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
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

Remember also that you will lose your Seed Factory units (power, smelter, robot factory) after 150 turns, so you must build structures to account for this loss if you want to maintain those functions.

Before the Seed Factory units collapse, make sure that your tube connections will be maintained between structures.

Tubes are required to carry power and air, both for construction of new buildings and maintenance of those buildings.

You need a constant physical connection of buildings and tubes to keep supplying power and air to all of your structures, so there must be tubes that bypass your Seed Factory units by the time the units collapse.

Excerpt from the Outpost Manual


<fs x-small> Go Back to Wiki Home Page </fs>

  • outpost_1/structures.1495932918.txt.gz
  • Last modified: 2017/05/28 00:55
  • by leeor_net