Planetbase

Planetbase

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Planetbase: An Intermediate Tips & Tricks Guide
By LuckyDog
This Guide - CONTAINS TECHNIQUES aimed at getting players closer to that 100% Achievement goal, and making the game more manageable. CONTAINS TABLES of Starting Resources for each Planet & Challenge, as well as Building Materials and Quantities for each Base Structure and Component. CONTAINS SUGGESTIONS on location selection, general base layout and strategies to make those difficult scenario starts easier.
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INTRODUCTION
If you find this Guide helpful, a Thumbs Up is greatly appreciated !!


First, Thanks for reading this guide, and Welcome - The intent of this guide is to share some intermediate tips and tricks that have served me well during my gameplay over the past few years, and have made Planetbase so enjoyable. I use the term intermediate because for newer players starting out with Planetbase, there are so many great and helpful step-by-step starting Guides that I believe should be considered required reading. So, if you're new to Planetbase, maybe give them a try first. For everyone with a few hours in-game already, I hope this Guide is helpful and offers something new to consider.

WHAT THIS GUIDE IS - a collection of Tips and Techniques to supplement and offer alternatives to the way we all tackle the scenarios and challenges.

WHAT THIS GUIDE IS NOT - a step-by-step start-to-finish instructional on how to play the game. (Admittedly, even when following other step-by-step guides, we invariably do certain things differently.
Of course! We're not clones. Adapt these contents to ways that suit you best, and enjoy).

A great part of Planetbase is how it is only as limited as the imagination. Considering that, the alternatives in this Guide are by no means the ONLY WAY or in some cases possibly, even the BEST WAY to do things. Please feel free to share your own ideas and experiences in the Comments section, and if the Guide doesn’t suit your style of play, there are numerous other useful Guides provided by the Planetbase Community.

NOTE: Throughout the Guide, there are references to the 'Timed Scenarios' and that just refers to the Achievements and Challenges for 1) Express Outpost 100 Colonists/30 days; 2) Express Colony 250 Colonists/60 days; & 3) Express Dark Colony 300 Colonists/70 days
PART I - Starting Areas
For each planet, you have already learned that the player has a choice of accepting either a random location or selecting custom coordinates by rotating the globe. A quick 'coordinates' search in the Planetbase Community Discussion tab will yield some great starting location recommendations for each scenario, but personally, I like to see what I can do with the hand I have randomly been dealt. So, I usually go with what I'm given. Surprisingly, most landing locations are buildable with some imagination and determination to cut down those hills and fill in the lakes to have a nice, level, playing field from the start.

Now, as soon as the introduction cut scene that shows the spaceship landing with colonists & bots finishes, this is a good time to Save Game right away. Then zoom out, look around and decide if your new home is livable or not. If the spaceship is surrounded by larger, high mountains, virtually trapping you in a bowl, there really may not be much to do except roll the dice again with a restart. But don't be too quick to judge. Some places that initially look very limiting can really be opened up if you have the time and patience to reshape the landscape, as seen in the before and after screenshots below.

(Fig. 1) Storm Planet - Terrain BEFORE modifications

(Fig. 2) Storm Planet - Final Base after 300+ Colonists - Wide Open Spaces

If the starting area is one you can work with, LOAD that earlier SAVE you made, after landing. In-game time flies by, and in the Timed Scenarios, that half-day spent scouting the area shouldn't be allowed to slow us down.
PART II (A & B) - Resource Management
As soon as a new scenario begins, the first thing to do is to Recycle the Spaceship right away. After that, structures can be placed very close to, and sometimes with connections passing right through the middle of the Resources area. Don't overlook the time it takes Colonists / Bots to move the Resources to Construction Sites. If building essentially right on top of the Resource pile, it makes their work fast and efficient - two words you don't often hear used concerning the AI in Planetbase LOL.
Am I right?!

To maximize Power storage for that first night - some things to consider. The first buildable items are the Solar Panel, Collector, and Water Extractor. In order to get as much stored power as possible for that first tough night, shut down the Water Extractor as soon as it is built, since it serves no purpose until you have an O2 Generator. When ready, flip it back on. Every stored kW counts!

Next, a pet peeve of mine is watching the unused Resources from the Recycled Spaceship deteriorating outside in the elements. Ideally, a really huge Storage Facility would just be super, but dream on. There is little time or need for Storage when racing the clock during the Timed Scenarios. On that first night, when structures are built and only a couple of Colonists are sleeping, and the rest basically twiddling their AI thumbs, spam a bunch of plants in the Canteen, to force the Colonists to move some Bioplastic inside where #1) it will return to excellent condition, and #2) it will be at your fingertips when you are ready to put it to use. Consider delaying construction of the Meal Maker in order to force the Colonists to use the MEALS left outside. Meanwhile, the new food stacks up in the Biodome, and will be ready when the Meal Maker is eventually built.

Early game, while resources are short and there is never enough power or water for a rapidly expanding base and growing population, an issue I frequently faced was the Biodome being low on water. Not a problem - cycle the O2 Generator, turning it off until the Low Oxygen warning is received, and then turn it back on until O2 levels in distant structures return to acceptable levels (20-21% O2) and then repeat the process as necessary until water production stabilizes. It keeps the flow of food coming, and doesn't affect Colonist happiness negatively. This step is unnecessary once a Water Storage Tank has been built.

We’ve already discussed getting the most out of your time. Now, let’s make sure that we get the most out of our starting resources.

The next section details the starting resources for each Planet in regular gameplay, as well as for the Express Dark Colony Challenge.
PART II A - Starting Resources by Planet
Know your starting resources for each Challenge or Achievement scenario. Depending on location, after recycling the Spaceship, you will have differing Resources and Colonists. Before even starting, you should be able to budget exactly how many Structures and Accessories can be built from initial Resources.

Starting Resources by Planet
Location
Steel
Bio
Meals
Spares
Meds
Worker
Biol
Eng
Medic
CarrBot
CnstrBot
Desert Planet
50
40
25
10
10
3
2
1
1
1
1
Frozen Planet
45
35
20
10
5
2
2
2
1
1
1
Class M Moon
45
35
20
5
5
2
1
1
1
1
0
Storm Planet
45
35
20
5
5
2
1
1
0
1
0
Expr Dark Colony
45
35
20
5
5
2
1
1
1
1
0
(Table 1)
PART II B - Required Resources by Type - Utilities-Structures-Accessories
At this point, it has been established what the starting Resources are for each scenario, but how far will that take us? Be mindful of the additional material requirements for connectors and corridors (see Important Note).

The following Table 2 lists the required materials for each Structure in the game. Actual in-game size descriptions are not consistent across the board, and may be labeled by other names. (i.e. Planetbase refers to Canteen as medium or large, so what happened to small? LOL
Me thinks that Starbucks hath influenced someone at Madruga too much!

IMPORTANT NOTE: Every connector and corridor also drains power from the network, where longer connections use more power and shorter ones a bit less- Just an FYI because it all adds up. Daisy-Chain the Water Extractors, Power Collectors, etc., since redundant connectors just steal power.

(Note: 1-1-1 format represents required Steel - Bioplastic - Semiconductors, and also note that structure sizes in Table 2 are referred to as Small-Med-Large-Tech Required).

Required Resources by Structure
SMALL
MEDIUM
LARGE
TECH REQUIRED
UTILITIES
Solar Panel
2-0-0
4-0-0
7-0-0
10-0-0
Wind Turbine
1-0-0
2-0-0
4-0-0
7-0-0
Power Collector
1-0-0
2-0-0
4-0-0
7-0-0
Water Extracter
1-0-0
2-0-0
4-0-0
Lightening Rod
2-0-0
5-0-0
Water Storage Tank
1-0-0
2-0-0
STRUCTURES
Mine
2-0-0
Airlock
1-1-0
O2 Generator
1-1-0
2-2-0
Canteen
2-2-0
4-4-0
BioDome
2-2-0
5-5-0
7-7-0
10-10-0
Processing
2-2-0
4-4-0
Factory
2-2-0
4-4-0
Storage
2-2-0
4-4-0
7-7-0
10-10-0
Dorm
2-2-0
4-4-0
Cabin
1-1-0
2-2-0
Control Ctr
2-2-0
4-4-0
Lab
1-1-0
2-2-0
Sickbay
1-1-0
2-2-0
Multi-Dome
1-1-0
2-2-0
4-4-0
Bar
2-2-0
4-4-0
Telescope
2-0-0
4-0-0
Radio Antenna
2-0-0
4-0-0
Anti-Meteor Laser
5-2-2
Signpost
1-0-0
2-0-0
Pyramid
10-20-0
Monolith
30-10-10
ACCESSORIES
Bunk/Bed
0-1-0
Table
0-1-0
0-2-0
Plant
0-1-0
TV
0-1-0
Water
0-1-0
Ore Processor
1-0-0
Bio Processor
1-0-0
Spares
1-0-0
Semiconductor
1-1-0
Arms
1-0-0
Bot Workshop
2-2-0
Bot Repair
1-0-2
Medical Cabinet
0-1-0
Security Console
1-1-0
Radio Console
1-1-0
Telescope Console
1-1-0
Armory
1-0-0
(Table 2)

Note: 1-1-1 format represents required Steel - Bioplastic - Semiconductors
PART III - Base Layout
From the very start, the base layout should be with an eye to the future considering the directions you intend to grow your base, with attention to obstacles and restrictions. My preference is to place all buildings in a way that easily allows for structure growth in one direction, while my Utilities (Solar, Turbines, Collectors, Water) are set to expand almost infinitely in the less desirable parts of the map. The screenshot below is just one example.

(Fig. 3) Structure placement for ease of access

UTILITIES
Utilities basically fall into two categories.
  1. Power Generation - Solar & Wind - These require regular maintenance and are best kept close to the base and airlocks, as seen in Figure 3 above.
  2. Water Extraction plus Storage of Water and Power - These require no attention normally, and shoud be in the distant reaches of the map, while remaining under the protective umbrella of Lasers or Lightening Rods. Telescopes & Radio Antennae fall into this category, as well.
GENERAL
That eye to the future I mentioned may begin with an initial base that is overly simplistic, yet it will adapt and grow, as follows. Not to get too specific, but consider splitting the base down the middle - Dividing the Base along a row of large Canteens that will be easily accessible from either side, as seen in Figure 4 below. To one side of the row of Canteens are Ore Processing, Manufacturing, Robotics with supporting O2 and Dorms, and this side opens with multiple Airlocks directly to the Mines. To the other side of the row of Canteens are the Biodomes and Bioplastic processing, as well as Lab(s) for Meds and Meat. It is beneficial to place the Worker's Sickbay mid-way between the Med Lab and the Mines. In the screenshot below, the Heavy Industry of my base was split due to terrain.


(Fig. 4) 5 large Canteens in a row dividing the base

O2 GENERATORS
Position them liberally throughout. If building in straight lines, it won't hurt to place one at every other structure. You can't have too much O2 in a base. If you have ever seen the O2 grid become overtaxed and start to collapse in a cascade fashion across the base (even when the F4 menu states you have sufficient production for the number of Colonists) you will thank me. If unprepared, a new Jumbo Biodome or Storage Facility can suck the air right out of a respectably large base LOL.

BIODOMES
  • It is only necessary to have 2-3 Medicinal Plants in the Biodome nearest the Med Lab for fast transport and production.
  • Only one Biodome is devoted to Starch production, and it is the one connected to the Bioplastic Processors.
  • The remaining Biodomes are strictly for Food production, preferably with GM pads.
CONTROL CENTERS
A Control Center is very helpful even if the Colony does not yet have the manpower and equipment to put it to use. Early Game, a Control Center can be built, and left deactivated, unequipped, and unmanned. Should a Blizzard or Sandstorm hit, using the F6 Menu allows the player to go to Yellow Alert, and signals Colonists and Bots to move and/or stay in the Base.
  1. When growth allows for Control Centers (if Meteors are a concern) stick the Engineers for the Telescope Consoles off in their own little world in a far corner of the base, with private large Dorm and small Canteen. That way the Consoles stay manned around the clock. Aim to build 5 Telescopes for maximum Anti-Meteor Laser percentages, and the more Telescope Consoles, the better (6-8). The number of Lasers depends on base layout, but I never saw the need for more than 3 placed equidistant like an Isosceles triangle overlaying the Colony.

  2. A second Control Center to consider is for dedicated Security Consoles. If you intend to use the INTRUDER PING-PONG technique, you may get by without Guards. However, if Intruders do manage to get in, there will be a price to pay with dead Colonists and Morale. So, just as with the Engineers and their Control Center, it is helpful to make sure the Guards have everything they could ever want in order keep them in the immediate vicinity around the Security Consoles - large Dorm, small Canteen,small Multi-Purpose, large Sickbay, large O2 Generator with Airlock. THIS IS A GOOD TIME TO CONSIDER REBUILDING THE LANDING PADS / STARPORT ADJACENT TO THE GUARDS.
Figure 5 below shows the favored Security layout near the Landing Pads, with the O2 Generator as the HUB, and the connecting SPOKES radiating out to the Control Center, Canteen, Dorm, Sickbay, and Airlock. If Traders or Colonists arrive, activate the 4 Airlocks connecting to Storage. If Bad Guys show up, turn on the Sickbay, and do one last weapons check...it's time to get busy.
(It is noted that this featured Control Center has only 5 Security Consoles, but with most of the Guards all hovering in this area, Intruders are Welcomed).
















(Fig. 5) Security Layout for dealing with Intruders

*** FOR MORE ON SECURITY - PLEASE SEE PART VI ***

STORAGE
In scenarios that allow Trading, and where the Colony is over-producing, a Storage Facility is great and preserves Food and Medicinal Plants that deteriorate and eventually DISAPPEAR if left in the Biodome.

In short, Storage is a luxury for the slower Colony building Achievements, and speeds up acquisition of the Ten TECHS. The thing I typically over-produce is food, and for that reason, I locate Storage between the Biodomes and the Landing Pads. Besides, those Carrier Bots are as fast as lightening, and can handle distance better than Colonists.
Part IV - Alternatives to Storage Facilities
You will notice that in the Timed Scenarios there is rarely an overabundance of much of anything, because of the constant and rapid expansion required to keep up with a runaway population. Basically, there should rarely be enough of ANY extra Resource to require Storage IMO.

If you do experience work stoppages due to unused materials blocking the Ore and Bio Processors, you have options. Deconstruct / Reconstruct the Processors and the Resources stack up next to them, and the Processors will be refilled with fresh Starch and Ore. For Steel, drop a Starport near an airlock and delete it before construction begins. The materials won't sit long enough to deteriorate.

For Bioplastic, an alternative is to Spam Plants (or TV's) in the Canteen, Multi-Purpose Dome, Bars, as seen in the screenshot below.

(Fig. 6) 13 Plants used to 'Store' Bioplastic until needed for construction.

Note: If food production is grossly out-pacing consumption - shut down the Biodome power or deconstruct some Plant Pads temporarily back into Bioplastic.
Part V - Landing Pads -vs- Starports
Can we all agree on this?! Starports are BIG ! Starports are SEXY !! But OMG they are black holes for draining power. (10 Steel -vs- 4 Steel and 33kW -vs- 5kW)

Funfact: A single Starport running 24/7, basically requires it's own dedicated Jumbo Panel and Jumbo Collector -- (Where I come from, we refer that as the tail wagging the dog - it just doesn't work that way IMHO).

In a leisurely scenario where time and materials are not an issue, I say GO FOR IT. LIve it UP. Place several Starports if that's your thing. They will attract Traders with expanded capacity for the really big Trades that help in acquiring the Ten TECHS.

HOWEVER, in the mad-dash 100 Colonists in 30 days, 250 Colonists in 60 days or 300 Colonists in 70 days Challenges, a Starport might be too much of a Luxury, and also a serious Drain on Resources. In these rushed cases, why build one Starport when several basic Landing Pads will generate just as many Colonists more efficiently? I've played it all different ways, and have come to the conclusion that Starports only bring larger groups of INTRUDERS LOL.

(Fig. 7) 9-10 Bad Guys looking to Party with YOUR DATE lol - I don't think SO !
Part VI - Actively Killing Intruders -->> The Turkey Shoot <<--
Actively Killing The Intruders (So much fun that it is like a game within a game)

In the screenshots below of two separate bases, you will see different but similar examples of how the Security Center is situated to the left of the Primary Trading Airlocks. This is a recipe that has worked so well.


(Fig. 8) Arrival (For detailed layout of this Security Center see Fig. 5 - Part III 'Control Centers')

(Fig. 9) The Party Begins

(Fig. 10) Arrival (Storm Planet)

(Fig. 11) Welcome for Intruder 1 - while ping-pong remaining Intruders

When Intruders arrive, make sure all nearby Trade Airlocks have been deactivated, thus drawing the Intruders toward the lone Security Airlock. Our plan here is to greet the Intruders one-by-one on an individual, up-close, and personal basis - with overwhelming firepower. The last thing you will ever want, whether in-game, or frankly – in life, is a ‘Fair Fight’.

Now, while the Intruders are enroute to the Security Airlock, activate the decoy Trade Airlock closest to the Security Airlock, so it will be on standby to ping-pong the remaining Intruders. This will be a Party for One, so do not allow Intruders to enter as a group. Grant the first Intruder access to the Guard’s Welcoming Party, deactivate the Security Airlock and ping-pong the rest of the Bad Guys to that decoy Airlock. Once they all are heading toward the decoy Airlock, reactivate the Security Airlock and shut down the decoy Airlock. Meanwhile, that 1st Intruder is being bathed in the soft, warm glow of muzzle flashes (Fig. 11) and quickly on the way to becoming history. If you have any experience with the intruder ping-pong dance, you know the rest of the drill, here! Lather, Rinse, Repeat – Keep feeding the Intruders to the Guards one at a time until the Party is Over. With a sufficient number of Guards (I usually have 30-50 in the massive bases), the Intruders will be killed so quickly that the one Guard who is targeted by them usually receives such minor wounds, that Medical Treatment in the Sickbay is not required, but still an option. To check, click on the injured Guard and look at the health bar. If the health bar slowly recovers, great. If the health bar slowly drops, turn on the nearby Sickbay and patch them up.

Final points to consider:
  • Using the closest available airlock to security as a decoy gets this whole process over in a hurry, so you can get things back to normal.
  • Immediately following that first Intruder detection, the Guards swarm the vicinity, and will be waiting and better prepared for the next Guest to the Party, and so on. If you take too long by using a more distant Airlock, Guards may disperse. It still works alright, but More is Better.
  • Consider deactivating Landing Pads / Starports when Bad Guys show up to prevent arriving new Colonists from getting caught in the crossfire. (In last screenshot above I failed to do this and now we've involved civilians - that's not going to look good on the report).

The SAVED Game
Sometimes a SAVE GAME is the only thing that will protect you! You will never be able to SAVE too often. Get in the habit of SAVING frequently. Did I mention - SAVE.

During my Express Dark Colony (300+ in 70 days) run, during early game, a meteor took out my large Biodome. It was before I had sufficient power and resources for the Anti-Meteor Laser. I exited, reloaded and the same meteor kept dialing in my Biodome, killing 12-19 Colonists each time, even if I turned off the power to the Biodome. Only when I deconstructed all of the plants back to Bioplastic and left the Biodome totally empty, would the Biologists leave it alone. Finally, when the meteor hit for the last time, I only lost 2-3 Colonists – Acceptable! The rest of the Express Dark Colony achievement went relatively smoothly, and wrapped up around day 60 – not a record by any means, but still satisfying to have it over and done with.

The second Important Note is regarding Terrain Changes and SAVES. If time has been spent removing hills and lakes for a great area to build a base - Be Aware that those terrain changes will not be included in your Save Game. So, if you exit and reload the last Save, Your buildings and structures may be surrounded by lakes or tall hills. While this won't have an effect on normal operations, it most certainly will have an impact on future expansion, since hills and lakes will be MUCH more difficult to remove with so little elbow room to work.

FYI - On that second point about No Terrain Changes being SAVED - when making a run at an Achievement, I would leave Planetbase running and paused when I was AFK, so that when play was resumed, it would be just the way I left it.
Conclusion
One thing is for certain. Planetbase is fun no matter how you play it. And to say it again - There is no RIGHT or WRONG way of building a Colony. We all have our own style.

All that matters at the end of the day, is that you can stop and admire the view and take satisfaction in what YOU have accomplished. The screenshot below is of me and the Mrs. (Frau Blücher)

(Fig. 12) The Happy Couple


I hope that this Guide has helped in some way to get you closer to your goals. Cheers
Changelog
04FEB2020: Spelling / Grammar
03JAN2018: Spelling / Grammar
23NOV2017: Formatting adjustments
22NOV2017: Part VI - Actively Killing The Intruders (unintentionally omitted from Original Guide)


If you found this Guide helpful, a Thumbs Up is greatly appreciated !!
20 Comments
LuckyDog  [author] 22 Jun @ 1:26pm 
:ohsure: Thank you for visiting this guide, and I'm grateful for the kind words, and awards - Cheers
LuckyDog  [author] 25 Jul, 2024 @ 2:46pm 
:colonistship:The most recent Award is greatly appreciated, and I'm very happy someone else has enjoyed this Guide, because it was actually a pleasure to create and publish, wow, so many years ago.
I recall that once I started putting it all into words, it just flowed, and was a lot fun, just like Planetbase.:colonistship:
LuckyDog  [author] 8 Dec, 2023 @ 3:04am 
:ontoagoodthing: Thank You :wa:
El Presidente 6 Dec, 2023 @ 10:05pm 
Good Guide
LuckyDog  [author] 22 Oct, 2023 @ 5:45pm 
Very pleased that this guide is still helping other gamers, and grateful for the award :keeponsmiling:
Udek 14 Oct, 2023 @ 1:33pm 
sexy guide
LuckyDog  [author] 10 May, 2020 @ 5:49pm 
@ Curly :ontoagoodthing: Cheers
Super Gonzo 10 May, 2020 @ 3:33pm 
Great Guide! Very helpful, thanks!
LuckyDog  [author] 12 Mar, 2020 @ 12:49pm 
@ NeoRider7 - Very glad you found it useful - Cheers :colonistship:
NeoRider7 12 Mar, 2020 @ 12:27pm 
Cool Guide! Thanks!!!