Planetbase achievements


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There are 30 Planetbase achievements worth 3,924 (1,000)

1,458 tracked gamers have this game, 20 have completed it (1.37%)

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Express Dark Colony in Planetbase

Express Dark Colony714 (90)

Complete Dark Moon challenge in less than 70 days

  • Unlocked by 23 tracked gamers (2% - TA Ratio = 7.93) 1,458  

Achievement Guide for Express Dark Colony

482,878 (257,585)
Achievement won on 05 Sep 17
TA Score for this game: 3,924
Posted on 29 August 17 at 19:03, Edited on 11 September 17 at 16:57
This solution has 0 positive votes and 0 negative votes. Please log in to vote.
Found this guide on Steam where game has been out for some time:

I take no credit for it.

Author has some good tips for playing in general. I would modify how I did the Express Outpost and Express Colony achievements based on his tips.

However, I would also note now that I have completed the achievement that following his tips it was not nearly as easy as he makes it sound; I just barely made the deadline. I had to stop colonists occasionally because if I didn't I would have become overrun and have a food shortage.

It was very difficult to get things established and running smoothly but your population does accelerate greatly towards the end. I believe I was only near 220 colonists with only 10 days left but I did make it. My difficulty in the beginning was from not being able to get enough resources and power to cover the influx of colonists and expansion.

Note: From my experience, challenge achievements will not stack with 'regular' game achievements. Accordingly, the Express Colony achievement for building a base with at least 250 colonists in less than 60 days will unfortunately not pop while getting this achievement.
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Lt Davo
154,835 (73,015)
Lt Davo
Achievement won on 23 Jul 18
TA Score for this game: 3,924
Posted on 23 July 18 at 22:05
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This achievement is not as imposing as it sounds, so if you're worried about whether you can do it or not, let me assure you, you can. I got to 300 colonists in 54 days, so getting there in 70 days is very doable.

The beginning setup is cruical. You need to get a solar panel and power collector built ASAP so that you will have some power for your first night. Lay out the rest of your facilities in such a way so that you won't need to recycle and rebuild them somewhere else later. Every time you recycle a facility, you lose the resources for the connection, and even though it's only 1 metal and 1 plastic, you can't afford that kind of waste. In my playthrough, I recycled one water collector and a few airlocks, and that was it. Everything else I built was permanent. Make as many practice runs as you need to start your base and get it right.

Build your landing pad immediately, so you can get some help for your first 5 colonists. I was up to 12 by the end of day 2. I went super-heavy on workers at first, just getting 1 extra biologist, and everyone else was workers. As you progress, you will adjust your ratios to get fewer workers and more specialists. I was on 45-25-20-5-5 for most of the midgame, when I was adding 2-3 colonists per day, and made the final adjustment to 40-30-20-5-5 once I started the push to get 5-10 new arrivals per day.

The nights are twice as long as the days in this challenge, so power is king. In a way, though, managing power is easy, because you know exactly what to expect (since there's no wind, sandstorms, or other variables). Whatever your power load is, multiply that by 450 and that's the total power capacity you'll need to keep your base up and running all night.

Absolutely don't build anything except very large solar panels, even for your very first one. I also didn't use anything except large power collectors. By the time it was all done, I had 13 very large panels and 13 large collectors.

Because of all the solar panels and collectors you'll have to make, after power, metal is king. For this, you will need lots and lots and lots of workers. I built 3 mines for this challenge, when I normally only build 2. Each mine was directly off of an airlock that was directly off of a processing plant that had 3 metal processors in it. I also built all 3 mines as close to each other as I could, because I noticed that workers and bots both have a tendency to switch which mine they want to work in, and they didn't mind walking all the way across the base to do it. When I was able to start making bots, I made an even number of carrier and driller bots until I was up to 9 (3 per mine), and only then did I stop making driller bots.

The key to attracting more colonists is WELFARE. Keep it green - good or excellent - as much as you can. If you do, colonists will pour in. Don't worry about prestige and certainly don't waste resources on signposts and pyramids. Just look after the colonists' welfare. I built a starport and a landing pad and tried to keep both of them running at all times, but I'm not sure the starport was necessary. There were days I had to turn it off to conserve power, and I still got more than 10 colonists just from the landing pad. They come in 2 or 3 at a time, but if your welfare is excellent, you'll see 5 colony ships land per day.

Yes, you will need guards and guns. I had my landing area surrounded by structures (a "fence" of small oxygen generators works well for this) so that there was only 1 airlock arriving ships could use. That airlock was off of a large control center that had 10 security consoles and a full armory. There weren't that many intruders, and the ones who did come in never made it out of the control center. Don't play airlock games with them; that takes way too long. Just let them in, hit the red alert, massacre them, get it over with, and move on!

Morale is actually not a big worry. A couple of plants and a video screen in each canteen should do the job. On day 25 I built a bar with 1 drink maker, and that was all I had except the canteens until late in the game. Eventually, I did put in a second drink maker (LOL) and even put in a small multi-dome when I got to around 150 colonists.

To give you guidance, here's a quick recap of my progress:
Day 10: 26 colonists
Day 20: 51 colonists
Day 30: 89 colonists
Day 40: 151 colonists
Day 50: 240 colonists

Here are a few other miscellaneous things I'll point out:
- I only had 2 small sick bays with 4 beds and a supply locker each. I had 2 medicinal plants and 2 workbenches. I had no shortage of medical supplies or beds.
- Likewise, I only had 2 small bot facilities, with 2 bot workshops and 2 auto-repair stations each. They were supported by 4 semiconductor foundries. I didn't built my 3rd one until Day 35, though, and if I were doing it over, I would have already had 4 by then. I was always short on semiconductors.
- Usually, I go for large or very large storage rooms, but 3 medium storage was all I needed. Since there's no trading in this challenge, storage is just a place to put excess production, but you really shouldn't have much of that. If you have too much of something, that means your resources aren't being used efficiently, and you need to change something. For example, if you have starch filling up your storage rooms, replace some of your rice pads with tomato pads.
- I always had an extra water extractor that I left disabled. When I ran out of water, I enabled it and then made building another one a high priority. When it was built, I disabled my extra one again. This works better than building a water tank and having to monitor it.
- Build in more oxygen generators than you think you're going to need. Just leave them disabled until you need them. When you start going for that push to get from 200 to 300, you'll find that areas that had always been fine before start going beet red.

Finally: after I wrote the above solution, I looked at the Steam guide referenced in the other solution. While it must have worked for the author, IMO he made it a lot harder on himself. Make it easy on yourself and follow this solution instead.
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