- No coins, just credits. All people use chips which can store only a limited amount of credits, but can be recharged in the bank.
The bank receives credits generated by the evaluation of work of individuals, to distribute back to the individuals. All products have universal price dependant on the evaluation of work that the individuals invested.
This makes prices stable and prevents inflation.
The credits used to purchase products get to the company that made them. if individuals make products independently they receive credits for selling the products, not for making them.
This system is not hard to keep operational.
(This system could also start some side currency that people will exchange for services, so the bank should have some "help tokens" that people can give to other people for services and get a credit reward)
Make electronics visuals simple, unless the point of the electronics is to display something in detail.
Making simple displays on devices like mobiles reduces the cost and the technological requirements.
Don't jump for hydroponics, use the land that you know will turn to building parcels for agriculture, it can reveal many issues with the place before you start building on it.
Don't mess with swamps and shallow river beds, they are a source of fertile soil and will come in handy when the population expands. They are also hard to dry and stabilize, so don't try.
Use trains for most transportation, they are easier to run and maintain. Use cars only for short distances. Make most cars non private, make them company property, discourages people from doing dumb things and encourages them to work, so they have access to them.
make electromobiles for civilians and try to stay away from fossil fuels as much as possible.
Make fossil fuels accessible as soon as possible, todays society depends on them, your will too, there is no way around that.
Plan cities ahead of time, make the cities so they can be modularly expanded.
Surround the industrial areas with living areas and place the industrial areas on the end of the city. red and lime
Place the offices between the living areas. light blue
Place the commerce and entertainment in the centre dark green and violet
Make all the zones dotted with police stations and fire stations hospitals and other administration buildings. dark blue
place the control, labs, colleges and town hall in the centre. orange
the edges of industrial zones will have (brown) train stations and infrstructure that unloads resources and either stores them in the (pink) storage areas or delivers them to the industrial areas directly. the inside (pink) areas can be used for anything really, but having a secondary storage for the sommerce and entertainment zone, along with some more living areas would be the best option.
the black lines are the highways and city traintracks. And don't forget that living areas should have shops with everyday things and small police stations and clinics.
I forgot to add power plant zones, these could be placed in the middle of the industrial zones closest to a dark blue zones, so fire stations are near.
Or in case of nuclear power plants in a location away from the city with a smaller settlement to take care of everyday operations or a city with just a few triangles forming it.
Colonists should try to get nuclear power plants ASAP. They're the best source of energy we now have and can provide power to several cities at once. You can also use them to power large naval vessels.
Provided that all safety procedures are followed and no wars can break out (so no extreme tests with drunk engineer in the lead, like in Chernobyl, can happen) nuclear power is one of the best sources we have.
Most natural sources are not reliable and have many problems. So do not depend on them. Wind turbines are loud and scare animals and their power production depends on the weather. Solar panels work only certain hours or not at all if the weather doesn't like you. And on large scale can prevent the area from staying moist, because the surrounding vegetation must be removed for maximum effectiveness.
Only reliable source is a water dam power plant, but dams can harm the ecosystem of waterlife and make it problematic for boats, but also prevent floods and would provide water to cool the nuclear plants. But are useless during droughts. But are unlike other sources can produce alternating current directly and it's power output can be regulated.
There is also new experimental sea wave power generator which should in theory be stable, you could look into that.
So unless you want to build large batteries for each city which would be terribly expensive (mind you we are talking in human labour not money based on a whim of speculants on a exchange market), don't use solars and wind power on large scale. Each building could have solar panels on roofs and batteries to preserve the generated power, but that would be either a later stage or used in places where the powerlines are yet to be built.
Producing more energy for the rest to use would of course be rewarded.