outpost_1:outpost_1_manual:playing_to_survive

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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 21:25] (current) leeor_net
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 **Light Industry Factories** provide three commodities: **Light Industry Factories** provide three commodities:
  
-• 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. +  * 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. 
- +  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. 
-• 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. +  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.
- +
-• 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.+
  
 **Surface Factories** build four basic products: **Surface Factories** build four basic products:
  
-• Road Material is a combination of dense and sturdy components used to form a durable roadbed on a bulldozed surface. Road Material is produced at the rate of one unit per turn per factory. +  * Road Material is a combination of dense and sturdy components used to form a durable roadbed on a bulldozed surface. Road Material is produced at the rate of one unit per turn per factory. 
- +  Fuel Cells, used to power robots, are produced at the rate of one every 10 turns. Fuel Cells die after 200 turns of use. Each Fuel Cell takes two mass units of storage, so you can store 50 of them in a warehouse. 
-• Fuel Cells, used to power robots, are produced at the rate of one every 10 turns. Fuel Cells die after 200 turns of use. Each Fuel Cell takes two mass units of storage, so you can store 50 of them in a warehouse. +  Trucks, used to move resources from the mines to the smelter, are produced at a rate of one every five turns. 
- +  Robots are manufactured in the Seed Factory when you arrive at your new home, but a regular Surface Factory can build the full range of robots, including the new types you’re able to develop through scientific research. A factory can produce only one robot type at a time, which you select, and can build them at the rate of one every five turns. Robot storage at a Surface Factory is limited to 10, after which production stops until the robots are deployed or stored in a warehouse. Warehouses can store 20 robots with fuel cells.
-• Trucks, used to move resources from the mines to the smelter, are produced at a rate of one every five turns. +
- +
-• Robots are manufactured in the Seed Factory when you arrive at your new home, but a regular Surface Factory can build the full range of robots, including the new types you’re able to develop through scientific research. A factory can produce only one robot type at a time, which you select, and can build them at the rate of one every five turns. Robot storage at a Surface Factory is limited to 10, after which production stops until the robots are deployed or stored in a warehouse. Warehouses can store 20 robots with fuel cells.+
  
 In addition to these Surface Factories, there are five “special” factory types. Each produces one type of product. Note that the [[outpost_1:structuresdetails#terraforming_facility|Terraforming Facility]] is only available after suitable research has been performed. In addition to these Surface Factories, there are five “special” factory types. Each produces one type of product. Note that the [[outpost_1:structuresdetails#terraforming_facility|Terraforming Facility]] is only available after suitable research has been performed.
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 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 =====
  
-=== Gathering Resource Information ===+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 ===
 + 
 +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 ==== 
 + 
 +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 ==== 
 + 
 +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 ==== 
 + 
 +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 | 
 + 
 +===== Robots ===== 
 + 
 +Robots are important to your colony. They perform tasks that would otherwise have to be performed by the human population. When your colonists must perform menial tasks, morale drops. Additionally, when robots are performing the less glamorous functions, humans are able to perform higher-order jobs such as research, which enables your colony to progress and thrive. 
 + 
 +Factories produce robots at a rate of one every five turns, and Fuel Cells at a rate of one every 10 turns. One Fuel Cell will operate one robot for 200 turns. 
 + 
 +==== Robot Command ==== 
 + 
 +Robot Command facilities communicate with field robots. Sometimes you’ll lose contact with field robots because they’ve been lost in rough terrain. Unfortunately, you cannot avoid losing robots; just keep building robots to replace those that will inevitably be lost. 
 + 
 +==== Robot Types ==== 
 + 
 +Here are the types of robots available to you, and a brief description of their uses: 
 + 
 +=== Robodozer === 
 + 
 +Prepares a foundation for building both on the planet surface and underground. The number of turns required to prepare terrain for building depends on the condition of the terrain. Robodozers can also create dirt roads by bulldozing in a straight line, at which point paved roads can be laid down. 
 + 
 +=== Robominer === 
 + 
 +Digs mine shafts, locates mineral deposits, builds ore elevators, and caps the mines with storage facilities. The number of turns required to dig a mine depends on the condition of the terrain. Homes in only on existing mine beacons. 
 + 
 +=== Robodigger === 
 + 
 +Creates underground residences. It can dig either horizontally or vertically. The area dug out will be visible to the player, while the unexplored surrounding area will remain black. 
 + 
 +=== Roboexplorer === 
 + 
 +Wanders the surface of the planet seeking new mines. The number of turns required to locate new mines varies by mine prevalence on your chosen planet. 
 + 
 +=== Repairbot === 
 + 
 +If there is an existing supply of fuel cells, Repairbots can replace Fuel Cells on “dead” robots. Repairbots are generated through research into robotics. 
 + 
 +=== Humanoid Worker === 
 + 
 +Performs labor so that a human can be reassigned to a scientific research job if one is available. Humanoid workers are generated through research into robotics, and will show up in the population details report once you start building them. 
 + 
 +==== Getting Shafted ==== 
 + 
 +If you’re having trouble digging deeper mine shafts or air shafts, keep these hints in mind: 
 + 
 +  * To extend a mine shaft to a deeper level on planets where this is possible, place a robominer directly on an existing underground mine shaft. 
 +  * To extend an air shaft to a deeper level on planets where this is possible, place a robodigger directly on an existing underground air shaft. 
 + 
 +=== When Robodiggers Dig === 
 + 
 +On the surface of the planet, a robodigger can dig a new level only when it starts next to a surface tube connecting it to its home colony. Because the robodigger constructs the air shaft for the underground levels, the tube connection is required to carry air and power to underground structures. 
 + 
 +=== Exploding Robodiggers === 
 + 
 +If you find that you’ve built your colony in an area surrounded by impassable terrain, don’t give up hope. Place a robodigger on the impassable location of your choice and set it to “Self-Destruct.” As if by magic, the robodigger will destroy itself and leave clear terrain in its place next turn. However, the contained explosion of the robodigger will also destroy any underground structures on the eight tiles immediately surrounding it. 
 + 
 +===== Storage ===== 
 + 
 +Two types of facilities are used as storage on your new planet. 
 + 
 +Storage Tanks are used to store processed resources. If the resource comes from the smelter, it must go to the Storage Tank rather than a warehouse. Storage Tanks can store 1000 units of processed resources. 
 + 
 +Warehouses store everything but processed resources. Each of these items requires a specific mass unit of storage, and each warehouse can accommodate 100 mass units of storage. Warehouse storage is provided for: 
 + 
 +| //Clothing// | 3 mass units | 
 +| //Fuel Cells// | 2 mass units | 
 +| //Luxury Items// | 3 mass units | 
 +| //Medicine// | 1 mass units | 
 +| //Road Materials// | 3 mass units | 
 +| //Robots with Fuel Cells// | 5 mass units | 
 +| //Trucks// | 6 mass units | 
 + 
 +Without storage facilities to house resources, all factory production will be unavailable. Always make sure a storage facility is built simultaneously with a factory to house the output. 
 + 
 +===== Transportation ===== 
 + 
 +An effective transportation system on your new planet is critical to your survival. What good are ores if you can’t get them to the smelter and the colony? How can you establish efficient trade if you can’t move trade goods? 
 + 
 +There are but two safe methods of motor transportation in //Outpost//. Resources and people are transported via either semi-automated Trucks or a Monorail System, and there are pros and cons to each. 
 + 
 +==== Trucks ==== 
 + 
 +Trucks can travel over any terrain that’s not impassable, but it’s more efficient to drive over dirt or paved roads. Dirt roads are created by bulldozing a terrain tile. After a section is bulldozed, a paved road can be laid if the road materials have been produced by your factories. It takes two turns for a road crew to complete a section of paved road. If a road crew takes more than two turns to pave a road, it’s probably because there isn’t enough road material available from your Warehouses. Trucks travel much faster over paved roads. For each game turn, a Truck can cross over one rough terrain tile, three clear terrain tiles, four dirt road tiles, or five paved road tiles. 
 + 
 +An active mine can store up to 500 units of ore. If the mine reaches this limit, however, the mine will shut down until the ore is removed. Trucks can carry 100 units of ore from a mine to a smelter. After the raw materials are processed they will automatically be moved into storage. Once the processed ore is placed in a storage facility, it is available for use by the colony. 
 + 
 +If you’re playing on the Beginner difficulty level, or if you’ve loaded a saved game from a previous version of //Outpost//, all trucking will occur automatically. Other difficulty levels give you the option of Manual or Automatic Trucking. Under the Automatic Trucking option, the transportation of ore and resources will occur behind the scenes. Manual Trucking forces you to establish individual routes and shipments for your Trucks. 
 + 
 +Trucks travel on terrain, either rough or clear; and roads, either dirt or paved. Dirt roads are simply bulldozed. After a section is bulldozed, a paved road can be laid; paving takes two turns to complete.
  
-=== Mining and Processing Ore ===+Generally, within the bounds of a particular colony, Trucks will automatically move resources from the smelters to Storage Tanks, and from factories to Warehouses.
  
-=== Mined and Processed Resources ===+==== Monorails ====
  
-=== Other Resources ===+Monorails move at a continuous speed of six tiles per turn, and can carry 500 units of ore to the smelter. Once the Monorail line is built, terrain has no effect on it, and Monorail lines can be set on continuous loops to connect sites that have frequent contact.
  
-==== People ====+Monorails do have drawbacks, however. They are costly and time-intensive to build, and any stops must have Monorail Stations. Plagues travel with great efficiency on Monorail lines, and if you rely solely on this mode of transport, a plague can either wipe out your colony or bring your entire planet’s transportation system to its knees when you sever the lines to save the colony. On the other hand, if you’re a diabolical killer, you can also send a little gift of the plague over to a colony of rebels with whom you’ve established a trade agreement.
  
-==== Power ====+A Monorail System has five components: the Monorail Station, the Monorail Power Transformer, the Monorail (track), the Monorail (track) Intersection, and the standard Tube connecting the Power Transformer to a colony.
  
-==== Robots ====+The Monorail Power Transformer can be built only at the end of a Tube connection. The colony supplies life support, power, and the workers to operate each Monorail section.
  
-=== Robot Command ===+Monorail (track) tiles connect to Monorail Stations. Monorail Stations can only be placed next to a Monorail Power Transformer or a Monorail (track) tile.
  
-=== Robot Types ===+A Monorail (track) or a Monorail (track) Intersection can only be placed next to a Monorail Station or another Monorail (track).
  
-==== Storage ====+When a complete Monorail System has been established between two stations, and the power/resourc e connections have been made, the Monorail line will become active.
  
-==== Transportation ====+Power interruptions or line breaks can bring Monorails to a halt.
  
-=== Trucks ===+A Monorail can establish a round trip or one way trip to each station, allowing for circuits that don’t follow round trip. If two lines are connected, it becomes a circuit with only one train running.
  
-=== Monorails ===+The Monorail Power Transformer tile connects tube to Monorail Station in any direction. Every Monorail Station requires one. This tile has the same building and operating stats as a tube, except it requires one unit of power to operate, and it takes two turns to build instead of being instantly placed like a tube.
  
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  • outpost_1/outpost_1_manual/playing_to_survive.1496004748.txt.gz
  • Last modified: 2017/05/28 20:52
  • by leeor_net