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- | Structures | + | ====== |
+ | ===== Construction ===== | ||
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+ | Build facilities for your colonists at the first opportunity. | ||
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+ | They’ll really think you’re the greatest if, early on, you provide them with a place to live and food to eat. | ||
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+ | You should build your first structures in this order: Agricultural Dome, CHAP, Residential Units, Storage Tanks, and Power Facility. | ||
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+ | Later, as their lower-order needs are met, your colonists will demand Medical Facilities, Research Labs, and Parks. | ||
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+ | There are a lot of buildings to choose from in Outpost. | ||
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+ | What does each one do? | ||
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+ | When it’s time to construct some buildings, use this handy guide showing your building options. | ||
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+ | ===== Surface structures ===== | ||
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+ | ^ Title ^ Description | ||
+ | | 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 | ||
+ | | Mine | Provides ore for building | 1 | 7 | 0 | Mined ore | 30 | | ||
+ | | Monorail | Carries ore, resources, or passengers | 1 | 7 per segment | ||
+ | | Monorail Intersection | Carries ore, resources, or passengers | 1 | 12 per segment | ||
+ | | 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 | ||
+ | | 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 ===== | ||
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+ | ^ 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/ | ||
+ | | 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 | | ||
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+ | ===== Power structures ===== | ||
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+ | ^ 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 | | ||