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- Outpost - PlayerÆs Guide
-
- Construction In The Early Stages
- There is a fine balance between getting your initial construction æjust rightÆ and
- watching it fail miserably. Therefore to get the most out of the chosen terrain and
- your colonists you should build your structures in the following order:
- Agricultural Dome, CHAP, Power Facility, Storage Tanks, Residential Units.
- Remember to keep an eye on your morale factor; if it is falling dramatically, build
- one or two residential units before you construct the power facility, as the Seed
- Factory will sustain power for a short time. This should hold the situation.
- Once you have your basic units up and running it is best to invest in a SPEW
- facility, as this generates useful resources from residential waste. The SPEW also
- generates MPG, which will maintain flailing resources until you can compensate.
- It is also beneficial to construct a Warehouse and a Robot Command facility so
- that you can put the robots created by the Seed Factory to good use. Next
- excavate a couple more mines to keep your resources steady.
- The best thing to remember, however, is not to rush things - build slowly but
- steadily. If you build too quickly, you will deplete your resources and as a result
- construction will cease altogether. Also, the Seed Factories collapse after 150
- turns, so you must try and compensate for the resources they generate before this
- happens.
-
- Seed Factory
- The Seed Factory plays a vital part of the initial construction and well being of
- your colony. From here you can begin to explore the possibilities of developing
- underground facilities by placing a Robodigger at the end of a tube emerging
- from the Seed Factory construction site - the Robodigger will proceed to tunnel an
- air shaft. During your later turns you can begin construction on an underground
- site by placing a Robodigger at the end of any service tube as long as it connects
- to the main colony.
- The Seed Factory is a vital facility because it generates power, smelter and the
- Robot Factory. When the Seed Factory collapses after 150 turns you must be
- prepared to take this loss in your stride by compensating with other units. Make
- sure, therefore, that you have these facilities constructed before this time, and at
- this point all tubes carrying power and air should now bypass the dying factory.
- Get your Seed Factory producing numerous types of robots early on, enabling you
- to get on with numerous different tasks. Access the text entry area on the robot
- report and pull down the production menu by clicking on the small arrow to the
- right of the report. Select a robot type and close the report. This then
- automatically selects which robots will be constructed - one is built after every
- five turns. Try to build at least one of each, then look into building more of a
- specific type when needed.
- Once your Seed Factory dies you will have to build another robot manufacturer,
- and this is where a surface factory comes into the equation. You must also store
- your robots in a warehouse; one will usually suffice due to the continual turnover
- of the goods. Once you start gaining a surplice robot supply build a Robot
- Command Centre to activate those stored in the warehouse - one Centre can
- control up to ten robots in the field.
-
- Structures And Tubes
- You may not be getting the most out of your buildings, and your facilities are
- becoming idle. If this is the case, check your resources, power or people.
- The CHAP facilities are a priority and cannot be left to rot. If resources are scarce
- and you have a SPEW structure, try bulldozing redundant buildings so that you
- can recycle the materials. If you take this approach, make sure you also have
- operating Mines, Smelter and vacant Storage Tanks to handle the recycled
- materials (only build a new tank when the others are almost full).
- An idle Lab, on the other hand, can be caused by one of three things:
- 1) You donÆt have sufficient resources - check what you need from the lab report.
- 2) You donÆt have sufficient scientists - train more.
- 3) You donÆt have a research topic allocated - call up a topic from the lab report.
- If your problems are simply due to a lacking workforce, for quick results bulldoze
- redundant structures and then re-allocate the unemployed workforce.
- Also, remember to build DIRT facilities within a few spaces of your Tokamaks,
- Nanotechnology Facilities and Hot Labs as these have an unnerving tendency to
- explode from time to time. The DIRT facility can aid against other disasters
- within the immediate vicinity.
- As soon as your scientists have discovered Nanotechnology build at least one
- facility on each of your colonies. This will reduce the emphasis placed on
- resources and in turn will no longer limit the expansion of your colony.
-
- Transport And Infrastructure
- To move resources quicker and more efficiently you will need to employ the use
- of trucks, which can be built in your surface factories. Each mine has one truck
- automatically assigned to the carriage of resources, however, any extras that you
- have created will make absolutely sure that there is no lapse in the transportation
- of your resource
- should a truck break down. You do not need to build roads or any other kind of
- infrastructure for transportation.
-
- Man Management
- Initially, leave your colonists in orbit during the first 20 turns to enable your Seed
- Factory to get established. After this, your colonists may well die due to accidents
- on the surface or through old age - donÆt panic, thatÆs life! However, when you get
- a death message it may be due to starvation or lack of air, so keep a continual
- check of your Agricultural Domes (one unit feeds ten people) and that each
- structure has air tubes going to it.
- If you find that you are not getting enough skilled workers, such as scientists,
- construct a University to increase the general educational level of your student
- populace and general workers.
- Morale is all important and is obviously remedied by constructing more
- Residential Units - morale is best when there are no more than 25 colonists per
- unit. Other aspects which can alter morale is the construction of recreational
- centres, parks, police stations, agricultural domes and luxury goods (created in
- underground facilities). Also, research laboratories studying humanities or
- psychology can help. Be careful with Red Light districts, as this can have a
- beneficial and negative effect depending where itÆs built.
-
- Rebel Alliance
- A Rebel Colony can rejoin yours, at which point it will come under your
- command. Simply click on the Command Centre of that colony to gain access to
- all their structures and resources - you can now manage it as your own. If the
- Rebel Colony has not rejoined you and you wish to locate it, you will have needed
- to pack an Orbital Observer Satellite before you left Earth. If you did, it needs to
- be launched as soon as you arrive at the outpost - this will let you view all surface
- activity in the colony. If you didnÆt pack the Satellite, then itÆs down to a manual
- search of the planet, inch by inch.
-
- Anything We CanÆt Categorise...
- If youÆre wondering where youÆre going with all of this, try setting yourself this
- aim: Lead up to the creation of a space research project which could lead to the
- generation of another colonisation starship. This is going to require success in a
- number of different areas, which is a mammoth task in itself. You will need a
- good morale, a healthy and well-sustained colony, and research facilities into a
- wide range of diverse topics. As soon as you launch your new starship you
- effectively æwinÆ.
- DonÆt rush things. The most effective route to growth is being cautious about
- construction and resources, your so-called money spinner. It will take time to
- achieve a healthy and efficient colony, Rome wasnÆt built in a day you know!
- Also, remember thereÆs a moral injected into Outpost and itÆs one that should be
- imprinted on your brain for both every day life as well as this escape - recycle,
- recycle, recycle...
-
- Cheat!
- Yep, there are cheat keys in Outpost and if youÆre really stuck (or just downright
- impatient), here they are:
- CONTROL and F8 together - Activate cheering and applause mode.
- CONTROL and F9 together - Inflict a Mass Driver disaster on the Rebel Colony.
- CONTROL and F10 together (will work on CD version only) - Inflict a choice of
- disasters on your colony.
- CONTROL and F11 together - Gives infinite supply of resources.
- CONTROL and F12 together - Increases the morale, educational level or crime
- level to the maximum or minimum.
-
- Further Reading...
- Outpost programmer Bruce Balfour has written a comprehensive strategy guide to
- accompany the game and can be found in all good book shops. Its ISBN number
- is 1-55958-508-0 and itÆs published through Prima Publishing, retailing for
- ú18.49.
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