outpost_1:structures

Structures

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.

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
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
  • outpost_1/structures.1470348986.txt.gz
  • Last modified: 2016/08/04 22:16
  • by goof