Beginner guide: build a stable first settlement
Start by supplying housing, food and water, then build the mining and power chain before expanding. The official starter guide gives 30 initial Peeps, road requirements and housing employment ranges. The order below is a suggested route using those rules and the Ludens opening guide, not a timed or tested optimal build. Select each home to check its blue employment boundary; every production building needs all of its worker slots filled.


Order I would build
- Build a road from the ship and place housing. Check the current build-panel cost before spending; older wiki costs are not verified for 1.0. Left Ctrl allows placement before the road exists, but does not waive construction materials or the eventual road connection.
- Potato patch and a water pump, close enough that the shift can eat and drink. One ration of each is the full recovery; one of the two is a half recovery.
- Woodcutter, then a Mine on a deposit you can see from the ship. Plan a second mine before that deposit empties. Why.
- Ore smelter and a Burner Generator on a green tile, touching. Open the Work tab and enable the generator. It starts off.
- Storage shed (4 types, 20 each) before soot and slag have nowhere to sit. A full by-product bin stops the building.
- Continue toward a Sawmill and later industry as the technology goals permit. If Wild Flowers or Meadows are unexpectedly blocked, update the game: Hotfix #3 fixed a bug requiring 20 Power to be produced again in the current session.
- School range plus spare housing is what lets Peeps have children. Do not expect growth from huts alone.
Numbers the guide actually prints
- Energy cap is 1000. A normal shift spends 180, overtime 240, high intensity 360 and adds 30% move and work speed.
- Hot or cold adds 75. Extreme heat or cold adds 130.
- A strike starts when more than 40% of Peeps are under the happiness line, and it lasts 3 to 7 shifts.
- A Farmhouse plants three crops at once and beats a lone potato patch on the guide’s wording.
Seven common checks
- Leaving the Burner Generator or the Cleaner on the default, disabled method.
- Treating a blue power tile as connected. Power rules.
- Ignoring a full soot or slag bin.
- Letting high pollution sit for 15 minutes and then wondering why the Cleaner cannot touch the toxic tile.
- Expecting an adjacency bonus across a height change.
- Placing a workplace outside the blue employment boundary shown when selecting a home.
- Leaving continuous power on “just in case” until soot fills every shed.
The mid-game — scouts, outposts, the settlement ship — is the walkthrough, not this page. 中文开局顺序在 新手攻略。
Sources
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