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— | outpost_1:outpost_1_manual:playing_to_thrive [2017/05/28 21:47] (current) – created leeor_net | ||
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+ | ====== Playing to Thrive ====== | ||
+ | So now your colony is developing at a healthy rate. You want to move to the big time: to perform scientific research, increase morale, delegate tasks, and spy on rival colonies, just like leaders did back on good old Earth. In a word, you wish to thrive. | ||
+ | |||
+ | ===== Information and Reports ===== | ||
+ | |||
+ | You need information to make intelligent decisions, and there are plenty of sources in // | ||
+ | |||
+ | A left-click on most buildings will give you a report on that facility. These include individual mining reports, factory production summaries, warehouse and resource storage reports, and laboratory research reports. A request for a lab report will also enable you to choose which area of research that lab should pursue. | ||
+ | |||
+ | You can reach the Help file either by right-clicking on the chrome ball in the bottom left-hand corner of your screen or by clicking on any part of the main game screen when the Tile Map is displayed. This will give you a dialogue box with a context-sensitive Help option. Contextsensitive Help will send you directly into the portion of the Help system that relates to the part of the screen you clicked on. | ||
+ | |||
+ | The //Outpost Evening Star//, your colony’s newspaper, disseminates information to the colonists. Your AI then condenses news items into briefs as an Executive Summary. The newspaper is a good way for you to gauge the opinion of the person on the street; or the person in the tube, as they say on your planet. | ||
+ | |||
+ | ===== Starting Secondary Colonies ===== | ||
+ | |||
+ | When your original colony has reached a reasonably stable condition, extra resources will start to pile up until you’ve reached the conditions that allow you to start a secondary colony. You will know when this condition has been reached if you watch for a new Command Center to appear as an option in the Tile Picker window at the top center of the main game screen. If surplus conditions change and reserves drop below minimum, the Command Center option will disappear from the Tile Picker window. | ||
+ | |||
+ | 2 Robodiggers, | ||
+ | |||
+ | 100 units each of Metals A, B, C and D | ||
+ | 40 units each of Precious Metals A and B | ||
+ | 50 units each of Minerals B and C | ||
+ | 30 units each of Fusion A, B and C | ||
+ | |||
+ | 70 units of Mineral A | ||
+ | 100 units of Food | ||
+ | |||
+ | 2 unemployed colonists | ||
+ | |||
+ | Once a new Command Center is placed on a new colony site, the items listed above are transported as a basic package used to start the new colony. | ||
+ | |||
+ | To monitor the conditions in your new colony, remember to left-click on the Command Center in the new colony to view its Executive Summary Report. Then, if you want to switch back to the control of your main colony, click on your home Command Center. | ||
+ | |||
+ | ===== Macromanagement Through Artificial Intelligence ===== | ||
+ | |||
+ | The chrome ball icon at the bottom left of your screen represents your Artificial Intelligence, | ||
+ | |||
+ | You’ve been overseeing every aspect of colony management since you started the game, which can be a logistical nightmare when dealing with multiple colonies. Multiple AI managers can handle some of the administrative tasks so that you won’t have to worry about every clogged toilet on the planet. | ||
+ | |||
+ | Please note that when multiple AI managers are first made available to you, they may be unstable. You must do sufficient research into AI personalities to ensure that your AI managers will respond to your commands in an appropriate way. If you are dealing with an unstable AI, you may tell him to build [[outpost_1: | ||
+ | |||
+ | With macromanagement capability, you have the ability to specialize an individual colony’s function. With the basic necessities of life and connections to a few good mines, a colony can become a power center, a recycling center, a smelting complex, a storage complex, a bedroom community, or a shopping mall. As long as these specialized colonies are connected by trucking or a good Monorail network, then you have a powerful method of management available to outwit your competition. | ||
+ | |||
+ | Once the multiple AI personality research has been completed, one new personality will be generated approximately every 100 turns. | ||
+ | |||
+ | ==== Assigning Work to a New AI ==== | ||
+ | |||
+ | Once you’ve started a new colony in the normal manner, and you’ve done the research that generates multiple AI personalities, | ||
+ | |||
+ | When you click on the “Assign AI to Colony” button under Macromanagement, | ||
+ | |||
+ | Now you want to tell the AI you’ve assigned to the colony how you want the building program managed. This is done by selecting one of the options from the “Building Emphasis” column, such as Agricultural Center or Storage Complex. If you choose the Deassign option, the A I assigned to that colony will halt any current building program there and wait for further instructions, | ||
+ | |||
+ | If an AI personality assigned to a colony turns out to be unstable, you can Deassign it. Once you have done the research to solve AI Personality Problems, all AI's will be updated. | ||
+ | |||
+ | ===== Morale ===== | ||
+ | |||
+ | In // | ||
+ | |||
+ | When trying to determine how your population will react, think how you would feel in a given situation. If, for example, someone forgot to tell you to evacuate the surface during a solar flare, you might get a little grouchy. On the other hand, if your leader provided you with sophisticated Luxury Items such as whoopie cushions, your morale would rise. Okay, maybe that isn’t such a good example. Play with the model. Poke it and see what happens. | ||
+ | |||
+ | Morale has a direct effect on factory production quantities, so you must try to keep it as high as possible. The best way to directly manipulate morale is through providing colonists with Luxury Items. The planet’s hostility level will have an effect on morale, as will the crime rate. Technological advances will also have a positive effect, so perform scientific research and bulldoze old factories to make way for new, improved factories. And whatever you do, don’t make the mistake a certain 1980s presidential candidate made and assume you can get away with anything. They’re out there. They’re watching you. And they know every move you make. | ||
+ | |||
+ | Tiles enhancing morale are: [[outpost_1: | ||
+ | |||
+ | ===== Research and Labs ===== | ||
+ | |||
+ | Research is a means to an end, and should be pursued with vigor. One measure of victory is establishment of a space program for your colony, and this cannot be achieved without a lot of research in every field. You must also do research to engage in terraforming, | ||
+ | |||
+ | Scientific research is the key to your continued survival and the advancement of your civilization. A lot of scientists think they’re too good to work in the SPEW. You should put them to work doing research in [[outpost_1: | ||
+ | |||
+ | When you click on an active lab, you’ll get a lab report. This report will tell you of any operating problems the lab might have, what its current line of research is, and how much progress has been made. The report will also give you the opportunity to assign the lab to a research area. | ||
+ | |||
+ | Basic Research will accelerate all current research after about 100 turns. AIs assigned to Basic Research labs do not affect the rate of progress. AIs can, however, make a difference when assigned to specific Applied Research. | ||
+ | |||
+ | When you have completed a given area of Applied Research, the result benefits the colony. Some areas of research were mastered on Earth, but because you brought only the basic necessities of life with you on the starship, technology must be reestablished or subjects rethought from your new planetary perspective. The number of turns required to make progress in Applied Research varies, and can be positively affected by the presence of an AI. | ||
+ | |||
+ | ===== Terraforming ===== | ||
+ | |||
+ | Terraforming is the process of making an Earth-type environment on another world. Obviously, if you could manipulate the climate of your new home in such a way as to make it more like your old home, that would be a good thing. Your colonists would certainly like being able to breathe the air, and morale would go up accordingly. You can’t just start terraforming, | ||
+ | |||
+ | ---- | ||
+ | |||
+ | <columns 100% right> | ||
+ | <fs x-small> | ||
+ | //Go Back to [[outpost_1: | ||
+ | //Go Back to [[: | ||
+ | </fs> | ||
+ | </ |