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- OUTPOST
-
- ANSWERS TO MOST FREQUENTLY ASKED QUESTIONS AND ADDITIONAL STRATEGY TIPS
- 7/5/94
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- (This document summarizes the hints and tips from various sources.)
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- * SEED FACTORY AND ROBOMINER PLACEMENT
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- Use the Elevation Map on the site map window to choose a landing area. The clear terrain is marked in black, so the best
- locations are black with red diamonds (which mark potential mines identified from orbit).
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- When you place the Seed factory, a red "X" will appear on the diamond-shaped tile map. Run a turn by left clicking on the small
- planet in the lower right hand corner of the screen, then the turn number will appear below the planet. When you see the Seed
- lander on the map (in place of the red "X"), you can start running turns to get the Seed factory started. Construction tiles and
- pre-fabricated tubes will appear.
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- While the Seed factory is building itself, place a robominer from the tile selector window on one of the red mining beacons
- nearby. If you don't see a mining beacon, scroll to that position on the map by clicking on the tile map arrows and watch the
- box on the site map to line it up with a red diamond. When you place a robominer on the red mining beacon, you will see the
- robot replace the beacon. It will take several turns for the first level of the mine to be dug, after which it will automatically move
- resources to the Seed factory.
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- As you run your first turns, keep using the robodozer to clear terrain around your Seed factory. Also place a robodigger at the
- end of one of the tubes at the Seed factory construction site so that it can start digging your first underground level. When the
- robodigger is finished digging, the robodigger on the map will be replaced with the top of an air shaft.
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- * BUILDING WITH TUBES
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- Tubes carry air and power from your CHAP and power facilities. For most structures, a tube connection is required to physically
- connect them to your existing network of buildings and tubes. Since construction also requires a tube connection on a tile
- adjacent to your intended building site, you may find that nothing is available in your tile selector window except for robots
- and tubes.
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- After placing a tube on a bulldozed section of the diamond-shaped tile map, structures will then appear in the tile selector
- window if resources are available to build new structures. When your colony is just starting, tubes will not be available in the
- tile selector window until you have brought down your first colonist lander.
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- * IF THE TILE SELECTOR WINDOW IS EMPTY
-
- During construction of your colony, there may be times when the tile selector window is empty. This means that all the robots are
- actively assigned to tasks on the tile map, and that no resources are currently available to construct new buildings. Running a
- few turns will remedy this situation.
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- * EARLY CONSTRUCTION
-
- In the Construction section of the manual, it is suggested that you build your first few structures in this order: Agricultural Dome,
- CHAP, power facility, storage tanks, residential units. If your morale is falling fast, you may want to build a residential unit or two
- to slow the fall of morale before you build a power facility (since the Seed provides power for about 150 turns).
-
- During the first 50 turns or so, you should build SLOWLY---allow each of your first structures to finish building before starting a
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- new one. While structures are building, you can always bulldoze, mine, and tunnel horizontally or vertically with your
- robodiggers (assuming you have these robots available when you want them).
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- Because a SPEW facility provides resources from the sewage generated by residential units, this is also a good structure to
- build early on, along with a warehouse and a robot command facility to make use of robots built by your Seed factory.
- Gradually add more mines to keep your resources flowing.
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- Remember that an operating SPEW will generate MPG, which will take the place of any resources you may temporarily be
- missing. MPG is stored at the SPEW facility and used automatically when necessary to maintain existing structures. You can
- check the amount of MPG you have in storage by left-clicking on the SPEW facility to get its report.
-
- * SEED FACTORY COLLAPSE
-
- 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 Seed factory units collapse.
-
- * SAVE GAMES
-
- Note that games can only be saved from the main game screen where you see the diamond-shaped map. If you encounter a
- problem saving a game, try running another turn before you select the Save Game option. This will complete the internal
- processing steps required so that you can save the current state of the game. Running a single turn is accomplished by
- left-clicking on the small planet icon in the lower right-hand corner of the main game screen. This screen is the only place
- where games can be saved.
-
- * USING THE ROBOTS THAT LANDED WITH YOUR SEED FACTORY
-
- Your seed factory landed with three robots on board: a robodozer, a robominer, and a robodigger. While the seed factory is
- building itself, these three robots can be assigned to tasks on the diamond-shaped tile map that dominates your screen.
- When available, these robots are visible in the tile selector window at the top center of your screen.
-
- When you first place your robots, it's wise to place a robodigger adjacent to one of the tube openings that are part of the seed
- factory complex. The robodigger will then start digging a shaft to create your first underground level.
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- Place a robodozer beside one of the other tube openings to prepare a building site. Place the robominer on a red mining
- beacon (described in the Seed Factory and Robominer Placement section). When you have placed all of these robots, the
- tile selector window will be empty. You must run turns to complete the current activity by those robots. As each robot
- completes an activity, it will reappear in the tile selector window for reassignment to a new task.
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- Explorer robots perform their function automatically. Each explorer is capable of finding new mines, assuming they have not all
- been discovered yet. The starship locates a large portion of a planet's potential mine sites; the geological penetrator probes
- discover more potential mine sites; and the hardest mine sites to locate can be discovered by explorer robots. On the easy
- difficulty level, ten explorers are sufficient to discover the remaining mine sites.
-
- * BUILDING ROBOTS WITH YOUR SEED FACTORY
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- Once the construction of your seed factory is completed, you can use it to build additional basic robots. Familiarize yourself with
- each unit of the seed factory by left-clicking on each of the finished units to read the report that identifies its individual function.
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- When you select the robot factory portion of the seed factory, you can start building additional robots. There is a text entry area
- on the robot factory report which has a small arrow to its right. Clicking on the arrow button will pull down the robot production
- menu. The seed factory can only produce these types of robots. By selecting one of these robot types and closing the report,
- you have set the factory to produce one of those robots every five turns. After you've built one or more of a single robot type,
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- you can go back to this same report and reset production to build a new robot type.
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- New robots must be stored in a warehouse. Usually, one warehouse is sufficient to handle robot storage for a long time, since
- active robots in the field require no storage. Active robots will last for 200 turns, which is the limit of their fuel cell power
- capacity. You must have at least one warehouse to store the robots that your seed factory is building, otherwise nothing
- will happen. Then, to activate the robots from your warehouse, you must also build a robot command center (described
- below).Each robot command center can operate ten robots in the field.
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- * BUILDING NEW ROBOTS WITHOUT THE SEED FACTORY
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- The seed factory can keep producing robots right up to the end of its lifetime, which occurs around turn 151. For this first phase
- of the game, seed factory robot production will often be sufficient for your robot needs. However, at some point you may decide
- to build more. A surface factory is required to build more robots. After turn 151, this is your only option for building new robots.
- Active robots have a life of 200 turns before their fuel cells die, so you'll start losing them after turn 200, if you haven't already
- lost any due to accidents.
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- * ACTIVATING NEW ROBOTS WITH ROBOT COMMAND
-
- However they are produced, new robots need to be stored in a warehouse, from which they are available to robot command
- units. Each robot command facility can operate ten robots. If you want to operate 11 robots, you will need to build a second
- robot command facility.
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- If a robot factory has produced robots, and a warehouse exists to store the robots, and at least one robot command facility
- exists to operate ten of the robots, they will appear in your tile selector window so that you can place them on the tile map. If
- all of the currently available robots are active, no robots of that type will appear in the tile selector window.
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- The radius of a robot command area is unlimited if you have a communications satellite in orbit (assuming you packed one when
- you left Earth). If you have no communications satellite, communications towers must be built to extend the range of your
- robominers and other robots. Each robot command facility and each communication tower have a communications radius of
- 30 tiles.
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- * ROBODIGGERS AND ROBOMINERS
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- 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. This will not affect the functioning of the existing mine.
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- 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.
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- * WHEN ROBODIGGERS DIG
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- On the surface of the planet, a robodigger can only dig a new level 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.
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- * WHEN PEOPLE ARE DYING TOO FAST AFTER LANDING
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- It is often wise to leave your colonists in orbit for the first 20 turns while your Seed factory and its robots are doing their jobs to
- get the colony started. This number will vary somewhat depending on how much life support and food you brought with you on
- the starship (you packed it at the Ship Configuration screen before leaving on the trip to the new planet).
-
- After you bring your first colonist lander down to the surface of the planet, you have about 20 more turns in which to make sure
- that a CHAP facility is built. Some people may die in the meantime due to accidents or old age, depending on the hostility
- level of the planet you've chosen.
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- * WHEN BUILDINGS GO IDLE
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- Buildings go idle due to lack of resources, power, or people. In the case of laboratories, they can also go idle if they are not
- assigned a specific line of research.
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- If a particular structure's report shows its status as "idle," you can find out what resources it needs by clicking on the "Needs"
- button at the bottom of the report. (In the case of the CHAP facility, the CHAP facility report is reached through the Executive
- Summary Report buttons).
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- CHAP facilities and power facilities are at the top of the priority list when resources are scarce, allowing you time to react to the
- resource shortage. Bulldoze unnecessary structures, particularly if you have an operational SPEW facility to recycle the
- bulldozed building materials. Make sure you have operating mines, an operating smelter, and sufficient space in your
- storage tanks to handle the processed resources coming into your colony.
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- If buildings are only idle due to a lack of people to operate them, you can bulldoze unnecessary structures to free up employed
- workers, or wait for your population to grow and age so that you have a larger available work force. They will all age as you run
- each turn.
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- * POPULATION DISTRIBUTION
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- In the Executive Summary Report, you'll find a "Details" button in the population section. Clicking on this button shows you the
- current breakdown of your population by category: infant, student, worker, scientist, or retired.
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- You will witness population explosions on occasion. This will be apparent when you see more infants and/or students than
- workers or scientists. Workers and scientists are required to operate your facilities, so this is a limiting factor to your colony
- expansion. Only time will age your young people to the point where they become workers and scientists. Universities help to
- shift the student and worker groups into the scientist group by bringing up the general educational level of the population.
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- It is not possible to assign the adult population to specific tasks. One of the limits on building new structures is whether or not
- enough colonists are available to build them and staff them. If they are available, they will be assigned to those structures
- automatically when you build them.
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- * WHY PEOPLE DIE
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- People die naturally from old age or by accident. These deaths will occur no matter what you do. Deaths also occur due to
- starvation or lack of air, and these are the deaths you can do something about.
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- When you receive a death message after running a turn, it may not mean you're doing anything wrong. Check to make sure that
- you have enough food being produced by your agricultural domes (one unit feeds ten people), and that your structures are
- getting enough air. If you have handled those requirements, then you know they're dying due to old age or accident.
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- After turn 60, deaths by old age or accident are reduced because the first part of the colony has been built, the weakest people
- who survived the trip have already died in the hostile environment, and construction accidents are fewer because the workers
- have learned safer techniques.
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- * RESOURCE MOVEMENT FROM MINES TO COLONY SMELTERS
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- Mined ores are stored at each mine shaft until a full load is ready to be moved by the truck assigned to that mine. When built,
- each mine has one truck to automatically move ores to the Seed factory smelter or to the high-capacity smelter you can build
- yourself. Storage tanks are also required to receive the smelted resources and make them available to the colony. You won't
- see these trucks operating, but they're on the job.
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- * TRUCKS
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- Trucks can be produced by your surface factories. These trucks will make a slight difference in the speed of your resource
- movements between the mines and the smelters and the storage tanks. These trucks are not affected by the robot command
- facility limit of ten robots each. Internally, a truck is created to serve each mine when new mines are built. Any trucks you build
- will remain in your warehouses unless one of these mine trucks breaks down, at which time your trucks will be used
- automatically. On the easy difficulty setting, it is possible to get through most or all of a game without using these
- trucks.
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- * ROADS AND MONORAILS
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- Although there are no roads or monorails in this version of Outpost, resources are moved automatically from place to place as
- necessary. Each mine has a truck assigned to it when built, which will move a new load after enough ore has stacked up at the
- mine.
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