outpost_1:outpost_1_manual:playing_to_survive

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revisionBoth sides next revision
outpost_1:outpost_1_manual:playing_to_survive [2017/05/28 20:52] – [Factories] leeor_netoutpost_1:outpost_1_manual:playing_to_survive [2017/05/28 21:07] – [Mining] leeor_net
Line 55: Line 55:
 Terraforming Facilities are generated through extensive scientific research. They allow you to create a breathable atmosphere on certain planets. Success with terraforming has a significant positive effect on the morale of your colonists. Terraforming Facilities are generated through extensive scientific research. They allow you to create a breathable atmosphere on certain planets. Success with terraforming has a significant positive effect on the morale of your colonists.
 ===== Mining ===== ===== Mining =====
 +
 +In //Outpost//, the mining of local resources is necessary to the survival of your colony. Each planet type has a different composition of ores, reflected in the value called Planetary Hostility. If you select a planet with a high Hostility rating, the offsetting characteristic of the planet will be a greater abundance of mined resources. On average, any mine will have a mixture of ores, with life support, metals, and minerals being most common, followed by fusion elements (see the chart on page 31). In general, Metal Ores A and Minerals A are more common than B-grade ores, which are more common than C-grade ores.
  
 === Gathering Resource Information === === Gathering Resource Information ===
 +
 +You can gather information about resources on your planet in several ways.
 +
 +From orbit, your starship will provide pertinent but basic information about the hostility level of your new planet, surface mineral deposits indicating reasonable mine locations, and basic planetary data. The AI will then generate landing Site Maps with the red dots that indicate potential mine locations.
 +
 +You can launch a geological surface penetrator from orbit. The AI will then provide you with the maximum digging depth for your miners and diggers, an estimated total number of mining locations.
 +
 +Explorer robots investigate potential mining sites identified from the starship. Explorer robots will also mark any potential mining locations with a red dot.
  
 === Mining and Processing Ore === === Mining and Processing Ore ===
 +
 +Mines will produce ore for 100 to 400 turns, depending on the digging depth of the planet. If the storage maximum of 500 units is reached, the mine will shut down temporarily, but otherwise production from an active mine will be continuous. See the section on transportation for more information about moving mined resources.
 +
 +When mined ore reaches the smelter, production of processed ore begins. Metal ores will generate processed metals at a ratio of two to one; minerals and fusion elements are processed into purified minerals at a rate of one to one.
  
 === Mined and Processed Resources === === Mined and Processed Resources ===
 +
 +Several categories of resources must be mined for survival. For simplicity’s sake, //Outpost// resources are grouped. They are:
 +
 +  * Precious metals extracted from mineral ores by smelting.
 +  * Raw resources shown with an “ore” prefix, such as OreMinA.
 +
 +^ GROUP ^ PROVIDES ^ CONSISTS OF ^
 +| Metal | Building materials | OreA, OreB, OreC, OreD, MetalA, MetalB, LetalC, MetalD |
 +| Fusion | Reactor fuel, other fuel | OreFusionA, OreFusionB, OreFusionC, FusionA, FusionB, FusionC |
 +| Mineral and Precious Metal | Raw materials such as gold | OreMinA, MoreMinB, MoreMinC, MinA, MinB, MinC, PrecA, PrecB |
  
 === Other Resources === === Other Resources ===
  
 +Besides mined materials, other resources are generated by your colonists. These are:
 +
 +  * Food, produced in Agricultural Domes. Production is enhanced through scientific research.
 +  * Luxury Items, manufactured in your light manufacturing facility, and distributed in commercial facilities.
 +  * Population, which is increased by, well, the population. Morale level affects the rate of reproduction.
 +  * Power, which is created by the Seed Factory and the other power facilities.
 +  * Breathable Atmosphere, which is created by the CHAP for your buildings.
 +
 +===== People =====
 +
 +One of your goals should be an ever-increasing population. Another is to keep this population contented so that they will be productive and not creep off in the night to the rebel colony. A good rule of thumb is to keep them reproducing, especially in the beginning.
 +
 +During the first 60 turns on your new planet, the fatality rate will be high. Realistically, however, this hardship will produce a human race which is tougher than it was. Morale will drop when people die, just as it will rise when a birth occurs. Reproduction will take place at a tremendous pace: during the first 60 turns, your colonists average six children per couple, although low morale will cause a lower birth rate and higher mortality rate.
 +
 +After the first 60 turns, reproduction will drop to four children per couple. When birth and mortality rates have stabilized at a lower level, you can begin making plans for the long-term growth of your colony.
 +
 +===== Power =====
 +
 +The colony’s ability to expand and thrive depends in large part on access to, and exploitation of, available sources of power. You can generate power through several means:
 +
 +^ 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 |
 ==== People ==== ==== People ====
  
Line 76: Line 126:
 ==== Storage ==== ==== Storage ====
  
-==== Transportation ==== 
- 
-=== Trucks === 
  
-=== Monorails === 
  
 ---- ----
  • outpost_1/outpost_1_manual/playing_to_survive.txt
  • Last modified: 2017/05/28 21:25
  • by leeor_net