**This is an old revision of the document!**
Structures
Construction
Build facilities for your colonists at the first opportunity.
They’ll really think you’re the greatest if, early on, you provide them with a place to live and food to eat.
You should build your first structures in this order: Agricultural Dome, CHAP, Residential Units, Storage Tanks, and Power Facility.
Later, as their lower-order needs are met, your colonists will demand Medical Facilities, Research Labs, and Parks.
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 |