Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. {{page>outpost_1:outpost_1_manual:playing_to_survive&firstseconly&readmore}} ====== Construction ====== There are a lot of buildings to choose from in Outpost. What does each one do? When it’s time to construct some buildings, use this handy guide showing your building options. ==== Surface Structures ==== ^ Title ^ Description ^ # People to operate ^ # Turns to build ^ Morale effect ^ Production result ^ Chance of breakdown ^ | Agricultural Dome | Provides Food | 1 | 5 | +1 | Food | 20 | | CHAP Facility | Produces life-support gases and water | 4 | 6 | 0 | LSA, LSB, LSC | 10 | | Command Center | Allows colony-building to commence | 1 | 3 | 0 | | 50 | | Communications Tower | Extends communications | 1 | 2 | 0 | | 5 | | DIRT Facility | Helps minimize damage from catastrophes | 2 | 5 | +1 | | 0 | | Factory | Produces robots, road material, etc. | 1 | 6 | 0 | Robots, Parts, Roads, Fuel Cells | 10 | | Hot Laboratory | Houses potentially dangerous experiments | 2 | 5 | -1 | Research | 20 | | Mass Driver | Launches payloads into orbit | 4 | 9 per segment | 0 | | 20 | | Mine | Provides ore for building | 1 | 7 | 0 | Mined ore | 30 | | Monorail | Carries ore, resources, or passengers | 1 | 7 per segment | 0 | | 30 | | Monorail Intersection | Carries ore, resources, or passengers | 1 | 12 per segment | 0 | | 30 | | Monorail Power | Powers the Monorail | 0 | 6 | 0 | | 30 | | Monorail Station | Acts as required terminal for Monorail line | 1 | 6 | 0 | | 30 | | Nanotechnology Facility | Eliminates reliance on resources | 2 | 5 | +1 | No resources requirements | 20 | | Police | Reduces crime level, improves morale | 2 | 4 surface | +1 or -1 | | 20 | | Road | Allows transportation of resources | 0 | 2 | 0 | | 0 | | Robot Command | Communicates with robots, orders repairs | 1 | 3 | 0 | | 30 | | Seed Factory | Produces robots and processes ore | 0 | 2 | 0 | Robots | 0 | | Smelter/Ore Processor | Changes ore into processed resources | 3 | 7 | 0 | Processed resources | 10 | | Solar Powersat Receiver Array | Solar Powersat Receiver Array | 1 | 4 | 0 | Power | 20 | | Spaceport | Launches cargo and satellites into orbit | 4 | 7 | 0 | | 30 | | SPEW Facility | Recycles wastes | 2 | 8 | +1 | MPG (Multi-Purpose Goo) | 40 | | Storage Tanks | Acts as delivery points for processed resources | 0 | 2 | 0 | | 0 | | Terraforming Facility | Creates breathable atmosphere for planet | 4 | 9 | +5 | Breathable air | 20 | | Tokamak Fusion Reactor | Creates safe, reliable fusion energy | 1 | 2 if brought, 9 if built | 0 | Power | 5 if brought, 30 if built | | Trade Mission | Allows trade–built by trade partner | 1 | 2 | 0 | Trade | 0 | | Tube | Provides a supply line between buildings | 0 | 1 | 0 | | 0 | | Warehouse | Stores medicine, fuel cells, robots, etc. | 1 | 2 | 0 | | 5 | ==== Underground Structures ==== ^ Title ^ Description ^ # People to operate ^ # Turns to build ^ Morale effect ^ Production result ^ Chance of breakdown ^ | Administration | Provides administration site | 1 | 2 | 0 | Increase in productivity | 10 | | Commercial | Acts as a retail outlet for luxury items | 2 | 3 | +1 | | 10 | | Geothermal Power Plant | Provides a clean source of energy | 1 | 9 | 0 | Power | 20 | | Laboratory | Allows “safe” experiments to take place | 2 | 4 | 0 | Research | 20 | | Light Industry | Produces luxuries, clothing, or medicine | 2 | 4 | 0 | Luxuries, Clothing, Medicine | 20 | | Medical Facility | Reduces population attrition from disasters | 2 | 4 | 0 | Life extension | 20 | | Mine Shaft | Provides mine access (built by robominer) | 0 | varies by terrain | 0 | Mined ore | 0 | | Park/Reservoir | Provides safe environment to play in | 0 | 3 | +1 per turn | Entertainment | 10 | | Police | Reduces crime level, improves morale | 2 | 3 underground | +1 or -1 | | 20 | | Recreational Facility | Provides colonists with entertainment | 1 | 4 | +1 per turn | Entertainment | 20 | | Red Light District | Provides colonists with entertainment | 2 | 4, or spontaneous | +2 per turn | Entertainment | 0 | | Residential | Houses colonists | 1 | 3 | +1 or -1 | | 10 | | Tokamak Containment | Contains reactor (built along with reactor) | 0 | varies by terrain | -1 to 0 | | 0 | | University | Educates the rabble | 2 | 4 | +1 per turn | Education | 20 | ==== Power structures ==== ^ Power source ^ Pros ^ Cons ^ | Fuel Cells | Simple, immediately available | Limited to robots | | Geothermal Energy | Cheap, clean | You may not find a fumarole | | Seed Power | Immediately available | Extremely limited | | Solar Power Satellite | Generates up to 2000 | No more than two receiver arrays per satellite | | Tokamak Fusion Reactor | 1000 units of power per turn, efficient | Requires maintenance | ===== See Also ===== [[outpost_1:StructuresDetails|Structures Details]] ---- //Excerpt from the Outpost Manual// ---- <columns 100% right> <fs x-small> //Go Back to [[:start|Wiki Home Page]]// </fs> </columns> outpost_1/structures.txt Last modified: 2017/05/28 18:57by leeor_net