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outpost_1:outpost_1_manual:playing_to_survive [2016/10/11 21:29] – [Playing to Survive] leeor_net | outpost_1:outpost_1_manual:playing_to_survive [2017/05/28 19:17] – [Factories] leeor_net | ||
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====== Playing to Survive ====== | ====== Playing to Survive ====== | ||
- | Your first goal is quite simple. It is to avoid being killed by plague, famine, lack of oxygen, exposure — you get the idea. In order to survive, you must have the following: mined resources to build and operate your structures; CHAP facilities to provide air to your buildings; Agricultural Domes (AgriDomes) for food; energy; and protected underground residential areas. You must also connect all of these structures with tubes so that air, water, people, and recyclables can pass between them. Later in the game, you’ll play to thrive, but for right now, you’re doing great if you live through the next turn. | + | Your first goal is quite simple. It is to avoid being killed by plague, famine, lack of oxygen, exposure — you get the idea. In order to survive, you must have the following: mined resources to build and operate your structures; |
- | ==== Construction ==== | + | |
- | ==== Emergencies | + | ===== Construction ===== |
- | === Plague === | + | {{: |
- | === Weather Phenomena === | + | {{page> |
- | ==== Factories ==== | + | {{page> |
- | ==== Mining ==== | + | ===== Emergencies ===== |
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+ | {{: | ||
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+ | ==== Plague ==== | ||
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+ | No matter how many times your colonists gargle, they won’t be able to avoid the space-germs that cause plague. When there’s an outbreak you’ll have about 20 turns to respond to the threat. If you’ve had the good sense to establish a Medical Facility, which will double your response window to about 40 turns, or had scientists working on an antidote in one of your Research Facilities, your colony might survive. Keep in mind that Monorails do a very effective job of carrying the plague, so you’d better be ready to cut your losses by bulldozing sections of rail line. If you respond soon enough, you may be able to isolate the plague to just one colony. The chance of a plague striking your colony increases according to your chosen level of difficulty. | ||
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+ | ===== Factories ===== | ||
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+ | Since you couldn’t bring everything with you from Earth, you had the foresight to bring materials you would need to create factories. In these factories you can manufacture items you require to survive, and later, to thrive. | ||
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+ | {{: | ||
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+ | **Light Industry Factories** provide three commodities: | ||
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+ | • Medicine is produced at the rate of one unit per turn. When a medical emergency strikes the colony, stored medicine is automatically used. If there is no medicine in storage, colonists will die. One hundred units of medicine can be stored in a warehouse. | ||
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+ | • Clothing is produced at one unit per turn, and is distributed in Commercial structures. Thirty-three units of clothing can be stored in a warehouse. | ||
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+ | • Luxury items are produced at the rate of one unit per turn per factory, and are distributed in Commercial structures. Distribution of luxury items is the primary means of manipulating the morale of your colonists, and Commercial structures draw luxuries at a rate of one per turn as long as there are luxury units available. You must choose which luxury items you wish to produce, from a list that includes fuzzy dice and wax lips. | ||
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+ | ===== Mining | ||
=== Gathering Resource Information === | === Gathering Resource Information === |