These are the research points (or number of turns for a single lab) to get each tech for nanotech facility:
Underground Laboratory: (total 200)
Computer Science - Artificial Intelligence (25)
Chemistry - Biochemistry (25) - Quantum Chemistry (75)
Physics - Theoretical Physics (25) - Quantum Physics (50)
Hot Lab: (total 175)
Computer Science - Nanotechnology 1 (25)
Physics - Nanotechnology 2 (25) - Nanomachines (50)
- Assembler (25)
- Replicator (25) - Mining (25)
Also:
The administrative facility requires efficiency studies 1, and efficiency studies 2 will upgrade the building.
Only Replicator->Mining is required for Nanotech. Not all 5 of replicator.
I like your layouts. I tried Hard mode with no mining (SPEW only) and I managed to get Nanotech in time. It requires a lot of residences and minimal structures. Many structures only take power/people, and so there isn't much limitation on those.
Some observations:
- Residences create 1 sewage each per turn, which translates to 1 MPG per turn. Factories also create sewage.
- You generally get back construction costs when you recycle buildings (automatic with a SPEW).
- If you run out of all resources, the SPEW may maintain the colony, but you can't build anymore stuff. Same if you run out of labor. However, you can get by without using Metal C/D as a maintainence resource if you don't overbuild or build things that need it every turn. You can then research until you get nanotech.
- Hot lab (if actively researching), Tokamak, and Nanotech facility WILL explode on Hard mode (and perhaps medium/easy). They only last for about 50-100 turns it seems, which is a pain. DIRT facility is actually meaningless to preventing it (at least in Hard mode). I remember that beginner mode seems to have no such explosions.
- I always bring a solar sat/solar array so that I don't suffer through Tokamak explosions (and possible loss of power and the game). Unfortunately, you can only build 1 or 2, and other colonies must use Tokamak. Sucks on hard mode as you have to constantly watch for explosions and build in cycles.
- I have never seen the disasters do anything to my game. All explosions are from the above buildings when their "timer" expires.
- Your results may differ as I am using v1.5 and v1.51 is what others are using. I believe there are some minor adjustments, especially to the population mortality rate in the beginning.
- I like to trade with the rebel colony, but I can't prevent morale from going to 1000 except with a LOT of police stations on hostile. Trouble is, after researching, they have less negative effects on morale, and I also get morale bonuses from research. My only recourse was to destroy all except one residence to make it stop going up. Even then, it's still hard to equalize the morale level. I see that you have some luxury factories and other morale boosting stuff, so you don't mind taking over the rebel colony. I tried building Tokamaks to decrease morale, and it works well, but then they explode after a small time. So there is no effective way on hard mode to keep it in a range like 600-800.
- Trading with the rebel colony is overrated. The only thing they have that I don't is repair robots, and I can't use them when they offer it anyway (at least not that I can see).
- Population control is achieved from limiting food supply and running out of food. Normally, I just trade out students for worker robots from the rebel colony. Robots can't die
- The only upgrade with a tangible effect is when the agri-dome gets 2 upgrades it produces 15 food not 10 per turn. I cannot verify any others, but I think the lab gets a boost too.
- I never build most of the underground structures; morale is so easy to max out, it seems meaningless to build UG Factory, commercial, entertainment, medical, or park. But they do look nice in your screenshot
- Explorer bots do work (I've seen new sites), but you won't get much more than are there from the start. Get Nanotech soon
- After turn 100 (I think), you can trade with the rebel colony.