recursal/Fanatic-Fandom huggingface dataset:
1.11.0

**1.11.0** is an update for PewDiePie's Tuber Simulator released on July 21, 2017.

## Additions

### Items

* **Mega Item Update**: New Items for Level 31-70
	+ Moth
	+ Cryo Chamber
	+ Palm Leaf
	+ Black Rose
	+ Space Rover
	+ Darts Game
	+ Big High Tech Keyboard
	+ Welcome Mat
	+ Tuber Witch
	+ Mine Cart
	+ Purple Toy Car
	+ Green Toy Car
	+ Blue Track Loop
	+ Blue Corner Track
	+ Blue Track
	+ Tuber Gaming
	+ Baby Crib
	+ Alien Egg
	+ Tommy Wiseau Cutout
	+ Headphones Tuber
	+ Condiment Bottles
	+ Tiki Torch
	+ Empty Frame
	+ Grape Vine Arch
	+ Crocodile
	+ Palm Tree
	+ Shower
	+ Wall Torch
	+ Big Terrarium
	+ Bench
	+ Bean Bag Toss Game
	+ Public Pay Phone
	+ Monkey Cymbals
	+ PewDiePie's Scribbled Wall
	+ Scarab
	+ Accordion
	+ Plant 1
	+ Tuber Zombie Girl
	+ Hole in Floor
	+ Playing Cards Poster
	+ Pandora
	+ Totem
	+ Tuber Scaphandre
	+ Banjo
	+ Tuber Zombie
	+ Ladybug
	+ Galaxy
	+ Cauldron
	+ Purple Flame
	+ Big Nest
	+ Shovel
	+ Turtle
	+ Beach Ball
	+ Tuber Astronaut
	+ Pulsating Alien
	+ High Plants
	+ CD Tower
	+ Tea Table
	+ Teapot
	+ Tea Cup
	+ High Tea Tray
	+ Tadpole Tad
	+ Wood Trellis
	+ Garden Gnome
	+ For Sale Sign
	+ Small Bird Cage
	+ Column Pedestal
	+ Picket Fence
	+ Tuber Clown
	+ Music Sheets
	+ Flower Fence
	+ Big Exercise Ball
	+ Free Standing Mouth Teeth
	+ TV Wall
	+ Window With Creepy Guy
	+ Tam Tams
	+ Free Standing Mouth
	+ Block Sand
	+ Free Standing Eyes Open
	+ Weight Lifting Bench
	+ Clothes Rack
	+ Earth Poster
	+ Trash Bin
	+ Free Standing Eyes Semi
	+ Mars Poster
	+ Block Wood
	+ Bowl of Chips
	+ Free Standing Mask
	+ Free Standing Eyes Closed
	+ Big Sea Shell
	+ Saturn Poster
	+ Blue Camping Tent
	+ Free Standing Window
	+ Green Lantern
	+ Control Panel
	+ Ball of Yarn
	+ Plant 2
	+ Bowling Pin
	+ Block Concrete
	+ Litter Box
	+ Sun Poster
	+ Missing Person Poster
	+ Bowling Ball
	+ Bunny
	+ Free Standing Door
	+ Cloud Poster
	+ Moon Poster
	+ Danny Devito Cardboard

### Network

* 2 New Network Levels & Perks
	+ Puggle™ rebate
	+ Cheaper 3rd nest

### Knowledge Tree

* A new Knowledge Tree Upgrade
	+ Cheaper Nest

### Puggle™

* Pixel Dust bubbles now appear in Puggle

## Changes

* Purchased Customizations now show up in your Inventory.
* You can now purchase Small Pixel Cubes up to 500.
Official Aven Colony Wiki

Welcome to the Official Aven Colony WikiWelcome to the *Aven Colony* Wiki!
The Colonial Governor's handbook to colonizing Aven Prime.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 873 pages (174 articles).

Spotlight: Aven Colony
Developed by Mothership Entertainment, *Aven Colony* is set in the distant future where extrasolar colonization is a reality. As part of the first expedition to Aven Prime, the first habitable planet to be settled by mankind, you are a colonial governor. Your mission? Weather the dangers, settle the final frontier, and create a bustling colonial settlement. Time to earn a living, governor.

The game is live on Steam!

[ *Aven Colony* homepage ] [ Steam ]

Basics

Release date

System requirements

How to Play

Guide to Colonization

Aven Prime

Aven Expedition

Colony

Statistics

Air quality

Production

Trade

Overworld

Artifacts

Colonists

Morale

Health

Food

Enhancers

Missions

* Vanaar
* Sandy Gulch
* Azara Falls
* Hyla's Crescent
* Tenari Glacier
* Arido Mesa
* Kelori Strand
* Valley of Death
* Eden Crater

Structures

Tunnel

Residential

Resourcing

Ships and vehicles

Power

Drones

Defenses

Farms

Mining

Water

Air

Services

Decoration

Megastructures

Twitter
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Wiki Community
We are currently maintaining 873 pages (174 articles)!

Recent changes | New pages | Missing pages

If there's anything missing on the wiki, use the box below to start a new article:

You can also create new pages using the search box. Just type a new title, click "Go", and near the top of the results page, there will be a link to create the new page.

How to help
See how you can help contribute to Aven Colony Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
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Videos

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Artifact containment unit

**Research center** is a Technology management building in *Aven Colony*.

## Characteristics

Our scientists have developed this structure in order to contain any alien artifacts you may discover on Aven Prime ... and potentially activate them. You need one containment unit for every artifact you recover in the field. Without one, the artifact will remain with the expedition and cannot be researched
Valley of Death

**Valley of Death** is a mission in *Aven Colony*.

## Description

A group of your former colonists somehow learned about the ancient cult that cursed the civilization that once lived on Aven Prime ... and they've adopted the cult themselves! These delusional rebels have turned feral and they are apparently attempting to locate an alien named "The Seterdari." Our reports have made clear that the zealots are gathering their forces in the desert area around the so-called "Valley of Death." You'll need to set up a colony in the valley and then destroy all the zealot groups in the surrounding area.

## Map

An arid map with very limited access to arable land. Worse yet, you have limited expansion space, since the Valley is cross-shaped, with you at the center. There are six relatively small arable areas, with a limited number of resources.

* Water table
* Barley
* Broccoli
* Corn
* Melons
* Quinoa
* Rice
* Wheat
* Entari
* Kelko spores
* Groji
* Quori spores
* Xeno sage

## Strategies

* A dry map where the key challenge is expanding into the arable areas. The one closest to you is an optimal first step, though you'll have to keep a close eye on your nanites, particularly on higher difficulty levels.
* An expedition center is not only mandatory here, but also very useful for gathering the stockpiles and points of interests around the colony.
* Be sure to maintain trade. The plague vaccine export is incredibly useful.
* The ultimate goal is to wipe out the zealots. Make sure your expedition center is staffed at 100% and the ship has as many upgrades as possible, as each group has the maximum combat rating (50) and number 10 warriors.

## Trade

Permanent
* 20 nanites for 100 ration packs
* 25 iron for 100 barley

One-off
* 150 quinoa for 180 rice
* 150 corn syrop for 200 paste
* 225 barley for 300 melons (Vanaar)
* 200 plague vaccine for 300 nanites
Resource management structures

**Resource management buildings** expand the maximum amount of resources and items (of any kind) that you can store and allow them to be processed into advanced goods. Note that they all need power, otherwise the contents stored within will start to expire.

## Converters/Refineries

The two refineries are simple to understand
Mills are required to make edible items out of raw input from farming structures. Chemical plants manufacture enhancers and medicine.
Aven Prime

**Aven Prime** is the target destination of the first concerted colonization effort that humans undertook. It is a large planet with multiple climate zones, from temperate paradises to frigid wastelands. As colonial governor, it will be your job to ensure that your colonists build a new future on this frontier world. However, Aven Expedition isn't the first sentient species to arrive on the planet - quite the contrary...

## Notable features

### Geothermal craters

A notable feature of the landscape, a bubbling pool of geothermally heated water is a potent source of energy. It occasionally emits clouds of deadly hydrogen sulfide gases. Placing a geothermal generator generates electricity and prevent toxic gas emissions.

### Lightning storms

A nasty feature of night on Aven Prime, lightning is incredibly destructive and can destroy tunnels in a single shot. Lightning towers protect against this and double as charging rods for energy battery installations.

### Ice shards

Yet another impressive feature of life on Aven, ice shards fall during winter at terminal velocities, dealing damage to the colony on impact. Far less potent than lightning, ice shards can nonetheless wreak havoc on unprotected colonies. Plasma turrets can intercept the attacks.

## Fauna

### Plague Spores

Plague spores are peculiar entities that attack living beings of all types - preferably humans - infecting them with a potent plague.

**Containment:** Airborne spores can be destroyed by plasma turrets. Infected colonists can be treated by hospitals (plague vaccine boosts the efficacy of the treatment).

### Creep Spores

A curious expression of the planet's fauna, creep spores are airborne abominations that latch themselves to any structure or vehicle in the vicinity, gradually deconstructing them. The point of the creep's activity is largely unknown, but it does represent a clear and present threat to the colonists.

**Containment:** Airborne spores can be destroyed by plasma turrets. Those latched on can be removed with scrubber drones. Think of creep as fires that break out in other city builder games.
Trade

**Trade** is established between the colony ship and your colony once the trade center is built. Trading is very simple: The colony ship will request a certain amount of resources of a particular kind and provide you with another resource. Offers vary between assignments, but can be extremely useful for making ends meet, especially in the beginning. Buying ration packs for nanites is always a good choice, as it staves off starvation and increases food variety.

## Implementing trade

* Trade is an essential, rather than optional part of survival on Aven Prime. Each trade hub can support one contract at a time, so either choose wisely or build additional hubs.
* Each trip takes time and the trade craft has a limited capacity. Plan for this eventuality, as if the ship offers you several hundred units, these will trickle down into your stores, rather than being shipped wholesale. On the other hand, this will reduce the impact on your own resources, avoiding a situation where you are suddenly deprived of several hundred units of food just as winter hits.
* There are two types of contracts available, permanent and one-shot. Permanent contracts will continue trading until you run out of the requested supplies, while one-shot contracts will terminate once the ship receives the requested amount of resources.

## Tips

* You will need to build additional structures before unlocking the full list of trade contracts in each mission/sandbox, usually tied to that building. For instance, once you build the retail center, you'll be able to ship in supplies to sell.
* Don't skimp on trade. Missions like Azara Falls *demand* trading to sustain your colony.
Starglow

**Starglow** is a resource in *Aven Colony*.

## Characteristics

An enhancer that increases productivity by up to 10%, but reduces health. Requires a Dispensary.

## Strategy

The health effect is minuscule, but the productivity bonus goes a long way towards boosting colony's output - this includes boosting output of Hospitals to treat the small health damage caused by the enhancer.

Stacks with Forced overtime.

*This article is a stub. You can help Aven Colony Wiki by expanding it.*
Arido Mesa

**Arido Mesa** is a mission in *Aven Colony*.

## Description

A desperate situation has developed on the Colony Ship. One of our three major life-support units has failed, and you will need to quickly construct a new colony and accommodate all of the incoming refugees. You must accept all of the immigrants within a fixed time limit, and your mission will be deemed a failure if you do not rescue them all in time.

## Map

This is a large, desert map with limited access to arable land. At the same time, you're expected to be able to establish a metropolis and accommodate a thousand people. You will have plentiful minerals, however, so get building.

* Water table
* Barley
* Broccoli
* Corn
* Melons
* Quinoa
* Rice
* Wheat
* Entari
* Kelko spores
* Groji
* Quori spores
* Xeno sage

## Strategies

* This is essentially a race against time. All that matters is building the city up and getting enough space to get the people down from orbit. Ready for a challenge? Good. Your first point of order is, as usual, to establish mines, energy, and agriculture. Pick up that cargo pod to get a head start.
* It's important to start receiving immigrants right away. Start by building two immigration hubs and staff them to the max using the employment panel. The steady stream of immigrants will also help man every facility you have. One dropship trip takes about a season. One trip in a fully-manned immigration center will bring back 9 colonists. As such, you'll need at least 112 flights to bring back all the refugees. With 40 seasons (10 sols) to go, you'll need three immigration centers working around the clock to get all the colonists in.
* The biggest challenge is to ensure you have enough support among your colonists to make it to the end of the mission. As such, maximize the impact of every non-habitation and non-producing structure by clustering the residential blocks together and placing them where as many colonists as possible can benefit from them. Also, choose buildings that give you the most bang for your buck resource-wise: Skyscrapers are expensive, but work best.
* Unemployment will hound you throughout the mission. You'll need to keep pace with the population boom and build enough buildings to keep them occupied.

## Trade

Permanent
* 20 nanites for 100 ration packs

Once only
* 250 quinoa for 80 copper (Vanaar)
* 250 rice for 450 potash (Azara Falls)
Sandy Gulch

**Sandy Gulch** is a mission in *Aven Colony*.

## Description

There's an area near the vast central wastelands called Sandy Gulch that's marginally suitable for farming. We'd like you to build a mining colony there. The Gulch sits near the rim of the Great Eastern Barrens and has very little arable land. In the background, the Aven expedition starts becoming... *Interesting*. Kalandra goes missing in the tunnels beneath the Gulch, forcing a search and rescue operation led by Jack Toren, while a new kind of animal manifests its presence on the surface.

## Map

This is a large, open map with very limited supplies of water and arable land. The layout is complicated to boot, with a large number of worm holes that limit expansion opportunities. In essence, the layout of the gulch forces you to leapfrog from one resource node to another. On the other hand, you have plenty of resources available, including no less than four geothermal vents in your immediate vicinity, numerous iron and potash deposits, and a good number of zorium deposits.

## Strategies

* This is the first mission that requires you to flex your planning muscles. You will have to focus on exploiting the available arable land to its fullest extent (so that oasis will experience the wonders of clear-cutting) and maximizing water income. The generous iron deposits will be a great help.
* Quinoa will be your go-to crop for the duration of your stay at Sandy Gulch. The trade hub becomes a vital part of your supply chain here, as it allows you to trade gold mined from the deposits here for 200 corn per trip, making it an extremely effective source of food.
* Missions! Vory's first mission is to build a geothermal power plant and that's a logical first step, particularly since you will have to put up with the vents, uh, belching clouds of poisonous gas right into your colony's intake fans (which are a bad choice to build here, so avoid them, unless you cap every vent with a generator). In general, she provides a fine development curve for your colony in this mission and her missions need to be completed to progress the story and the mission itself. Continue until you can build a research center, then build the four requested geothermals and expand the colony until you can build the expedition center.
* The rest of the mission, once you have a stable colony, means you'll be touring the area with your expedition ship. You'll first have to rescue four stranded explorers, then gather commendations. To make the process go smoothly, consider building a second expedition center and/or upgrading the research center to level 2 to unlock expedition upgrades.

## Trade

Permanent
* 20 nanites for 100 ration packs
* 25 iron for 100 barley
* 20 gold for 200 corn
* 20 gold for 200 pasta

Once-only
* 150 quinoa for 180 melons (Vanaar)
* 200 quinoa for 25 zorium (Vanaar)
* 225 rice for 300 corn
* 150 goldbloom for 180 bread (requires chemical plant)
Electricity structures

**Electricity structures** provide power essential for keeping the buildings functioning.

## List of power generators

Both wind and solar require no workers. The output of solar is halved in winter. Both can be effective substitutes for larger generators on mineral-rich colonies.

## Batteries

Batteries store energy for later use and have to be manually turned on from the policy panel. With research center upgraded to tier 2, they can also provide a variety of boosts.

## Strategy

* While both zorium and geothermal are area-effective solutions to power generation and the humble solar panels get glosses over in later sols of the colony's development, it's worth noting that solar panels are completely unmanned and have a minuscule impact on air quality, while geothermics and zorium both have a significant negative impact. If you have plenty of nanites, but few colonists or persistent air quality problems, a large network of solar panels can help.
Azara Falls

**Azara Falls** is a mission in *Aven Colony*.

## Description

The mysterious alien object recovered during the Sandy Gulch expedition has pointed the way to some sort of structural complex near Azara Falls. Your objective is to grow the Azara Falls outpost into a functional colony, then analyze these structures once your colony is able to do so. The lander pilot was blown off the mark by high winds, and as a result, this colony is far from fertile terrain. You will need to survive on trade alone until your colony has enough food income to expand. Follow the mission objectives closely!

## Map

A large, cold map where you start in the center and have to face quick starvation if you don't find a way to procure enough food for your people. The three fertile areas are far away from your starting position and will require several expansions to reach. For most of the mission, you will need to rely on trade to survive. Fortunately, mineral nodes and geothermal vents are plentiful in this area, so you have funds to work with.

* Water table
* Barley
* Broccoli
* Corn
* Melons
* Quinoa
* Rice
* Wheat
* Entari
* Kelko spores
* Groji
* Quori spores
* Xeno sage

## Strategies

* The mission will require some tight planning in the early sols. You start with a decent amount of food and nanites, but they only go so far. Follow Vori's recommendations closely to get out fast. In other words, expand to the nearest geothermal vent, set up a gold mine at the nearest node, then acquire the iron node and a nanite processor. Finally, set up a trade hub and immigration center. Follow that with other needs, such as the water pump. Then start the trade route for food. Gold gives you the most bang for your buck overall. Now you're pretty well taken care of.
* Maximize your nanite intake to allow for faster expansion (micromanage and set each mine and processor to max efficiency, since you don't have farming and thus more spare workers). This will aid in your expansion towards the fertile fields, which are necessary to achieve sustainability. Set up broccoli there (mmmmm) and continue expanding. Your eventual goal will be to reach the three alien structures and analyze them with a construction drone.
* Finally, you need to construct a Space Elevator, so start saving up!

## Trade

Permanent
* 20 nanites for 100 ration packs
* 25 iron for 100 barley
* 20 gold for 250 rice
* 30 zorium for 200 barley
* 20 gold for 250 bread (Vanaar)
* 200 broccoli for 25 zorium (Vanaar)

Once-only
* 150 broccoli for 180 quinoa (Sandy Gulch)
Colony terminal

**Colony Terminal** is a Residential building in *Aven Colony*.

## Characteristics

A residential structure that supports a large number of colonists and a built-in hovercar station. It continuously rotates to give its inhabitants a pleasing view of the outside world. It also supports one remote Settlement (up to 5) on the overworld map.

(ex. 3 overworld settlements will require the player to build 3 Colony Terminals in their colony. Found in the Residential Structures option.)
Wheat

**Wheat** is a resource in *Aven Colony*.

## Characteristics

A key food ingredient. It is inedible, but can be processed into flour.

## Strategy

Wheat grows rather slowly - on every planet/map type, there is an edible plant with a significantly larger output. However there are 5 edible products that require wheat, making it very useful for improving food variety. Because of that, wheat should not be farmed early on, when the primary reason for farming is avoidance of hunger rather than improvement of morale.

*This article is a stub. You can help Aven Colony Wiki by expanding it.*
Retail center

**Retail center** is a Services-related building in *Aven Colony*.

## Characteristics

Increases Consumption morale by selling goods for colonists. The effectiveness of the building can be further increased by selling:

* Consumer goods (+34%)
* Consumer electronics (+40%)
* Service robots (+50%)

## Trade

A retail center allows you to trade with the colony ship, exchanging 15 nanites for 60 holo-units or 15 nanites for 50 service robots.
Entertainment

**Entertainment** refers to availability of various forms of entertainment to distract and entertain the colonists. Entertainment can be one of the biggest positive drivers of morale due to the sheer number of buildings you can construct that affect it.

## List of buildings providing entertainment

Bar & grill

Park

VR center

Earth history center

Stadium
Immigration center

**Immigration center** is a Spaceport building in *Aven Colony*.

## Characteristics

Allows new colonists to immigrate from the colony ship and allows dissatisfied colonists to leave.

A fully staffed and powered Immigration Center adds 9 colonists every 38 game hours: Averaging roughly 40 per Sol.

Time breakdown is as follows: 5hr "Descending", Immigrants added to population, 4hr "Unloading", 4 hr "Loading", Emigrants removed from population,5hr "Ascending", 20hr "In Orbit".
Policies

**Social policies** are optional laws that you can pass if you win referendums. Almost all affect Freedom morale negatively, but can be useful in streamlining colony operations, such as reducing water and power consumption.

## List of policies

 Water rationing | -20% water consumption
 Job switching ban | Stabilizes employment
 Immigration ban | Stabilizes colony population
 Emigration allowed | Allows annoyed colonists to leave.
 Forced overtime | +10% colonist production
 Martial law | No protests-30% crime
 Free gaming | +3 to +5 Entertainment morale
 Drone auto-repair | Automates repair

## Other functionality

The policy screen allows you to activate artifacts

* **Charge**: Instantly refills all batteries.
* **Shielding**: Creates a protective shield in a large radius around the containment unit.
* **Unity**: Maxes morale out.
* **Cleansing**: Instantly removes all plague and creep spores across the map, both airborne and already deployed.

As well as and boosts:
* **Ventilation Boost**: Increases the effectiveness of all Intake Fans and Air Filters by 250%.
* **Drone Boost**: Increases the effectiveness of your Construction Drones by 250%.
* **Plasma Boost**: Reduces plasma turret cooldown by 50% (doubling the fire rate).
* **Scrubber Boost**: Increases the scrubbing speed by 200%.

## Behind the scenes

* Free addiction treatment and Prohibition were removed from the game to comply with game ratings, replaced by an overhauled and significantly improved enhancer system.
Ration packs

**Ration packs** is a resource in *Aven Colony*.

## Characteristics

Nutritious vitamin-enriched bars optimized for food storage.

## Strategy

* Ration packs are always a sound investment! When you establish a trade hub and have a net income of nanites, switching to ration pack contracts whenever you're not trading for something else will give you an additional amount of food to eat and increase variety, resulting in a win-win situation!
Plague vaccine

**Plague vaccine** is a resource in *Aven Colony*.

## Characteristics

Can be manufactured at a Chemical Plant (Tier 2) and distributed at a Hospital to allow faster recovery from alien plague infections.

## Strategy

* Plague vaccines are useful in case any plague spores manage to infiltrate your colony. The vaccines are incredibly efficient - all the areas with hospital coverage will become pretty much immune to the plague for as long as the vaccines are in stock.
* Vaccines will not be used if there are no infected colonists. As such, keep a stock of a couple hundred units on hand, otherwise you'll be pointlessly clogging up your storage depots.
* Vaccine usage depends on number of colonists in the colony, not the number of actually infected colonists.
Hyla's Crescent

**Hyla's Crescent** is a mission in *Aven Colony*.

## Description

We've identified the location of a larger foreign object. You will need to build a large agricultural colony, extend it around the great central lake to reach the object, then recover it and study it. Mind your minerals! While this area is excellent at supporting food cultivation, the mineral deposits here are meager at best, and you'll run out quickly if you're not careful.

## Map

As the name suggests, Hyla's is a large, crescent-shaped map, centered around a large lake exiting into the sea. Neither water nor crops are going to be a problem here, so compared to Azara Falls, you can rest easily knowing that your colonists aren't going to starve to death. However, the area is mineral-poor and you will need to expand carefully. Another notable feature of the area are five geothermal vents clustered near your colony, allowing for a steady supply of power.

* Water table
* Barley
* Broccoli
* Corn
* Melons
* Quinoa
* Rice
* Wheat
* Entari
* Kelko spores
* Groji
* Quori spores
* Xeno sage

## Strategies

* Hyla's Crescent can be a slog if you aren't careful with your nanite income. You shouldn't have problems establishing an agriculture, but to get a good income, you need to be proactive. To that end, have a farm or greenhouse grow kelko spores. Then build a research center as soon as possible and a chemical plant to convert the spores into sludge. A good supply of spores will help reduce the impact of mineral shortages, especially if you do it in advance, before exhausting the local mineral nodes.
* Also, in case it's not clear, don't build a laser mine here. Ever.
* It's a good idea to ensure that your kelko-producing facilities are up to snuff. Set a high priority on the chemical plant and the nanite assemblers to maintain a steady output of nanites.
* Expand steadily, focusing on the geothermal vents. The biggest advantage of expansion isn't just access to more space and power: You will gain access to cargo pods scattered across the area and the nanites within. However, the biggest challenge will be to balance out the speed of expansion with the limited amount of resources at your disposal, especially since you will have to put up with very intense creep attacks (so build up your defenses or scrubber stations well in advance).

## Trade

Permanent
* 20 nanites for 100 ration packs
* 25 iron for 100 barley

Once only
* 300 quori spores for 350 rice (Sandy Gulch)
* 200 broccoli for 220 flour
Enhancers

**Enhancers** are a category of consumables that provide various bonuses to the colonists. Each requires a dispensary to distribute.

* Enhancers have multiple effects that will sometimes cancel each other out. You can mix and match which ones you want distributed where in your colony, allowing to tailor the effect per dispensary.
* Note that some effects, like reduced health, are also reduced by adjacent buildings, such as a hospital. Finding the right balance on each map is part of the fun!
Kelori Strand

**Kelori Strand** is a mission in *Aven Colony*.

## Description

Kelori Strand sits at the edge of one of the inland seas of Aven Prime. We've chosen the landing site in an area that should allow your colony to destroy the creep spore nests and plague spore nests in the area, while giving you enough time to build up without letting them pick up your scent. Move quickly! The creep nests and plague spore nests will attack in force once they detect your presence.

## Map

You land on a peninsula whose natural features turn it into a doughnut-shaped building area. There's no shortage of resources in your immediate area, though to expand and increase your income, you'll need to move to the clusters on the opposite side of the doughnut. Fortunately, your agriculture will be able to meet the challenges here.

* Water table
* Barley
* Broccoli
* Corn
* Melons
* Quinoa
* Rice
* Wheat
* Entari
* Kelko spores
* Groji
* Quori spores
* Xeno sage

## Strategies

* Standard beginning. Cover all of your bases, paying special attention to harnessing the geothermal vents and mines around the area. Melons are again the go-to resource for feeding your colonists.
* After the rush that was the previous mission, this one is a comfortable walk. Make sure to expand steadily, generate enough power, and you should be all right.

## Trade

Permanent
* 20 nanites for 100 ration packs
* 25 iron for 100 barley

Once-only
* 200 melons for 25 zorium
Space elevator

**Space elevator** is a Megastructure in *Aven Colony*.

## Characteristics

Offers 100,000 units of off-world storage and exchanges immigrants with the orbiting Colony Ship at up to +21 per 20 game hours, or roughly 175 per Sol, max.

A fully staffed and powered Space Elevator cycles every 20 hours on the following schedule: 5hr "Descending", Immigrants added to population, 2.5hr "Unloading", 2.5hr "Loading", Emigrants removed from population, 5hr "Ascending", 5hr "In Orbit".
Transceiver

**Transceiver** is an Electricity building in *Aven Colony*.

## Characteristics

Accepts power from a remote solar array installation on the overworld map (requires it to be constructed). Receives 400 power in winter and 800 in other seasons. Do not buy it if you don't know what a remote solar array is/if you don't have a remote solar array.
Aven Expedition

The **Aven Expedition** is mankind's foray into the stars, towards Aven Prime. Carrying thousands of colonists in an enormous colony ship, its task is to harness Aven Prime as the first extraterrestrial colony of mankind. You are a legend among old Earth's administrators, selected for your ability to create thriving worlds in the face of adversity. Your goal? Unlock the secrets of the planet and turn it into a glorious outpost of humanity.

## Expedition leadership

As the man on the forefront of the colonization effort on Aven, you will interact with the following five major figures of the colonization effort

### Veronika Colton

A tough, no-nonsense head of the Expedition, Commissioner Colton is your immediate superior and notoriously difficult to impress. The only person above is the Expedition President - a position well within your reach, if you can harness the potential of Aven Prime.

### Vory Markov

Aide to Ms Colton, Vory coordinates mission assignments. Jack believes she's too much of a stickler for rules and protocol, and delights in pushing the boundaries of propriety in interactions with her. She's quick to file a report, of course, but that doesn't get them off their backs.

### Kalandra Malik

An easy-going head of colonial affairs, Kalandra closely monitors population and morale across the colonies. She is the people's voice, deeply and sincerely concerned with their happiness and well-being.

### Jack Toren

A botanist and explorer, Jack Toren is the head of expeditions across Aven Prime. Compared to the rest of the crew, he has a cheerful, flippant attitude and delights in playing on the nerves of others. His most beloved target is Vory Markov, who has been subjected to the dancing gorilla more than once.

Jack has the distinction of being one of the few expedition members banned from using Twurtle, the colony ship's social network.

### Uros Predic

A stoic with a dry wit, Uros is the head of trading for the Aven Expedition. He and Jack constantly tease each other, pushing each other's buttons and seeing what happens. Uros more restrained, allowing him to avoid a ban from Twurtle.
Tenari Glacier

**Tenari Glacier** is a mission in *Aven Colony*.

## Description

This small colony near Tenari Glacier is in trouble right now, and you'll need to start by stabilizing it. After you rescue the colony, you must grow it into a large enhancer manufacturing center. Despite the cold climate, the ingredients used in the manufacture of most enhancers grow extraordinarily well here. Once your colony is sufficiently stabilized, we'll also need you to collect, research, and activate another unidentified object in the area, while ensuring that Tenari Glacier becomes a hub for all trade on Aven Prime.

## Map

Tenari Glacier is a map that can be a challenge if you haven't honed your skills on previous maps. For starters, it's an arctic climate with precious little arable area and far-flung resource nodes, requiring steady expansion. Fortunately, unlike Hyla's Crescent, there's no shortage of minerals here: You will need them.

* Water table
* Barley
* Broccoli
* Corn
* Melons
* Quinoa
* Rice
* Wheat
* Entari
* Kelko spores
* Groji
* Quori spores
* Xeno sage

## Strategies

* Tenari Glacier starts you off with a challenge. The colony has a damaged air intake, a pissed-off population and your job is to salvage and expand it into a profitable enterprise. The disgruntled population will be a particular thorn in your side throughout the mission.
* First off, follow Vori's objectives. They will help quickly get the colony back on track. In other words, immediately upgrade the construction drone hub, repair the air intake, build a mine and a nanite processor (particularly on higher difficulty levels the initial cash grant will disappear faster than you can cough), and use the nearest arable area to set up an agriculture. Broccoli, as you can see from the above survey maps, will be your go-to crop here. Then harness the nearest geothermal vents as soon as possible and supplement them with level 3 solar panels when you're in a pinch.
* One of the goals here is to establish an enhancers manufacturing center. The disgruntled colonists will have to be put on a steady diet of boosters to make them more pliable. Note that most enhancers will have a negative impact on health and crime, so when putting them on a diet, make sure you have hospitals and police drone hubs.
* Activating the first alien artifact will get you to the goal of 90% happiness.
* The ultimate goal is to reach the ruins on the expedition map. Make sure your expedition center is well maintained and staffed.

## Trade

Permanent
* 20 nanites for 100 ration packs
* 25 iron for 100 barley

Once-only
* 400 Amberjoy for 550 melons
* 200 broccoli for 25 zorium
* 500 Xenoglow for 650 rice
* 600 Starglow for 850 soda
Power

**Power** is a resource in *Aven Colony*.

## Characteristics

Power provides energy that allows all the colony's buildings to function.

## Strategy

* Absolute strategic #1 priority. Power is necessary to keep your colony in a working state. No power and structures stop working, which can cause a spiral of morale breakdown at best and total colonial collapse at worst.
Cargo pod

**Cargo pods** are resupply containers deployed by the Aven Expedition colony ship. They contain three types of cargo in various amounts and can be picked up by a construction drone if they are in range of a Construction drone hub. Picking them up can help the colony by providing a large influx of supplies when the colony needs them most, but care has to be taken not to overextend.
Resources

**Resources** are items essential to the survival of the colony - or its prosperity. While technically processed goods should be covered under a separate heading, they are included in this article for convenience.

## Basic resources

Resources in this category are the most basic, essential elements required for the proper functioning of the colony

## Metals

Raw materials excavated for processing into more usable materials or trade.

## Consumer goods

A category of items that serve to enhance the performance of retail centers and increase Consumption morale.

 Service robots | Increases retail center effectiveness
 Consumer goods | Increases retail center effectiveness

## Ingredients

Various ingredients that can be used to create processed goods, such as food and enhancers

## Medicine

Consumable items used at the hospital to boost the health of the colonists.
Laser mine

**Laser mine** is a Mining building in *Aven Colony*.

## Characteristics

Extracts minerals from the ground, using a powerful laser.

## Strategy

Because quick extraction is valuable early in the game, it is often useful to have your first mine on iron or copper to be a laser mine. This is especially true at lower difficulty levels, when each node has many resources.
Nanites

**Nanites** is a resource in *Aven Colony*.

## Characteristics

A lightweight metallic nanomaterial used in structural 3D-printing.

## Strategy

* Nanite production will typically outstrip iron mining. Assuming full staffing, a single T3 iron mine will produce enough iron for a T2 nanite processor to manufacture one nanite per in-game hour, with the ideal situation being two iron mines per nanite processor (fully staffed).
* Always prioritize copper over iron, as it is 10% faster to fabricate than iron. Kelko sludge should only come in last as an emergency, such as in Hyla's Crescent, as it takes 800% longer to process than iron.
Statistics

**Statistics** is a special tab in the colony management options screen, showing you both the current status of the colony, from levels of supplies and resources to less obvious statistics, such as the percentage of housing and jobs filled. These are a very useful tool when it comes to management of the colony, especially since you can dock a statistic chart anywhere on the screen, by clicking the angled arrow button right above the statistics list and place it where you want it. The sheet will contain the selected statistics.

## Tips

* Housing and jobs are two of the most important elements of colony management and this allows you to keep track of them continuously, to preempt situations where you run out of living space or worker shortages (particularly if you shut down immigration either via policy or detaching the immigration center from the colony). A good rule of thumb is to keep both of these between 60 and 80 percent.
* It's also a good idea, particularly in Azara Falls and other areas with restricted food and water supply, to keep a chart open that shows the supply of both. That way you can estimate your future need for expansion and act accordingly.
Vanaar

**Vanaar** is a mission in *Aven Colony*.

## Description

Your mission is to grow Vanaar into a colony that can support hundreds of citizens and manufacture and trade exotic foods and Enhancers from alien plant species. Once your colony is ready, we will assign you an objective to build an enormous Earth History Center building and keep it running for one full sol.

## Map

This is a large map with plentiful resources, allowing you to easily experiment with building a large, well-ran colony. There's plenty of space and the temperate climate makes for a highly habitable, friendly environment to put your colonists in.

## Strategies

* This is essentially a continued tutorial for the game. You start with plenty of resources and have access to the almost complete tech tree.
* Food is going to be in ample supply, thanks to the very fertile ground. Melons grow particularly well, followed by corn and barley. Water should not be a problem due to ample deposits under the ground.
* Expand steadily. There are four cargo pods spread across the map and while not completely necessary for the colony's survival, they are an easy grab when you're building up to the geothermal vents or zorium deposits.
* Zorium is available from two deposits, for a total of 19,000 units. There are also two geothermal vents, one in your nearest vicinity (grab it as soon as possible), making power supply problems a non-issue.
* Copper and iron are also in decent supply, with the first copper deposit right by your initial landing location.
* Most importantly, you will steadily receive additional missions from your handlers, meant to familiarize you with the specifics of colonial administration. Take your time and everything should go fine!

## Trade

Permanent
* 20 nanites for 150 ration packs
* 25 iron for 150 barley

Once-only
* 100 melons for 120 porridge
* 160 rice for 200 pasta
* 200 broccoli for 230 soda
* 250 barley for 280 candy
* 200 Cerulean Glow for 300 bread
Research center

**Research center** is a Technology management building in *Aven Colony*.

Allows research of technologies, colony upgrades, and resource conversions.

* **Ventilation Boost**: Increases the effectiveness of all Intake Fans and Air Filters by 250%.
* **Drone Boost**: Increases the effectiveness of your Construction Drones by 250%.
* **Plasma Boost**: Reduces plasma turret cooldown by 50% (doubling the fire rate).
* **Scrubber Boost**: Increases the scrubbing speed by 200%.

Expeditions
* **Medical bay**: Allows the crew to gradually heal without returning to the colony.
* **Scanners**: Increases the detection range of all expedition vessels by 45%.
* **Energy shield**: Reduces hull damage taken by 40%
* **Thrusters**: Increases each expedition vessel's combat effectiveness by 65%.
* **Zorium bombs**: Increasse the vessel's combat effectiveness by 65%, consuming 1 Zorium when used.
Expedition center

**Expedition center** is a Spaceport building in *Aven Colony*.

## Characteristics

Allows you to send expedition teams on missions outside the colony, including rescues, scientific analysis, resource acquisition, combat missions, hardware recovery, and more. Every expedition center has its own ship assigned, with a randomly-determined named. While expensive, multiple ships allow you to deploy missions faster.

## Strategy

* While expensive, making a beeline for the expedition center can be very effective. Collecting cargo pods and saving colonists can provide a major boost to your economy, as long as you return the ship to the colony every now and then.
* Importantly, while attacking creep and plague nests, there is a rather high chance that the ship will make an emergency return. Building a hospital and scrubber drone hub near the expedition center(s) is a very good idea.
Health

**Health** is a major morale factor. Whether colonists are healthy and have access to satisfactory levels of health care affects happiness. The only way to heal your colonists is to place a hospital. You can provide it with nanomedicines or plague vaccines to improve its performance.

## Factors affecting health

Base
* Low air quality
* Low food or starvation
* Low water or dehydration
* No hospitals
* Forced overtime
* Certain enhancers

Outside factors
* Plague spores
* Expeditions (getting shot up is detrimental to your health)
Food

**Food** is a critical category of resources, responsible both for keeping your colonists alive and their morale (through food variety and quality). Food can be acquired either by farming the local area or importing large quantities of food from the colony ship.

* Obviously, if you don't have enough food, morale and health suffers. A colony full of dead colonists or an unhappy one will kill your tenure.
* Colonists consume about 0.1 to 0.2 units of food per capita. Having a good supply of food for winter is a crucial concern.
* Wondering what the difference between alien and terran food is? Well, alien crops grow faster (check the growth multiplier when selecting crops to plant) and after processing can provide a bigger surplus of food (this is essential in Cerulean Vale).

### Basic food

All the foodstuffs that are directly consumable straight from the farm. Ration packs are the only exception, as they are edible as-is, but can only be obtained by trading with the colony ship.

### Processed food

Foods that require processing before they are edible. Usually are more nutritious or provide bonuses to morale.
Lightning tower

**Lightning tower** is a Defense building in *Aven Colony*.

## Characteristics

The Lightning Tower protects the colony from lightning strikes in a radius around the building and transfers the electricity to any Energy Batteries connected to the colony.

## Strategy

* Necessary to save money in the long term and prevent some major headaches with rebuilding tunnels destroyed by strikes. Build one before the first winter.
* Gathers about 10 units of energy per strike. This can actually significantly extend battery life during thunderstorms.
Deep core mine

Deep core mine is Overworld structure 1 of 3

This is main colony support.

we need it?

- build Ark Ship on Ark Launcher

- 500 Nanite to build Each Remote Settlement

 Each remote Settlement can support up to 2 other installations of any type nearby. Each Remote Settlement also requires 1 Colony Terminal in your colony to support it.

 setup Colony Terminal? how specific the route?

-Custom Trade Contracts

 We also have added support for custom trade contracts with Remote Settlements. If you’ve built a settlement outside your colony, you can now trade with it and pick the specific resources you want to import or export.

Once you have set up your Remote Settlements, you can actually set up custom Trade Contracts with them.

**How to set up a trade route with a Remote settlement?**

If you're looking to transport the resources from a Deep Core Mine to your main colony, select a Trade Hub in your main colony. Open the Trade UI and scroll all the way up. You can now set up a custom trade route. It requires you to import 1 and export between 1 and 3 resources.

Check the Permanent checkbox if you want this trade route to run continuously. Select the custom trade route (you may need to uncheck existing trade routes first) and wait for the resources to come in.