Outpost Walkthrough 1.5

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First thing, don't forget that Outpost 1.5 is an incomplete game. Then, this page is more like a new instruction manual that take in account what was really programed in Outpost.

In this Walkthrough, the text in:

  • italic will be directly taken from official documentation that came with de CD and have to be verified
  • normal will be observation and deduction made by those who have made this page


Table of contents

Other sources of information

Story (http://wiki.outpost-universe.net/Story) of the game and the files to download

History (http://wiki.outpost-universe.net/Outpost_Update_1.5) of the past version of this game

Official (http://www.gamesover.com/walkthroughs/outhin.txt) hints for Outpost from SIERRA directly from Sierra Support Forum 7/5/94

A walktrough made bye Joerg Stenger (http://db.gamefaqs.com/computer/doswin/file/outpost.txt) in 09/08/94 for Outpost 1.0

Another description of the game at Answers (http://www.answers.com/topic/outpost-game-1)

Informations from wikipedia (http://en.wikipedia.org/wiki/Outpost_%28computer_game%29)

Pack-up and choose a planet

Choose a planet

Take a planet with a digging depth of 4 like the first planet of the stars system 70 Ophiuchi A. A planet with a digging depth of one will be a real challenge because all your mine will only have about 100 turns of life. Here (http://wiki.outpost-universe.net/Outpost_Walkthrough_1.5/choose_a_planet) is a complete definition of each star system and their planets. I really don't know if the chance of survive differ from a planet to another.

Pack the Ship

What to Pack
The suff How may What it does
Colonist 4 How many people you will have. Divide that per 2 because of the rebel colony
Food 20 One unit will feed 10 colonists per turn while the agricultural dome is being built snif, it mean that with 20 food and 100 people, you will have 2 days of food. Not really realistic and don't really impact the game even if it take 5 days to make it.
Life Support 19 How many turn your people can breath before the CHAP is build
Colonist Lander 4 You need one for each 50 people you have
Cargo Lander 2 One lander will transport a cargo weight value of 20, one way, to the new planet's surface 2 is the minimum and I don't notice any difference in game play to have 2 or 4
Seed Factory 2 One per colony: One for you an another for the rebel
Tokamak Reactor 1 Totally useless if you take the Solar Satellite and Receiver but your cannot take 0. Tokamak always explode so fast...
Solar Satellite 1 A lot better than the Tokamak because of it's infinite life. Although You cannot use more than one
Solar Receiver Array 1 Needed with the Solar Satellite
Geological Probe 1 Tell you the digging depth of your planet and the number of mine site. I you already know the digging depth of the planet because you read this Walkthrough, you don't need it.
Weather Satellite 0 Alert you from weather alert. Even at hard level, it's rare that your colonies will be stroke by something. Not really useful
Interstellar probe 1 Able you to choose you planet when you arrive at your star system. Very useful
Communication Satellite 1 Able you to use your robot without distance limit and without communication tower. Very useful
Orbital Observer 0 Show you the rebel colony before trade agrement or when it will belong to you. Not useful at all.
ULBI Probe 0 Provides a fraction of the planetary data that an Interstellar probe would. Not useful at all. Just use the Interstellar Probe instead.

As you see, you can even drop the Geological probe. Outpost give us to much money and space then we don't really have any real decisions to make. Maybe they had planed to restrict the space on the ship with augmentation of the difficulties level...

At last, don't forget that you cannot, even if you can made the research, construct new satellites and launch them. If you want that solar satellite, you have to pack it! You cannot ever build one!

Rules of Thumb

  1. To make moral go up, don't waste time and resources to on anything but Residential units.
    1. Each one give +1 moral if under 200% of occupation
    2. Each Residential unit contributes 5 to the birthrate. Exactly what that number means is unclear, but more Residences = more births.
    3. And Moral rise when birth occur
  2. Residential unit are really magic, they create resources with the SPEW. Make a lot of them and if you start to not have enough resources, tried to build some.
  3. Colonist only start to die around turn 20. You can keep them in space all that time to keep your starting moral untouched for as long as possible.
  4. Tokamak, nanomachine facitities and hot-labs love to explode. Always have an extra tokamak and Nanomachine Facility so that if one explodes you can continue getting their benefits while you rebuild it. I have never seen any other structures explode except because of natural disasters. Forgot the "Chance of Breakdown" column in the documentation at page 20. Outpost test each 20 turn if your tokamak explode. Their is my statistic for:
    1. The first version of the tokamak without DIRT or repair bot:
      1. n = 20 tokamaks
      2. x = 46.6 turns
      3. o = 58.7 turns
      4. the test occur at 20n+1 tourns: turn 21, 41, 61...
    2. The first version of the tokamak with DIRT and without repair bot:
      1. None explode for the first 100 turns. Then, build DIRT when your want to use tokamak or other building that explode.
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