outpost_1:structuresdetails

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outpost_1:structuresdetails [2018/06/24 17:03] – [Factory] leeor_netoutpost_1:structuresdetails [2024/04/19 05:36] (current) – Fix formatting blackbox222
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 ==== Agricultural Dome ==== ==== Agricultural Dome ====
-{{:outpost_1:agricultural_dome.png?nolink |}}The Agricultural Dome is your food source.  New research discoveries can enhance food production, but your main concern will be to keep your domes functioning to provide enough food for the current size of your population.  The presence of a dome also increases morale, since the colonists can see that they aren`t going to starve.+{{:outpost_1:agricultural_dome.png?nolink |}}The Agricultural Dome is your food source.  New research discoveries can enhance food production, but your main concern will be to keep your domes functioning to provide enough food for the current size of your population.  The presence of a dome also increases morale, since the colonists can see that they aren't going to starve.
   Number of turns required to build this tile: 5   Number of turns required to build this tile: 5
   Population required to operate this tile: 1   Population required to operate this tile: 1
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 ==== Command Center ==== ==== Command Center ====
-{{:outpost_1:command_center.png?nolink |}}The Command Center is a self-contained structure which serves as the core of any colony.  While the first one is built by the Seed Factory to provide a safe workshed and temporary living structure while the first colony is being built, new ones can be placed by you to create independent new colonies.  Since Command areas can`t overlap, you will be warned if you attempt to place a Command structure too close to an existing Command tile (as a general rule, a new one can`t be within a 30 tile radius of an existing Command structure).  Although the Command tile has its own battery power supply, it`s a good idea to start mining operations in the area first, then bulldoze the location for your Command tile.  After the new Command structure is built, a CHAP Facility will soon be needed to provide life support for the Command structure and your other new buildings that will follow.  The Command tile also houses the Engineering team, which can repair structures that are broken or due to break.+{{:outpost_1:command_center.png?nolink |}}The Command Center is a self-contained structure which serves as the core of any colony.  While the first one is built by the Seed Factory to provide a safe workshed and temporary living structure while the first colony is being built, new ones can be placed by you to create independent new colonies.  Since Command areas can't overlap, you will be warned if you attempt to place a Command structure too close to an existing Command tile (as a general rule, a new one can't be within a 30 tile radius of an existing Command structure).  Although the Command tile has its own battery power supply, it's a good idea to start mining operations in the area first, then bulldoze the location for your Command tile.  After the new Command structure is built, a CHAP Facility will soon be needed to provide life support for the Command structure and your other new buildings that will follow.  The Command tile also houses the Engineering team, which can repair structures that are broken or due to break.
   Number of turns required to build this tile: 3   Number of turns required to build this tile: 3
   Population required to operate this tile: 1   Population required to operate this tile: 1
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 ==== Mass Driver ==== ==== Mass Driver ====
-{{:outpost_1:mass_driver.png?nolink |}}The Mass Driver is an electromagnetic rail gun designed to launch payloads into orbit where they`re caught by a big net.  Resources are the most common payload, making it easier to build large spacecraft in orbit without having to run freighters back and forth with smaller loads.+{{:outpost_1:mass_driver.png?nolink |}}The Mass Driver is an electromagnetic rail gun designed to launch payloads into orbit where they're caught by a big net.  Resources are the most common payload, making it easier to build large spacecraft in orbit without having to run freighters back and forth with smaller loads.
   Number of turns required to build this tile: 9   Number of turns required to build this tile: 9
   Population required to operate this tile: 4   Population required to operate this tile: 4
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 ==== Mine ==== ==== Mine ====
-{{:outpost_1:mine.png?nolink |}}Once a robominer has dug at least one level of a mine, the top of the mine shaft appears on the surface to mark the mine`s location. It`s important to be aware of mine and colony locations, both on the surface and underground, since it is possible for a robominer to dig its way down into an active subterranean level of your colony, which has unfortunate side effects.  Mined ore is stored at the surface until a monorail or trucks arrive to pick up the load for transport to the Smelter.+{{:outpost_1:mine.png?nolink |}}Once a robominer has dug at least one level of a mine, the top of the mine shaft appears on the surface to mark the mine's location. It's important to be aware of mine and colony locations, both on the surface and underground, since it is possible for a robominer to dig its way down into an active subterranean level of your colony, which has unfortunate side effects.  Mined ore is stored at the surface until a monorail or trucks arrive to pick up the load for transport to the Smelter.
  Number of turns required to build this tile: 7  Number of turns required to build this tile: 7
  Population required to operate this tile: 1  Population required to operate this tile: 1
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 ==== Nanotechnology Facility ==== ==== Nanotechnology Facility ====
-{{:outpost_1:nanotechnology_facility.png?nolink |}}As soon as nanotechnology has been discovered through extensive research, and the capability of creating this facility is generated, it`s a good idea to build at least one of these in each of the colonies you own.  As soon as this facility is completed, resources will no longer be a limiting factor to the growth of your colony.+{{:outpost_1:nanotechnology_facility.png?nolink |}}As soon as nanotechnology has been discovered through extensive research, and the capability of creating this facility is generated, it's a good idea to build at least one of these in each of the colonies you own.  As soon as this facility is completed, resources will no longer be a limiting factor to the growth of your colony.
   Number of turns required to build this tile: 5   Number of turns required to build this tile: 5
   Population required to operate this tile: 2   Population required to operate this tile: 2
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 ==== Police ==== ==== Police ====
-{{:outpost_1:police.png?nolink |}}When a Police station is placed on the map, you can choose the attitude which you`d like your human or robot police to use on the local population.  "Benevolent" police reduce the Crime level by half in a radius of 5 tiles surrounding the Police station, while improving Morale by one point per turn.  "Hostile" police reduce the Crime level to zero in a radius of 5 tiles, but Morale is also reduced by one point per turn.+{{:outpost_1:police.png?nolink |}}When a Police station is placed on the map, you can choose the attitude which you'd like your human or robot police to use on the local population.  "Benevolent" police reduce the Crime level by half in a radius of 5 tiles surrounding the Police station, while improving Morale by one point per turn.  "Hostile" police reduce the Crime level to zero in a radius of 5 tiles, but Morale is also reduced by one point per turn.
  Number of turns required to build this tile: 4 surface  Number of turns required to build this tile: 4 surface
  3 underground  3 underground
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 ==== Robot Command ==== ==== Robot Command ====
-{{:outpost_1:robot_command.png?nolink |}}Robot Command is your centralized robot control facility which issues orders and maintains contact with your explorers, miners, repairbots, and other wandering robots.  If a robot`s fuel cell fails in the field, Robot Command will receive an alert so that a repairbot can be dispatched to make repairs.  All robot control functions are handled from this location, working closely with the Communication Tower signal relays.+{{:outpost_1:robot_command.png?nolink |}}Robot Command is your centralized robot control facility which issues orders and maintains contact with your explorers, miners, repairbots, and other wandering robots.  If a robot's fuel cell fails in the field, Robot Command will receive an alert so that a repairbot can be dispatched to make repairs.  All robot control functions are handled from this location, working closely with the Communication Tower signal relays.
   Number of turns required to build this tile: 3   Number of turns required to build this tile: 3
   Population required to operate this tile: 1   Population required to operate this tile: 1
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 ==== SPEW Facility ==== ==== SPEW Facility ====
-{{:outpost_1:spew_facility.png?nolink |}}The Sewage Processing and Environmental Waste Facility (SPEW) is the recycling center for your colony.  Sewage and recyclables are shipped to the SPEW on a regular basis for processing into a very useful resource known as Multi-Purpose Goo (MPG).  Bulldozed structures are also shipped to the SPEW so that their valuable materials can be reclaimed.  It`s a good idea to build one of these early in your colony`s development to make up for the lack of any local resources that might be limiting your building program.  The colonists are aware of the importance of recycling, so their Morale also improves when you build a SPEW.+{{:outpost_1:spew_facility.png?nolink |}}The Sewage Processing and Environmental Waste Facility (SPEW) is the recycling center for your colony.  Sewage and recyclables are shipped to the SPEW on a regular basis for processing into a very useful resource known as Multi-Purpose Goo (MPG).  Bulldozed structures are also shipped to the SPEW so that their valuable materials can be reclaimed.  It's a good idea to build one of these early in your colony's development to make up for the lack of any local resources that might be limiting your building program.  The colonists are aware of the importance of recycling, so their Morale also improves when you build a SPEW.
   Number of turns required to build this tile: 8   Number of turns required to build this tile: 8
   Population required to operate this tile: 2   Population required to operate this tile: 2
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 ==== Warehouse ==== ==== Warehouse ====
-{{:outpost_1:warehouse.png?nolink |}}The Warehouse provides additional space, beyond what`s available at your factories, for the storage of Medicine (1 mass unit), Fuel Cells (2 m.u.), Luxury items (3 m.u.), Road Materials (3 m.u.), Robots (3 m.u. without a fuel cell, 5 m.u. with a fuel cell), and Trucks (6 m.u.).  Each Warehouse can hold 100 mass units of storage.+{{:outpost_1:warehouse.png?nolink |}}The Warehouse provides additional space, beyond what's available at your factories, for the storage of Medicine (1 mass unit), Fuel Cells (2 m.u.), Luxury items (3 m.u.), Road Materials (3 m.u.), Robots (3 m.u. without a fuel cell, 5 m.u. with a fuel cell), and Trucks (6 m.u.).  Each Warehouse can hold 100 mass units of storage.
   Number of turns required to build this tile: 2   Number of turns required to build this tile: 2
   Population required to operate this tile: 1   Population required to operate this tile: 1
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 ==== Geothermal Power Plant ==== ==== Geothermal Power Plant ====
-{{:outpost_1:geothermal_power_plant.png?nolink |}}The Geothermal Power Plant is a clean source of energy, assuming you`re on the right type of planet and you`re lucky enough to find a steam vent (fumarole) underground.  The planets in the original Outpost game are not volcanically active on the surface, so steam vents can only be located by subterranean digging.+{{:outpost_1:geothermal_power_plant.png?nolink |}}The Geothermal Power Plant is a clean source of energy, assuming you're on the right type of planet and you're lucky enough to find a steam vent (fumarole) underground.  The planets in the original Outpost game are not volcanically active on the surface, so steam vents can only be located by subterranean digging.
   Number of turns required to build this tile: 9   Number of turns required to build this tile: 9
   Population required to operate this tile: 1   Population required to operate this tile: 1
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  Population required to operate this tile: 2  Population required to operate this tile: 2
  
-Medical Facilities will help control the Plague. Keep in mind that monorails do a very effective job of carrying the plague, so you`d better be ready to cut your losses by +Medical Facilities will help control the Plague. Keep in mind that monorails do a very effective job of carrying the plague, so you'd better be ready to cut your losses by 
 bulldozing sections of rail line. If you respond soon enough, you may be able to isolate the plague to just one colony. bulldozing sections of rail line. If you respond soon enough, you may be able to isolate the plague to just one colony.
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 ==== Park / Reservoir ==== ==== Park / Reservoir ====
-{{:outpost_1:park_reservoir.png?nolink |}}When parents are living on a hostile planet, they can`t just tell their kids to go play outside.  The main function of the Park is to provide a safe environment for children, and adults, to play in.  This results in improved Morale.+{{:outpost_1:park_reservoir.png?nolink |}}When parents are living on a hostile planet, they can't just tell their kids to go play outside.  The main function of the Park is to provide a safe environment for children, and adults, to play in.  This results in improved Morale.
  Number of turns required to build this tile: 3  Number of turns required to build this tile: 3
  Population required to operate this tile: 0  Population required to operate this tile: 0
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 ==== Red Light District ==== ==== Red Light District ====
-{{:outpost_1:red_light_district.png?nolink |}}The Red Light District (RLD) has its advantages and disadvantages.  It`s an unusual structure, because you can place it on the map yourself, but it can also be spontaneously generated due to a high Crime level.  Although the RLD improves Morale and the Birth Rate, it also draws two units of Luxury items per turn, drawn directly from storage whether or not a Commerical structure exists, for maintaining operation.  If the Crime level remains high, more and more of your Residential units will turn into RLDs.  The only way to control the spread of RLDs is to lower your Luxury production or lower your Crime level by adding Police stations to your colony near the RLDs.  +{{:outpost_1:red_light_district.png?nolink |}}The Red Light District (RLD) has its advantages and disadvantages.  It's an unusual structure, because you can place it on the map yourself, but it can also be spontaneously generated due to a high Crime level.  Although the RLD improves Morale and the Birth Rate, it also draws two units of Luxury items per turn, drawn directly from storage whether or not a Commerical structure exists, for maintaining operation.  If the Crime level remains high, more and more of your Residential units will turn into RLDs.  The only way to control the spread of RLDs is to lower your Luxury production or lower your Crime level by adding Police stations to your colony near the RLDs.  
  Number of turns required to build this tile: 4  Number of turns required to build this tile: 4
  Population required to operate this tile: 2  Population required to operate this tile: 2
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 ==== Residential ==== ==== Residential ====
-{{:outpost_1:residential.png?nolink |}}Residential units are necessary to house your population in comfort as soon as possible.  During the arrival phase, your colonists live in the crowded conditions of the Command tile that was built by your Seed Factory, but this is only an interim measure until the Residential units are built underground.  Since it`s also dangerous living on the surface, Morale will start dropping soon after you land.  It`s best if you have less than 25 people living in each Residential unit, since this will improve their Morale.  The legal occupancy limit is 25, so if you cram more than 25 people into a Residential unit, the Crime level will start rising and Morale will start dropping.+{{:outpost_1:residential.png?nolink |}}Residential units are necessary to house your population in comfort as soon as possible.  During the arrival phase, your colonists live in the crowded conditions of the Command tile that was built by your Seed Factory, but this is only an interim measure until the Residential units are built underground.  Since it's also dangerous living on the surface, Morale will start dropping soon after you land.  It's best if you have less than 25 people living in each Residential unit, since this will improve their Morale.  The legal occupancy limit is 25, so if you cram more than 25 people into a Residential unit, the Crime level will start rising and Morale will start dropping.
  Number of turns required to build this tile: 3  Number of turns required to build this tile: 3
  Population required to operate this tile: 1  Population required to operate this tile: 1
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 ==== Tokamak Containment Vessel ==== ==== Tokamak Containment Vessel ====
-{{:outpost_1:tokamak_containment_vessel.png?nolink |}}This is the lower portion of the Tokamak Fusion Reactor built directly above it on the surface.  This Containment vessel is generated when you build the surface structure, so it`s not an option for you to build.  However, you don`t want to build new structures adjacent to a Containment vessel because it makes those colonists nervous.+{{:outpost_1:tokamak_containment_vessel.png?nolink |}}This is the lower portion of the Tokamak Fusion Reactor built directly above it on the surface.  This Containment vessel is generated when you build the surface structure, so it's not an option for you to build.  However, you don't want to build new structures adjacent to a Containment vessel because it makes those colonists nervous.
  Number of turns required to build this tile: Varies by terrain  Number of turns required to build this tile: Varies by terrain
  Population required to operate this tile: 0  Population required to operate this tile: 0
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 ===== Energy Classes ===== ===== Energy Classes =====
  
-With regard to energy requirements, the structures are grouped according to their similarities in power consumption.  These six energy classes apply once the structure is built; during construction, in most cases, the extra power requirement will be indicated by adding one level to that structure`s normal energy class.+With regard to energy requirements, the structures are grouped according to their similarities in power consumption.  These six energy classes apply once the structure is built; during construction, in most cases, the extra power requirement will be indicated by adding one level to that structure's normal energy class.
  
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  • Last modified: 2018/06/24 17:03
  • by leeor_net