Building Your First Moon Colony: Difference between revisions

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Establishing your first moon colony can be challenging because there are many new things to learn. The first being transportation and the second being logistics. This topic shows how to build a moon colony with only one rocket trip to the moon.


Establishing your first [[moonbase]] can be challenging because there are many new things to learn. The first being transportation and the second being logistics. This topic shows how to build a moonbase with only one rocket trip to the moon.
Once your first moon colony is operational, you will have the materials needed to manufacture real [[spacecraft]]. Spacecraft enable you to carry [[passenger]]s and large amounts of cargo. This makes starting the next city vastly easier, whether it is on a paradise habitable world or the harshest inferno magma ball.


Once your first moonbase is operational, you will have the materials needed to manufacture real spacecraft. Spacecraft enable you to carry passengers and large amounts of cargo. This makes starting the next city vastly easier, whether it is on a paradise habitable world or the harshest inferno magma ball.
This topic assumes you have built a [[city]] on a habitable world with basic infrastructure. That city will be called the home city. Read [[Building Your First City]] if you have not built a home city.


This topic assumes you have built a city on a habitable planet that is manufacturing space rockets, such as a new emperor's home planet. That city will be called the home city. Read [[Building Your First City]] if you have not built a home city.
==Home City Infrastructure==
Prepare the home city to support a moon colony. Build the infrastructure that is needed in the home city before you go to the moon.


=Home City Infrastructure=
Build an [[Airport_Terminal|airport terminal]] in the home city. An airport terminal creates a trade connection with all other cities in the [[Solar_System|solar system]] that also have an airport terminal. [[Road]]s and [[wharf]]s similarly create land and sea trade connections between cities. Trade connections allow supplies to flow between the cities that are interconnected.
Prepare the home city to support a moon base. Build the infrastructure that is needed in the home city before you go to the moon.


Build an airport terminal in the home city. An airport terminal creates a trade connection with all other cities in the solar system that also have an airport terminal. Roads and wharfs similarly create land and sea trade connections between cities. Trade connections allow supplies to flow between the cities that are interconnected.
The moon colony will consume a large amount of [[air]]. [[Water]] can be converted to air by a [[refinery]] at the moon colony to augment the air supply. To prepare for the air demands of the moon colony, manufacture both air and water in the home city. The water isn't strictly necessary, but it does significantly help prevent air shortages.


Build a broker in the home city. A broker imports all types of commodities from cities that are connected. Each level of the broker causes it to import a larger percentage of the commodities available. Retail stores, cantinas, and grocery stores also import commodities from connected cities, but only the products they sell. None of them sells eludium so, without a broker, no eludium would ever be imported from the moon base we are planning to build.
Build a refinery in the home city. Set the refinery to manufacture air. There are several processes for making air. Select ''Air using Atmosphere'' to collect breathable air directly from the [[atmosphere]]. By the way, this process does not require a breathable atmosphere; it can be used in a harsh atmosphere to extract breathable components.


The moon base will consume a large amount of air. A broker built on the moon will import air and all other kinds of commodities, including water, from the home city. Water can be converted to air by a refinery at the moon base to augment the air supply. To prepare for the air demands of the moon base, manufacture both air and water in the home city.
Build [[well]]s and [[Treatment_Plant|treatment plant]]s to produce water. Water wells can be dug anywhere on the terrain, no specific geological formation is required. Treatment plants can be built on the coast and on land. A treatment plant on land requires a source of [[ice]] to convert to water.


Build an eight-level refinery in the home city. Set the refinery to manufacture air. There are several processes for making air. Select Air using Atmosphere to collect breathable air directly from the atmosphere. By the way, this process does not require a breathable atmosphere; it can be used in a harsh atmosphere to extract breathable components.
The airless environment of the moon will be deadly. Build an [[armorer]]. Add a [[manufacturing]] line to make [[EV_Suit|EV suit]]s and another to make [[EV_Helmet|EV helmet]]s.


Build wells and treatment plants to produce water. Water wells can be dug anywhere on the terrain, no specific geological formation is required. Treatment plants can be built on the coast and on land. A treatment plant on land requires a source of ice to convert to water. Ice is mined where ice is present on the terrain.
The home city now has the infrastructure necessary to support a moon colony.


The airless environment of the moon will be deadly. Build a two-level armorer. Set one level to make environment suits and set the other level to make environment suit helmets.
==Preparing For The Journey==
Build an [[Aircraft_Factory|aircraft factory]] and start producing [[Space_Rocket|space rocket]]s. Spare space rockets are always good when learning how to fly.


Go to a retail store and purchase an environment suit and a helmet. Read [[Going Shopping]] for more information. An environment suit isn't essential if you can't afford it.
Once a space rocket is ready, the [[Rocket Training]] story should begin and teach you the basics of how to fly a space rocket, including controls. If the story does not start, do not fret.


Finally, build a pharmaceutical lab to make medical kits. A medical kit is not essential but it is a cheap alternative if you cannot afford an environment suit. You'll need to heal yourself a lot.
An [[EV_Suit|EV suit]] is essential for surviving harsh environments. If you do not already have one, go to a [[Retail_Store|retail store]] and take an [[EV_Suit|EV suit]] and a helmet from its storage. The [[Rocket Training]] story also provides a free set if you don't have one.


The home city now has the infrastructure necessary to support a moon base.
The fuel cell on a space rocket lasts 20 minutes. It is refuelled using [[hydrogen]] and can be refuelled in flight if you have hydrogen in your inventory. Buying an extra can or two of hydrogen can be useful if you plan to fly around in your space rocket for a while.


=Preparing For The Journey=
In order to get some information about your [[Solar_System|solar system]] before your journey, you can build an [[observatory]] and an [[Airport_Radar|airport radar]]. Having both in your [[city]] will give access to the [[System_Survey|system survey]] information on the [[System_Map|system map]], revealing the presence of [[resource]]s and their [[quality]] on each [[world]]. This will be important later for finding [[cryozine]].
Plan to carry everything you need to build an airport terminal and a broker on the moon in one trip. Those two buildings are needed to connect the new moon base with the home city. Once the moon base is connected to the home city, supplies will be imported and colonists will be able to arrive.


The Construction window shows what is required to build each building. When a building is selected, the Construction Materials section shows a list of commodity icons. The tooltip on the construction commodity icons shows the actual number of each commodity needed to build the building in the current environment. Harsh environments add 1 electronic part, 3 metal, and 2 plastic to the construction of every building level.
==Blast Off==
Fly the [[Space_Rocket|space rocket]] out of the planet's atmosphere. If you can't immediately see a [[moon]] in close orbit, it might be best to come to a full stop. Press the <code>H</code> key to enable the hold mode, it will toggle on the brakes and attempt to keep your space rocket stationary.


{| class="wikitable"
Pressing the <code>O</code> key will toggle on orbit rings of all celestial bodies. If your homeworld has a moon, or if your homeworld is a [[titan]] orbiting a [[Gas_Giant|gas giant]] with other moons, their orbits should show as green rings.
|+ Minimal Materials Reqired for a Moonbase
 
! Commodity
If there are no moons in your local [[Planetary_System|planetary system]], you will have to look for other [[planet]]s and moons in your [[Solar_System|solar system]]. You can check your [[System_Map|system map]] to see where there are potential moons. When looking for other planetary systems to check, start with the inner and outer [[Orbit_Zone|orbit zones]] and secondly frigid orbit zones. Inferno orbit zones should be a last resort because of the added requirements for colonizing those worlds.
! [[Town Square]]
! [[Airport Terminal]]<br>on Moon
! [[Broker]]<br>on Moon
! Total
! Total<br>With Spares
|-
| [[Flag]]
| style="text-align:right;" | 1
| style="text-align:right;" |
| style="text-align:right;" |
| style="text-align:right;" | 1
| style="text-align:right;" | 2
|-
| [[Electronic Part]]
| style="text-align:right;" |
| style="text-align:right;" | 7
| style="text-align:right;" | 1
| style="text-align:right;" | 8
| style="text-align:right;" | 10
|-
| [[Mechanical Part]]
| style="text-align:right;" |
| style="text-align:right;" | 10
| style="text-align:right;" |
| style="text-align:right;" | 10
| style="text-align:right;" | 12
|-
| [[Metal]]
| style="text-align:right;" |
| style="text-align:right;" | 28
| style="text-align:right;" | 3
| style="text-align:right;" | 31
| style="text-align:right;" | 40
|-
| [[Plastic]]
| style="text-align:right;" |
| style="text-align:right;" | 14
| style="text-align:right;" | 2
| style="text-align:right;" | 16
| style="text-align:right;" | 20
|-
| [[Stone]]
| style="text-align:right;" |
| style="text-align:right;" | 75
| style="text-align:right;" | 40
| style="text-align:right;" | 115
| style="text-align:right;" | 150
|-
| [[Textiles]]
| style="text-align:right;" |
| style="text-align:right;" | 24
| style="text-align:right;" |
| style="text-align:right;" | 24
| style="text-align:right;" | 30
|-
| [[Hammer]]
| style="text-align:right;" |
| style="text-align:right;" | 1
| style="text-align:right;" |
| style="text-align:right;" | 1
| style="text-align:right;" | 2
|-
| [[Soldering Iron]]
| style="text-align:right;" |
| style="text-align:right;" | 1
| style="text-align:right;" |
| style="text-align:right;" | 1
| style="text-align:right;" | 2
|}


Fly a space rocket to the retail store in the home city. Land as close as possible to the retail store.
When flying through space in your space rocket, be wary of large gas giants and giant [[sun]]s. The space rocket is affected by gravity and might be pulled in faster than the space rocket can accelerate. Therefore a moon in the same planetary system as your homeworld is normally recommended.


Exit the rocket so you can shop at the retail store; don't walk far from the rocket; don't take a step if you don't have to. Buy three crates. Build a carpenter or a plastic factory if necessary to manufacture crates.
If you have a [[System_Survey|system survey]] of your solar system, you can check what quality [[resource]]s might be on each moon and find the best ones. It is however a lot easier to get to those moons once you have acquired the resources to make gravity drive spacecraft.


Buy all of the materials needed to build the airport terminal and the broker on the moon. Buy spares of each due to the failure rate of materials when fetched, even more than the table says if your [[quality]] levels are poor. The table above shows a suggested Total With Spares that will fit into 3 crates; your choices for spares may vary depending on the quality of your construction materials.
==Landing and Scouting==
Once you have located a [[moon]] or other suitable [[planet]], fly to it. Accelerate at full throttle towards the destination. Once at a good speed, it is usually best to turn off the thrust and simply cruise to your destination. Use the lateral brake <code>Q</code> to control your heading and slow down with the forward brake <code>SPACE</code> when nearing your destination.


If you can't afford all of this stuff, don't buy the stone. It can be foraged from the ground on the moon. Read [[Forage|Foraging From the Environment]] for more information.
Once in orbit over your destination, simple give your space rocket a short burst towards the surface and use the brakes again to glide down. Landing nose up is not required, but mind your speed when you impact with the surface.


Get into the rocket. You are carrying over a ton of construction materials so movement will be slow or impossible. If you did not move away from the rocket, simply turn toward it and get back inside.
Enter the [[Top-Down_View|top-down view]] and look at your surroundings. [[Eludium]] should be present on any world with a very low or no [[atmosphere]] density. You will have to cycle through the top-down view's overlays to find the one that shows common minerals.


The second seat in the space rocket enables you to bring a citizen colonist along with you. On the Comm window, press the Load Crew, Passengers or Troops button. Offer the seat to a passenger and a citizen will get into the rocket with you. The space rocket must be landed on a road slab to board a passenger.
{| class="wikitable"
|[[Eludium]] icon||[[Lumenite]] icon
|-
|[[File:C_Eludium.png|center|50px]]||[[File:C_Lumenite.png|center|50px]]
|}


By the way, the second seat can be used to carry cargo, instead of a passenger. To use the second seat for cargo, get into the rocket and drop one of the crates in your inventory. It will be placed in the second seat position. Click on the crate to pick it back up. The crate can only be picked up if you are inside the rocket. This works for other items and in other multi-seat vehicles too.
If you are lucky, you might also be able to locate [[Lumenite]]. Lumenite is possible on habitable [[Orbit_Zone|orbit zone]] moons, but it is more likely to be present in the colder orbit zones.


=Blast Off=
In the beginning Eludium is the most important, as it will allow construction of more advanced space [[vehicle]]s and spaceships. Lumenite is nice to have present on the first moon colony, but it is not necessary. With those more advanced space vehicles and spaceships it will be easier to make more colonies in the future.
Fly the rocket to a moon or other planet. Do not try to land on a large gas giant or the sun; you will not survive. Look for a good site to build a moon base.


Locate eludium and lumenite. They are mineral resources so they will be labeled in top-down view. If you find both eludium and lumenite, but they are on different worlds from each other, build the first base where the eludium exists. Eludium enables you to build a spacecraft with gravity drives. Without lumenite, the ship could not have wormhole drives. However, that spacecraft would make building a second base at the lumenite outcropping far easier than using a rocket.
[[Ice]] is valuable if you intend to make the colony self-sufficient. Colder moons will often have ice patches. Ice can be mined and converted to [[water]] and [[air]].


Ice is valuable if you find it. Colder moons will often have ice patches. Ice can be mined and converted to water and air, enabling a moon base to become self-sufficient.
You can use your [[Space_Rocket|space rocket]] to scout for more resources or even check over moons and worlds. If your space rocket is low on fuel you can refuel if with [[hydrogen]] from your inventory by pressing the <code>K</code> key.


Radioactives provide fuel for nuclear power. The presense of radioactives is a positive factor when selecting a location for the moon base, if you intend to build nuclear power plants.
Look for a good site to build a moon colony.


Small distant planets can be difficult to spot. They are easier to spot when the rocket is moving very fast. Look around when moving quickly and the smaller planets will be more apparent.
==Moon Base Alpha==
Once you have found a suitable site for the moon colony:


The fuel cell on the rocket lasts 20 minutes. If you explore your solar system using a rocket, bring extra hydrogen with you. The K key will refuel your current vehicle using items in your inventory.
Switch to the [[Top-Down_View|top-down view]] and build an [[Airport_Terminal|airport terminal]]. If you build the airport terminal directly beneath the rocket, you can use the ''Building'' (<code>F10</code>) window to do the work without exiting the rocket.


=Moon Base Alpha=
The airport terminal will automatically create a trade connection with all other airport terminals in the [[Solar_System|solar system]]. This happens even while the airport terminal is under construction, allowing it to fetch construction materials from your home city.
Land on the moon at the site you selected for the moon base.


Switch to top-down view and build the town square of the moon base a short distance from the rocket but not beneath the rocket.
<b>Be sure your [[EV_Suit|EV suit]] is on and your [[EV_Helmet|helmet]] visor is closed before exiting the space rocket.</b>


Build a dirt road slab beneath the rocket. The Labor window can be used to do the work without exiting the rocket.
You can now start planning out the rest of your moon colony. Build homes for your future moon colony population, build a power plant to enable the life-support, and start mining the new resources so they can be sent back to your home city.


On the Comm window, press the Debark Passengers button to unload the colonist. The space rocket must be landed on a road slab to unload a passenger. The colonist leaves the rocket and joins the local population, becoming a citizen of the new moon base. The new citizen will help construct the moon base.
'''Note:''' The buildings you construct on the moon will need to be hazardous environment withstanding (HEV). You won't be able to use the same designs as you did in your home city. You may need to open the [[Blueprint_Exchange|design exchange]] and obtain special HEV-prepared designs uploaded by other players to the Steam Workshop.


On the Comm window, sell a unit of food and a unit of air to the moon base so the colonist won't die at the next city report cycle.
If you brought a [[passenger]] in your space rocket, you can debark them to join the moon colony. Enter the space rocket and press the ''Debark Passengers'' button [[Comm]] window to unload the passenger.  The space rocket must be landed on the airport terminal. The passenger will leave the space rocket and move into one of the available homes, becoming a [[citizen]] of the new moon colony.


Build an airport terminal on the terrain next to the road slab. Lift off with the rocket and land on the airport terminal construction site. Avoid landing where the building will appear or the rocket will become stuck inside it. The construction site shows an imprint of the foundation of the building.
==Growth Tips==
Unlike a habitable environment, [[citizen]]s in a harsh environment work all the time whether there is power or not.


Move a hammer and a soldering iron into your [[ready inventory]]. Your ready inventory is any inventory position that is not inside a container.
Add homes to the moon colony by building [[house]]s and [[apartment]]s. Homes are needed for the population to grow.


<b>Be sure your environment suit is on and your helmet visor is closed before exiting the rocket.</b>
Building a [[capitol]] and turning the colony into a full-blown [[city]] is not necessary. This removes the need for morale buildings on the moon, however you can choose to create a city regardless if you want to be able to check its [[City_Report|status reports]] and control buildings through the central [[Capitol#City_Management|capitol UI]].
<u><b>If you do not have an environment suit, prepare to perform the next step quickly.</b></u>


Exit the rocket. Drop all three crates of construction materials where you are standing. Get back into the rocket.
Build a [[:Category:Power_Generation_Buildings|power plant]]. [[Electricity]] is needed for life support, without it they will suffer from a [[morale]] penalty. Power production is the first priority when delegating jobs in a harsh environment. Citizens will work the power plant before anything else.


On the Labor window, press the Work Construction Site button. Materials are fetched from the city's inventory and from materials lying physically in the construction site, such as the crates.
Food imported through an [[Airport_Terminal|airport]] is usually sufficient. Food production is the third priority when delegating jobs in a harsh environment. Food production can help a moon colony to become self sufficient. To produce animal by-products at a [[farm]] in a harsh environment, you must bring an animal or DNA Sample to the farm.


The Work Construction Site button checks to see if the needed tools are in the city's inventory and it also checks your ready inventory. Apply work until the airport terminal is completed.
Remaining jobs are allocated after power plant, refinery, and food production jobs are filled.


Exit the rocket. The air inside all building sites is breathable without an environment suit. Pick up the crates. Get back into the rocket.
==Rocket-Drive Spacecraft==
Another method consists of using a [[Rocket_Drive|rocket-drive]] [[spacecraft]] to go to space. It has some advantages compared to the basic [[Space_Rocket|space rocket]] vehicle:
* It's easier to navigate (using a [[Navigator_Station|navigator console]] and [[Sensor Station|sensors]]).
* You have a much greater [[hold]] to keep your [[food]] and other important supplies in (depending on the blueprint).
* The [[spacecraft]] usually has way more fuel in its [[Fuel_Cell|fuel cells]] than a [[Space_Rocket|space rocket]], so you won't need to refill it yourself (depending on the blueprint).
* It's always cool to have a breathable and walkable space while on airless worlds or in the void of space.
* Having a [[berth]] on a spacecraft is essentially a [[respawn]] point for if you die while on the other worlds.
* Some spacecraft blueprints can embark [[passenger]]s and [[Cryo_Berth|cryo berths]], so you can help the population to grow by disembarking them on your moon colony.


Use the Construction window to build a broker. Fly the rocket to the broker construction site and build it the same way you built the airport terminal, using the materials in the crates.
But this method has drawbacks too:
* You'll have to construct more dedicated industries, such as an [[Airport_Repair_Shop|airport repair shop]] to manufacture the [[Spare_Part|spare parts]], a [[Spacecraft_Factory|spacecraft factory]] to manufacture the spacecraft, and possibly more depending on your current infrastructure.
* It's not easy to choose a [[spacecraft]] blueprint when you don't understand all the values given in their description.
* Using a [[spacecraft]] doesn't offer any real logistical advantage now that [[Airport_Terminal|airport terminals]] can fetch materials while still under construction.


The new moon base is now connected to the home city. It may take a few minutes for the first shipment of supplies to arrive. Cities import commodities every six minutes. The new moon base is ready to grow.
===Finding Public Blueprints===
The kind of [[spacecraft]] has to only use low-tech subsystems (meaning no [[FTL_Drive|FTL drive]]s, [[shield]]s or [[transporter]]s). This allow you to build them quickly and with few materials. They will have the ''Structure'' as ''Spaceship'', which means they don't have an FTL drive. Their names often include "Beginner", "Starter", "Rocket" or "Moon". In the design information, check on the '''ENGINEERING''' section, under '''[...]m<sup>3</sup> Maneuver Drive''' you should read: '''Rocket Drive Module Q[...]'''. Check on the '''AVIONICS''' section, under '''[...]m<sup>3</sup> Life Support''' you should read that it's '''Life Support Module Q[...]''' and NOT '''Life Support ''Gravity'' Module Q[...]'''. Finally check at the end of the design information, and look at the materials: you should have all the materials required.


=Growth Tips=
These are some examples of viable starter spacecraft blueprints on the Steam Workshop, which can be accessed through the in-game exchanges.
Unlike a habitable environment, citizens in a harsh environment work all the time whether there is power or not.


Build mines to extract eludium and lumenite.
==The [[Asteroid]] Threat==
[[File:SystemSurveyExample.png|200px|thumb|right|Example of the [[System_Map|system map]] with [[survey]] information.]]
''<small>Only applies to Reach for the Stars</small>''


Lumenite mining requires tongs, a tool your city may not be manufacturing. When a building is selected on the Construction window, information about the building is shown at the lower portion of the window. The manufacturing process for the building can be selected using a combo box at the bottom. When a manufacturing process is selected, the tool tip on the combo box shows the requirements to run the process.
Now would be a good time to check your system for [[cryozine]]. Having both an [[observatory]] and an [[Airport_Radar|airport radar]] will generate a [[System_Survey|system survey]] of your home system, after which you can see world resources on the [[System_Map|system map]]. Simply click on the body to see its resources.


Add homes to the moon base by building houses, apartments or condominiums. Homes are needed for the population to grow.
Only worlds in the '''frigid''' [[Orbit_Zone|orbit-zone]] with a non-standard [[atmosphere]] will contain cryozine. Cryozine is necessary for the production of [[Weapon_Bay_Module|energy weapon]] modules and [[Energy_Weapon_Lens|energy weapon lenses]], which are recommended for destroying the [[asteroid]] threat. The [[asteroid]] will impact your homeworld one week from when you started, and will annihilate your planet if left unchecked, so this should be a priority. This will require setting up a [[refinery]] to extract cryozine from the frigid atmosphere, and production of [[Cryo_Heat_Sink|cryo heat sink]]s.


Build a power plant. Power is needed for life support. Power production is the first priority when delegating jobs in a harsh environment. Citizens will work the power plant before anything else.
If your starting system has no cryozine, see the [[Building Your First Interstellar Colony]] guide.


Build a refinery. Set the refinery to make air from water. Refinery operation is the second priority when delegating jobs in a harsh environment. Citizens will work the refinery before anything else except power production.
==What next?==
Once you've got a stable population on your moon colony and [[Eludium]] is being mined, you're ready to advance to proper gravity-drive [[spacecraft]].


Food production consumes precious water. Imported food is usually sufficient. Food production is the third priority when delegating jobs in a harsh environment. Food production can help a moon base to become self sufficient. To produce animal by-products at a farm in a harsh environment, you must bring an animal to the farm.
Your next step is to return to your homeworld, and setup production of [[Grav Coupling]]s. These are the key components of [[Maneuver_Drive|gravity drive]] technology which is the next step up from rocket engines and allows for far more advanced spacecraft.


Remaining jobs are allocated after power plant, refinery, and food production jobs are filled.
For the next steps, see [[Building Your First Interstellar Colony]].


[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 15:46, 27 April 2024

Establishing your first moon colony can be challenging because there are many new things to learn. The first being transportation and the second being logistics. This topic shows how to build a moon colony with only one rocket trip to the moon.

Once your first moon colony is operational, you will have the materials needed to manufacture real spacecraft. Spacecraft enable you to carry passengers and large amounts of cargo. This makes starting the next city vastly easier, whether it is on a paradise habitable world or the harshest inferno magma ball.

This topic assumes you have built a city on a habitable world with basic infrastructure. That city will be called the home city. Read Building Your First City if you have not built a home city.

Home City Infrastructure

Prepare the home city to support a moon colony. Build the infrastructure that is needed in the home city before you go to the moon.

Build an airport terminal in the home city. An airport terminal creates a trade connection with all other cities in the solar system that also have an airport terminal. Roads and wharfs similarly create land and sea trade connections between cities. Trade connections allow supplies to flow between the cities that are interconnected.

The moon colony will consume a large amount of air. Water can be converted to air by a refinery at the moon colony to augment the air supply. To prepare for the air demands of the moon colony, manufacture both air and water in the home city. The water isn't strictly necessary, but it does significantly help prevent air shortages.

Build a refinery in the home city. Set the refinery to manufacture air. There are several processes for making air. Select Air using Atmosphere to collect breathable air directly from the atmosphere. By the way, this process does not require a breathable atmosphere; it can be used in a harsh atmosphere to extract breathable components.

Build wells and treatment plants to produce water. Water wells can be dug anywhere on the terrain, no specific geological formation is required. Treatment plants can be built on the coast and on land. A treatment plant on land requires a source of ice to convert to water.

The airless environment of the moon will be deadly. Build an armorer. Add a manufacturing line to make EV suits and another to make EV helmets.

The home city now has the infrastructure necessary to support a moon colony.

Preparing For The Journey

Build an aircraft factory and start producing space rockets. Spare space rockets are always good when learning how to fly.

Once a space rocket is ready, the Rocket Training story should begin and teach you the basics of how to fly a space rocket, including controls. If the story does not start, do not fret.

An EV suit is essential for surviving harsh environments. If you do not already have one, go to a retail store and take an EV suit and a helmet from its storage. The Rocket Training story also provides a free set if you don't have one.

The fuel cell on a space rocket lasts 20 minutes. It is refuelled using hydrogen and can be refuelled in flight if you have hydrogen in your inventory. Buying an extra can or two of hydrogen can be useful if you plan to fly around in your space rocket for a while.

In order to get some information about your solar system before your journey, you can build an observatory and an airport radar. Having both in your city will give access to the system survey information on the system map, revealing the presence of resources and their quality on each world. This will be important later for finding cryozine.

Blast Off

Fly the space rocket out of the planet's atmosphere. If you can't immediately see a moon in close orbit, it might be best to come to a full stop. Press the H key to enable the hold mode, it will toggle on the brakes and attempt to keep your space rocket stationary.

Pressing the O key will toggle on orbit rings of all celestial bodies. If your homeworld has a moon, or if your homeworld is a titan orbiting a gas giant with other moons, their orbits should show as green rings.

If there are no moons in your local planetary system, you will have to look for other planets and moons in your solar system. You can check your system map to see where there are potential moons. When looking for other planetary systems to check, start with the inner and outer orbit zones and secondly frigid orbit zones. Inferno orbit zones should be a last resort because of the added requirements for colonizing those worlds.

When flying through space in your space rocket, be wary of large gas giants and giant suns. The space rocket is affected by gravity and might be pulled in faster than the space rocket can accelerate. Therefore a moon in the same planetary system as your homeworld is normally recommended.

If you have a system survey of your solar system, you can check what quality resources might be on each moon and find the best ones. It is however a lot easier to get to those moons once you have acquired the resources to make gravity drive spacecraft.

Landing and Scouting

Once you have located a moon or other suitable planet, fly to it. Accelerate at full throttle towards the destination. Once at a good speed, it is usually best to turn off the thrust and simply cruise to your destination. Use the lateral brake Q to control your heading and slow down with the forward brake SPACE when nearing your destination.

Once in orbit over your destination, simple give your space rocket a short burst towards the surface and use the brakes again to glide down. Landing nose up is not required, but mind your speed when you impact with the surface.

Enter the top-down view and look at your surroundings. Eludium should be present on any world with a very low or no atmosphere density. You will have to cycle through the top-down view's overlays to find the one that shows common minerals.

Eludium icon Lumenite icon

If you are lucky, you might also be able to locate Lumenite. Lumenite is possible on habitable orbit zone moons, but it is more likely to be present in the colder orbit zones.

In the beginning Eludium is the most important, as it will allow construction of more advanced space vehicles and spaceships. Lumenite is nice to have present on the first moon colony, but it is not necessary. With those more advanced space vehicles and spaceships it will be easier to make more colonies in the future.

Ice is valuable if you intend to make the colony self-sufficient. Colder moons will often have ice patches. Ice can be mined and converted to water and air.

You can use your space rocket to scout for more resources or even check over moons and worlds. If your space rocket is low on fuel you can refuel if with hydrogen from your inventory by pressing the K key.

Look for a good site to build a moon colony.

Moon Base Alpha

Once you have found a suitable site for the moon colony:

Switch to the top-down view and build an airport terminal. If you build the airport terminal directly beneath the rocket, you can use the Building (F10) window to do the work without exiting the rocket.

The airport terminal will automatically create a trade connection with all other airport terminals in the solar system. This happens even while the airport terminal is under construction, allowing it to fetch construction materials from your home city.

Be sure your EV suit is on and your helmet visor is closed before exiting the space rocket.

You can now start planning out the rest of your moon colony. Build homes for your future moon colony population, build a power plant to enable the life-support, and start mining the new resources so they can be sent back to your home city.

Note: The buildings you construct on the moon will need to be hazardous environment withstanding (HEV). You won't be able to use the same designs as you did in your home city. You may need to open the design exchange and obtain special HEV-prepared designs uploaded by other players to the Steam Workshop.

If you brought a passenger in your space rocket, you can debark them to join the moon colony. Enter the space rocket and press the Debark Passengers button Comm window to unload the passenger. The space rocket must be landed on the airport terminal. The passenger will leave the space rocket and move into one of the available homes, becoming a citizen of the new moon colony.

Growth Tips

Unlike a habitable environment, citizens in a harsh environment work all the time whether there is power or not.

Add homes to the moon colony by building houses and apartments. Homes are needed for the population to grow.

Building a capitol and turning the colony into a full-blown city is not necessary. This removes the need for morale buildings on the moon, however you can choose to create a city regardless if you want to be able to check its status reports and control buildings through the central capitol UI.

Build a power plant. Electricity is needed for life support, without it they will suffer from a morale penalty. Power production is the first priority when delegating jobs in a harsh environment. Citizens will work the power plant before anything else.

Food imported through an airport is usually sufficient. Food production is the third priority when delegating jobs in a harsh environment. Food production can help a moon colony to become self sufficient. To produce animal by-products at a farm in a harsh environment, you must bring an animal or DNA Sample to the farm.

Remaining jobs are allocated after power plant, refinery, and food production jobs are filled.

Rocket-Drive Spacecraft

Another method consists of using a rocket-drive spacecraft to go to space. It has some advantages compared to the basic space rocket vehicle:

  • It's easier to navigate (using a navigator console and sensors).
  • You have a much greater hold to keep your food and other important supplies in (depending on the blueprint).
  • The spacecraft usually has way more fuel in its fuel cells than a space rocket, so you won't need to refill it yourself (depending on the blueprint).
  • It's always cool to have a breathable and walkable space while on airless worlds or in the void of space.
  • Having a berth on a spacecraft is essentially a respawn point for if you die while on the other worlds.
  • Some spacecraft blueprints can embark passengers and cryo berths, so you can help the population to grow by disembarking them on your moon colony.

But this method has drawbacks too:

  • You'll have to construct more dedicated industries, such as an airport repair shop to manufacture the spare parts, a spacecraft factory to manufacture the spacecraft, and possibly more depending on your current infrastructure.
  • It's not easy to choose a spacecraft blueprint when you don't understand all the values given in their description.
  • Using a spacecraft doesn't offer any real logistical advantage now that airport terminals can fetch materials while still under construction.

Finding Public Blueprints

The kind of spacecraft has to only use low-tech subsystems (meaning no FTL drives, shields or transporters). This allow you to build them quickly and with few materials. They will have the Structure as Spaceship, which means they don't have an FTL drive. Their names often include "Beginner", "Starter", "Rocket" or "Moon". In the design information, check on the ENGINEERING section, under [...]m3 Maneuver Drive you should read: Rocket Drive Module Q[...]. Check on the AVIONICS section, under [...]m3 Life Support you should read that it's Life Support Module Q[...] and NOT Life Support Gravity Module Q[...]. Finally check at the end of the design information, and look at the materials: you should have all the materials required.

These are some examples of viable starter spacecraft blueprints on the Steam Workshop, which can be accessed through the in-game exchanges.

The Asteroid Threat

Example of the system map with survey information.

Only applies to Reach for the Stars

Now would be a good time to check your system for cryozine. Having both an observatory and an airport radar will generate a system survey of your home system, after which you can see world resources on the system map. Simply click on the body to see its resources.

Only worlds in the frigid orbit-zone with a non-standard atmosphere will contain cryozine. Cryozine is necessary for the production of energy weapon modules and energy weapon lenses, which are recommended for destroying the asteroid threat. The asteroid will impact your homeworld one week from when you started, and will annihilate your planet if left unchecked, so this should be a priority. This will require setting up a refinery to extract cryozine from the frigid atmosphere, and production of cryo heat sinks.

If your starting system has no cryozine, see the Building Your First Interstellar Colony guide.

What next?

Once you've got a stable population on your moon colony and Eludium is being mined, you're ready to advance to proper gravity-drive spacecraft.

Your next step is to return to your homeworld, and setup production of Grav Couplings. These are the key components of gravity drive technology which is the next step up from rocket engines and allows for far more advanced spacecraft.

For the next steps, see Building Your First Interstellar Colony.