QUICK START TUTORIAL 1.1

If you're having trouble getting your first colony started, follow the 
steps in this tutorial to build a stable foundation for a colony on a 
Mars class planet.  The saved Outpost game, TUTOR.OPS, is an example 
generated by following the steps in this tutorial.  If you wish, you 
can also load this saved game and play starting from Turn 81.

NOTE: Since you will be playing a dynamic simulation game, the
numbers given in the reports in this tutorial may vary when compared
to the numbers you get when playing the actual game.  Deaths and
other results will also vary, so the numbers given in this tutorial
should be taken as a guideline only.

Also keep in mind that there are differences between the CD and
Floppy versions of OUTPOST.  If you see a reference to a sound in
this tutorial that you aren't hearing in the Floppy version of the
game, that's because it isn't there.

PREPARATION FOR YOUR JOURNEY

* This game assumes a chosen difficulty level of EASY.

* The first probes (VLBI) were targeted on Sigma Draconis and Alpha 
Centauri B.

* Ship Configuration: Colonists 200, Food 16, Life Support 12, Colonist 
Landers 4, Cargo Landers 2, Seed Factories 2, Tokamak Reactor 1, Solar 
Power Satellite 1, Solar Receiver Array 1, Geological Probe 1, Weather 
Satellite 1, Interstellar Probe 1, Communications Satellite 1, Orbital 
Observer Satellite 1, ULBI Probes 0.

* VLBI probe data regarding star system Sigma Draconis:

Spectral Class:  G9
Distance (light years):  18.2
Mass:  0.82
Travel Time:  92.76
Probability of "habitable" planets:  0.036

* Interstellar Launch System - Press the Launch Probe button.  As the 
other buttons highlight, press them in sequence.  Do the same with the 
Launch Starship button sequence.  In the CD version, when you click on 
two of the Launch Starship buttons, the sounds you hear are portions 
of a NASA recording made of the communications between the ground and 
capsule during the launch of Freedom 7.

* Interstellar probe data on the fourth planet in the Sigma Draconis star 
system.  (Clicking on each planet in the display gives you the statistics 
on that planet.  When you're ready to select a planet, click on the Select 
button at the bottom of the display.)

(As a familiar reference point for these number entries, Earth = 1.0)

Equatorial Diameter:  0.53 (6,794 km)
Mass:  0.11
Rotation Period:  24.62 hours
Surface Gravity:  0.38
Mean Distance (in Astronomical Units, AU) from the primary star:  1.52
Solar Energy Received:  0.44
Approximate Mean Temperature (Centigrade):  -23 (average)
Escape Velocity (km/second):  5.02
Principal atmospheric gases:  Carbon Dioxide, Nitrogen

Of the available planets, the fourth planet looked best because its 
equatorial diameter was about half that of Earth's diameter, the rotation 
period was about the same as Earth's, the solar energy received by the 
planet was good enough to get some use out of the solar power satellite 
packed for the trip, there was a trace of an atmosphere, and the 
approximate mean temperature was the mildest of the planets in the 
Sigma Draconis system.

ON ARRIVAL AT THE NEW PLANET

* Entering orbit around the chosen planet, the Orbital Launch System 
appears.  Additional entries on the planet information section refer to 
"Estimated number of mining sites: Unknown," and "Maximum digging 
depth: Unknown." Launching the geological probe to fill in that 
information, tells you that there were an estimated 30 mining sites and 
a digging depth of four levels.

Having launched all other satellites, finish by launching the seed factory.

* The planet display window appeared, identifying it as Sigma Draconis 4. 
Stop the rotation of the planet by clicking on the center button at the 
bottom of the window, then look at different landing sites by clicking on 
the little squares on the planet's surface (you can view a maximum of 4 
landing sites at once).

To evaluate each landing site map, right click on the site map, then choose 
Tools and Elevation Map from the menu.  Black areas = Clear terrain, Red 
areas = Rough terrain, Green areas = Hostile terrain, Yellow-Green area = 
Impassable terrain, Bright Red diamonds on the map indicate potential 
mining locations.

If you don't see enough black terrain on the site map, right click on the 
site map, then choose System and Close to close that site map.  When 
you find a site map you like, close the others, then left click on a black 
area near one or more red diamonds.  The large, diamond-shaped tile 
map should show a lot of clear terrain, which you can check by right 
clicking on the tile map and reading the terrain type message.  If you're 
near a mine, you may see the red mining beacon on the tile map.

Left click on the chrome ball AI icon in the lower left corner of the
game screen.  Press the FEATURE NAMING button, then press the NAME SITE
button.  Enter the name you'd like for your site map, such as "Vulcan's
Forge" in the sample game, and click OK.  Do the same for NAME COLONY
later in the game once the colony has gotten started.

* Place the seed factory by left clicking on it in the top center tile 
selector window, moving the clear diamond cursor to a location on the tile 
map that's at least two spaces away from a red mining beacon, and left 
clicking the cursor on that location.  If you're successful, a landing 
marker appears.  
Run one turn by left clicking on the planet/moon icon in the lower right 
hand corner of the screen.  Turn "001" will appear under this "completed
turn" planet icon.

At this point, it's a good idea to SAVE the game, just in case you want 
to start over again without going all the way back to the probe launching 
and ship configuration screens.

ON THE PLANET

* You should now see the seed lander on the tile map in place of the 
landing marker.  The seed lander is surrounded by four tube sections 
and four "under construction" tiles (buildings).  A left click on each 
construction tile tells you the building type, status, and the number of 
turns until the structure is completed.  The seed units will finish building 
in this order: Power, Smelter, Robot Factory, Command Facility.

Before running a second turn, place a robominer on a mining beacon 
(left click on the tile map scrolling arrows to move around, or hold 
down the Shift key while you click on a scrolling arrow to jump five 
spaces in your chosen direction).

Still before you run a second turn, place a robodozer at a tube opening
and a robodigger at another tube opening.  The empty tile selector 
window now says, "None Available."   Run 1 turn, and the robodozer 
will reappear in the tile selector window because it is finished bulldozing 
the terrain tile where you had it assigned.  

The idea is to keep your robodozers dozing, your robodiggers digging, 
and your robominers mining, as you run turns to complete new structures, 
so place the robodozer next to another tube opening and run another turn.  
Place the dozer again next to some terrain that has already been bulldozed 
and run another turn.

The completed seed power unit will appear in place of its construction tile. 
A left click on the power unit will show you its report: staff status is 
full because it's automated, the product is power, the production level is 
50 units per turn.  The "Resources" button is shaded out so that you can't 
push it because this facility is automated and draws no resources.

As you build your seed factory, you may notice a dark blue triangle on 
the site map.  This is the rebel colony and you will only see it if you 
have an Orbital Observer satellite in orbit.

Place a dozer, run a turn, place a dozer, run a turn.  Follow this pattern
two more times and the air shaft cap will appear where the robodigger 
was working.  The robodigger is available again, so it appears back in 
the tile selector window.

If you left click on the air shaft cap, you will descend to your first 
underground (UG) level.  You can see which level you're on by the 
level indicator at the left of the tile map, which now says "Level 1."  
The lower portion of the air shaft and the underground terrain tiles 
immediately surrounding it are visible.  The extra tiles are visible 
because the robodigger excavated a one tile area around the base of 
the air shaft to allow for tube connections.  There are no terrain tiles
visible around the mine shaft because the robominer builds an enclosed 
shaft that has no need of tube connections.

In a normal game, this would be a good time to place your robodigger
on an air shaft to create a second underground level.  If you do this
while underground structures are all connected to the air shaft, you
would disconnect the air and power underground for several turns, which
could be very distressing to your colonists.

Place a robodozer beside an air shaft tube connector opening.  Place a 
robodigger on an underground terrain tile between the air shaft and the 
invisible terrain that surrounds it.  When you place the robodigger, you 
get a control interface:

SELECT DIG DIRECTION

New Level
+ DOWN  (this is the default)

This Level
+ NORTH    + SOUTH
+ EAST        + WEST

+ SET      + CANCEL
 +SELF-DESTRUCT

Choose a direction toward one of the invisible areas next to the location 
where you've placed the robodigger, then click on SET.  The robodigger 
appears and starts working.

Also place a robominer on the mine shaft that is visible at this level 
(scroll to it with the arrows if necessary).

* Run one turn and you'll be on Turn 9.  You'll see that the robodigger's 
UG work area has appeared.  Run one turn and place a robodozer, then 
run two turns, place a robodozer beside an already dozed tile, and run 
two more turns.  (If you wish, you can run multiple turns by pressing 
the F5 key, entering the number of turns you'd like to run, and clicking 
on RUN.)

On Turn 15, the mine shaft reappears and the next mine level is available
(level 2).  Right click off to the side of the tile map, select "Level," 
then "Underground 2" to see the new level.  (You can also press the ALT 
and 2 keys simultaneously to change the view to level 2.)  Place the 
robominer on the level 2 mine shaft, run one turn, right click off the 
tile map, select "Level," then "Surface" (or use ALT 0 to reach the 
surface using your keyboard).

* Turn 16.  The seed complex, which includes the Command Center, 
is finished building.  Left click on the seed robot factory to see this 
report:

FACTORY SUMMARY

NAME:   Factory #
PRODUCT:  "None" 
PROD. LVL:  0/0  (zero produced per zero turns since no product set)
STAFF STATUS:  Full  (automated)
FUNCTIONAL STATUS:  Operational  (otherwise would say "idle")
BREAKDOWN STATUS:  0/0
RESOURCE STATUS:  Stocked

+ MASTER      + NEEDS
+OK           + CANCEL

Master = Master Factory Report
Needs = Seed Factory Structure Summary
Cancel = exit this report
OK = set production and exit this report

Left click on the down arrow beside the PRODUCT entry, then select 
"Dozer."  These are all your options:

None
Digger
Dozer
Miner
Pause

Click on OK to set production and exit this report.  Run one turn.

* Turn 17.  Cargo Lander, Colonist Lander, and Robodigger are now all 
available in the tile selector window. Select Cargo Lander and place 
within 5 spaces of seed on terrain that is out of the way (diagonal to seed 
robot factory, for example) and that has not been bulldozed yet (it's okay 
to land on bulldozed terrain, but it's not necessary).  The landing marker 
appears. 

Choose the Colonist Landers and place them the same way. Run 1 turn. In 
the CD version, you see the Colonist Lander leave the starship (if the
CD animations are turned on) and hear Neil Armstrong's "small step" 
speech from the Apollo 11 moon landing. This is where you'll usually 
get a message that says "Colony 1 has lost 1 colonist(s)," but this
may vary when you play the game.

The LIST button on the tile selector window can be selected to switch 
from the graphics mode of the tile selector to the text list of available 
structures and robots.

The tile selector only shows currently available robots and structures that 
can be built with the currently available numbers of people, power, and 
smelted resources. 

Choose an Agricultural Dome and place it beside a tube opening on a 
bulldozed tile. A construction tile appears on the map. A left click on 
the construction tile shows 5 turns are needed to complete it. If you push 
the report's "RESOURCES" button, you'll see that the "Resources Needed" 
list entries are all green and available.  Red entries would indicate 
resources currently unavailable on that turn. Click OK to close the report. 

Place a tube intersection between any structure or tube and the next 
bulldozed terrain tile you'd like to build on. Run 1 turn.

The "Colony has lost 1 colonist(s)" message at this point is a death 
due to old age and the stress of living on a new planet.

* Turn 19.  Click on the Command tile to get the Executive Summary 
Report. (The CHAP also shows this report when it is built.)  Power, 
Population, Residences, Atmosphere, Food, Mining, Luxury, and 
Morale levels are all shown in this report, which is your best source 
of information.

EXECUTIVE SUMMARY REPORT

POWER
# 1
In Use: 9
Total: 50
Remaining: 41

POPULATION
Total:98

POPULATION DETAILS:
Employment
Workforce: 78
Unemployed: 74

Population Groups:
Infants: 0
Students: 20
Workers: 40
Scientists: 38
Retired: 0

RESIDENTIAL STATUS
# of Structures: 0
Percent Occupied: 0%

ATMOSPHERE
Status: None
CHAP Capacity: None
Terraforming: None

FOOD
# of Agri Domes: 1
Total Per turn: 0
Total in storage: 0

MINING
# of Active Mines: 0    (the top of the shaft isn't finished)
Smelted totals: 0
Raw totals: 135

LUXURY
# of Factories: 0
Total in Storage: 0

MORALE
Current: 562
Last Turn: 581

Right now, population and morale numbers are the most important. 
Morale dropped from 600 to 562. You need to slow down the decline. 
There are 0 Residential units because everyone is stuffed in the 
Command Facility.

Click on the air shaft cap to reach UG level 1. Place a dozer and a 
digger. Run one turn. You should now be on Turn 20. There are only 
tubes in the tile selector window due to resource limitations and the 
construction of your Agricultural Dome. All the robots are working. 
Run six turns while dozing and while connecting tubes to the base 
of the air shaft.

* Turn 26.  Return to the surface and see the finished Agri Dome. 
Place a CHAP on bulldozed terrain at the tube opening adjacent. 
Run one turn and place a dozer. Click on the mine shaft top to 
see the "Mining Summary."

Name: Mine #10
Resources Found: All
Ore in Storage: 285
Functional Status: Operational
Breakdown Status: 0/0
Number of Levels: 3
Ore Output: 45/1
Total # of Mines: 1

+ NEEDS    + OK    + RESOURCES

In this case, the Resources button shows that zero resources are stored 
at this mine.

Clicking on Needs, then Resources, shows the mine's operating 
requirements of Power 5 and People 1.  Both are green so everything 
is okay.  Red would mean something is missing.

While at the mine shaft, use ALT 3 or one of the other methods to 
descend to the lowest current mine level. Place a robominer on the 
shaft, ALT 1 to reach level 1, select UG Residential from the tile 
selector window, and place on bulldozed terrain beside a tube opening.  
Run one turn.

* Turn 28. On the surface, run four turns to build the CHAP.  The 
Residential unit will also finish.  You need the CHAP for air, Residential
units for space and morale improvement, and the Agri Domes to make 
food and morale improvements.

* EXECUTIVE SUMMARY REPORT (Turn 32)
These are some of the items that have changed in the report:

POPULATION  94

Employment:
Workforce: 74
Unemployed: 67
Infants: 0
Students: 20
Workers: 40
Scientists: 34
Retired: 0

(4 scientists have died.)

RESIDENTIAL
# 1
Percent Occupied:  376%  (anything above 200% is a problem for 
morale. You need more residential units.)

ATMOSPHERE
CHAP capacity: full (operating)

FOOD 
# 1
Per Turn: 10    (you can feed 100 people per turn per Agri. Dome)
Stored: 10

MINING 
# of Mines:  1
Smelted:  0
Raw:  567     (you need to build a storage tank)

Morale: 340 current  (still falling due to harsh conditions on new planet)
	353 last

Place a storage tank, and run 3 turns to move the internal truck from 
the mine to the smelter.  (You won't see it moving, but it's moving.)  
Now resources show up in the storage tanks. 

* Turn 35. On the Executive Report, Mining now shows 100 smelted, 467 raw. 
Morale is currently 301 and was at 314 on the last turn.

On UG level 1 - place a Residential unit, dozer, digger, and a tube. Run 
two turns, doze, run one turn, Residential unit appears on Turn 38.

EXECUTIVE REPORT

POPULATION  106
Workforce: 72
Unemployed: 64
Infants: 14
Students: 20
Workers: 20
Scientists: 52
Retired: 0

RESIDENTIAL
#  2 
Percent Occupied:  212%  (You need more residential units.  Over 200% 
occupancy brings down morale.)

MINING
# 1
Smelted: 322
Raw: 430

Morale: 275 (the morale drop is slowing.)
Last    277

* UG level 1 - place residential, run one turn, place a dozer, run two turns.

Surface - place a warehouse, run two turns, place a dozer, run one turn. 

"WAREHOUSE SUMMARY" report shows:
4 dozers (total of 12 mass units of storage in warehouse)

EXECUTIVE REPORT  (Turn 44)

POPULATION  100
Workforce:  66
Unemployed:  56
Infants:  14
Students:  20   
Workers:  20
Scientists:  46
Retired:  0

RESIDENTIAL
# 3
Occ %: 133  (it's below 200%, so people will be happier now)

MINING
# 1                 (still just one mine)
Smelted: 560
Raw: 490

Morale 283
Last: 280        (The tide has turned and morale is rising!)

* Place a Robot Command unit, run one turn, doze, run one turn, doze, 
run one turn, Robot command appears.  If you click on Robot command 
to see its report, you can see that you now control one robot in addition 
to your original three (the first three will never show up in this report 
because they're independent of Robot command).  

REMEMBER, EACH ROBOT COMMAND FACILITY CAN OPERATE 
10 ROBOTS AFTER THEY HAVE BEEN BUILT AND STORED IN A 
WAREHOUSE.

Select a red diamond mine site on the site map, place a robominer, 
return to your colony by clicking on the light blue square on the site map.

* Turn 47.  UG level 1- place tube, place digger, run one turn.

* Turn 48.  Surface - place dozer, run one, place tube, place Agri Dome,
place 4 dozers, run one turn, place 5 dozers, reset seed robot factory
to produce miners. Now at Turn 50.

EXECUTIVE SUMMARY REPORT    (Turn 50)

POPULATION  115
Workforce 84
Unemployed 71
Infants 31
Students 0
Workers 39
Scientists 45
Retired 0

RESIDENTIAL
# 3
% Occ: 153%

FOOD
# 2         (1 Agri Dome still under construction)
Per turn:  10
Storage:  10

MINING
# 1
Smelted:  805
Raw:  536

MORALE 
301 now
298 last turn

* Run one turn, 1 colonist lost.  The Population report shows:

POPULATION 114
Infants 31
Students 0
Workers 39
Scientists 44
Retired 0

In a previous game, 4 colonists died at this point. The report showed 
only that 2 died (apparently 1 infant and 1 scientist).  Why was that?  
The colony actually lost 3 infants, 1 scientist, and had 2 births.

Surface - Place 5 dozers, run one turn, place 6 dozers, run one turn, 
place 6 dozers, run one turn, second Agri Dome finished on Turn 54.

Surface - Place a tube, place a SPEW facility.

UG level 1 - place 6 dozers, run two turns, 6 dozers, run two turns, 
6 dozers, run two turns, place a robominer on new level 1 shaft, 
start new surface mine with a robominer on a red mining beacon.

* Turn 61.  Place 6 UG dozers, run one turn. 

* Turn 62. SPEW finished surface - place tube and storage tank.  
Click on the storage tank to see what it contains:

First Storage Tank

Metal A 81
Metal B 60
Metal C 40
Metal D 57
Prec A 70
Prec B 66
Min A 125
Min B 150
Min C 84
Fusion A 52
Fusion B 106
Fusion C 94

TOTAL 985, REMAINING (space) 15

Place 6 dozers, run two turns, #2 Storage Tank finished. MPG = 6.

* Turn 64.  UG level 1 - place 2 tubes, place 2 residential units, 
place 6 dozers, place 1 digger, run two turns.

EXECUTIVE SUMMARY REPORT  (Turn 66)

POPULATION 123
Workforce 77
Unemployed 58
Infants 46
Students 0
Workers 36
Scientists 41
Retired 0


RESIDENTIAL 
# 5                 (They like it best when there are 25 people or less in 
Occ 98%              each residential unit.)

FOOD
# 2                  (Still only two Agri. Domes, sufficient to feed 200
Per 20                per turn.)
Storage 116

MINING
# 2
Smelted 1144
Raw 566

Morale 367       (And still climbing.)
362 last

Run two turns, UG level 1 mine shaft reappears.
UG level 2 - place robominer. 

* Turn 69.  MPG = 25. Place first UG laboratory on UG level 1, 
place 6 dozers, run two turns.

* Turn 70. 

POWER
# 1              (still running off Seed factory power)
In Use:  48
Total:  50
Remaining:  2  (however, will need more power soon)

Place Solar Receiver Array, run four turns, solar array finished.

* Turn 74.
Now let's just check those numbers on the Executive Summary again.

POWER 
# 2
In Use:  43
Total:  1050
Remaining:  1007

POPULATION  137
Workforce 77
Unemployed 58
Infants 60
Students 0
Workers 36
Scientists 41
Retired 0

FOOD
# 2
Per:  20
Storage:  171

MINING 
# 3              (a new mine level has just been completed)
Smelted:  1487
Raw:  550

MORALE  410
406 last turn

SPEW storage of MPG = 50

Note that morale is still on a gradual, steady climb.  The danger zone 
for morale is when it drops below 200 for extended periods, since this 
is when your colonists may decide to start defecting to the rebel colony.  
If you can keep your morale over 800, the rebel colonists will start 
defecting to your colony, increasing your available workforce.  This 
current morale level of 410 is well within the safe zone, but Parks, 
more Residential units, benevolent Police stations, Recreational 
facilities, and other buildings can have a stronger positive impact on 
morale when you need it.  There are also lines of research that have 
a positive effect on morale.

UG level 1 - start robominer working on a new level of an existing 
mine shaft (as explained previously).

OPERATING YOUR LABS

Set the completed lab facility to do research by clicking on the lab to
generate the Laboratory Summary.  Click on the RESEARCH TOPIC 
button to select the line of research you want your scientists to follow.  

If you click on the COLOR LEGEND button, you'll see an explanation 
of the color codes used in the research tree.  Notice that the APPLIED 
RESEARCH category, which is at the currently displayed top level of 
the research tree, is green.  The green category means that research has 
been completed at that current level, but that there may be more research
to do that follows it.  You can see this now by clicking on APPLIED 
RESEARCH to see the next level of the tree beneath it.  Now click on
COMPUTER SCIENCE, then ARTIFICIAL INTELLIGENCE.

This is the end of the current tree branch, and it's a good subject to 
study now because it's the fastest way to arrive at the ability to build 
a Hot Lab for dangerous research.  To get your lab ready to start this
research on the next turn, click on the STUDY button at the left of the 
research tree window.

Notice that the Progress Meter is currently dark.  When you start making
some progress in your current research effort, a line of rats will start 
appearing here to give you a general idea of how much progress you're
making toward a new discovery or new line of research.

Click on OK to close the Laboratory Summary report, run one turn to 
start your lab research.  If you check the lab report now, you'll see your 
current research topic listed along with the fact that the lab is 
"Operational." When this research is finished, the lab will go "Idle" 
until you assign it to do new research.  It may also go idle when you 
don't have enough scientists, which may mean that you need to build 
a university, or that you have to wait for your children to age enough
to go to work.  Of course, a lab can also go idle when there aren't 
enough resources to keep the lab operating.

* Turn 75.  6 tubes laid to provide bypass for the collapse of the seed 
complex units at turn 150.  Dozed a cargo lander because it was in the 
way of one of the tubes.  As with any of the other buildings, the material 
from the dozed cargo lander will be recycled because a SPEW is 
operating in the colony.

THE ARTIFICIAL INTELLIGENCE MENU

The AI icon is located in the lower left corner of your screen.  Left click 
on it once to open the AI menu.  Some events may seem rather mysterious 
unless you stay aware of the News Briefs as they are generated by events 
in your colony.  The News Brief button is shaded when there isn't any 
news.  When you click on the News Brief button, you'll see the current 
news brief. If you close the news brief and there's more news to be seen, 
the button will remain highlighted to prompt you to read it.

The AI menu also gives you the ability to name your planet, your landing 
site, and your colony.  The Master Reports button lets you keep an eye 
on your factories, labs, and executive summary report from one location.  
The Evacuation Order is always available, but only needed when an 
alert warns you of an impending disaster.  The Panic button has no real 
purpose other than to give you something to press when you're starting 
to get hysterical.  The Help button gives you access to the Help system.  

The Launch Order button is not used to order lunch, but it will become 
active when you have done all of the research and construction necessary 
to put a new starship in orbit and make it available for a new colonization 
mission that will end the game.  You don't have to end the game when 
this happens, but it gives you a convenient ending point if you want one.

When you're ready to close the AI menu, click on the CANCEL button 
at the bottom of the menu.

THE SAVED GAME

The saved Outpost game, TUTOR.OPS, is an example generated by following 
the steps in this tutorial.  If you wish, you can also load this saved 
game and play it starting from Turn 81.

SUGGESTIONS BEYOND TURN 81

To continue the game from this point, here are some general suggestions:

* When your population approaches 300, build a third Agricultural 
Dome to feed them.  If they start dying from starvation, the oldest 
people tend to die first, which removes your Retired people, then 
your Scientists, then your Workers, then Students, until all you 
have left are your Infants, who absolutely refuse to do any work.

* If your Residential Occupancy is 200% or higher, you need more 
Residential units, otherwise the overcrowding will impact your morale.

* Gradually add more laboratories.  If you have more than one, assign 
at least one of them to Basic Research.  When you have a Hot Lab built, 
work on the different aspects of Nanotechnology research (you have to 
figure out the details) so that you can eventually build a Nanotechnology
Facility.  Full research into Nanotech 1 and Nanotech 2 will be necessary.  

MORE ABOUT RESEARCHING NANOTECHNOLOGY

Along the way, you may also have to bulldoze extra structures in your 
colony to generate MPG, which will fill in for any resource shortages 
that may show up from mining.  When you build a Nanotech Facility, 
you will no longer require mined resources unless your Nanotech Facility 
explodes (this is most common on Medium and Difficult levels of game 
play).  Even with a Nanotech Facility, you will still be required to 
produce power and people to keep the colony operating.  Due to the 
chance of explosion, build your Nanotech Facility at least two spaces 
away from any other structures (except for the tube connection, of course).

AROUND 110 TO 130 TURNS WITH THIS SAVE GAME

Allow time, people, and resources to build a new smelter before your 
seed smelter collapses at Turn 150.  One smelter will serve your needs 
for a long time unless something horrible happens to it.

MORE STORAGE

Build a third Storage Tank when the first two are nearing their storage 
limits.  Keep an eye on your storage tanks occasionally so that you don't 
have resources backing up at the mines or the smelter due to a lack of 
storage in your colony.

GROW SLOWLY

Remember that a conservative approach to construction and maintenance 
of your colony, as demonstrated in this tutorial, is the safest method of 
expansion.  Your resource and population limitations effectively serve 
as your budget in this game.  You won't be able to build rapidly until 
you've created a nanotechnology facility and no longer need concern 
yourself with mining limitations.  One SPEW facility per colony will 
help you by recycling sewage and bulldozed buildings.  Remember that 
mined resources have limits, as they do here on Earth.

***********************************************
