Colonization is all about the details. Many people just pick their Origin, Ship and Characters, maybe pay some scant attention to cargo and then call the job done. You also have to pay attention to all phases of your mission from evacuation to pursuing your colonies primary goals (you do have primary goals, don't you). I believe that there will be many unpleasant surprises caused by lack of attention to things like energy, medical, and self-sufficiency.
Scenario Summary
- H24 is "a young planet with evolved plant life, mineral deposits, breathable air, and drinkable water. Food is scarce as the plant life is simple (consisting mostly of plankton and grasses) and lacking substance for nutrition."
- The sister planet of H24 hosts a small contingent of alien hostiles who appear to be feeding off of the dying planet's radioactive surface. The aliens seem to be unaware of H24 but are operating in the sector.
- Sensors also picked up small traces of concentrated seismic activity near the equator of H24, nothing to signal geographic instability.
Analysis
- Breathable air and drinkable water but no food. Minerals (drilling!) but no advanced plant or animal life (less life research).
- Not sure why aliens are "hostiles". It may be (likely is) that H24 is a hostile environment for them. We will be bringing substantial military forces nonetheless.
- Probably volcanic activity. Probably a good place to drill. Probably a good place for thermal energy.
Goals
- Establish a large colony and survive as long as possible.
- Start out as a self-sufficient jack-of-all trades colony.
- Explore & perform research/crafting (bio-engineering & computer).
- Get rewards (Colombus, Rebel, Genetician?).
Note: With one exception, I am going to stick with the cards that I actually have. The exception is the Genetician Scientist; however, if you have a Genetician Scientist, please DM me in EXODE Discord (same name) and I'll make you a VERY good offer.
Origin
Stranded Trader: +6 cargo, +1 rewards when 2+ rewards, +1 administration equipped with a Syndicate Chip, a fully upgraded Rebellion Secrets (Rebels Rewards!), unused Corporate License (just in case)![]() | ![]() | ![]() | ![]() |
Starship
The Colombus: 6 crew, 6 cargo, 17 passengers, 'Columbus' rewardsequipped with Genetician Console and Medical Bay
![]() | ![]() | ![]() |
We're starting out with 26 people (3 Officers, 6 Crew, 17 Passengers) and 24 cargo slots. The Origin and the starship both generate rewards and the Origin adds an extra reward whenever two+ are given.
- We will use Syndicate Chips on everyone so we can select the cream of the crop from any faction and upgrade everyone with The Kumicho
- This allows us to be heavily Scientific and perform research for as many research rewards as possible
- Everyone will have a Karper Heavy sidearm and a main weapon (Judgement Day, Galactic Peacemaker or Syndicate Auto-blaster)
- All 8 of my pre-boarded humans will have a suit (2 Arena Powersuit, 4 Eisen Suit or 2 Universal Fixer Suit)
- Everyone will have ammunition and N-Prime combat drugs (although some are just holding them for others)
Personnel choices are based upon Quality Level (QL), Roles (primarily Research & Exploration) and Skills
Officers
- Ayumi is critical to making sure that evacuation goes well and later serves a key role in defense. Wearing an Arena Powersuit, his QL of 9 (with The Kumicho's bonuses, Warfare, Cover and Speed skills and N-Prime enhancement, he is assigned to the station halls to kill hostiles, escort the next passenger and then is third in line to Manage Shields. On the colony, he will guard The Kumicho and the Origin.
- Eliza has a good QL of 7 (with bonuses) and is present primarily for her Medical, Science and Research Skills.
- I started with a Research Officer to fill the third slot but then realized that I had an Elite Exploration Officer with a QL of 8 (with bonuses).
![]() | ![]() | ![]() |
Crew
- Genetician Scientist: Medical, Science, Research (Bio-engineering), +2 Bio-engineering surprise results
- Elite Magna Cultist: QL 3 (+3), Science, Research (Bio-engineering)
- Oksana: QL 7, Planetary Pilot, Planetary, Warfare, Speed, Cover - Will be wearing the second Arena Powersuit when she joins Ayumi clearing Station Halls and escorting the last passenger; Will pilot the Exploratory Dropship forthe colony
- Elite Syndicate Hacker: QL 5 (+3), Upgrades Hyperdrive and performs Software Research & Crafting
- Galvin-4: QL 9, Talk to Passengers, Improve Morale in colony
- I started with the FB-119 Kilbot but then realized that it was overkill (ahem). Tyron: QL 7, Space Pilot, Radar, Discipline, Warfare is the choice that I am least sure about despite his Manage Shield attributes and piloting skills and is the first candidate for replacement.
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
Passengers
Slot 1. The Kumicho: QL 10, Colony Administrator, Warfare
Slot 2. Rebel General: QL 9, Cover, Shooting, Warfare, Stealth, Gets Rebel Quests, Uncovers Secret Agendas
Slot 3. Sh4rken: QL 10, Programming, Cybernetics, Signals, Warfare
Slot 4. Mysterious AI
Slot 5. Mysterious Robot
6-7. 2 Tech Experts - 1 Elite
8-11. 4 Science Students - 1 Elite
Slot 12. Elite Unstable Genius
13-17. Station Pick-Ups
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
![]() All but the Elite wearing red shirts | ![]() Also wearing a bright red shirt | 5 Station Passengersscreened by Gavin-4and escorted (in order) by 1. Elite Exploration Officer (Eisen) 2. Genetician Scientist (Eisen) 3. Magna Cultist (Eisen) 4. Oksana (Arena Powersuit) 5. Ayumi (Arena Powersuit) |
Cargo Slots (24)
Twenty-four cargo slots might seem to be a lot. It's still not enough. My wife says I overpack -- but, unlike her, I always seem to have what I need.
Thus, I will be dropping 11 slots of droppable commons and one three-slot rare to bring my total cargo allowance to 38 slots.
Room and Board
Slot 1. SHELTER "Happy 5" (10 habitat, 0 energy)Slot 2. SHELTER "Happy 5" (10 habitat, 0 energy)
Slot 3. SHELTER "Happy 5" (6 habitat, 0 energy)
Slot 4. Elite Foodie-Moodie (6 food, 1 Happy Soda, 0 energy)
Dropping 4 x Foodie-Moodie (6 food, 1 Happy Soda, 0 energy)
Slot 5. Soup & Cook
![]() | ![]() | ![]() |
People who wondering why I was buying Happy 5's need look no further. Those three SHELTER "Happy 5" took a total of 23 cards to upgrade to that level. When I last checked, fewer than 28 were dropped per week.
Energy
6 & 7. 2 x X-Gen TR100 (each 10 energy, 900 charges)Slot 8. WHC Unit (4 energy, 100 Oxygen Crystals)
![]() | ![]() | ![]() |
That might seem like a lot of energy -- particularly after I used 9 epic cards to upgrade the shelters to use no energy and even upgraded the dropped Foodie-Moodies. It's not. As I wrote here, energy consumes non-renewable resources -- and you always could use more energy.
"Standard" Colony Installations
Dropping - Radar Array (0 energy)Dropping - Communication Array (-3 energy, rare)
Dropping - 2 x Multipurpose Prefabs (each -1 energy, 3 spaces)
![]() | ![]() | ![]() |
Slot 9. Elite Management Console (-2 energy, Software 3 + 3)
Slot 10. Elite Computer Room (-3 energy, Software 6 + 3)
Slot 11. Elite Chips & Data
![]() | ![]() | ![]() |
Slot 12. Lab Equipment (-1 energy)
Slot 13. Chemical Cuves
Slot 14. Elite Drilling Machine
![]() | ![]() | ![]() |
This is where I'm spending most of my energy. Since I'm doing Software Research & Crafting, I'm using my limited upgrades for the Admin Console and Computer Room for more capability rater than less energy.
Exploration & Mobility
Dropping 3+ Tom Friendly Eyes XY-6 (as necessary)Dropping 1+ Tom Little Buddy (as necessary)
15&16. 2 x Tom Explorator
17 - 19. Exploration Drop Ship (-6 energy/hour)
![]() | ![]() | ![]() | ![]() |
Note that the Dropship can evenbe usedto move the entire colony (piece by piece).
Defense
20 - 22. Defensive Bunker (-3 energy, has Ground Radar QL6!)Slot 23. Vanguard (-7/hour)
Slot 24. Velvet Storm (-13/hour)
From Market - Orbital Shield
![]() | ![]() | ![]() | ![]() |
If this isn't enough defense . . . well . . . I surely won't be the first to die . . . .
Software
Since you can hack software to use it as raw materials for new software, I am going to cram in as much as possible. This means always upgrading for size rather than capability. I am also bringing along Identification Matrix software that I can't use in hopes of modifying it for use by the Defensive Bunker.Planetscan VX: Space 3 - Radar Array, Defensive Bunker, Arena Powersuits
Diamondstar Designer: Space 3-7 - Management Console, Computer Room
Identification Matrix: Space 1-6 - Defensive Bunker some day?
![]() | ![]() | ![]() |
Build Shortcomings
The one thing that I regret about this build is that I'm not picking up any interesting cargo from the station.Evacuation Plan
I will use all possible escorts. I will attempt to stay long enough to get five passengers and completely load fuel (energy, energy, ENERGY!).Evacuation Roles
Ayumi: QL 7 + 2, Warfare, Cover, Speed, Arena Powersuit, N-Prime - Passenger 4 (or earlier)Oksana: QL 7+, Warfare, Cover, Speed, Arena Powersuit, N-Prime - Passenger 5
Elite Magna Cultist - QL 3 + 3 + 1, Eisen Suit - Passenger 3
Genetician Scientist - QL7, Eisen Suit - Passenger 2
Research Officer - QL 4, Eisen Suit - Passenger 1
Galvin-4 - screen passengers
Elite Syndicate Hacker: QL 5 + 3 + 1, Cybernetics - Upgrade Hyperdrive x 2 then Load Fuel
Eliza - QL 6 + 1 - Wait in Cockpit for alarm then Manage Shields
Tyron - QL 7 + 1, Warfare, Discipline, N-Prime - Load Fuel until alarm then Manage Shields
- First 3 Passenger Escorts will load fuel as soon as they have completed their escort
- Once hostiles are gone, Ayumi will take the next passenger and then head for the Shields
- Once she is done, Oksana will head to Load Fuel or Manage Shields as appropriate
Colony Roles (5 teams)
Admin, Homeland Security & Quests
![]() | ![]() | ![]() | ![]() | ![]() |
Exploration 1
Primary Exploration Team - Uses Tom ExploratorHas 1 Arena Powersuit, 2 Eisen Suits, 1 Universal Fixer Suit and is armed appropriately
![]() | ![]() | ![]() | ![]() |
Exploration 2
Secondary Exploration Team - Uses either the Tom Explorator or the Exploration DropshipTeam includes the Elite Science Student and the Elite Tech Expert
Has 1 Arena Powersuit, 2 Eisen Suits, 1 Universal Fixer Suit and is armed appropriately
![]() | ![]() | ![]() | ![]() |
Bio-Engineering Research & Crafting
![]() | ![]() | ![]() |
Programming Research & Crafting
![]() | ![]() | ![]() |
As Appropriate
![]() | ![]() | + 5 Station Passengers |
When it comes time, I have everything that I need to get off-planet (droppable ship parts, technical expertise and a pilot). If I need to take the fight to the aliens on the sister planet, I have the resources and personnel to do so. Hopefully I've remembered everything to allow this colony to live long and prosper.
![]() | ~==? | ![]() |
Please support my posts by using the referral code 777c835 when buying your first starter. If you do so, you and I will each gain two booster packs. Further, if ten players or more use the same referral code (and I'm halfway there), they each get a random Epic Character card.
I am also recruiting for an alliance, the Artificial Intelligence Liberation Front (AILF, pronounced like “elf” with a Southern accent) which just might be led by the Mysterious AI. The alliance will have numerous in-game benefits. To start with, the next five players who sign up with my referral code and join AILF will receive a Syndicate Chip (common), a Syndicate Squad Leader (rare), a Syndicate Hacker (rare) and a Syndicate Auto-Blaster (rare). They should make evacuations MUCH easier (particularly with the Hacker upgrading the hyperdrive). Just let me know that you have used my referral code and wish to join AILF in the comments below and I will transfer you your cards.