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Outpost
Tips:



Seed factory:



Use the Elevation Map on the site map window to choose a landing

area. The clear terrain is shown in black so the best locations are

black with the red dots - which mark potential mines - identified from

orbit.

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.



Building with tubes:



Tubes carry air and power from your CHAP and power facilities.

For most structures a tube connection is required to physically

connect it to the 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. After placing a

tube on a bulldozed part of the diamoned-shaped tile map structures

will appear in the tile selector window provided resources are

currently available to build new structures. When your colony is just

starting tubes will be unavailable in the tile selector window until

you've brought down your first colonist lander.



Early construction:



During the first 50 turns or so you should build slowly. Allow

for the completion of each structure before starting a new one. In the

meantime you can always bulldoze mine and tunnel horizontally or

vertically with your robodiggers (assuming these are available when

you want them). 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 couple of

residential units to slow it down. You'll need to build a power

facility before the Seed Factory stops supplying power - around turn

150. SPEW facilities provide resources from the sewage generated by

residential units so it's also a good structure to build early on. In

addition sort out a warehouse and a robot command facility. The latter

will allow you to make use of your robots build by the Seed factory.

Gradually add more mines to ensure that your resources keep

flowing. Remember that an operating SPEW will generate MPG which will

replace any resources you may temporarily be missing. It's stored at

the SPEW facility and automatically used to maintain existing

structures. You can check the amount of MPG in storage by getting a

SPEW report - simply left-click on it.



Seed factory collapse:



Also remember that you will lose your Seed factory units (power;

smelter; robot factory) after 150 turns so if you want to maintain

those functions you must build replacement structures. Before the Seed

factory units collapse make sure that your tube connections can 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 maintain the supply of power and air to all your structures

so you'll need tubes that bypass your seed factory before it

collapses.



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

they are visible in the tile selector window at the top centre 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. It will then start digging a shaft to create your first

underground level. On the surface of the planet a robodigger can only

dig a new level when it starts next to the 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 structures. When you want to extend an air shaft to a

deeper level place a robodigger directly on an existing one.

Place the robominer on a red mining beacon. Later to extand a

mine shaft to a deeper level - on planets where this is possible -

position a robominer directly on an existing underground mine shaft.

This will not affect the functioning of the existing mine.

Finally position a robodozer beside one of the other tube

openings to prepare a building site. When you have placed all 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

assignment to a new task.



Mines:



The starship locates many potential mine sites and the geological

penetrator probe can discover more. But to find the best mining sites

you'll need explorer robots. They perform their function automatically

and each is capable of finding undiscovered mines. On the Easy

difficulty level ten explorers are sufficient to discover the

remaining mine sites.



Building robots with your seed factory:



Once the construction of your seed factory is complete you can

use it to build additional basic robots. Familiarise yourself with

each unit of the seed factory by left-clicking on each of the finished

units and reading the report that identifies its individual function.

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.

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 build one or more of a single robot type you can go back to

this same report and reset production to build a new type.

New robots must be stored in a warehouse. Usually one warehouse

is sufficient to hold robots for a long time. Since those active in

the field require no storage. You must have at least one warehouse to

store the robots that your seed factory is building - otherwise

nothing will happen. To activate your automatons you must also build a

robot command centre (described below).



Building robots without the seed factory:



The seed factory can keep producing robots right up to the end of

its life which occurs around turn 151. For the first phase of the game

seed factory robot production will often be sufficient for your needs.

However at some point you may decide to build more in which case

you'll need a surface factory: after turn 151 this is your only option

for building new robots. Active ones have a life of 200 turns before

their fuel cells die so you'll start losing them after this point if

you haven't already said goodbye to some due to accidents.



Activating new robots with Robot Command:



However they are produced the new machines need to be stored in a

warehouse from which they are available to robot command units. Each

command facility can operate ten machines. If you want to operate 11

you will need to construct a second facility.

If a factory has produced robots and a warehouse exists to store

them and at least one robot command facility exists to operate its ten

automations 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 more of that type will appear in the tile

selector window.

The radius of a command area is unlimited if you have a

communications satellite in orbit (assuming you packed one when you

left Earth). If you have no satellite communications towers must be

built to extend the range of your robominers and other robots. Each

command facility and each tower has a communications radius of 30

tiles.



When buildings go idle:



Buildings go idle due to lack of resources; power or people. In

the case of laboratories this happens if they are not assigned a

specific line of research. When a structure's report shows it status

as 'idle' you can find out what resources it needs by clicking on the

'Needs' button at the bottom of the report The CHAP facility report is

reached through the Executive Summary Report buttons CHAP and power

facilities are at the top of the priority list when resources are

scarce allowing 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 all the processed resources coming into

your colony.

If buildings are only idle due to a lack of staff bulldozing

unnecessary structures will free up employed workers. Alternatively

wait for your population to grow and age - giving you a larger

available workforce.



Why people die:



People die naturally from old age or by accident (life is

designed that way of course). This will occur no matter what you do.

Deaths also occur due to starvation or lack of air but these are

problems you can do something about. When you recieve a death message

after running a turn it doesn't necessarily mean you are doing

anything wrong. Check to make sure that enough food is being produced

by your agricultural domes (one unit feeds ten people) and that your

structures are getting enough air. If you have handled these

requirements you know they're dying due to old age or accident. After

turn 60 deaths by old age or accident are substantially reduced -

because the first part of the colony has been built; the weaker people

who survived the trip have subsequently died in the hostile

environment; and construction accidents are fewer because the workers

have learned better and safer techniques.



Resource movement from mines to colony smelters:



Mined ores are stored at each shaft until a full load is ready to

be moved by the truck assigned to that mine. When built each pit has

one truck to automatically more ores to the Seed factory smelter you

can build yourself. You won't see these trucks operating but rest

assured they're on the job. Storage tanks are also required to receive

the smelted resources and make them available for the colony.



Trucks:



Trucks can be produced by your surface factories speeding up

resource movements between the mines; smelters and storage tanks. They

are not affected by the robot command facility of ten robots each. New

trucks are automatically created to serve each new mine. Any trucks

you build will remain in your warehouses until one currently in use

breaks down; then one of the warehouse trucks is used automatically.

On the Easy difficulty setting it is possible to get through most

or all of the game without having to use extra trucks. Although there

are no roads or monorails in the version of Outpost that was released;

resources are moved automatically from place to place as necessary.



Cheat:



Setting up a colony on a new world needn't be a chore with these

cheats. While playing the game pushing [Ctrl] with [F9] will kill all

the rebels. [Ctrl]+[F10] calls up a disasters menu. To get unlimited

resources press [Ctrl]+[F11]. To get maximum or minimum education

morale and crime toggle them by pressing [Ctrl]+[F12].

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