northeast. They're quite slow and are easier to kill though, so they shouldn't cause too much trouble. Make sure to deal with the offspring first.

If you're done with the happiness goal, the rest are fairly straightforward. Place the remaining golf holes, get yourself a lab or two, and assign Zhang/Daisy or whomever else there. Once all the holes are functioning, pick a golf player among your operatives, delete their jobs, meet all their needs except entertainment, and send them for a round. You may need to do this more than once.

As far as total tourists, it is just a waiting game. The maximum number of tourists that can visit in one trip is 40, so make sure you have enough hotels to house them all. Although it is not necessary, bringing up your tourist rating to 10 stars will help speed up progress. Simply place all the facilities as outlined in the walkthrough for the previous mission. Don't forget to maintain low litter levels.

The main challenge in this mission is the military targeting malfunction around day 11. Naturally, it's going to coincide with all hostile fauna spawns, including rodents, so you will have to buy time until the guns come back online. To that end, save up credits for plenty of disposable buildings, and prep medi bays stocked with pharmaceuticals to get rid of the plague after. Keep in mind that the military radar will malfunction as well, so you will have to look around the map for threats yourself.

If you've maintained your tourist rating from the previous mission, and had three triple room hotels to start with, the final round of tourists needed to meet your goal will arrive shortly after the targeting systems return to normal. As such, you don't need to worry about saving your base too much. Just make sure the death angels from the south don't destroy your bridge.
Antia
Difficulty: Normal
№ of missions: 1

You will have to get by with only Zhang and his androids. There are no hazards; no timer, even! The only requirement is some micromanagement and careful use of resources.
Lonely Planet
Objectives:
  • Stockpile 50 electronics
  • Stockpile 50 nutrients
Failure Conditions:
  • Happiness below 45%
Operatives:
  • Day 0: Zhang
Available Training:
  • None (no training facilities available)
Walkthough:
You start with enough components for three androids, and 3 nutrients. Since no training is available, you will need an android for every job (with the exception of making more androids).

The annoying part is that you cannot sell any of the resources you gather. The only source of income is thus the meagre daily subsidy. Don't make superfluous purchases.

Your first priority is to enable continuous production of androids. For starters, go to the power menu and disable all lights. This ensures that your power reserves will last until you have a spare android to "man" the power desk. Next, place a scavenger bunker up north, and a silicon extractor and an electronics fabricator southwest. Finally, order one space bike. As soon as the lab is stocked, send Zhang to work.

Have your first android mine iridium. While the lab is being resupplied, let Zhang get some sleep. Make a second android, and assign it to silicon mining. When you have some iridium on hand, switch your iridium mining android to electronics production.

While this is happening, you can sell the social area, since there are no colonists to interact with. Add a medium bio-dome and place the rest of the necessary internal facilities there. You need a mess hall, a sauna, a shower, and a detention facility. You can also add one more cash machine. Place all of the above in close proximity so your elderly employee doesn't have to walk far. You will also need additional warehouses.

The biggest (smallest?) bottleneck is the slow production of electronics. Have your second android build up a reserve of silicon (about 20 units), then man only the electronics fabricator and the scavenger. Save up credits for another fabricator — you start with 3 nutrients (12 mess hall meals) so you can ignore nutrient harvesting for a while.

Beyond that, just keep producing androids to constantly keep relevant workstations occupied. Pause production if your next android will have nothing to do. Since you only have one colonist, a single android can manage all bridge stations, if tending to them is necessary. Once you have the essentials and two electronics fabricators, save up for a nutrient extractor and start work towards the nutrient goal as well. You may want to avoid gathering too much iridium — you can't sell it, and you only need one unit to make an android. Don't clog up your warehouses with resources you can't use.

Don't forget to look after Zhang in the meantime. Set aside cash for additional nutrient extractors and fabricators to speed up your progress. Once you get a good production rate going, you should finish the mission without any problems.
Rama
Difficulty: Normal
№ of missions: 1

There are no real hazards here, just some annoyances. Your goals are stockpiling resources and cleanup. The time limit is not too pressing either.
Space Shape
Objectives:
  • Stockpile 30 nutrients
  • Stockpile 50 titanium
  • Clear vegetation
  • Clean up litter
Failure Conditions:
  • Time Limit: 26d
Operatives:
  • Day 0: Tami, Billy Bob, Charles, Greg
Available Training:
  • 10 programs: Nutrient Extraction, Repair, Pharmaceuticals, Weeding, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
The strategy that worked for me was focusing on mining/nutrient extraction, and only after those goals were met putting everyone on weeding. If you wish to follow this route, do not use training programs on anything other than weeding.

As usual, pause the game. Go to power subsystems and disable lights. Place one weeding post, a space bike, and assign Charles to weeding. Place a titanium extractor in the west, and a nutrient extractor in the south. Send Greg mining, put Billy Bob on nutrient extraction, and instruct Tami to clean. Once Tami is done tidying up the base, have her alternate bridge duties. In the meantime, switch Charles to oxygen/energy when levels drop too low. Don't focus on weeding too much until you meet you nutrient and titanium goals. Charles alone can't put a stop to lupulus spread, so the objective is to simply limit vegetation encroachment.

Now on to the litter problem. The starting base layout is woefully inefficient. Move the beds from the upper small bio-dome to the one down south (or the other way around). Sell the piano, disco, medi bay, and detention facility. Remove all airlocks except the one near the bridge. Move the training pod to the rightmost small bio-dome. Move all the remaining facilities to the central medium bio-dome. Now, sell all the empty bio-domes. Your base should look something like this:



Starting from Day 6, aliens will trickle in. You will only face gremlins and slugs. For the former, just buy a maintenance post and have Charles run through the base occasionally. The slugs come in large numbers and are more of an issue. Sell some of the titanium you mine and place lasers to the south and east of your base, as well as a couple near the airlock. Don't forget to buy argon — the slugs have tons of health, so lasers run out of juice quickly. It's important to keep them stocked, or your hygiene, and hence productivity, will plummet. Buy a few more power and oxygen plants, as well as warehouses.

An alternative approach to slugs is abusing a minor glitch. If slugs wander into the darkness, they will simply stay in place and do nothing. If you have all the necessary structures in place, you can sell all lights except those that show resources. Don't worry about weeding — lupulus gives off its own light, so your operatives will have no trouble finding it. This strategy is cheaper, but less reliable.

The time limit isn't too pressing, so you should have no trouble meeting the stockipiling goals either way. Once you do complete those two objectives, immediately sell all titanium and most of the nutrients (keep 5 units in stock). Delete Billy Bob and Greg's jobs and train all three of your men to 3 stars in weeding. Place two extra weeding posts and space bikes and set them all to task. You should clear all lupulus within two or three shifts.
Arcadius
Difficulty: Normal
№ of missions: 1

On first impression this one seems ridiculous. The opposing colony starts with a fully prepped base and better trained operatives. On top of that, you have no millitary equipment, and thus no way to slow down the competition or to defend against protoraptors.

Turns out, this mission can be made trivial using one simple trick.
Proto Protectors
Objectives:
  • Stockpile 15 protoraptor pods
  • Special friends: Slim & Daisy
  • Balance: 12,000
Failure Conditions:
  • Enemy resources acquired: 15 protoraptor pods
  • Happiness below 60%
Operatives:
  • Day 0: Slim, Daisy, Billy Bob, Aisha
Available Training:
  • 4 programs: Mining, Nutrient Extraction, Scavenging, Power, Oxygen, Medi Prep, Cleaning, Maintenance (training pod only)
Walkthough:
Pause the game and place corridors as shown in the screenshot below. Congratulations, you have shut down your competition.



This does cause your "special friends" objective to spaz out, but don't worry — it's purely visual and will still count as intended.



Remember how I said you get no military equipment? The pods here never hatch! The only hazards are the occasional gremlin packs.

Before rushing off to scavenge the pods, make sure your base is set up. Buy a nutrient extractor and a space bike. Send Aisha harvesting. Assign Daisy to power and Slim to oxygen. Place a small bio-dome and get a mess hall, a maintenance post, one bed, and a disco. These will suffice for starters. Lower your colonists' salary to 15. When you earn more credits, purchase a large bio-dome and move everything except the bed there, and place three more beds in the small dome.

When you have at least two nutrients in stock, buy a titanium extractor and send Aisha mining. Titanium will be your main source of income. Sell it all right away.

The rest of the mission is trivial. Train Slim in power and cleaning and have him juggle all base duties. Later on, get one extra mining star for Aisha. Buy a social area and have Slim befriend other colonists. Save up for a scavenger, and train Billy Bob in how to use it. Add additional warehouses and power/oxygen plants if you wish. Expand your base and add dating destinations.

To better deal with the gremlins' antics, I placed two extra maintenance posts and had assigned everyone except Slim there as their primary job.

As far as dating goes, have Daisy initiate every time. For Slim, this will be the first time a girl expressed any interest, so he won't say no.
User-Created Campaigns Walkthrough
The Steam Edition of Space Colony comes packaged with six bonus older fan-made campaigns. They can be accessed from the User-Created Campaigns section of the main menu.

It is not necessary to play any of them to get all achievements. However, you can use them to make progress towards some of the grindy ones. On top of that, the missions are quite fun and well-designed, so I would suggest at least trying them anyway.

This section includes walkthoughs of all six campaigns that are bundled with the game.
Alcoholics Unanimous
Difficulty: Normal
№ of missions: 3

This campaign involves managing a small crew in order to complete economic goals. You're going to be facing alien attacks, vegetation, and later the fribulan, but nothing too difficult to deal with.

This one caused me a lot of frustration. On my first playthrough, I thought the second mission was bugged: I never got the second personnel shuttle, and because some of the objectives were tied to specific colonists, I thought I softlocked the game. To investigate, I went into the campaign editor and saw that the relevant trigger was tied to one of the objectives I decided to ignore.

As a fortunate or unfortunate result, this walkthrough is based on complete information about the internal machinery of this campaign. This is unlike all other missions covered in this guide, which were written up while playing normally.
Alcoholics Unanimous Mission 1
Objectives:
  • Stockpile 15 chicken
  • Stockpile 10 nutrients
  • Stockpile 10 argon
  • Happiness 85%
  • Friends: Tami, Greg, Babette, Nailer
Failure Conditions:
  • Happiness below 50%
  • Time Limit: 15d
Operatives:
  • Day 0: Tami, Greg, Babette, Nailer
  • Day 1 (with 4 beds assigned): Barbara
Available Training:
  • 3 programs: Nutrient Extraction, Repair, Chicken Extraction, Pharmaceuticals, Space Gas, Lasers, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
The next mission will take you to a different planet, so consider all facilities expendable. Right off the bat, pause the game and sell the manual laser. Your only trained colonist is Greg with a basic badge, so all it's going to do is burn through your argon.

Your first task is raising the happiness level. Have Tami talk with Greg, and Babette with Nailer. Send Tami to the normal bar, Nailer and Babette to the restaurant, and Greg to the luxury bar. Let Nailer take a nap, then buy a shower, and have Babette use it. Tend to any remaining needs until you meet your happiness goal. When the game timer reaches 6:00 on Day 1, pause and place four beds and assign them all — Barbara will be dispatched. You can then immediately sell two beds. Replace them later if necessary.

Once that is done, place a gas rig in the western pool, and assign Greg there. Put Barbara on power and Babette on oxygen. Have Tami on cleaning for now. Use a training pod to get Nailer a basic nutrient extraction badge, place an extractor up north and put Nailer to task.

Next, set up a chicken farm close to the medium bio-dome, and sell all your corridors. This will prevent a mechanoid invasion, which would normally happen whenever you stockpile 5 argon and 5 nutrients. Place additional airlocks where necessary.

When you stockpile 5 argon, gremlins will storm your base. Before that happens, buy a dogbot, and have it stand guard by the airlocks. Place four plants close to the exit to buy time for your colonists and the bot. You will likely need to do maintenance either way — use Nailer for that. When you can afford it, get Babette a chicken extraction badge and have her work the farm. When you gather 3 chickens, pause production temporarily.

Get Barbara an extra star on her power badge — this will help in the next mission. When your argon objective is completed, sell all of it and drop your cash on dogbots. Put them on guard duty near the chicken farm, and resume production. When you gather 5 chickens, a swarm of protoraptors will rush in from the south. This one will only target chickens though, so don't worry too much. You can use force fields to assist your dogbots. When all raptors are killed, place a small bio-dome just below the chicken farm, and put your robots on guard duty right behind it. When you gather 10 more chickens, another swarm of raptors will attack, this time targeting buildings. Make sure you're ready for it. You can deal with them using force field posts and dogbots; use lights as distractions.

Other than that, simply keep extracting resources, and work on friendships when colonists have some spare time. You should be done fairly quickly.
Alcoholics Unanimous Mission 2
Objectives:
  • Tami on power desk
  • Assigned beds: 5
  • Clean up litter
  • Clear vegetation
  • Power stored: 1,000
Failure Conditions:
  • Time Limit: 12d
Operatives:
  • Day 0: Barbara
  • Day 1: (200 power stored and 1 bed assigned): Tami
  • Day 1: (300 power stored): Greg, Babette, Nailer
Available Training:
  • 4 programs: Repair, Chicken Extraction, Space Gas, Lasers, Weeding, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
While Barbara is disembarking, go to the power menu and disable light and military subsystems, and sell all the argon in stock. As soon as Barbara becomes available, get her behind the power desk, then sell both bio-domes. Replace them with two medium ones. Buy six extra solar panels and one bed, which you should assign to Barbara right away. As for the 5 beds assigned objective — save it for last. This will spare you from dealing with even more metaflaxus, and give you time to prepare for the next mission.

When Tami arrives, quickly complete your "Tami on power desk" objective and then assign her to oxygen and cleaning. Keep Barbara on power. When the rest of the team turns up, train Greg and Babette in weeding using the pod. Place three weeding posts and get them and Nailer to work. Make sure Babette does the safer west side of the map. Place a shower, mess hall, luxury bar, one extra bed, and a cleaning post. Buy three space bikes so your weeders can get to their stations faster. Around this point you can turn all your subsystems back on.

Scout the area up north for vegetation that isn't lupulus. Sell the lights once you are sure that the coast is clear. Be careful around the northeast corner — a hopper queen is nesting there. You can kill her using the force field trick, but make sure that you have the credits first.

With three people on weeding duty, you should be done with the vegetation quite quickly. Starting from Day 4, swarms of bees will come in from the east every three days — deal with them using force fields. Sell them once the swarm is cleared. If some get through and seed a bunch of podulus by your base, immediately dispose of the patch by placing a weeding post nearby and sending an operative in.

From Day 6 and every three days onwards, one hyraxus will begin its slow march towards your base from up north. By Day 5, you should be able to afford two soldiers. Place the posts close to the birdge and send the robots up north. You can bring colonists in to help as well — earthquake attacks can only damage structures, so don't worry about their health. Kill offspring first.

From this point, the mission is pretty straightforward. Your only remaining objective should be bed assignment. However, do not rush finishing the mission. Instead, use all remaining time to accrue credits and build up your base. Buy a few extra oxygen plants and warehouses. Get an engineering repair facility, and repair any damaged structures with the help of Nailer. You might want to buy additional entertainment facilities too.

When you feel like you're ready, and have 8,000 credits in the bank, place two soldier posts right by the pool in the northeast corner. Direct the soldiers in firing range of the fribulan mother. Once they're in position, complete your final objective.
Alcoholics Unanimous Mission 3
Objectives:
  • Stockpile 110 silicon
Failure Conditions:
  • Enemy resources acquired: 110 silicon
Operatives:
  • Day 0: Tami, Greg, Babette, Nailer, Barbara
Available Training:
  • 2 programs: Mining, Repair, Chicken Extraction, Space Gas, Lasers, Weeding, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
With the power of foresight, your soldiers should immediately open fire on the fribulan mother. As long as you don't let them get distracted by the other structures, you should defeat the fribulan before they even spawn any harvesters. If any do manage to escape, they will freeze while trying to harvest silicon; you can kill them off later.

With the fribulan defeated, this becomes a straightforward mining mission. The silicon deposits are located in the eastern forbidden zone. Your only hurdles are going to be burnflies and bees coming from the northwest, and from day 6 onwards, hyraxus in the same manner as the previous mission.

All you need to do then is to buy extra soldiers and do some occasional weeding.
Aspen 4
Difficulty: Normal
№ of missions: 3

This campaign is pretty similar to the Catherwood set from the main game, the difference being more rodents, tighter time limits and a smaller crew. If you avoid infection, and make good use of force field and credit carry over tricks from this guide, completing these missions won't be a problem for you.
Aspen 4 Mission 1
Objectives:
  • Assigned beds: 3
  • Stockpile 10 nutrients
  • Clean up litter
Failure Conditions:
  • Colonists die: 1
  • Time Limit: 7d
Operatives:
  • Day 0: Stig, Candy
  • Day 3: Babette
Available Training:
  • 4 programs: Nutrient Extraction, Weeding, Power, Medi Prep, Cleaning (library and training pod)
Walkthough:
Because you have very limited resources, the best strategy here is to finish as fast as possible. The only generators available are iridium power plants, but you cannot buy or scavenge crystals. Same goes for argon, and there will be plenty of diseased rodents. Even if the plague isn't lethal yet, colonists with health in the red are terrible workers.

First, place a space bike and a laser by the airlock. Get Stig behind the power desk. As soon as you have enough credits, buy a cleaning post and assign Candy there. When rodents appear, use force fields to clear them. You may need to sell the airlock; if you do, replace it by Day 3.

When you have 1,200 credits on balance, light up the hydromorphus east of the base, and build a nutrient extractor as close to it as possible. Send Stig there right away, and disable lights. Meanwhile, keep Candy productive. Have her take a shower, then buy a disco. Sell the small bio-dome and replace it with a medium one. Move the bed and mess hall there, so Stig doesn't get dirty when he returns for dinner. Buy two extra beds and a second laser.

Ignore oxygen level warnings until Babette arrives, you have enough to survive until then. When she does come about, send her to the oxygen desk right away. Buy two more oxygen plants and some extra warehouses. Get a power and medi prep badge on Babette and Candy, respectively. Try to get one medi bay prepped before finishing the mission.

Beyond that, simply wait until all objectives are completed.
Aspen 4 Mission 2
Objectives:
  • Assigned beds: 5
  • Stockpile 15 nutrients
  • Stockpile 5 electronics
  • Friends: Stig and Babette
Failure Conditions:
  • Colonists die: 1
  • Time Limit: 7d
Operatives:
  • Day 0: Stig, Candy, Babette, Hoshi, Kita
Available Training:
  • 4 programs: Mining, Nutrient Extraction, Electronics, Weeding, Power, Oxygen, Medi Prep, Cleaning (library and training pod)
Walkthough:
Buy a silicon extractor and an electronics fabricator right off the bat. Send Stig silicon mining, and assign either Hoshi or Kita to the farbicator (have the other girl switch between weeding and power). When you have six silicon stockpiled, switch Stig back to nutrient extraction. Do not sell any electronics you produce!

I didn't test this, but if you sell the airlock, your lasers might start shooting the fribulan after the Waterhouse message. If this doesn't work, they're going to be a nuisance, but they won't actually stall your progress. Try to keep a prepped medi bay on hand, and redirect your colonists away from talking to the fribulan.

Dispose of the rodents as in previous missions. Burn any podulus that gets spread by bees right immediately.

Once Stig is done with nutrients, have him settle his differences with Babette. Finally, buy and assign the two remaining beds. If you keep your lights off, you won't even need to buy iridium for power. Make sure to use the carry over trick here — you're going to need plenty of credits for the next mission.
Aspen 4 Mission 3
Objectives:
  • Destroy spaceship
  • Complete missiles: 1
Failure Conditions:
  • Colonists die: 1
  • Time Limit: 7d
Operatives:
  • Day 0: Stig, Candy, Babette, Hoshi, Kita
Available Training:
  • 4 programs: Mining, Nutrient Extraction, Space Gas, Electronics, Weeding, Power, Oxygen, Medi Prep, Cleaning (library and training pod)
Walkthough:
To complete the missile, you need 20 argon and 10 electronics. Don't buy the silo right away.

Scout out escaping gas first. One pool is located on the east edge of the map, above the hydromorphus patch you've been extracting. You can get there through the canyon north of the shuttle pad. The other is in the southwest corner. Sell most of the lights except one or two by the pools, and place three rigs in total (two in the west pool, and one in the east).

If you didn't sell electronics in the previous mission, you should have five or more on hand already. Stig can finish the rest on his own: first, mine enough silicon (if necessary, you can find more deposits north of the shuttle pad), then assign him to the fabricator.

Get a basic space gas badge for both Hoshi and Kita, and send them to the rigs. Once Stig is done with electronics, assign him there as well. Sell any leftover silicon, as well as the extractor.

When you have the money, purchase the missile silo. Feel free to sell all but five nutrients to that end. Around Day 4, a gorriloid will approach from the north. Kill it by distracting him with lights and frying him with high-power force fields. Deal with the other aliens and vegetation just like in previous missions. Once the missile is complete, launch it into the crashed spaceship in the northwest corner.

Even with only basic space gas badges, you should make it some hours before the timer runs out.
Beylix
Difficulty: Normal
№ of missions: 2

In this campaign your goals are to acquire a lot of resources, and then build some expensive military equipment. You will need to fend off waves of aliens, none of which are particularly dangerous or hard to deal with. You have big quotas to meet, and you're on a timer. However, the generous starting balance and competent crew make this campaign quite manageable, so long as you don't catch the rodent disease.
Beylix Mission 1
Objectives:
  • Stockpile 100 titanium
  • Clean up litter
Failure Conditions:
  • Time Limit: 18d
Operatives:
  • Day 0: Venus, Stig, Nikolai, Daisy, Vasilios, Kita
Available Training:
  • 9 programs: Mining, Nutrient Extraction, Repair, Pharmaceuticals, Space Gas, Scavenging, Industrial Robotics, Weeding, Power, Oxygen, Medi Prep, Cleaning, Maintenace (library and training pod)
Walkthough:
As mentioned earlier, the key to success is making sure nobody gets sick. Ultimately, this simply comes down to placing enough lasers and occasionally focusing in and placing some high-powered force fields.

Pause the game and disable lights in the power menu. Light up the area northwest of the shuttle pad until you find a hopper queen and escaping gas. Use high-powered force fields to dispose of the queen. Place an argon rig there and buy a space bike. Unpause the game, and have Venus build up a small power reserve. Get Stig behind the oxygen desk for now. Replace him with Kita when he gets too hungry to work. When Nikolai arrives, put him on power, and send Venus to the gas rig. Build two lasers by the airlock — a pack of rodents is approaching from the south. Place a nutrient extractor north of the shuttle pad and assign Daisy there. Buy a cleaning post and have Vasilios scrub the floors. By the time the last operative disembarks, the rodents will be at your door. You may have to sell the airlock until all rodents are killed off.

For now, your priority is making your operatives happy. Buy an oxygen plant, a mess hall, disco, shower, and one bed. Tend to your colonists' needs. When Stig has eaten and is in the green, place a titanium extractor north of the shuttle pad and send him mining.

When you have three nutrients in stock, assign Daisy on power, buy a library, and have Nikolai study mining. If you place a light right by the west canyon wall by your gas rig, you should see a stripper mound. Don't light up the area too much or you will disturb the hopper queen — deal with her later. Place a weeding post nearby and have Venus burn it. Delete her job and sell the weeding post. There's another mound a bit further south, and one more near the forbidden zone in the west, below your base. Deal with them in the same manner.

Once you have brushed up the base and saved up some cash, clear the map of hopper queens and any leftover stripper mounds. Use the force field trick to dispose of the queens. You can then really focus on the objective. Stig, with assistance from Nikolai and Vasilios, should gather all the necessary titanium in time without much stress.

As far as aliens go, you're only going to face small packs of hoppers, rodents, and gremlins, with the odd slug or bee swarm in the mix. Attacks come from random directions, but it's generally enough to place a pair of automatic lasers and occasionally pause the game to deal massive damage with force fields.

You have a small crew, so you're going to need to juggle your operatives a bit. Have Venus, Daisy and Kita primarily on argon extraction, power, and oxygen, respectively. Switch one of them to cleaning, weeding, nutrients, maintenance and repair whenever necessary. Keep the male part of your crew focused on mining.

You have limited space in warehouses, so you might need to sell off your argon or nutrients to be able to finish the mission. Don't bother clearing the silicon for space, it will take too much time off of titanium.

Aside from that, just keep mining and preparing for the next mission. Place extra indoor facilities to keep your colonists happy, buy a silicon extractor, three electronics fabricators, and one scavenger. Get your operatives some extra training using the pod. Good options are extra power stars and a basic medi prep badge for Daisy, as well as a basic space gas for Nikolai using the library. Try to run all your operatives through the medi bay before you finish the mission.
Beylix Mission 2
Objectives:
  • Place buildings: commando post x12
  • Complete 5 missiles
Failure Conditions:
  • Time Limit: 30d
Operatives:
  • Day 0: Venus, Stig, Nikolai, Daisy, Vasilios, Kita
Available Training:
  • 12 programs: Mining, Nutrient Extraction, Repair, Pharmaceuticals, Space Gas, Scavenging, Electronis, Cybernetics, Industrial Robotics, Millitary Robotics, Weeding, Power, Oxygen, Medi Prep, Cleaning, Maintenace (library and training pod)
Walkthough:
I think the better strategy is to focus on one objective at a time, starting with the rockets. Overall, the conditions in this mission are about the same as in the first, but alien invasions increase in frequency and number, so make sure to further strengthen your defences.

First, sell all your titanium, as well as all but one extractor, and buy one missile silo. Pause the production for now. To build all the rockets, you need 100 argon and 50 electronics. Get Vasilios on a silicon extractor, and assign Nikolai, Kita and Stig to electronics fabrication. Silicon can be mined extremely fast, so one operational extractor will be enough to feed all the fabricators. Try to direct the miner so as to free up space for additional warehouses. When you have over 50 silicon in stock, move Vasilios to a gas rig.

When the forbidden zone in the southwest opens, immediately deal with all the queens using force fields. Scout out the other two bubble columns, and place argon rigs there. Protect them with lasers. Once the lasers are supplied with argon, resume production on your missile. Gremlin and rodent invasions will also be more frequent, so make sure to improve your defences.

For now, just focus on producing electronics. In the meantime, get Daisy to three stars in power. Buy more solar panels and oxygen plants. Again, you will have to juggle your colonists a bit. Have Venus focus on argon for now, but switch her to nutrients and weeding occasionally. Daisy can handle cleaning, maintenance, and oxygen. You will be hit by multiple solar flares starting from Day 5, so from that point onward get one iridium power plant. With a three star badge operative behind the desk, it can power your whole base. You can take advantage of the flares by making sure there's someone on power duty. This way you will quickly fill up your reserves.

When you have 10 electronics in the silo, and 40 more stockpiled, switch Vasilios and Nikolai to argon extraction. Get Kita on the scavenger, and have Stig mine titanium. Sell these resources to help fund the commandos. Keep one extra iridium crystal on hand for your power plant. Buy the remaining four silos and start production. Make sure you have enough power to keep your military systems functional. You can keep the lights off most of the time. Turn them on to help laser targeting and to scout out weeds.

Beyond that, keep selling titanium and iridium, and buy commandos whenever you're able. Don't forget to make use of them — put them on guard by your lasers. Make sure to place posts out of harm's way, preferably surrounded by other structures. Once you're done with rockets, switch Vasilios back to silicon mining, and Nikolai to electronics. Sell everything you produce. You should be done with more than a quarter left on the timer, even with minimal additional training.
Deadwood
Difficulty: Normal
№ of missions: 1

This mission is designed to be as frustrating as possible. You have very limited space. Almost all the necessary resources can't be bought and need to be mined. You will need to fend off gremlins, bees, and slugs. And to top it all off the only operatives at your disposal are Babette and Greg.

Still, with a bit of planning and item selling abuse, this campaign is not particularly difficult.
Deadwood Mission 1
Objectives:
  • Use android to defuse nuclear bomb
Failure Conditions:
  • Time Limit: 18d
Operatives:
  • Day 0: Greg, Babette
Available Training:
  • 12 programs: all skills (library and training pod)
Walkthough:
First, pause the game. Place a small bio-dome west of the shuttle pad, and move the medi bay there. Sell the two bio-domes by the bridge. Replace them with one small and and one medium bio-dome (you will be able to place the latter if you light up the area south of the bridge). Move the medi bay to the bio-dome with an airlock, and delete the one you placed first. This should solve the litter problem and provide you with a bit of extra space.

Next, go to the power menu and disable everything except industry for now. Unpause the game and let your crew arrive. When Babette becomes available, send her to the medi bay, then sell it. While that's going on, let Greg use the banking machine. Next, purchase a social area and get your two colonists to talk twice. While they're chatting, sell your nutrients, buy 10 processed chicken and place a restaurant. When all the lasers are loaded, sell the argon as well. Once Greg and Babette are done talking, direct them both to the restaurant and sell the social area. You can then move the restaurant to the medium bio-dome, and get one bed, a shower, and a sauna. Let Greg take a nap, and send Babette to the shower and cash machine.

Once Babette's needs are taken care of, put her on the oxygen desk. Buy a space bike, place an iron extractor south of the bridge, and send Greg mining. You can add an airlock to the second bio-dome. For now, you should be selling all the iron you mine, and saving up credits until you have 1,600 on balance.

When you have the credits, buy a training pod, then get a weeding badge for Greg, and a maintenance one for Babette. With that done, keep saving up until you have 6,200 credits.

Starting from Day 2, bees periodically swarm in from the map corners. Try to clear them using force fields. Pause the game, place them on the bees' path, and turn military systems back on. When the bees are dead, sell the posts, and pull the plug on military systems again. If they manage to seed any podulus, immediately send Greg in to clear it. From Day 3 onwards, gremlin attacks begin. You can't do much about them, so just have Babette repair the damage. Slugs will arrive on Day 9. By that time you should be almost done anyway, but you can sell the airlocks if necessary.

Once you have 6,200 credits saved up, tend to Greg's needs, and use a training pod to get him a scavenging badge. Place the scavenger as close to iridium as you can — the best spot is west of the shuttle pad. Once the warehouse droid picks up the processed crystal, sell the bunker. Place a silicon extractor in about the same area, and assign Greg there. Keep mining until you have 6 (six) silicon stockpiled, then sell the extractor. While you're doing all this, you should have a good oxygen reserve built up. Train Babette in electronics and cybernetics using the pod.

This should all be done around Day 6. Buy an electronics fabricator and assign Babette there. Make sure that at least one operative is trained in cybernetics, maintenance and weeding — if all boxes are checked, sell the training pod and buy a cybernetics lab.

When Greg is done weeding, tend to his needs and put him behind the power desk. You can turn on all subsystems at this point. Babette should finish the necessary 5 electronics within two shifts. Once she's done, start building your android. When the android is assembled, simply send him to defuse the bomb to complete the mission. You should be done with about 9 days to spare.
Mayla XIV
Difficulty: Hard
№ of missions: 3

This campaign is unique in that missions get progressively easier, and that every mission takes place on a new map. The first two have very tight time limits, and require good planning and priorities, while the final one is quite straightforward.

You will first extract gas on very short notice whilst being assaulted by aliens and solar flares. Next, you will construct power plants and wrestle with vegetation, and finally, you get a bit of a vacation with some simple resource gathering.
Mayla XIV Mission 1
Objectives:
  • Assigned beds: 4
  • Stockpile 50 argon
Failure Conditions:
  • Colonists die: 1
  • Time Limit: 9d
Operatives:
  • Day 0: Venus, Aisha, Bhoomi
  • Day 1: Charles
Available Training:
  • 2 programs: Repair, Space Gas, Power, Oxygen, Medi Prep, Cleaning, Maintenance (training pod only)
Walkthough:
Of course, whenever Waterhouse assures you that there are no other hazards, you can be certain that you're in big trouble. Expect goriloids to storm your base.

First off, pause the game. Purchase a space bike and an additional warehouse, then disable lights in the power menu. Resume the game. As soon as Venus arrives, send her to the gas rig. Assign Aisha to oxygen, and Bhoomi to power.

You have very limited time, so I think the best strategy is to put all available resources towards argon production. Light up the land west of the bridge, and place small and medium bio-domes on the south and north edges of the peninsula. Don't bother with airlocks yet. The next step is to save up 3,100 credits. You should have them by the time Charles arrives.

When you do, place a training pod in the small bio-dome (add an airlock as well). Get Aisha a basic space gas badge, place an argon rig on the bubbles just south of the small bio-dome, and assign her there right away. Have Charles replace her behind the oxygen desk for now. Switch him to power when the solar flare hits. Around this time Bhoomi will need to sleep, so get her a bed in the other bio-dome.

The next thing you need to deal with is the goriloid, which will show up on Day 3. When the game timer hits 5:00 on Day 3, place a manual laser on an island as shown in the screenshot below. Immediately send Charles to the laser. Let the goriloid walk into laser range. You can distract it by placing lights (see screenshot). Once the goriloid is killed off, resume normal operations.



In the meantime, you may need to tend to some of your colonists' needs. Only buy the bare minimum: mess hall, sauna, excercise equipment. Don't place facilities until you need them. Share one bed for now. You will eventually be attacked by gremlins — buy a maintenance post and let Aisha or Charles deal with repairs (don't bother Venus for this).

After you've dealt with the first goriloid, save up 2,100 credits, then train Bhoomi in space gas, place another rig in the southwest corner of the map, and assign her there. Sell the small bio-dome and training pod. Buy space bikes, up to a total of four.

Another goriloid will come on Day 5. Deal with it in the same manner as the first one. You'll get more on Day 6 and 7. If you have managed to get three rigs running as soon as possible, you should finish the stockpiling objective by then. Once that is done, just free up space for the four beds, then assign them to finish the mission.
Mayla XIV Mission 2
Objectives:
  • Assigned beds: 4
  • Place buildings: lava power plant x5
  • Clear vegetation
Failure Conditions:
  • Colonists die: 2
  • Time Limit: 11d
Operatives:
  • Day 0: Venus, Charles, Aisha, Bhoomi
Available Training:
  • 4 programs: Mining, Repair, Industrial Robotics, Weeding, Power, Oxygen, Medi Prep, Cleaning, Maintenance (training pod only)
Walkthough:
Pause the game right away. Note the giant bush of podulus on the west edge of the map: place a weeding post right in it. There's also a solitary flower on the north edge — another post should go right beside it. Build two space bikes by the shuttle pad as well. Take a look at the slug in the east — don't place lights close to it, and it will remain in place. Unpause the game and immediately send Venus and Charles to the western and northern weeding posts, respectively. In the meantime, buy a medi bay and have Bhoomi prep it. Put Aisha behind the oxygen desk for now.

You should be able to clear all podulus before any bees hatch. Keep your colonists on weeding, but watch out for lava and pyrocyn2 — the tiny red mushroom deals massive damage when touched. If either operative's health drops into the red, immediately delete their job and send them to sick bay. To avoid running into pyrocyn, you can delete a colonist's job, sell the weeding post, place a new one right beside lupulus, and re-assign the operative to that post. You can safely handle two or three medi bay visits though.

While Venus and Charles are weeding, you can expand the base somewhat. Purchase a medium bio-dome, and get a bed only for Bhoomi for now. As in the previous mission, don't go beyond essentials: sauna, mess hall, exercise equipment, and a shower will suffice.

Save up 2,000 credits, then burn the slug with high-powered force fields. Around Day 2, more slugs will approach from the northeast corner. You can kill them with lasers, but using force fields is cheaper and more effective.

Once you're done weeding, place an iron extractor by the deposits in the north, and assign Venus there. Make sure the mining area is set such that the droid won't walk through lava. Protect the extractor from lava beetles with one laser. Build one lava power plant on the very obviously highlighted vent east of your base. Protect it with a laser as well. Sell all the iron you mine.

Now you can just wait until you have 4,600 credits on balance. Once you do, buy the remaining power plants and beds, and assign the latter to finish the mission. Feel free to place power plants wherever. You can even sell argon and base facilities to get the credits faster. You should be done by Day 6 without much trouble.
Mayla XIV Mission 3
Objectives:
  • Assigned beds: 7
  • Stockpile 45 nutrients
  • Stockpile 50 chicken
  • Happiness 80%
  • Play golf holes: 5
Failure Conditions:
  • Happiness below 50%
  • Time Limit: 15d
Operatives:
  • Day 0: Tami, Candy, Billy Bob, Venus, Charles, Aisha, Bhoomi
Available Training:
  • 6 programs: Nutrient Extraction, Repair, Chicken Extraction, Bio Research, Power, Oxygen, Medi Prep, Cleaning, Maintenance (library and training pod)
Walkthough:
First, re-arrange the base a bit. Build two more medium bio-domes and connect them to existing ones. Move the shower there, and buy another one. Sell the detention facility, piano, restaurant, and luxury bar. Get two more cleaning posts, a sauna, exercise equipment, one medi bay, a maintenance post, and a virtuality chair. Don't sell the empty bio-domes; you can place beds and a training pod there later. Tend to your colonists' special needs, then assign Charles, Candy, and Tami on cleaning. Keep improving the mood of your operatives until you meet the happiness goal. Get someone behind the energy desk before the iridium expires.

Next, place a nutrient extractor up north and assign Venus there. Buy a chicken farm, and let Billy Bob do his thing — he can easily finish the chicken stockpiling objective alone. Buy five more warehouses, and a few extra space bikes and oxygen plants. When you can afford it, get another nutrient extractor and assign Aisha there. These three stations are enough to meet your goals in time.

Around Day 3 you will be getting some fribulan guests. You can't fire at them, so try to keep a prepped medi bay on hand. Gremlins also start their invasions around this time, so have Charles repair any damage caused. On Day 5, a few protoraptors will try to snack on your chickens — protect your farm with a few lasers. You can even place a decoy farm west of the real one as a distraction.

The next step is to get a bio research badge. Save up 3,400 credits, then place a training pod, and send Candy there. You will need another 1,200 credits to buy the remaining four golf tees, and another 1,500 for the lab. To minimize the time it takes to finish the course, place holes like this:



Once the holes are grassed, delete Charles' jobs, tend to all his needs except entertainment, and have him play all five rounds. You can place and assign the beds at any time. Overall, this is a pretty straightforward mission, and you should comfortably complete all objectives in time.
Trouble on Paradiso
Difficulty: Hard
№ of missions: 3

In this campaign you will first be tasked with gathering resources while fighting against hostile vegetation, as well as the usual crop of annoying but non-threatening aliens — diseased rodents, slugs, and gremlins. Then, you will need to do the same with protoraptors around. Finally, you will build a 10-star tourist complex, and use it to earn lots of credits.

The vegetation and time constraints make this campaign somewhat challenging, but if you use the pause button extensively, you should manage.
Trouble on Paradiso Mission 1
Objectives:
  • Stockpile 15 nutrients
  • Stockpile 15 pharmaceuticals
  • Clean up litter
Failure Conditions:
  • Time Limit: 14d
Operatives:
  • Day 0: Venus, Stig, Nikolai, Daisy
  • When "Clean up litter" objective is complete: Dean, Hoshi, Kita, Zhang
Available Training:
  • 12 programs: all skills except Military Robotics (library and training pod)
Walkthough:
The next mission will take place on a different planet, so there are two ways to go about this one. You can either ignore vegetation and focus on objectives at the potential expense of your structures, or go for a safer route and combat the aggressive plant life. I went for the second option.

Pause the game and sell the provided bio-dome. Light up the four spineweed patches close to the base which are located in the northwest, northeast, and southwest. Buy 10 argon, and place three cluster bombs to clear them out, then unpause the game. Once a patch is cleared, sell the nearby cluster bomb. You can ignore the spineweed in the southeast for now (in my case it disappeared on its own, but you can deal with it in the same manner later). Buy additional argon in increments of 5 if necessary. Here's the layout I used:



Re-purchase the medium bio-dome, then assign Venus on power and Nikolai on oxygen for now. The next priority is getting some starting nutrients to keep Stig productive. Save up 1,500 credits, place a nutrient extractor south of the base, and send Daisy there. Buy a space bike as well.

In the meantime, try to stall the spread of podulus by placing force fields when a flower is about to explode, as shown in the screenshot on the right.

Sell the posts once the bees are killed. You don't have enough credits to deal with all of them in this manner, so try to focus on one side of the map. Do this until you're able to place a medi bay. Once you have one, send Dean to the medical desk. You can now start weeding properly.

The danger here is not the bees, but rather pyrocyn2. These small red mushrooms explode when a colonist walks nearby, dealing massive damage. Unfortunately, they are considered weeds, so your operatives will try to burn them, harming themselves in the process. You will need to keep an eye on whoever is weeding and send them to sick bay often, as the planet is full of pyrocyn.

Place a weeding post close to podulus, and send Stig there. Start with the flowers up north. Whenever his health bar drops into the red, delete his job and send him to the medi bay.

When you can afford one, buy a pharmaceutical extractor and assign Hoshi or Kita there. Build two lasers by your airlock and another one beside the argon pool to the east of the base. Place another nutrient extractor and assign Venus there. Switch Dean to power when the medi bay is ready.

Rodents start coming in on Day 3. Make sure they're killed off. Buy extra argon to keep lasers armed. Consider selling the airlock, if necessary. Rodent invasions will continue, and their numbers will increase. You can either buy more lasers, or, better yet, use the force field trick. Same goes for slugs.

Keep weeding and purchasing additional pharmaceutical extractors. Slowly expand your base: add entertainment furnishings, space bikes, oxygen plants, and an engineering repair facility. When you meet your nutrient goal, sell one of the extractors, and buy a gas rig. Assign Venus there, and have Daisy juggle base duties such as oxygen and cleaning. Once you have some argon in reserve, buy another weeding post and let her assist Stig.

With three pharmaceutical extractors running, you should not have trouble meeting the goal in time, even if you waste some medicine on whoever is weeding.
Trouble on Paradiso Mission 2
Objectives:
  • Stockpile 50 nutrients
  • Stockpile 10 iridium
  • Clear vegetation
  • All protoraptors and eggs killed
Failure Conditions:
  • Time Limit: 28d
Operatives:
  • Day 0: Venus, Stig, Dean, Nikolai, Daisy, Hoshi, Kita, Zhang
Available Training:
  • 12 programs: all skills except Military Robotics (library and training pod)
Walkthough:
The first two in-game days are going to be very intense. Get ready for a lot of pausing and building/selling. In this case, the following mission will take off from where you finish this one, so simply rushing at the expense of everything is not a good idea.

Realistically, there are too many eggs spread thin around the map to scavenge, so you will have to destroy them. Pause the game and scout out the big nest west of the base, in the middle of silicon deposits. Place a laser there, as well as one more between the two smaller piles of eggs closer to the base. Keep placing lights to locate the remaining eggs, then build lasers nearby. Sell off unnecessary lights. In some cases, one laser can take care of two piles simultaneously. Once a laser has done its job, sell it (do the same with any leftover lights). Don't forget to buy argon.

Unfortunately, "less aggressive plantlife" just means slower spread. Instead of spineweed, you now need to deal with a load of metaflaxus. When operatives arrive, buy a space bike, and place two weeding posts: one just south of the base and the other inside the western bush of podulus. Assign Venus and Stig there. Pyrocyn is still present, but now you also need to watch out for burnflies. Make sure a prepped medi bay is available at all times and keep an eye on your operatives' health. Use force fields to clear some of the bees.

While scouting for eggs, you have likely seen the three rodents coming from the southwest corner. You can deal with them using force fields, or by placing a laser or two by the airlock. In any case, make sure they don't get inside your base — sell the airlock if necessary.

In the meantime, assign Nikolai to power and Hoshi or Kita to oxygen. Buy an engineering repair facility and assign Kita or Hoshi there. Put Daisy on cleaning for now. Add the bare essentials as they become needed: one bed, mess hall, and a shower.

By the time all eggs are cleared, you will likely have dealt with most of the podulus too. Light up the three stripper mounds in the northern side of the map, and place lasers nearby so your operatives can eventually safely burn them.

Your weeding goal may get stuck at 99%. In that case, scout the map for any remaining metaflaxus. When you're done weeding, place a silicon extractor by the deposits west of the base and send Stig mining. Save up for a scavenger bunker and build one in the northeast. Assign Kita or Hoshi there. Buy two or three electronics fabricators and get Nikolai, Hoshi, and later Kita to work. Buy a gas rig and assign Venus to argon extraction as well. Once you have enough silicon in stock, buy another fabricator and direct Stig there.

On Day 6, slugs will approach from the southwest corner. Deal with them using force fields. Day 8 will bring a whole bunch of raptors from the same direction. Make sure the southwest side of your base is protected by three or more lasers placed behind a small bio-dome. Raptors will continue attacking from various directions — make sure to respond in time. Same goes for rodents, slugs, and gremlins.

While you're working towards your remaining objectives, start preparing for the next mission. Buy a bio-research lab and seed some GM bamboo with the help of Zhang or Daisy. Use the library to get a few basic badges on Zhang — good options are repair, maintenace, and cleaning. Buy more oxygen plants. Get Dean extra stars on his power badge, and maybe one star in oxygen for Daisy. Purchase a few more solar panels and an additional scavenger. Add indoor facilities to keep your colonists happy. You may need to place a nutrient extractor and assign someone there temporarily if you run out of food.

With four fabricators running, you should have no trouble meeting all the goals in time.
Trouble on Paradiso Mission 3
Objectives:
  • Balance: 100,000 credits
  • Tourism rating: 10
  • Total tourists: 50
Failure Conditions:
  • Time Limit: 28d
Operatives:
  • Day 0: Venus, Stig, Dean, Nikolai, Daisy, Hoshi, Kita, Zhang
Available Training:
  • 12 programs: all skills except Military Robotics (library and training pod)
Walkthough:
You finally have access to a cybernetics lab. However, I think it's better to just sell all the resources you produced in the previous mission, since that gives you a massive cash boost, and you have a good number of competent operatives at your disposal anyway.

I will once again make use of this guide: https://steamproxy.com/sharedfiles/filedetails/?id=2249081809 To remind you, all you need to do is make sure your base has the following items:
  • 6 restaurants
  • 4 luxury bars
  • 2 mess halls
  • 10 showers
  • 5 medi bays
  • 10 golf holes
Start off by pausing the game and placing three large bio-domes somewhere around the map. Fill them with the facilities listed above. Don't add airlocks or connect these bio-domes to your base. You don't need to seed grass, prep medi bays, or supply food facilities with nutrients or chicken. Once that is done, place a tourist port and two triple-room hotels. Again, only connect them to each other — do not add airlocks or corridors to any bio-dome. Unpause the game and let the tourists arrive.

All you need to do now is to earn 100,000 credits. With a 10-star tourist complex, this should not be difficult, even if you have no subsidy from Blackwater. Keep stockpiling and selling iridium and electronics. Buy two more triple-room hotels when you have the money. Other than that, just watch out for alien attacks. Get a military radar, and perhaps rearrange your defences. Make sure you protect the northeast corner with an array of lasers. Weed any podulus and metaflaxus that starts growing close to your base. Keep someone on repair so none of your tourist structures get destroyed.

With this strategy, this mission is quite straightforward. You should be done in about 14 in-game days.
Achievements
The Steam Edition includes 26 achievements. Most have fairly simple requirements, such as finishing a certain set of missions, or collecting a given quantity of resources. The majority of them can be completed by simply playing through the game without doing anything specific.

A good way to speed up your progress for some of the achievements is playing in Sandbox mode. The planet Hobu has plenty of resources with no hazards whatsoever. Leethir is similar, but has less minerals and tougher terrain. You can also make use of androids to further improve your mining rates. Alternatively, you can browse the Steam Workshop — there are many maps tailor-made to grind specific achievements easily.

For more details on every achievement, read the section below.
Beginner's Luck
    Complete the tutorial.
    Self-explanatory. You can start the tutorial by clicking on the academic cap icon in the main menu. Just follow the instructions.
Landing Party
    Complete the "Catherwood" mission set.
    Self-explanatory. Catherwood is the first planet in Campaign mode. It is made up of 8 missions. Completing them all will net you the achievement. If you're having trouble with any missions, see the Preface section.
Full-Scale Invasion
    Complete all military missions.
    Once you're done with Catherwood, you will unlock two paths — military (right side) and civilian (left side). To get this achievement, complete all 8 missions on the four right side planets. If you're having trouble, see Preface.
Thriving Community
    Complete all civilian missions.
    Once you're done with Catherwood, you will unlock two paths — military (right side) and civilian (left side). To get this achievement, complete all 8 missions on the two left side planets. If you're having trouble, see Preface.
Welcome to the Family
    Join our mailing list.
    When you start the game, the launcher will prompt you to join the mailing list (if it doesn't, try going to the Stats tab, there should be a link). Just sign up with your e-mail. You should be sent a confirmation e-mail — click the link inside, and you should get the achievement. Maybe check your spam folder.
Silent Cartographer
    Publish a mission to the workshop.
    I believe this achievement was bugged for some people, but I did successfully get it. I'll explain how to create a bare minimum campaign that you can upload and delete once you get the achievement. First, go to the map editor and create a new planet (the size and name don't matter). Next, place a shuttle pad and a bridge anywhere. They're available under Buildings → Extra. Place a few lights around, as well as an airlock. They're both under Buildings → Engineering. Click Exit, and save your map. Now, go to the campaign editor and press New Campaign. Press Add Map, then select the map you have just created. At the top you should see text like this:Click on the text. Select Victory, then click on Briefing and add some gibberish. Press Edit Scenario. Click on People Availability and select any operative you like by clicking on the red Not Used beside their name; it should turn to green text reading "At Start". Press OK, then click New in the bottom left corner. Press Auto in the top section, and select Win in the bottom section. Set Day and Hour to whatever value you like. Click OK, then Exit, then Back. Then press Save Campaign; name it whatever. Now quit Space Colony. For the final few steps, make sure your Steam Status is set to "Online". Start the game launcher and click Steam Workshop in the bottom right corner, then press Create New. Add your Campaign File, then your Map File. Add some sort of name and description and a preview image. Make sure Visibility is set to Everyone (see bottom right corner). Finally, hit publish. Once publishing is complete, you should get your achievement. You can then remove your campaign from the Steam Workshop by opening its page and clicking here:
Gregor Was Here
    Mine 500 units of titanuim.
    There are plenty of missions throughout the game that require mining titanium. You're most likely going to get this one naturally. In any case, the planet Hobu available in Sandbox Mode has plenty of titanium to finish this achievement off, with no hazards whatsoever to stall your progress.
Iron Man
    Mine 500 units of iron.
    Pretty much equivalent to the above, but with iron. Again, play on Hobu if you're somehow having trouble.
Black Gold
    Extract 500 units of argon.
    Same story as the previous two. You're even less likely to miss this one, given how often you need to fight off aliens. Hobu is still an option though.
Balanced Diet
    Process 300 units of nutrients.
    Effectively impossible to miss — I got it even before finishing the main campaign. If you want a safe space to get this done, again, just play on Hobu.
Geek
    Fabricate 100 units of electronics.
    This one is a bit harder. Still, if you play through Galaxy Mode, you should get it done. Alternatively, you can make use of the enormous quantity of silicon safely available on Celensoan B (the second planet on the civilian path of the campaign). You will have plenty of time while completing the credit goal for one of the missions there. Of course, you can once again set up shop on Hobu.
Iridescent
    Gather 300 units of iridium.
    Although plenty of missions involve gathering iridium, you won't ever be collecting much. Completing all missions in the game will only get you about half way to 300 units. Even Hobu isn't such a good option, as it has less than a hundred units of iridium on its surface. As an alternative, you can play on Leethir, which has over 170; still zero hazards, just some tougher to navigate terrain, and less competent crew. You can also use this Workshop map: https://steamproxy.com/sharedfiles/filedetails/?id=848355275
Space Chicken Tonight
    Produce 1000 space chickens.
    You will most likely get this one while playing through the main campaign and Galaxy mode, as there are several missions which involve large-scale chicken production. One good opportunity to do this one are the Celensoan B missions from the civilian path of the campaign: you have Billy Bob on staff and plenty of time. You can always set up a no-pressure farm on Hobu as a backup plan, as usual.
Pod Collector
    Collect 300 protoraptor pods.
    This is Iridescent's considerably more annoying cousin. This time, Sandbox mode won't be of much use, as the only included planet with protoraptor pods is infested with all sorts of hostile creatures. You can replay the Proto Protectors mission from Galaxy mode over and over until you get the achievement, but really it is far easier to make use of this Workshop map: https://steamproxy.com/sharedfiles/filedetails/?id=872966741
Silicon Heaven
    Mine 1000 units of silicon.
    This is another achievement that you will most likely finish while playing through the Celensoan B missions. Although silicon in itself is rarely one of the objectives, you will need to mine it frequently either to clear space or as part of a different objective. In any case, Hobu is, as always, free to use.
Scorched Earth
    Incinerate 1000 lupulus plants.
    This one might sound daunting, but is actually fairly easy. You're going to make good progress during the main campaign, and heading into Galaxy mode there are a couple of good opportunities. Notably, the planet Meyer-rust in the Ussvald system features rapidly spreading lupulus, and since your goals are simply sitting tight and defending, you will have more than enough time between waves of Orox to complete this one, potentially in one go. As far as safer alternatives, consider playing the planet Rama from the Heeto system a few times.
Neat Freak
    Clean up 500 pieces of litter.
    Another trivial achievement which you will most likely get even before finishing the main campaign. If you're having trouble, replay any of the numerous missions which incude cleaning up litter as a mission objective.
Factorium
    Carry out 100 repairs.
    As far as I know, this refers to repairs carried out by the engineering repair facility, not the maintenance post. You're most likely going to complete this one while playing the game normally — I got it while playing through the military path of the main campaign. Given the abundance of hostile aliens in various missions, you should have no trouble finding enough structures to repair. If you're having difficulties, my suggestion is to play "Androids" from the Mgeni system in Galaxy mode. The planet is pretty safe with the exception of lava beetles — just build various small structures under the nearby volcano and employ androids to repair them.
Back From the Dead
    Revive 100 colonists.
    Another inconvenient grind. Reviving in this case refers to using cryogenic reanimation units. The only significant contributors to this one are missions which involve killing Hosts, and there's only two of those. You can replay them over and over, but progress will be rather slow, plus you need to worry about not failing the mission outright. The safer alternative is to kill your colonists by having them walk through lava, but that even more tedious. As such, here is a safe, controlled, reliable, and totally ethical colonist killing chamber: https://steamproxy.com/sharedfiles/filedetails/?id=1630214778Just make sure not to kill all your crew at once.
Domo Arigato, Mr. Roboto
    Build 100 androids.
    There aren't many missions which require building androids, and outside of those their use is rather limited. Completing all missions likely won't get you even half the androids needed. You can play in Sandbox, but building an android requires so many different resources and badges that it's faster to replay the android missions, as in those you have Zhang on your roster and at least a starter pack of iridium and electronics. Your best options are both in Galaxy mode: "Androids" in the Mgeni system, and "Lonely Planet" in the Heeto system. The latter is slightly better suited for grinding, as there is no timer that would force you to reload.
Clean Living
    Have your colonists take 300 showers.
    An absolutely trivial and self-explanatory achievement. Don't bother with it; just play through the game normally, you'll get it eventually.
Disco Fever
    Have your colonists use the disco 100 times.
    Similar to the above achievement. Disco is the most liked entertainment facility overall, so you will be using it a lot. You will almost surely finish this one before even completing the main campaign.
Academia Nut
    Train all skills to 4 stars.
    Progress towards this achievement is counted across all missions. Note that colonists that start with a four-star badge (Billy Bob and Zhang) do not count towards this, meaning that you will need to train some other operative from the bottom up. You rarely need to level any skill to the max in an actual mission and it can be difficult to track which badges you're done with already. A good place to work on this achievement are the Celensoan B missions on the civilian path. You will have plenty of credits, and a decent number of training programs. With a bit of save-loading, you should be done in no time. If you don't mind cheap shortcuts, use my Workshop map:https://steamproxy.com/sharedfiles/filedetails/?id=2403672048
You Got a Friend In Me
    Tami friends with everyone.
    Progress towards this achievement is counted across all missions. I personally got it randomly while playing the game. If you want to speed up your progress, the Galaxy Mode mission "The Ooma" (planet Caerl in the Eadfrid system, bottom right) involves every colonist. If you want to really make it quick, use the Tamir campaign from the Steam Workshop: https://steamproxy.com/sharedfiles/filedetails/?id=2075779737
Stone Cold Killer
    Kill 20 Orox.
    The Orox are a rare sight, but when you do encounter them, you will usually face a decent number. You're pretty much guaranteed to complete this one if you play through the main campaign and the Meyer-rust missions in Galaxy mode. Replay either of those a few times if you need a boost.
Galactic Overlord
    Complete all campaigns in Galaxy Mode
    Self-explanatory. If you've been following this guide you should have no problems clearing two systems out of five. If you're having any trouble with the remaining three, see Preface. It appears that the achievement is bugged again. Note: prior to the latest update (May 2022), this achievement was bugged and could not be obtained. The aforementioned update addressed this, and you should now get this achievement without any issues. If you are a returning player who had previously finished all of Galaxy Mode, you don't need to replay it all over again. Completing any one mission from the mode should be enough to trigger the achievement.
Afterword
Thank you for reading! Hopefully you found some of the tips useful. If you have any suggestions or noticed any mistakes drop them down in the comments below.
4 Comments
kmork 24 Apr @ 8:14am 
the galactic overlord achievement is still bugged :(
TBringerOHW 23 Dec, 2024 @ 11:01am 
'Galactic Overlord' achievement is still broken, at least for me. For those who wondering.
Zero Impact Player  [author] 8 Jun, 2024 @ 4:13am 
@RajaAgni open the Steam Workshop page for your campaign, on the right below the title card you should find Owner Controls. Click the "Delete" button there.
RajaAgni 4 Jun, 2024 @ 4:21pm 
Excellent guide. :lunar2019coolpig: I used your Silent Cartographer explanation to get that achievement. But how do I delete that campaign from the workshop now? :steamfacepalm: