Your First Hour
Overview
You start with a handful of colonists dropped into an unfamiliar stretch of world, plus a small scattered loadout of starting tools, materials and a container or two nearby. There’s no tutorial holding your hand past this — everything you need to know is here and in the rest of this wiki.
How it works
A fresh colony begins with your colonists standing together near a scatter of starting supplies. From here, the world runs on the same handful of systems no matter how big your colony eventually gets:
- Colonists look after their own basic Needs & Satisfaction — hunger, energy, and more — as long as the colony has food and beds for them to find.
- Colonists with no job assigned do no work at all. They’ll wander, socialise and look after their own needs — which isn’t wasted, it’s what keeps mood up — but nothing gets gathered or built until you assign Jobs & Work. It’s the first thing worth doing.
- Everything you build, mark, or order goes through the same click-and-command controls.
Playing with it
A reasonable first hour looks like this:
- Get your bearings. Pan and zoom the camera around your starting spot — look for nearby trees, rock, water and open ground to build on.
- Check on your colonists. Select each one and open their panel to see their skills, traits and starting gear — this tells you who’s naturally good at what.
- Get the essentials going. Assign someone to gather Food & Eating and get a stockpile started, and get beds built so people can properly rest instead of sleeping on the ground. See Needs & Satisfaction for the full picture of what your colonists require.
- Start marking work. Rather than clicking every tree by hand, use the Orders bar to box- designate a patch of forest or a rock outcrop for your colonists to work through on their own.
- Build a roof. A basic shelter — even a single roofed room — gives colonists somewhere to rest and store things out of the open. Start small; you can always expand.
Good to know
- There’s no fail state for taking it slow — the world doesn’t punish you for spending your first hour just looking around and getting a feel for the controls.
- Keep an eye on mood as well as hunger and energy — a colonist can be fed and rested and still be miserable if the softer needs (social, comfort, recreation) go ignored for too long. See Mood & Morale.
- Danger does exist out there — wildlife and hostile factions are part of the world from the start, so don’t wander your colonists too far from home undefended while you’re still getting established.
Related
- Camera Controls — pan, zoom and orbit
- Selecting & Giving Orders — selecting colonists and giving orders
- Needs & Satisfaction — what keeps a colonist fed, rested and content
- Jobs & Work — how colonists pick up work