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- Outpost 1.5
-
- This is a text version of the new documentation that is included with
- Outpost 1.5.
-
- SYSTEM REQUIREMENTS FOR OUTPOST 1.5
-
- 386 or higher
- Windows 3.1 or higher
- MS-DOS 5.0 or higher
- 8 MB RAM
-
- TABLE OF CONTENTS
-
- INTRODUCTION
-
- CHAPTER 1 - Ballyhoo
- What is Outpost?
- The Plot
- "Winning" Outpost
-
- CHAPTER 2 - Installation and Setup
- Installing Outpost
- Saving Games
- Improving Game Performance
- Preferences for Speed
- Micro Solutions to Macro Problems
- Playing the CD Outpost Soundtrack
- Other CD-ROM Version Notes
- Audio Break-Up Questions
- General Questions
- Other Notes
-
- CHAPTER 3 - The Journey Begins
- Getting Started
- Difficulty Level
- Packing for the Trip
- Probes and Satellites
- What You Get Is What You See
- Mouse Clicking
- Your First Move: The Seed Factory
- Turns
-
- CHAPTER 4 - Playing to Survive
- Construction
- Emergencies
- Plague
- Factories
- Mining
- Gathering Resource Information
- Mining and Processing Ore
- Mined and Processed Resources
- Other Resources
- People
- Power
- Robots
- Robot Command
- Robot Types
- Storage
- Transportation
- Trucks
- Monorails
-
- CHAPTER 5 - Playing to Thrive
- Information and Reports
- Starting Secondary Colonies
- Macromanagement Through Artificial Intelligence
- Assigning Work to a New AI
- Morale
- Research and Labs
- Terraforming
-
- CHAPTER 6 - Game Mechanics and Strategies
- Morale
- Trade
- Trade Diplomacy
- Transfers
- The Rebel Colony
- Activating an Abandoned Rebel Colony
- Defections
- Planetary Resources
- Space Program
- Technological Advancement
-
- CHAPTER 7 - Common Problems ... Simple Solutions
- At the Outset
- Seed Factory and Robominer Placement
- Building with Tubes
- If the Tile Picker Window Is Empty
- Early Construction
- Seed Factory Collapse
- Using the Robots That Landed with Your Seed Factory
- Building Robots with Your Seed Factory
- Building New Robots without the Seed Factory
- Activating New Robots with Robot Command
- Robodiggers and Robominers
- When Robodiggers Dig
- When People Are Dying Too Fast after Landing
- When Buildings Go Idle
- Population Distribution
- Why People Die
- Resource Movement from Mines to Colony Smelters
- Automatic Trucking
- Trucks
-
- CHAPTER 8 - Advanced Strategies
- One CHAP Is Enough
- Terrain
- Build a University Early
- Monitor Resources
- Research Your Brains Out
- Prepare for Disaster
-
- CHAPTER 9 - Quick Start and Comprehensive Tutorial
- Preparation for Your Journey
- On Arrival at the New Planet
- On the Planet
- Operating Your Labs
- The Artificial Intelligence Menu
- The TUTOR.OPS Saved Game
- Suggestions Beyond Turn 81
- More about Researching Nanotechnology
- Around 110 to 130 Turns with This Saved Game
- More Storage
- Grow Slowly
-
- CHAPTER 10 - Outpost Protocols and Practices to Live (and Die) By
- The Numbers Game
- Colonists
- Turns
- Recycling
- Destruction
- Trucks
- Construction
- Production and Use
- Morale
- Longevity
- Distribution
-
- CHAPTER 11 - Progress and Status Indicators
- Outpost Screens
- Executive Summary Report
- Master Laboratory Report
- Master Factory Report
- Keeping an Eye on Multiple Screens
- Tile Picker List
-
- CHAPTER 12 - Technical Support, Direct Sales Information, and Hints
- Technical Support
- Direct Sales/Information
- Hint Line
- Software Piracy Announcement
- Responsible Parties
-
- APPENDICES
- Appendix 1 - New Features Help
- Appendix 2 - Resource Priorities for Structures
- Appendix 3 - Planet Classes
- Appendix 4 - Research Topics
-
- GLOSSARY
-
- BIBLIOGRAPHY
-
-
- INTRODUCTION
-
- Outpost is modeled on a complex system, and must be experienced to be
- completely understood. Nevertheless, you will need basic information in
- order to know what is expected of you. This manual is our attempt to
- provide you with this information in an orderly and beneficial fashion.
-
- * Chapter 1 describes the Outpost plot, and the goals for winning the game.
- * Chapter 2 covers installation, saving games, and all manner of matters
- technical.
- * Chapter 3 provides information and details on the beginning of your
- journey. Learn how to pack for the trip to give yourself a decent chance
- at survival in the harsh, new world that awaits you. Discover how to "win"
- Outpost.
- * Chapter 4 finds you on your new planet trying to build and sustain your
- colony. The game's mechanics and the features are discussed in great
- detail. This chapter is separated into basic needs and higher-order needs,
- organized in alphabetical order where appropriate.
- * Chapter 5 covers very special topics: reports and information, starting
- secondary colonies, macromanage-ment, morale, research, and terraforming.
- * Chapter 6 relates many effective and efficient game play strategies and
- tips.
- * Chapter 7 discusses common problems and simple solutions.
- * Chapter 8 explores some advanced strategies.
- * Chapter 9 presents a comprehensive, yet brief tutorial that will bring you
- up through the beginning colony setup stage.
- * Chapter 10 encompasses protocols and practices to constantly keep in mind
- while playing Outpost.
- * Chapter 11 shows crucial game screens indicating progress and status.
- * Chapter 12 provides the details you need to know if you ever need or want
- Sierra's helpful customer service and technical support.
-
- The appendices include some fairly detailed hints on research trees. The
- exact text of the game's Help buttons for the new features found in
- Outpost 1.5 is provided as well. Finally, resource priorities for the many
- Outpost structures are provided.
-
- Outpost contains an extensive internal help system. At the bottom left of
- the Outpost screen is a globe icon. This is your Artificial Intelligence (AI).
- Left-click on this icon, and you will be presented with a list of options,
- one of which is Help. A right-click on
- any part of the main game screen, when the the game's main window (Tile Map)
- is displayed, will give you a dialogue box with a context-sensitive Help
- option. Context-sensitive Help sends you directly into the portion of the
- Help system that relates to the part of the screen you clicked on.
-
- If you come to a part of the game that you do not understand, try getting
- some help. For ready reference and ease of play, some of the information
- imparted by the various help screens is included in this manual.
-
- Helpful charts and tables are included throughout the manual. A tutorial is
- provided in Chapter 9.
-
- So, Commander, now you have everything you need to determine the fate of
- humanity. Sit back, relax, take the helm, and pray that fate is kind.
-
-
-
- CHAPTER 1 - BALLYHOO
-
- WHAT IS OUTPOST?
- Outpost is a realistic simulation of what it would take to build a
- self-contained colony on a hostile planetary surface. This strategy game is
- based on current NASA research, and is designed by former NASA-Ames Research
- Center Systems Manager Bruce Balfour. Balfour also designed the award-winning
- Neuromancer, and Sierra On-Line's The Dagger of Amon Ra.
-
- You must rescue humanity from certain doom, choose a new planet from a galaxy
- of possibilities, and establish a colony on the planet's surface. This colony
- will be the final Outpost of humanity, and your competence as the leader of
- this Outpost will determine whether our species will survive. The colony
- must be managed as though it were any other city on Earth: short-term goals
- include continuing the building program, keeping the rabble employed and
- happy, exploiting planetary resources, recycling waste, and dealing with
- random events. Eventually you may want to pursue long-term goals such as
- advancing the civilization, researching new technologies, establishing
- terraforming operations, and creating trade between colonies. How you proceed
- in pursuit of your self-established objectives is up to you; you're in
- command.
-
- Outpost is based on fact, but it's also a game, which means that there are
- bits of humor and the occasional dramatized event for your amusement. A
- reasonable amount of scientific progress over the next 50 years is also
- assumed. However, the underlying model, the technologies, and the science
- have been extensively researched. Most planet types are based on planets in
- our very own solar system; they may not be exactly the same, but they're
- similar.
-
- The model used in Outpost is a complex system of the real world, so poking
- the model in one spot will have an effect on everything else. Events will
- invariably occur that you cannot anticipate, and no two games will be exactly
- the same. Keep in mind that Outpost is a strategy game, and is not played in
- real time. You can take a half a moment or a week and a half to make your
- move, so feel free to think about it. And whatever you do, don't try to grow
- your colony too fast, since this will usually lead to death for your
- colonists.
-
-
- THE PLOT
- It is the early part of the 21st century. Government funding of NASA has
- continued to shrink since the 1990s, leaving the space program in the hands
- of a few multinational conglomerates. Now it appears there's a slight
- problem, and it's hurtling toward Earth.
-
- An enormous asteroid, which the media name Vulcan's Hammer after an old
- science fiction novel, is headed right for Earth, with an excellent chance
- of striking the planet with a billion megatons' worth of destruction. Only
- one company responds to the threat by building a colonization starship. The
- starship is assembled in Earth orbit, and is then fueled from the atmosphere
- of Jupiter. By the time fueling has begun, pandemonium reigns on our home
- planet, but by then it's too late to build another starship. Utter
- destruction of Earth means two things: that your colony will be the last
- bastion of humanity, and that you can't turn to other survivors for
- assistance if your colony falters. There aren't any other survivors.
-
- Your colonist population is limited to 200 people, most of whom have the
- skills required to rebuild civilization. You'll be asleep for most of the
- 50-year (average) trip to your destination of choice; while you nap, any
- probes you may have sent ahead of the starship will start sending back data
- when they arrive at your target star system. You'll evaluate the data to
- select the appropriate planet for your colony. If you don't feel that
- the probes have given you enough data to make a good decision, you can
- allow the ship's computer to make a guess.
-
- When you land, a certain element of the population feels that your
- leadership is lacking, and that two colonies will have a better chance of
- survival than one. These rebels abscond with up to half of your colonists
- and resources to start their own colony. You'd like to deal with it, but
- you're too busy trying to survive. In the meantime, the rank and file are
- watching your every move to see what kind of leader you are. When you screw
- up, morale goes down. When morale goes down too far, colonists begin leaving
- for the rebel colony. So don't screw up.
-
- That's the situation you find yourself in at the beginning of the game.
- You'll find more interesting facts and fascinating details in Chapter 3, "The
- Journey Begins."
-
-
- "WINNING" OUTPOST
- Outpost is about control. We've set out to create a strategy game that you
- can customize according to your preferences. You determine when to end the
- game, and what the goal is. If you'd like to work toward a specific goal,
- you can build up your space program to the extent that you can build a new
- colonization starship. You can also work toward the worthwhile goals of
- developing nanotechnology or terraforming technology. Or, if you're a people
- person, you can make your colonists so blissfully happy that even the
- rebels come to stay.
-
- Outpost is a true test of your ability to survive in an alien world. If you
- wish, any particular game can be played indefinitely. The possibilities and
- combinations for building and maintaining a successful colony at the various
- difficulty levels on the available planets will keep you occupied for hundreds
- of hours.
-
- As mentioned above, for those of you who wish a more concrete objective,
- there are two ways to "win" a particular game: terraform the planet, or build
- and launch a spaceship. Both goals require extensive research, planning, and
- conservatively estimating, from about 800 to 10,000 game turns.
-
- If your colony is completely abandoned due to colonist defections, you will
- find that your colony is suddenly an inactive ghost town, and you are unable
- to get reports by clicking on your structures. An AI message will inform you
- that your colony is abandoned. At this point, you still have access to the AI
- interface News Briefs, which will give you the final news reports from your
- colony.
-
-
- CHAPTER 2 - INSTALLATION AND SETUP
-
- INSTALLING OUTPOST
-
- 1) Start your PC and launch Windows.
- 2) Insert your Outpost CD or diskette #1 in the appropriate drive.
- 3) From the Windows FILE menu, select RUN.
- 4) If installing the floppy disk version, type A:\SETUP (assuming your
- floppy drive is A:) and click OK. If installing the CD version, type D:\SETUP
- (assuming your CD drive is d:) and click OK.
- 5) Follow the on-screen instructions.
-
-
- SAVING GAMES
- 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.
-
- Note that games can be saved only from the main game screen where you see
- the diamond-shaped map.
-
- Occasionally, you may have trouble saving the current state of your game.
- If this happens, you will be unable to select the inactive Save menu item
- in the File menu. To remedy this, try running another turn before you again
- select the Save Game option. This will permit the internal processing steps
- required so that you can save the current state of the game.
-
- After loading a saved game, the mines on the main screen will all appear red
- and not indicate their true status. There will also be no turn number under
- the lower-right globe. You must run a turn for the mines to change to the
- proper status color and for the turn number to update.
-
-
- IMPROVING GAME PERFORMANCE
-
- PREFERENCES FOR SPEED
- To improve the performance of Outpost on slower machines, choose the
- Preferences button on the control panel that starts the game, or right-click
- on any area outside the Tile Map diamond when you're playing the game. Select
- Control, then Preferences.
-
- Click on the boxes for each option you wish to de-select. If the box has no
- "X" in it, the option is turned off. Press the OK button to return to the
- normal game screen.
-
- If you're looking for a hardware solution, the CD version animated sequences
- will run best on CD-ROM drives that are double-speed or faster. Increasing
- your amount of system RAM to 16 Megabytes or more will also improve game
- performance.
-
- We also recommend that you run Outpost using a Swap File under Windows.
- To do this, you need to launch Windows in Enhanced mode. For more information
- about creating a swap file and launching Windows in Enhanced mode, consult
- your Windows documentation. If you continue to run into problems, a good
- troubleshooting technique is to increase the size of your swap file.
-
-
- MICRO SOLUTIONS TO MACRO PROBLEMS
-
- PROBLEM: After installing Outpost, I double-click on the game icon but all I
- see is a black screen.
-
- SOLUTION: Use the ALT-TAB function to find the Midi Sequencer window. Make
- sure the "Don't display this warning in future" box is checked and then
- select OK. Make sure to restart Windows so the changes can take effect.
-
-
- PROBLEM: The animated sequences are all distorted when I run in 32,000- or
- 16 million-color modes.
-
- SOLUTION: Some video cards may experience graphics distortion if run in
- high color mode. Selecting a 256-color driver will remedy this problem.
-
-
- PROBLEM: Some of the text within the dialog boxes or buttons appears to
- be cut off.
-
- SOLUTION: Make sure you are selecting a video driver that uses small fonts.
- Windows video drivers that have a Large Font option will display an
- incomplete text message within Outpost dialog boxes. For information about
- changing your video driver, consult your video card or Windows documentation.
-
-
- PLAYING THE CD VERSION OUTPOST SOUNDTRACK
- The orchestrated Outpost soundtrack is the classic "Mars, the Bringer of War"
- movement from the Gustav Holst symphony, "The Planets". You can listen to
- this dramatic soundtrack by inserting the CD into any handy CD player, or by
- using the Windows Media Player on the CD-AUDIO setting to play it from your
- CD-ROM drive.
-
- Skip to Track 2 and play the theme. (The score to "The Planets" is
- copyrighted by G. Schirmer, Inc.)
-
-
- OTHER CD-ROM VERSION NOTES
-
- We highly recommend that you disable your screen savers while playing Outpost.
- If you are in the middle of game play and your screen saver kicks in, you may
- experience audio break-ups and/or video break-ups. You will also want to
- disable any audio enhancement utilities such as Whoop-it-up, Icon hear-it,
- or others, as they may cause audio problems during simulation play.
-
-
- AUDIO BREAK-UP QUESTIONS
- If you experience audio cutouts during the game you may need to alter the
- audio buffer size of the MSCDEX driver located in your AUTOEXEC.BAT file. You
- can do this by adjusting the /m:AUDIOSIZE parameter. We recommend that this
- value be set to at least 10. If you experience slow movement or audio cutouts
- consistently, you may wish to lower the size of this buffer. For more tips,
- please refer to the "OTHER NOTES" section.
-
- GENERAL QUESTIONS
- Q: What resolutions does the game run in?
-
- A: Outpost will support most Window video drivers but requires a
- 640x480 256-color driver or better.
-
- Q: I've got an SVGA video card, but Outpost does not appear to be running in
- 256 colors.
-
- A: You may not be running in 256-color display mode. Check this by going to
- the MAIN program group and double-clicking on the Windows Setup icon to see
- your current display mode. "VGA" indicates that you're running in 640 x 480
- in 16-color. To run in SVGA's 256-color mode, the SVGA display driver would
- need to be loaded. These SVGA drivers are provided by the video card company
- rather than by Microsoft. Most 256-color video drivers do not come standard
- with Windows, so you may need to contact your hardware or your video card
- manufacturer to obtain the specific drivers for your video card. If you're
- unfamiliar with installing these drivers, consult your video card manual or
- your dealer for more information.
-
- Q: What's the difference between BASE and EXTENDED sound cards?
-
- A: The basic difference between the two is with the number of instruments and
- notes that each can play. Examples of sound cards that often run in BASE MIDI
- mode include the original Sound Blaster, Thunderboard, and Pro Audio Spectrum
- cards. BASE level MIDI cards are configured to use channels 13 through 16 in
- the MIDI Mapper.
-
- Examples of EXTENDED MIDI devices include the Roland MT-32, CM-32, LAPC-1,
- and various General MIDI devices such as the Roland Sound Canvas and the
- Wave Blaster. Many of the newer FM sound cards such as the Soundblaster 16
- and the Pro Audio Spectrum 16 may also use a special EXTENDED MIDI mapper
- setting which enables them to play in EXTENDED MIDI mode. EXTENDED level MIDI
- cards are configured to use channels 1 through 10 in the MIDI Mapper. If you
- have an FM Synthesis card, choosing EXTENDED MIDI might not dramatically
- improve the music you hear within the game.
-
- Q: The music is fine but the audio and/or voice volume is low, or vice-versa.
-
- A: Many sound cards also come with Windows mixer software that can adjust the
- SYNTHESIZER and DAC volume levels separately. Try running this utility and
- adjusting the input levels of the various devices.
-
- Q: The music is fine, but the voices hesitate or skip. What can I do?
-
- A: Basically, the audio will hesitate or skip if played during an animated
- sequence. Waiting for the audio to finish before running the animated
- sequence, or vice-versa, will normally remedy this problem.
-
- Q: I've got a Roland MT-32 (or a Sound Canvas, or a General MIDI device) and
- a Sound Blaster. The speech is okay, but the music and sound effects are
- incorrect. What can I do?
-
- A: Quit the game, reset the EXTENDED sound device, then restart the game.
- This will flush the odd sounds that may have been loaded by a previous game
- or MIDI play option. If you have a Roland MT-32, try using the specific MID
- file created for this device.
-
- OTHER NOTES
- If you are experiencing random lockups, make sure that you are using
- the latest Microsoft CD-ROM extensions driver, version 2.23. MSCDEX 2.23
- is also shipped with MS-DOS 6.2 or above and should be found in your DOS
- directory. Contact Microsoft or your local dealer if you need the latest
- Microsoft CD-ROM driver.
-
- If you have any random problems running under Windows, you may be running
- third party shells such as HP's Dashboard, Norton Desktop, PC-Tools or
- Packard Bell Navigator. Disabling these desktops and running the game under
- Program Manager can solve many problem. You can also refer to the desktop
- documentation for additional troubleshooting tips.
-
-
- If the audio still skips after trying the suggestion outlined in the first
- section of this section, try the following troubleshooting steps:
-
- 1) On most CD-ROM drives, there is a /M:X stock buffers parameter for
- the MSCDEX line in your AUTOEXEC.BAT. Adding /M:20 should help to eliminate
- audio skipping and choppy video segments.
-
- Example of AUTOEXEC.BAT line:
-
- LH C:\DOS\MSCDEX.EXE /D:MSCD001 /V /M:20
-
- NOTE - the above line is provided only as an example. Your MSCDEX statement
- will most likely be different than the example noted above. Your path and
- switches might be different. In any case, the /M:X value can be added at the
- end of the MSCDEX line.
-
- 2) In the SYSTEM.INI file found in your WINDOWS directory, try
- increasing the DMABufferSize line to 256. If your SYSTEM.INI file does not
- contain this line, you may add it to the end of the [386ENH] section.
- This line will appear in the [386ENH] section of this file and should read
- as follows:
-
- DMABufferSize=256
-
- As with other Windows applications, installing Outpost will update your
- SYSTEM.INI and WIN.INI files. If you want to immediately restore your system
- environment after installing Outpost CD-ROM, we took the added precaution
- of backing up your original WIN.INI and SYSTEM.INI files into the \WINDOWS
- directory. The WIN.INI file is renamed WIN.OPS, and SYSTEM.INI is renamed
- SYSTEM.OPS. Normally there is no need to restore these files, since these
- files are constantly updated every time you use Windows. Do not copy and/or
- rename these files in your WINDOWS directory after installing Outpost, or
- you'll lose any changes made during the initial Outpost setup.
-
-
-
-
- CHAPTER 3 - THE JOURNEY BEGINS
-
- GETTING STARTED
- Welcome to Outpost, a realistic strategy simulation of space colonization.
- Your mission is to colonize a hostile planet in a distant star system.
- You'll begin by selecting the star systems you'll consider calling home.
- You will send out VLBI* probes to four star systems to determine which one
- is most likely to contain habitable planets. This information will arrive at
- Jupiter while you are fueling up for your trip, allowing you to choose one of
- the four star systems to colonize. At this time, if you've packed them, you
- can send out ULBI satellites for information on planets in your star system
- of choice.
-
- If you don't trust yourself to make a decision at this point, click on the
- "AI Select" button to let the computer decide.
-
- *What's VLBI? It's a probe with a very long baseline interferometer.
- Perhaps this would be a good time to mention that there is a glossary
- in the back.
-
-
- DIFFICULTY LEVEL
- When you start a game, you'll choose a difficulty level: Beginner, Easy,
- Medium, or Hard. Many of Outpost's internal conditions are affected by your
- choice. Planetary hostility and a variety of other issues are affected by
- the difficulty level you select. The difficulty level also affects the
- numbers and types of supplies the rebels take from a starship when they leave,
- how critical your population is with regard to your decisions, the types of
- star systems chosen by the AI as your destination when you choose "AI
- Select", and the frequency of explosive accidents for your Tokamak Power
- structure, Hot Lab, and nanotechnology facilities.
-
- New Outpost players should use the Beginner difficulty level to learn how
- things work in the game without the added stress of resource management.
- This level gives you most of the nanotechnology from the beginning of the
- game, even though you haven't officially "earned" it through proper research.
- (However, you still have to research the nanotechnology areas to gain the
- other available benefits.) Nanotechnology gives you almost infinite
- resources.
-
- Because of this, you have no mined resource restrictions, allowing you to
- learn how to construct your colony, control morale, use power, and manipulate
- your population without limitations on new construction. Your colonists will
- still die through accidents and old age, and they will still require food to
- eat and air to breathe, but they won't be dying from a lack of mined
- resources.
-
- As your experience increases, increase the level of difficulty of future
- games. At the highest difficulty level, trying to colonize a hostile planet,
- Outpost is extremely challenging.
-
- Once a game has been started, the player cannot change the difficulty level.
- To change the level, you must start a new game. Saved games retain their
- previous difficulty settings.
-
- PACKING FOR THE TRIP
- So, Commander, you've got the money, the weight restrictions, and the
- colonization plan. It's time to choose the cargo you need to take with you to
- your new home. Unfortunately, you can't take everything. The starship's
- propulsion system can push only so much cargo up to a reasonable speed to
- arrive at the destination within a reasonable amount of time. Will you take
- an extra 50 colonists, or pack an additional unit of food? Should you favor
- one satellite over another? What will the weather be like? You can't phone
- ahead, and you have only one chance. You'd better make the right choices.
-
- Certain items will automatically be included. You must, for example, take 100
- colonists. At the point when you begin packing additional materiel and
- personnel, you will have 172 remaining funds, and a remaining weight maximum
- of 78 units. The following cargo chart provides additional details.
-
- CARGO WT COST ADVANTAGES OF CARGO
-
- Colonists(50) 1 1 Colonists will operate facilities upon arrival
- (Colonist Landers are required to move them)
- Food 1 1 One unit will feed 10 colonists per turn while
- the agricultural dome is being built
- Life Support 1 3 Used to keep colonists alive until a CHAP
- facility is built
- Colonist Lander 9 16 One lander will transport 50 colonists, one
- way, to the new planet's surface
- Cargo Lander 10 17 One lander will transport a cargo weight
- value of 20, one way, to the new planet's
- surface
- Seed Factory 10 18 Provides basic power, robots, resource
- processing, or temporary residences until
- Residential Units are built
- Tokamak Reactor 10 20 Provides most power needs on most planets
-
- Solar Power
- Satellite 8 15 Provides safe power for planets near stars
- (Also requires Solar Receiver Array)
- Solar Receiver
- Array 5 10 Receives power from Solar Power Satellite
-
- Geological
- Probe 4 14 Collects data to determine best landing site
-
- Weather
- Satellite 4 12 Collects data on local weather
-
- Interstellar
- Probe 0 15 Sends back detailed data on possible new
- planets
- Communications
- Satellite 4 11 Enables robots to find their way around a
- planet without the use of Communications
- Towers
-
- Orbital
- Observer 6 13 Works like a spy satellite to keep an eye on
- other colonies
-
- ULBI Probe 0 14 Provides specific data about a target star
- system
-
- The tutorial in Chapter 9 walks you through the launch sequence and contains
- recommended levels for each cargo item.
-
-
- PROBES AND SATELLITES
- In choosing which probes and satellites to pack, you should give careful
- consideration to the types of data you'll need to make intelligent decisions
- on your new planet. The starship itself can provide enough basic survey data
- about topography, chemistry, and geology for your AI to determine the best
- possible landing site. Satellites and probes provide more information than
- the starship can, however, and will enable you to make an even more informed
- decision as to the landing site. Additionally, satellites and probes remain
- in use and perform an ongoing function. Keep this in mind while considering
- the tradeoffs of various types of cargo.
-
- If you have packed ULBI probes, data will begin arriving while you are
- between Jupiter and your star system of choice. These data will provide
- information about specific planets within the star system. Since you can't
- change your mind if you drop down to a planet and decide it looked more
- hospitable from orbit, you'll need to make the right decision the first time
- about which planet to colonize. ULBI data can be very helpful.
-
- Once you've chosen which planet looks the most promising, you can send out
- an interstellar flyby probe if you've packed one. An interstellar flyby probe
- will provide detailed information about the planet you've selected. A planet
- with a low hostility level can have as many as 25 possible landing sites;
- hostile planets can have as few as one.
-
- When you arrive in orbit at your destination, you'll launch the satellites
- and probes you brought with you. If you drop everyone down to the planet
- without deploying your probes and satellites, they won't launch themselves.
- Don't forget to launch them before you leave the starship forever, or you'll
- have wasted your resources and your colonists will think you're an idiot.
-
-
- WHAT YOU GET IS WHAT YOU SEE
- Now that you've finally made your decision as to which planet to colonize,
- the top left corner of your screen shows the planet you'll call home. If
- you right-click within the planet window, you will be able to replace the
- default planet name with one of your own choosing. Click on the center
- button for a stationary view of the planet. Possible landing sites are
- shown on the planet as tiny rectangles. These have the best geography,
- potential mining locations, and environment for colony placement. When you
- click on one of these rectangles, you have chosen a possible site for your
- first colony.
-
- After you've made an informed or not-so-informed decision about a landing
- site, two more windows will appear on the screen. The middle window, or "Tile
- Picker", shows a Seed Factory tile. The top right window shows your chosen
- landing area from an orbital perspective. The red dots you see are potential
- mining locations. This window is called the "Site Map". You can right-click
- here and rename your site, view the Elevation Map, or close the Site Map.
- You can study up to four Site Maps at once.
-
- When you find a good location for your new colony on the Site Map, near a
- group of potential mine locations or beside a single mine, left-click on
- that spot. The small square box that formerly appeared in the top left corner
- of the landing Site Map will now move to that location. The diamond-shaped
- Tile Map that takes up most of your screen shows the specific area
- highlighted on the Site Map by the small square.
-
- The four arrows around the Tile Map will move you in any direction within
- the confines of your landing site. This will allow you to make small steps
- to put tiles down on the perfect terrain. Larger moves should be made on the
- Site Map, but the Tile Map is where you'll spend most of your time, since it
- shows the structures you've built or are currently building.
-
- When selecting a plot to land the Seed Complex, the main thing to remember
- about the false color Elevation Map is that black areas represent clear
- terrain. You can reach the Elevation Map if you right-click on the Site Map,
- then select the Tools and Elevation Map options. The best area to start your
- colony is black with a red diamond (mine marker) nearby.
-
- After you land, colored markers identify locations on the Site Map. Red
- diamonds mark potential mines, white diamonds mark depleted mines, light
- blue dots mark your colonies, and a dark blue triangle marks the rebel
- colony. If you don't have an Orbital Observer Satellite, a rebel colony will
- remain invisible on your Site Map unless it becomes abandoned, in which case
- the marker will change into a light blue dot.
-
- MOUSE CLICKING
- Clicking on windows will become second nature as you play Outpost, but here's
- a crash course on what your mouse can do. Right-clicking anywhere in the
- main screen window will display a default dialogue box.
-
- Selecting System permits you to do a normal Windows Minimize or Close of the
- game, which will give you the option to exit. If you select File, a standard
- Windows Save or Save As will be presented, as well as Exit, which is the
- same as Close under the System menu.
-
- Under Control, you can run a single or multiple turns, arrange icons, and
- make personal game operating choices if you select Preferences. The
- Preferences box will enable you to turn on or off the animated sequences,
- animations of individual tiles, music, and sound effects. You can view the
- surface or underground levels you have developed by selecting Level.
-
- A right-click on the Planet Display Window will enable you to Move, Minimize
- or Close the window. Selecting Tools permits you to rename the Planet,
- toggle the Elevation Map, or get Help.
-
- When you right-click on the Tile Picker window, you'll be able to Minimize
- or obtain Help.
-
- Right-clicking on the Site Map will open a System menu similar to the ones
- discussed above. Selecting Tools gives you the ability to rename the site,
- and Help is self-explanatory.
-
-
- YOUR FIRST MOVE: THE SEED FACTORY
- When you've located a spot you think is suitable for building, click on the
- Seed Factory in the Tile Picker window. The arrow cursor will change into a
- diamond-shaped cursor. Now you can position the cursor on the Tile Map, and
- left-click the mouse. The Seed Factory Landing Marker will appear on your
- Tile Map. Nothing else will appear on the Tile Picker screen.
-
- A Seed Factory is an automated, unmanned manufacturing facility capable of
- making more factories. When the Seed lands, four robots (a robominer, a
- robodigger, a robodozer, and an explorer) roll off and begin working without
- your intervention. If you have disabled Automatic Trucking from the
- difficulty screen, you will also start with four trucks. After a turn, the
- digger, miner, and dozer become available to you. You can set these robots
- down to do your bidding at a site of your choice.
-
- TURNS
- You'll find an icon on the bottom right corner of the screen. You will
- left-click on this icon, a planet with an orbiting moon, when you want
- Outpost time to advance one unit. Time advancement will allow mines to be
- excavated, food to be harvested, roads to be built, factories to be
- constructed, and other types of progress to be made. Time advancement also
- furthers plagues, natural disasters, and the decay of your manmade
- resources; what's more, morale will drop if your population feels that
- progress isn't being made quickly enough. Advance a turn only when you've
- done all you can during the current move.
-
- When tiles are available for placement on the Tile Map, they appear in the
- Tile Picker window. When you have made all the moves allowable in one turn,
- an unspecified unit of time, no tiles will appear in the window, and a
- message reading "None Available" will appear. When this happens, you must
- advance time by clicking on the icon at the bottom right of the screen. This
- will advance the number of turns, and hence the units of time, by one.
-
-
- Your first goal is quite simple. It is to avoid being killed by plague,
- famine, lack of oxygen, exposure--you get the idea. In order to survive, you
- must have the following: mined resources to build and operate your
- structures; CHAP facilities to provide air to your buildings; Agricultural
- Domes (AgriDomes) for food; energy; and protected underground residential
- areas. You must also connect all of these structures with tubes so that air,
- water, people, and recyclables can pass between them. Later in the game,
- you'll play to thrive, but for right now, you're doing great if you live
- through the next turn.
-
-
- CHAPTER 4 - PLAYING TO SURVIVE
-
- CONSTRUCTION
- 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. For additional information about each facility, use the Help system.
-
-
- TILE DESCRIPTION # PEOPLE TO # TURNS MORALE PRODUCTION CHANCE OF
- OPERATE TO BUILD EFFECT RESULT BREAKDOWN
-
- SURFACE STRUCTURES:
-
- Agricultural
- Dome Provides Food 1 5 +1 Food 20
-
- CHAP
- Facility Produces life-support
- gases and water 4 6 0 LSA, LSB, 10
- LSC
-
- 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, 10
- Parts, Roads,
- Fuel Cells
-
- Hot Lab Houses potentially
- dangerous experiments 2 5 -1 Research 20
-
- Mass
- Driver Launches payloads
- into orbit 4 9 per 0 20
- segment
-
- Mine Provides ore for
- building 1 7 0 Mined ore 30
-
- Monorail Carries ore, resources,
- or passengers 1 7 per 0 30
- segment
-
- Monorail
- Intersection Carries ore, 0 30
- resources, passengers 1 12 per segment
-
- 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 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
- processed resources 3 7 0 resources 10
-
- Solar
- Powersat
- Receiver
- Array Produces power from
- orbiting powersats 1 4 0 Power 20
-
- Spaceport Launches cargo and
- satellites into orbit 4 7 0 30
-
- SPEW
- Facility Recycles wastes 2 8 +1 MPG 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 20
- air
-
- Tokamak
- Fusion
- Reactor Creates safe, reliable 1 2 if brought, 0 Power 5 if brought
- fusion energy 1 9 if built 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
-
-
-
-
- TILE DESCRIPTION # PEOPLE TO # TURNS MORALE PRODUCTION CHANCE OF
- OPERATE TO BUILD EFFECT RESULT BREAKDOWN
-
- UNDERGROUND
- STRUCTURES:
-
- Admin. Provides Increase in
- administration site 1 2 0 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
-
- Lab Allows "safe"
- experiments to take place 2 4 0 Research 20
-
- Light
- Industry Produces luxuries, Luxuries,
- clothing, or medicine 2 4 0 Clothing, 20
- Medicine
-
- Medical
- Facility Reduces population
- attrition from disasters 2 4 0 Life extension 20
-
- Mine
- Shaft Provides mine access varies by
- (built by robominer) 0 terrain 0 Mined ore 0
-
- Park/
- Reservoir Provides safe
- environment to play in 0 3 +1 per turn Entertainment 10
-
- Police Reduces crime level, 3
- improves morale 2 underground +1 or -1 20
-
- Recreational
- Facility Provides colonists
- with entertainment 1 4 +1/turn Entertainment 20
-
- Red Light
- District Provides colonists 4
- with entertainment 2 or spontaneous +2/turn Entertainment 0
-
- Residential Houses colonists 1 3 +1 or -1 10
-
- Tokamak
- Containment Contains reactor varies by
- (built along w/reactor) 0 terrain -1 to 0 0
-
- University Educates the rabble 2 4 +1/turn Education 20
-
-
- EMERGENCIES
- Crises are a foregone conclusion on your new planet. The variable is your
- competence in handling such emergencies. Plus, your colonists will be
- watching to see how you handle yourself, and morale will increase or decrease
- based on your leadership ability. Such problems are almost nonexistent at the
- Easy and Beginner levels.
-
- A DIRT (Disaster Instant Response Team) Facility will minimize damage from
- unpredicted events that occur to your structures. The DIRT response area is
- limited; on average, the DIRT can protect structures within a five-tile
- radius. The closer a structure is to a DIRT team, the likelier it is to
- survive catastrophes with minimal damage.
-
- PLAGUE
- No matter how many times your colonists gargle, they won't be able to avoid
- the space-germs that cause plague. When there's an outbreak you'll have about
- 20 turns to respond to the threat. If you've had the good sense to establish
- a Medical Facility, which will double your response window to about 40 turns,
- or had scientists working on an antidote in one of your Research Facilities,
- your colony might survive. 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. The chance of a plague striking your
- colony increases according to your chosen level of difficulty.
-
- FACTORIES
- Since you couldn't bring everything with you from Earth, you had the
- foresight to bring materials you would need to create factories. In these
- factories you can manufacture items you require to survive, and later, to
- thrive.
-
- There are two major categories of factories: light industry factories, which
- are clean and non-polluting and which can operate under the planet's surface;
- and surface factories, which require much more in terms of raw resources and
- energy, and which are placed on the surface so that they won't contaminate
- the environment below.
-
-
- Light Industry Factories provide three commodities:
-
- * MEDICINE is produced at the rate of one unit per turn. When a medical
- emergency strikes the colony, stored medicine is automatically used. If
- there is no medicine in storage, colonists will die. One hundred units
- of medicine can be stored in a warehouse.
-
- * CLOTHING is produced at one unit per turn, and is distributed in
- Commercial structures. Thirty-three units of clothing can be stored in a
- warehouse.
-
- * LUXURY ITEMS are produced at the rate of one unit per turn per factory,
- and are distributed in Commercial structures. Distribution of luxury items
- is the primary means of manipulating the morale of your colonists, and
- Commercial structures draw luxuries at a rate of one per turn as long as
- there are luxury units available. You must choose which luxury items you
- wish to produce, from a list that includes fuzzy dice and wax lips.
-
-
- Surface Factories build four basic products:
-
- * ROAD MATERIAL is a combination of dense and sturdy components used to
- form a durable roadbed on a bulldozed surface. Road Material is produced at
- the rate of one unit per turn per factory.
-
- * FUEL CELLS, used to power robots, are produced at the rate of one every 10
- turns. Fuel Cells die after 200 turns of use. Each Fuel Cell takes two mass
- units of storage, so you can store 50 of them in a warehouse.
-
- * TRUCKS, used to move resources from the mines to the smelter, are produced
- at a rate of one every five turns.
-
- * ROBOTS are manufactured in the Seed Factory when you arrive at your new
- home, but a regular Surface Factory can build the full range of robots,
- including the new types you're able to develop through scientific research. A
- factory can produce only one robot type at a time, which you select, and can
- build them at the rate of one every five turns. Robot storage at a Surface
- Factory is limited to 10, after which production stops until the robots are
- deployed or stored in a warehouse. Warehouses can store 20 robots with fuel
- cells.
-
- In addition to these Surface Factories, there are five "special" factory
- types. Each produces one type of product. Note that the Terraforming Facility
- is only available after suitable research has been performed.
-
- The Agricultural Dome produces food. Each dome produces 10 units of food per
- turn, assuming the dome receives enough resources per turn, and any research
- resulting in a new food source increases the amount of food produced. The
- storage available at a dome is 1000 mass units, after which dome food
- production is shut down until the stored food is consumed. No other storage
- for food is available. One unit of food feeds 10 humans per turn.
-
- The smelter processes ores into pure, useful resources. In the smelter,
- ores produce half their weight in processed metals, and minerals lose
- nothing. Fusion elements are also processed at a one-to-one ratio. One
- entire transported load of ore is processed in one turn, after which the
- processed resources are shipped to colony Storage Tanks to become
- available for use. Smelter storage is limited, so processing will cease if
- maximum storage capacity has been reached.
-
- The CHAP (Closed Habitat Atmospheric Production) Facility
- produces a breathable environment for most of the colony structures.
- This differs from the Terraforming Facility, which allows an
- atmosphere to be generated for the entire planet. One CHAP is
- sufficient to generate the breathable gases for a large colony, but
- having multiple CHAPs reduces the likelihood of losing your
- atmosphere production capacity in the event of a catastrophe.
-
- The SPEW (Sewage Processing and Environmental Waste) Facility
- recycles basic wastes and building materials from structures you've
- chosen to destroy. Recycling improves morale and enables you to
- reuse resources. Recycled buildings produce MPG (Multi-Purpose
- Goo), a special synthetic that can be used to replace any other
- resource required to maintain the functional status of an existing
- structure.
-
- Terraforming Facilities are generated through extensive scientific
- research. They allow you to create a breathable atmosphere on
- certain planets. Success with terraforming has a significant positive
- effect on the morale of your colonists.
-
- MINING
- In Outpost, the mining of local resources is necessary to the
- survival of your colony. Each planet type has a different
- composition of ores, reflected in the value called Planetary
- Hostility. If you select a planet with a high Hostility rating, the
- offsetting characteristic of the planet will be a greater abundance of
- mined resources.
-
- On average, any mine will have a mixture of ores, with life support,
- metals, and minerals being most common, followed by fusion
- elements (see the chart on page 31). In general, Metal Ores A and
- Minerals A are more common than B-grade ores, which are more
- common than C-grade ores.
-
-
- GATHERING RESOURCE INFORMATION
- You can gather information about resources on your planet in
- several ways.
-
- From orbit, your starship will provide pertinent but basic
- information about the hostility level of your new planet, surface
- mineral deposits indicating reasonable mine locations, and basic
- planetary data. The AI will then generate landing Site Maps with
- the red dots that indicate potential mine locations.
-
- You can launch a geological surface penetrator from orbit. The AI
- will then provide you with the maximum digging depth for your
- miners and diggers, an estimated total number of mining locations.
-
- Explorer robots investigate potential mining sites identified from
- the starship. Explorer robots will also mark any potential mining
- locations with a red dot.
-
-
- MINING AND PROCESSING ORE
- Mines will produce ore for 100 to 400 turns, depending on the
- digging depth of the planet. If the storage maximum of 500 units is
- reached, the mine will shut down temporarily, but otherwise
- production from an active mine will be continuous. See the section
- on transportation for more information about moving mined
- resources.
-
- When mined ore reaches the smelter, production of processed ore
- begins. Metal ores will generate processed metals at a ratio of two
- to one; minerals and fusion elements are processed into purified
- minerals at a rate of one to one.
-
-
- MINED AND PROCESSED RESOURCES
- Several categories of resources must be mined for survival. For
- simplicity's sake, Outpost resources are grouped. They are:
-
- * PRECIOUS METALS extracted from mineral ores by smelting.
- * RAW RESOURCES shown with an "ore" prefix, such as OreMinA.
- * FUSION RESOURCES
-
-
- GROUP PROVIDES CONSISTS OF
-
- Metal Building materials OreA, OreB, OreC, OreD,
- MetalA, MetalB, MetalC, MetalD
-
- Fusion Reactor fuel, other fuel OreFusionA, OreFusionB,
- OreFusionC, FusionA, FusionB,
- FusionC
-
- Mineral and Raw materials OreMinA, OreMinB,
- Precious Metal such as gold OreMinC, MinA, MinB,
- MinC, PrecA, PrecB
-
-
-
- OTHER RESOURCES
- Besides mined materials, other resources are generated by your
- colonists. These are:
-
- * FOOD, produced in Agricultural Domes. Production is enhanced
- through scientific research.
-
- * LUXURY ITEMS, manufactured in your light manufacturing facility,
- and distributed in commercial facilities.
-
- * POPULATION, which is increased by, well, the population. Morale
- level affects the rate of reproduction.
-
- * POWER, which is created by the Seed Factory and the other power
- facilities.
-
- * BREATHABLE ATMOSPHERE, which is created by the CHAP for your
- buildings.
-
- PEOPLE
- One of your goals should be an ever-increasing population. Another
- is to keep this population contented so that they will be productive
- and not creep off in the night to the rebel colony. A good rule of
- thumb is to keep them reproducing, especially in the beginning.
-
- During the first 60 turns on your new planet, the fatality rate will be
- high. Realistically, however, this hardship will produce a human
- race which is tougher than it was. Morale will drop when people
- die, just as it will rise when a birth occurs. Reproduction will take
- place at a tremendous pace: during the first 60 turns, your colonists
- average six children per couple, although low morale will cause a
- lower birth rate and higher mortality rate.
-
- After the first 60 turns, reproduction will drop to four children per
- couple. When birth and mortality rates have stabilized at a lower
- level, you can begin making plans for the long-term growth of your
- colony.
-
- POWER
- The colony's ability to expand and thrive depends in large part on
- access to, and exploitation of, available sources of power. You can
- generate power through several means:
-
- POWER SOURCE PROS CONS
-
- Fuel Cells Simple, Limited to robots
- immediately available
-
- 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 1000 units of power Requires maintenance
- Fusion Reactor per turn, efficient
-
-
- ROBOTS
- Robots are important to your colony. They perform tasks that
- would otherwise have to be performed by the human population.
- When your colonists must perform menial tasks, morale drops.
- Additionally, when robots are performing the less glamorous
- functions, humans are able to perform higher-order jobs such as
- research, which enables your colony to progress and thrive.
-
-
-
- Factories produce robots at a rate of one every five turns, and Fuel
- Cells at a rate of one every 10 turns. One Fuel Cell will operate one
- robot for 200 turns.
-
- ROBOT COMMAND
- Robot Command facilities communicate with field robots.
- Sometimes you'll lose contact with field robots because they've
- been lost in rough terrain. Unfortunately, you cannot avoid losing
- robots; just keep building robots to replace those that will inevitably
- be lost.
-
- ROBOT TYPES
- Here are the types of robots available to you, and a brief description
- of their uses:
-
- Robodozer: Prepares a foundation for building both on the planet
- surface and underground. The number of turns required to prepare
- terrain for building depends on the condition of the terrain.
- Robodozers can also create dirt roads by bulldozing in a straight
- line, at which point paved roads can be laid down.
-
- Robominer: Digs mine shafts, locates mineral deposits, builds ore
- elevators, and caps the mines with storage facilities. The number of
- turns required to dig a mine depends on the condition of the terrain.
- Homes in only on existing mine beacons.
-
- Robodigger: Creates underground residences. It can dig either
- horizontally or vertically. The area dug out will be visible to the
- player, while the unexplored surrounding area will remain black.
-
- Roboexplorer: Wanders the surface of the planet seeking new
- mines. The number of turns required to locate new mines varies by
- mine prevalence on your chosen planet.
-
- Repairbot: If there is an existing supply of fuel cells, Repairbots
- can replace Fuel Cells on "dead" robots. Repairbots are generated
- through research into robotics.
-
- Humanoid Worker: Performs labor so that a human can be
- reassigned to a scientific research job if one is available. Humanoid
- workers are generated through research into robotics, and will
- show up in the population details report once you start building
- them.
-
-
-
- Getting Shafted
- If you're having trouble digging deeper mine shafts or air shafts,
- keep these hints in mind:
-
- * 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.
-
- * 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.
-
- When Robodiggers Dig
- On the surface of the planet, a robodigger can dig a new level only
- 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.
-
- Exploding Robodiggers
- If you find that you've built your colony in an area surrounded by
- impassable terrain, don't give up hope. Place a robodigger on the
- impassable location of your choice and set it to "Self-Destruct". As
- if by magic, the robodigger will destroy itself and leave clear terrain
- in its place next turn. However, the contained explosion of the
- robodigger will also destroy any underground structures on the
- eight tiles immediately surrounding it.
-
-
- STORAGE
- Two types of facilities are used as storage on your new planet.
-
- Storage Tanks are used to store processed resources. If the
- resource comes from the smelter, it must go to the Storage Tank
- rather than a warehouse. Storage Tanks can store 1000 units of
- processed resources.
-
- Warehouses store everything but processed resources. Each of
- these items requires a specific mass unit of storage, and each
- warehouse can accommodate 100 mass units of storage.
- Warehouse storage is provided for:
-
- Clothing 3 mass units
- Fuel Cells 2 mass units
- Luxury Items 3 mass units
- Medicine 1 mass unit
- Road Materials 3 mass units
- Robots w/Fuel Cells 5 mass units
- Trucks 6 mass units
-
- Without storage facilities to house resources, all factory production
- will be unavailable. Always make sure a storage facility is built
- simultaneously with a factory to house the output.
-
-
- TRANSPORTATION
- An effective transportation system on your new planet is critical to
- your survival. What good are ores if you can't get them to the
- smelter and the colony? How can you establish efficient trade if
- you can't move trade goods?
-
- There are but two safe methods of motor transportation in Outpost.
- Resources and people are transported via either semi-automated
- Trucks or a Monorail System, and there are pros and cons to each.
-
-
- TRUCKS
- Trucks can travel over any terrain that's not impassable, but it's
- more efficient to drive over dirt or paved roads. Dirt roads are
- created by bulldozing a terrain tile. After a section is bulldozed, a
- paved road can be laid if the road materials have been produced by
- your factories. It takes two turns for a road crew to complete a
- section of paved road. If a road crew takes more than two turns to
- pave a road, it's probably because there isn't enough road material
- available from your Warehouses. Trucks travel much faster over
- paved roads. For each game turn, a Truck can cross over one rough
- terrain tile, three clear terrain tiles, four dirt road tiles, or five paved
- road tiles.
-
- An active mine can store up to 500 units of ore. If the mine reaches
- this limit, however, the mine will shut down until the ore is
- removed. Trucks can carry 100 units of ore from a mine to a
- smelter. After the raw materials are processed they will
- automatically be moved into storage. Once the processed ore is
- placed in a storage facility, it is available for use by the colony.
- If you're playing on the Beginner difficulty level, or if you've
- loaded a saved game from a previous version of Outpost, all
- trucking will occur automatically. Other difficulty levels give you
- the option of Manual or Automatic Trucking. Under the Automatic
- Trucking option, the transportation of ore and resources will occur
- behind the scenes. Manual Trucking forces you to establish
- individual routes and shipments for your Trucks.
-
- Trucks travel on terrain, either rough or clear; and roads, either dirt
- or paved. Dirt roads are simply bulldozed. After a section is
- bulldozed, a paved road can be laid; paving takes two turns to
- complete.
-
- Generally, within the bounds of a particular colony, Trucks will
- automatically move resources from the smelters to Storage Tanks,
- and from factories to Warehouses.
-
-
- MONORAILS
- Monorails move at a continuous speed of six tiles per turn, and can
- carry 500 units of ore to the smelter. Once the Monorail line is
- built, terrain has no effect on it, and Monorail lines can be set on
- continuous loops to connect sites that have frequent contact.
-
- Monorails do have drawbacks, however. They are costly and time-
- intensive to build, and any stops must have Monorail Stations.
- Plagues travel with great efficiency on Monorail lines, and if you
- rely solely on this mode of transport, a plague can either wipe out
- your colony or bring your entire planet's transportation system to
- its knees when you sever the lines to save the colony. On the other
- hand, if you're a diabolical killer, you can also send a little gift of
- the plague over to a colony of rebels with whom you've established
- a trade agreement.
-
- A Monorail System has five components: the Monorail Station, the
- Monorail Power Transformer, the Monorail (track), the Monorail
- (track) Intersection, and the standard Tube connecting the Power
- Transformer to a colony.
-
- The Monorail Power Transformer can be built only at the end of a
- Tube connection. The colony supplies life support, power, and the
- workers to operate each Monorail section.
-
- Monorail (track) tiles connect to Monorail Stations. Monorail
- Stations can only be placed next to a Monorail Power Transformer
- or a Monorail (track) tile.
-
- A Monorail (track) or a Monorail (track) Intersection can only be
- placed next to a Monorail Station or another Monorail (track).
-
- When a complete Monorail System has been established between
- two stations, and the power/resource connections have been made,
- the Monorail line will become active.
-
- Power interruptions or line breaks can bring Monorails to a halt.
-
- A Monorail can establish a round trip or one way trip to each
- station, allowing for circuits that don't follow round trip. If two
- lines are connected, it becomes a circuit with only one train
- running.
-
- The Monorail Power Transformer tile connects tube to Monorail
- Station in any direction. Every Monorail Station requires one. This
- tile has the same building and operating stats as a tube, except it
- requires one unit of power to operate, and it takes two turns to
- build instead of being instantly placed like a tube.
-
-
- CHAPTER 5 - PLAYING TO THRIVE
-
- So now your colony is developing at a healthy rate. You want to
- move to the big time: to perform scientific research, increase
- morale, delegate tasks, and spy on rival colonies, just like leaders
- did back on good old Earth. In a word, you wish to thrive.
-
-
- INFORMATION AND REPORTS
- You need information to make intelligent decisions, and there are
- plenty of sources in Outpost. Your AI will provide you with a
- variety of reports at any time. If you would like an overview of
- your planet, the Executive Summary Report is available either
- through your AI or through the Command Center. This information
- includes the total number of active mines, the current pool of
- available resources, and how many Agricultural Domes are
- producing food, among other things. There is also a Detail button
- under the Population entry, which will provide you with a
- breakdown of your population categories. (See Chapter 11 for
- details.)
-
- A left-click on most buildings will give you a report on that facility.
- These include individual mining reports, factory production
- summaries, warehouse and resource storage reports, and laboratory
- research reports. A request for a lab report will also enable you to
- choose which area of research that lab should pursue.
-
- You can reach the Help file either by right-clicking on the chrome
- ball in the bottom left-hand corner of your screen or by clicking on
- any part of the main game screen when the Tile Map is displayed.
- This will give you a dialogue box with a context-sensitive Help
- option. Context-sensitive Help will send you directly into the
- portion of the Help system that relates to the part of the screen you
- clicked on.
-
- The Outpost Evening Star, your colony's newspaper, disseminates
- information to the colonists. Your AI then condenses news items
- into briefs as an Executive Summary. The newspaper is a good way
- for you to gauge the opinion of the person on the street; or the
- person in the tube, as they say on your planet.
-
-
- STARTING SECONDARY COLONIES
- When your original colony has reached a reasonably stable
- condition, extra resources will start to pile up until you've reached
- the conditions that allow you to start a secondary colony. You will
- know when this condition has been reached if you watch for a new
- Command Center to appear as an option in the Tile Picker window
- at the top center of the main game screen. If surplus conditions
- change and reserves drop below minimum, the Command Center
- option will disappear from the Tile Picker window.
-
- The surplus resources required to start a new colony are as follows:
-
- 2 Robodiggers, 2 Robodozers, 2 Robominers, 2 Trucks
-
- 100 units each of Metals A, B, C and D
- 40 units each of Precious Metals A and B
- 50 units each of Minerals B and C
- 30 units each of Fusion A, B and C
-
- 70 units of Mineral A
- 100 units of Food
-
- 2 unemployed colonists
-
- Once a new Command Center is placed on a new colony site, the
- items listed above are transported as a basic package used to start
- the new colony.
-
- To monitor the conditions in your new colony, remember to left-
- click on the Command Center in the new colony to view its
- Executive Summary Report. Then, if you want to switch back to
- the control of your main colony, click on your home Command
- Center.
-
-
- MACROMANAGEMENT THROUGH ARTIFICIAL INTELLIGENCE
- The chrome ball icon at the bottom left of your screen represents
- your Artificial Intelligence, or AI. Your AI will serve many critical
- functions, including warning you of impending disasters and
- allowing you access to a general help file. When your research in
- the field of computer science has developed sufficiently, you can
- switch from micromanagement to macromanagement through the
- use of multiple AI managers.
-
- You've been overseeing every aspect of colony management since
- you started the game, which can be a logistical nightmare when
- dealing with multiple colonies. Multiple AI managers can handle
- some of the administrative tasks so that you won't have to worry
- about every clogged toilet on the planet.
-
- Please note that when multiple AI managers are first made available
- to you, they may be unstable. You must do sufficient research into
- AI personalities to ensure that your AI managers will respond to
- your commands in an appropriate way. If you are dealing with an
- unstable AI, you may tell him to build Agricultural Domes for 200
- turns, only to find after 200 turns that he's been building
- Communications Towers. And if your AI screws up, you can be
- sure that in this, as in all things, your population will blame you.
-
- With macromanagement capability, you have the ability to
- specialize an individual colony's function. With the basic necessities
- of life and connections to a few good mines, a colony can become a
- power center, a recycling center, a smelting complex, a storage
- complex, a bedroom community, or a shopping mall. As long as
- these specialized colonies are connected by trucking or a good
- Monorail network, then you have a powerful method of
- management available to outwit your competition.
-
- Once the multiple AI personality research has been completed, one
- new personality will be generated approximately every 100 turns.
-
-
- ASSIGNING WORK TO A NEW AI
- Once you've started a new colony in the normal manner, and
- you've done the research that generates multiple AI personalities,
- the AI interface will become available.
-
- When you click on the "Assign AI to Colony" button under
- Macromanagement, all your available AI personalities are listed by
- name in the "Assign AI" column. Click on an AI name, then choose
- a colony name from the"To Colony" column.
-
- Now you want to tell the AI you've assigned to the colony how
- you want the building program managed. This is done by selecting
- one of the options from the "Building Emphasis" column, such as
- Agricultural Center or Storage Complex. If you choose the
- Deassign option, the AI assigned to that colony will halt any current
- building program there and wait for further instructions, conserving
- resources in the meantime.
-
- If an AI personality assigned to a colony turns out to be unstable,
- you can Deassign it. Once you have done the research to solve AI
- Personality Problems, all AI's will be updated.
-
-
- MORALE
- In Outpost, as in life, the morale of the population is dependent on
- many factors. Significant rises in morale mean you're doing a good
- job; they lead to a higher birth rate, a lower death rate, and
- increased production. Drops in morale mean you're a failure as a
- leader; they result in a lower birth rate, a higher death rate,
- decreased production, and colonist defections to the rebel colony.
- Of course, if your colony's morale soars, rebels will defect to you.
- It's that kind of capricious behavior on the part of the colonists that
- makes your political life uncertain, and makes the morale model too
- complicated to explain.
-
- When trying to determine how your population will react, think how
- you would feel in a given situation. If, for example, someone forgot to
- tell you to evacuate the surface during a solar flare, you might get a
- little grouchy. On the other hand, if your leader provided you with
- sophisticated Luxury Items such as whoopie cushions, your morale
- would rise. Okay, maybe that isn't such a good example. Play with the
- model. Poke it and see what happens.
-
- Morale has a direct effect on factory production quantities, so you
- must try to keep it as high as possible. The best way to directly
- manipulate morale is through providing colonists with Luxury
- Items. The planet's hostility level will have an effect on morale, as
- will the crime rate. Technological advances will also have a positive
- effect, so perform scientific research and bulldoze old factories to
- make way for new, improved factories. And whatever you do,
- don't make the mistake a certain 1980s presidential candidate made
- and assume you can get away with anything. They're out there.
- They're watching you. And they know every move you make.
-
- Tiles enhancing morale are: AgriDome, DIRT Facility,
- Nanotechnology Facility, SPEW Facility, Terraforming Facility,
- Commercial Structure, Park/Reservoir, Recreational Facility, Red
- Light District, and University. Tiles detrimental to morale are:
- Tokamak Containment, Hostile Police Station, and Hot Lab. The
- next chapter discusses morale in more depth.
-
-
- RESEARCH AND LABS
- Research is a means to an end, and should be pursued with vigor.
- One measure of victory is establishment of a space program for
- your colony, and this cannot be achieved without a lot of research
- in every field. You must also do research to engage in terraforming,
- improve the quality of life for your colonists, and increase their
- morale.
-
- Scientific research is the key to your continued survival and the
- advancement of your civilization. A lot of scientists think they're
- too good to work in the SPEW. You should put them to work
- doing research in active labs as quickly as possible, to keep their
- morale high. Just as their morale is affected by their positions on
- your colony, the rate of research progress will be affected by your
- colony's overall morale.
-
- When you click on an active lab, you'll get a lab report. This report
- will tell you of any operating problems the lab might have, what its
- current line of research is, and how much progress has been made.
- The report will also give you the opportunity to assign the lab to a
- research area.
-
-
- Basic Research will accelerate all current research after about 100
- turns. AIs assigned to Basic Research labs do not affect the rate of
- progress. AIs can, however, make a difference when assigned to
- specific Applied Research.
-
- When you have completed a given area of Applied Research, the
- result benefits the colony. Some areas of research were mastered on
- Earth, but because you brought only the basic necessities of life
- with you on the starship, technology must be reestablished or
- subjects rethought from your new planetary perspective. The
- number of turns required to make progress in Applied Research
- varies, and can be positively affected by the presence of an AI.
-
-
- TERRAFORMING
- Terraforming is the process of making an Earth-type environment
- on another world. Obviously, if you could manipulate the climate of
- your new home in such a way as to make it more like your old
- home, that would be a good thing. Your colonists would certainly
- like being able to breathe the air, and morale would go up
- accordingly. You can't just start terraforming, however. You'll
- have to do extensive research, and even then some planets just
- aren't appropriate for transformation into replicas of good old
- Earth. Mars-type planets are the likeliest candidates, a fact which
- should influence your choice of a planet destination if you wish to
- engage in terraforming.
-
-
- CHAPTER 6 - GAME MECHANICS AND STRATEGIES
-
- You've managed to survive on your new planet, and you're even
- thriving. Now you'd like to develop some subtlety to your play,
- perhaps delve a bit deeper into Outpost's model and gain insights
- into this complex and involving strategy simulation. Or maybe
- you'd just like to know how to cheat. Either way, this chapter
- offers tiny glimpses into certain aspects of the game. If you don't
- want to know, read no further.
-
-
- MORALE
- In an attempt to maintain a realistic feel to Outpost, we've made
- the people as fickle and capricious as possible. As you are the
- leader of the colony, you bear the brunt when morale is low. The
- good news is that morale in your new home is like morale here on
- Earth. If you're an effective politician, you can manipulate it to
- your benefit.
-
- You must always try to keep the morale of your population as high
- as possible. Morale has a direct effect on factory production,
- population production, the death rate, research, and the defection
- rate. The most effective way to manipulate morale is to provide the
- colonists with Luxury Items. The more Luxury Items your colonists
- have, the happier they are.
-
- Police have an effect on morale. You can define the attitude of the
- police yourself. Are they hostile toward the population? Then
- morale will be affected negatively. But hostile police also reduce
- the crime rate significantly, which affects morale in a positive way.
- Benevolent police, while impacting morale positively, don't have
- much of an effect on the crime rate.
-
- A Red Light District has an effect on morale as well. This is an
- unusual structure, because you can place it on the Tile Map, or it
- can generate spontaneously because of a high crime rate. The Red
- Light District increases morale and the birth rate, but draws two
- luxury units per turn from the storage area which might otherwise
- have been distributed to the population. If the crime rate remains
- high, more and more of your residential areas will turn into Red
- Light Districts. You can reduce the number of Red Light Districts
- by building more Police Stations near trouble areas.
-
- Humanoid robot workers increase the morale level. Your
- population is composed mostly of scientists, and they feel they are
- overqualified for factory work. They want to work in research labs,
- but someone must work in the factories. If you can provide robot
- workers for factories, freeing the colonists to work in research
- facilities, you'll affect morale in a positive way.
-
-
- TRADE
- Let's say that the rebel colony has managed to thrive since you
- landed. You may recall that they stole personnel and supplies from
- the starship. Now perhaps you'd like to bury the hatchet and
- establish trade with them for mutual benefit. When you initiate
- diplomatic relations with the rebel colony, your trade partner will
- build a Trade Mission in their colony for you. This building, which
- has both a surface and an underground level, costs you nothing in
- supplies, and requires one staff member from your own colony. As
- soon as the Trade Mission is built, you can engage in unlimited free
- trade with that colony. Legally, this is all you can do with it.
- Trade relies on a barter system. Once diplomatic contact and a
- trade agreement have been established with the assistance of your
- artificially intelligent assistant, you will make an offer to trade
- something of yours. Your trade partner will offer something of
- theirs in return. You can trade surplus resources, people, and assets
- (such as robots you have produced in your factories).
-
- The "comparative advantage theory" states that a country should
- produce and sell to other countries the products it produces most
- efficiently and effectively, and should buy from other countries
- those products it can't produce as efficiently or effectively. On
- another planet, trade between colonies, which act as countries,
- allows you to apply this theory for mutual survival.
-
- The value of your trade items is affected by the current exchange rate.
- The initial exchange rate is based on the difficulty level you selected at
- the beginning of the game, but it will fluctuate based on your previous
- trading successes or failures, and surplus resource levels in each trading
- colony.
-
- If you have a surplus in a commodity another colony requires, you
- can dominate the trading session, demand a high price for your
- resources, and eventually gain a surplus balance of trade.
- Unfortunately, the same is true in the other direction; if this
- happens, you will have a deficit balance. Avoid a deficit and your
- trading posture will be better, allowing you to dominate the
- negotiations.
-
-
- TRADE DIPLOMACY
- Your handy AI helper monitors conditions in your colony. When
- your colony seems stable enough to begin interacting with the
- rebels or another colony, the Diplomacy button will allow you to
- initiate diplomatic relations.
-
- When you left-click on the Diplomacy button, your AI helper will
- ask which colony you'd like to contact to establish diplomatic
- relations. Select a colony name from the menu. The current
- Diplomatic Status is also shown at this point:
-
- NO DIPLOMATIC CONTACT means that you have either made no
- attempt to establish contact with the target colony, or that contact
- has been broken and enough time has passed so that you can try
- again.
-
- TRADE AGREEMENT means that you are currently in a position to
- trade with the target colony because you have already established a
- trade agreement with them.
-
- HOSTILE means that the rebel colony remembers how devious you
- were the last time they had a trade agreement with you, and you
- took advantage of them by building extra structures to undermine
- the economy in their colony.
-
- Depending on the difficulty level of your game, you have a
- reasonable chance of establishing diplomatic relations with the other
- colony unless they've had previous unpleasant dealings with you.
- As mentioned previously, if you had a trade agreement with them,
- then built several structures in their colony, they may have kicked
- you out of their colony and broken off diplomatic relations. In this
- case, if you try to re-establish relations too soon, they will refuse
- your devious diplomatic approaches.
-
- If you receive a message that "diplomatic communication is not
- available at this time", it means that your colony resources are not
- currently in a position where you can safely trade with someone
- else. It can also mean that something horrible happened to the rebel
- colony.
-
- If you successfully establish diplomatic contact, you can offer them
- a trade agreement, silently break off communications, or say "hello"
- and break off communications. If you break off communications
- here, you will leave them feeling confused. If you offer them a trade
- agreement, they have the option of accepting or rejecting it, based
- on their feelings toward you. If they accept your offer of a trade
- agreement, they will build a Trade Mission in their colony for you,
- which will take about two turns, assuming they have no problem
- with the necessary resources. When the Trade Mission is finished,
- you may trade with them by left-clicking on the Trade button in the
- AI interface.
-
- When you select "Initiate Trade Session", the AI will ask you,
- through the trade interface, to identify which of your colonies is
- going to trade resources ("Trade for") and which colony will be
- your victim ("Trade with"). At this point, you can also check your
- Diplomatic Status with that colony.
-
- If you have a trade agreement with the target colony, you can Offer
- Trade. Select the commodity you wish to trade. You will be shown
- what amount of that commodity is available for trade, then asked
- what quantity you wish to trade. When this offer is made, your
- trading partner will probably make a counteroffer. This offer and
- counteroffer process of negotiation will continue until someone is
- satisfied with the trade or gives up in disgust.
-
- When you accept your trading partner's offer, the trade session will
- come to an end. Remember that transportation by Truck or
- Monorail is not required to move the traded commodities between
- the two colonies.
-
- There may be times when the counteroffers from your trading
- partners seem odd. You should keep in mind that a number of
- factors determine the value of the items being traded, such as the
- current exchange rate, your chosen level of game difficulty, trade
- advantage, and research into the social sciences related to trade
- negotiation (specifically, these are: Social Sciences-Economics,
- Social Sciences-Political Science, Social Sciences-
- Psychology-Trade Negotiation).
-
-
- TRANSFERS
- Another aspect of the trade interface allows you to transfer
- resources directly between the colonies you own. This transfer of
- goods does not involve bargaining. You can't transfer items
- between one of your colonies and the rebel colony unless it has
- been abandoned and you have assumed ownership. If you choose
- one of your own colonies to trade with when you enter the trade
- interface, you will automatically enter the transfer interface instead.
- The transfer interface can also be reached by right-clicking on
- specific buildings and selecting Transfer from the menu.
-
- Accessing the transfer interface from a specific building shows you
- which assets are available at that location, as well as the quantity.
- Click on the asset you wish to transfer, then use the up and down
- arrows to select the quantity you wish to move. When you click on
- the OK button, you will enter the Transit Information interface so
- that you can assign Trucks or Monorails to move the assets you've
- chosen to a new location.
-
- Accessing the transfer interface from the trade interface shows you
- which of your colony assets are available to be moved to a different
- colony. The rest of the interface works the same way as a building
- to building transfer within your colony (described above).
-
-
- THE REBEL COLONY
- ACTIVATING AN ABANDONED REBEL COLONY
- When the rebel colony has been abandoned, the dark blue triangle
- changes into a light blue dot, just like the one that marks your home
- colony. You can assume ownership of the rebel colony by left-
- clicking on the Site Map where the rebel colony is located, then
- left-clicking on the rebel Command Center. You will then be able to
- see the rebel colony executive report. When multiple colonies are
- available, clicking on any Command Center makes that the active
- colony. Until another colony's Command Center is selected, all
- reports you see will relate to the active colony only.
-
- When you assume the operation of a rebel colony, you will have the
- capability of bulldozing their structures and rebuilding the colony,
- or starting to build new structures right away using standard
- building methods.
-
- A right-click on any friendly Command Center will bring up the
- Move Colonists interface. This little box asks for the number of
- colonists you'd like to move, which colony you'd like to move
- them from, and which colony you'd like to move them to. After you
- fill in your responses, run a turn to move that portion of your
- population.
-
- DEFECTIONS
- Defections will occur when morale in a colony drops below 200 for
- an extended period of time. Your colonists will defect to the rebel
- colony at an increasing rate for every turn in which morale is below
- 200. If morale hits zero, the colony will empty out quickly.
-
- The reverse of this is also true. If your colony's morale rises above 800
- for a prolonged period, rebel colonists will defect to your colony. The
- rate of immigration will increase as your morale gets closer to 1,000.
- Naturally, all of these immigrants will have to be housed and fed, just
- like your regular colonists; otherwise morale will start dropping.
-
- Defections can result in a "ghost town" ending for your colony, as
- well as the ability to assume ownership of the abandoned rebel
- colony. Both possibilities are described elsewhere.
-
- PLANETARY RESOURCES
- You began mining as soon as the starship touched down, but the
- digging depth on this hostile planet is limited, and the mines play
- out quickly. What should you do? Build a SPEW facility as quickly
- as possible. SPEWs will provide you with the miracle element MPG
- (Multi-Purpose Goo), which you can use as a substitute for other
- resources.
-
- SPACE PROGRAM
- If you want to develop your own space program, you'll have to do
- extensive research in the areas of astrophysics, extraterrestrial
- mining, celestial mechanics, standard propulsion spacecraft,
- mathematics, wind tunnels, and spacecraft testing and analysis.
- Then, when your research has been completed, you must build the
- technological elements that you've discovered. When you're ready
- to launch, you can do so at that time and thus end the game, or you
- can hold off launch and continue to play. Launching the starship
- will be your last official act as commander of the colony.
-
- TECHNOLOGICAL ADVANCEMENT
- Your factories work fine, but the Tile Picker has just offered a new
- factory type. Should you replace your factories with these newer
- ones? When you have a chance to advance the technological level
- of a factory, bulldoze the old factory and build a new one to
- produce the same items. The newer factory will work more
- efficiently and have fewer breakdowns, and you can use the old
- materials to make Multi-Purpose Goo. Your workers will produce
- more because they appreciate the new facility. When raw resources
- are low, or if you want to focus your available resources into
- certain areas for a few turns, you can also shut down production at
- some of your lower-priority facilities.
-
-
- CHAPTER 7 - COMMON PROBLEMS ... SIMPLE SOLUTIONS
-
-
- AT THE OUTSET
- SEED FACTORY AND ROBOMINER PLACEMENT
- 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 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. 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.
-
- While the Seed Factory is building itself, place a robominer from
- the Tile Picker 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 dot. 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 resources can be moved to the Seed Smelter.
-
- 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.
-
- 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 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 Picker window except for robots and tubes.
-
- After placing a tube on a bulldozed section of the diamond-shaped
- Tile Map, structures will then appear in the Tile Picker window if
- resources are available to build new structures. When your colony
- is just starting, tubes will not be available in the Tile Picker window
- until you have brought down your first Colonist Lander.
-
- IF THE TILE PICKER WINDOW IS EMPTY
- During construction of your colony, there may be times when the
- Tile Picker 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.
-
- 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, Residential Units, Storage Tanks, and Power Facility. If
- your morale is falling fast, you may want to build a Park/Reservoir
- 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 SLOWLYù-allow
- each of your first structures to finish building before starting a 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).
-
- 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.
-
- 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 units collapse.
-
-
- USING THE ROBOTS THAT LANDED WITH YOUR SEED FACTORY
- Your Seed Factory landed with four robots on board: a robodozer,
- a robominer, a robodigger, and an explorer. While the Seed Factory
- is building itself, these 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 Picker 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.
-
- 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 Picker
- 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 Picker window for reassignment to a new task.
-
- 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 explorer robots can find the mine sites
- that are the most difficult to locate. On the easy difficulty level, 10
- explorers are sufficient to discover the remaining mine sites.
-
- BUILDING ROBOTS WITH YOUR SEED FACTORY
- Once the construction of your Seed Factory is completed, you can
- use it to build additional basic robots. Left-click on each of the
- finished units to read the report that identifies its individual
- function.
-
- When you select the robot factory portion of the Seed Factory, you
- can start building additional robots. A text entry area on the robot
- factory report 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, you can go back to this same report
- and reset production to build a new robot type.
-
- 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 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 run 10 robots in the field.
-
-
- BUILDING NEW ROBOTS WITHOUT THE SEED FACTORY
- 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
- through accidents.
-
-
- 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 10 robots. If you want
- to operate 11 robots, you will need to build a second Robot
- Command facility.
-
- 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 10 of the robots, they will appear in your Tile Picker
- window so that you can place them on the Tile Map. If all the
- currently available robots are active, no robots of that type will
- appear in the Tile Picker window.
-
- 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.
-
-
- ROBODIGGERS AND ROBOMINERS
- 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.
-
- 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.
-
-
- WHEN ROBODIGGERS DIG
- On the surface of the planet, a robodigger can dig a new level only
- 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.
-
-
- WHEN PEOPLE ARE DYING TOO FAST AFTER LANDING
- 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 fewer than 20 turns in which to make sure that
- a CHAP facility is built. Some people may die in the meantime
- through accidents or old age, depending on the hostility level of the
- planet you've chosen.
-
-
- WHEN BUILDINGS GO IDLE
- Buildings go idle because of 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.
-
- If a particular structure's report shows its status as ôidle,ö 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.)
-
- 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.
- If buildings are idle only because of 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 workforce. They will all age as you run each
- turn.
-
- POPULATION DISTRIBUTION
- 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.
-
- 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.
-
- It is not possible to assign the adult population to specific tasks.
- One of the limits on building new structures is whether 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.
-
- If the worker population drops below zero because of starvation,
- any students will move into the worker population until the crisis
- has passed (usually when the students get old enough to become
- permanent workers). After the permanent worker group is above
- one again, the student worker group will return to the student
- category to finish their studies. It's just a survival thing where they
- try to keep the CHAP, one mine, one power supply, and an
- AgriDome operating.
-
-
- WHY PEOPLE DIE
- People die naturally from old age or by accident. These deaths will
- occur no matter what you do. Deaths also occur by starvation or
- lack of air, and these are the deaths you can do something about.
-
- 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 10 people), and that your structures are getting enough air. If you
- have handled those requirements, then you know their deaths are due
- to old age or accident.
-
- 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.
-
- RESOURCE MOVEMENT FROM MINES TO COLONY SMELTERS
- AUTOMATIC TRUCKING
- 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.
-
-
- TRUCKS
- AUTOMATIC TRUCKING
- Trucks can be produced by your Surface Factories to move
- resources between the mines and the smelters. These Trucks are not
- affected by the Robot Command facility limit of 10 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
- until they're needed, at which time they will be used automatically.
- On the Easy difficulty setting, it is possible to get through most or
- all of a game using only a few of these Trucks.
-
-
-
- CHAPTER 8 - ADVANCED STRATEGIES
-
- ONE CHAP IS ENOUGH
- A successful colony needs only one CHAP to provide sufficient air,
- so long as the interconnecting tubes actually link all structures
- (tiles).
-
-
- TERRAIN
- The harshness of the terrain plays an important role in the orderly
- construction of your colony. If the colony is surrounded by hostile,
- or worse, impassable terrain, development will be rendered
- awkward and impracticable to the point where that particular game
- may need to be abandoned.
-
- After landing on a planet, build the colony on and adjacent to as
- benign a terrain mix as possible. That way, a dozer can do its job on
- such terrain in one turn, rather than the three to four it might take
- for hostile terrain. Minimizing the number of turns to accomplish
- important tasks should be a number one priority of any colony
- administrator.
-
-
- BUILD A UNIVERSITY EARLY
- Educated colonists become scientists, able to perform the advanced
- functions required by the colony to succeed. A University, which
- lasts only about 100 turns, goes a long way to increasing the
- educational level of colonists for this purpose.
-
- MONITOR RESOURCES
- Nothing is more discouraging than having an entire colony grind to
- a halt. This can result from overextending your resources, power,
- or people. Become accustomed to carefully balancing the need to
- better the colony through construction and maintaining an orderly
- resource structure. Also, resist the urge to go ôwhole hogö even
- when the Executive Summary Report seems to show unlimited
- resources. Analyze your resources, and prosper!
-
- RESEARCH YOUR BRAINS OUT
- There is no way to overemphasize the need for complete and
- absolute research in every major research tree permitted in the
- Applied Sciences. Enhanced structures, facilities, morale, and all
- other matters that affect the colony cannot be built or improved
- upon until the necessary research has been completed. If you get
- bogged down by the bewildering array of research possibilities,
- simply use the handy chart in the appendices to give you a clue to
- the paths available.
-
- PREPARE FOR DISASTER
- Disaster in Outpost can take many forms. Some tiles have specific
- turn limits (not to be confused with term limits). Do not be caught
- with your tiles down. If a structure is to be demolished, start
- construction on another to pick up the slack. Probably the most
- dramatic attrition disaster is the total destruction of the Seed
- Complex around Turn 150. Plan ahead, and make sure that life-
- giving tubes connect what you have built around the complex, in
- preparation for the destruction.
-
-
- CHAPTER 9 - QUICK START AND COMPREHENSIVE
- TUTORIAL
-
- If you're having trouble getting your first colony started, start a
- new game, and follow the steps in this tutorial to build a stable
- foundation for a colony on a Mars class planet. In this way, you
- can develop a relatively steadfast colony that will give you a
- springboard to future success. At the same time, you will be
- actually playing the game, and gaining familiarity with the game
- controls.
-
- Since you will be playing a dynamic simulation game, the numbers
- given in the reports in this tutorial may vary when compared with
- the numbers you get when playing the actual game. Deaths and
- other results will also vary, so the numbers given in this tutorial
- should be taken as a guideline only.
-
- The saved Outpost game, TUTOR.OPS, is a generic example of a
- burgeoning colony that can be generated by following the steps in
- this tutorial. Again, because of the dynamics of the simulation, the
- numbers in the saved game may be different each time you follow
- the tutorial steps. If you wish, you can also load this saved game
- and play starting from Turn 81.
-
- Also keep in mind that there are differences between the CD and
- Floppy versions of Outpost. If you see a reference to a sound in this
- tutorial that you aren't hearing in the Floppy version of the game,
- that's because it isn't there.
-
- Another way to use the tutorial is to simply read it carefully,
- without playing the game simultaneously. This will give the new
- player a broad overview of what can be expected in the way of
- dynamic game events and the specifics of game control and
- mechanics. After reading the tutorial, the player can then jump right
- in and play a new game based on the concepts learned, referring
- back to the tutorial where needed.
-
-
- PREPARATION FOR YOUR JOURNEY
- This game assumes a chosen difficulty level of Easy with Auto
- Trucking on. The first probes (VLBI) were targeted on Alpha
- Centauri A, Barnard's Star, Sigma Draconis, and Wolf 359.
-
-
- Destination Selection - Select Sigma Draconis and press the Launch
- button.
-
- Interstellar Launch System - Press the Interstellar Probe button. As
- the other buttons light up, press them in sequence. Do the same
- with the Starship button sequence. In the CD version, when you
- click on two of the Launch Starship buttons, the sounds you hear
- are portions of a NASA recording made of the communications
- between the ground and capsule during the launch of Freedom 7.
-
- Interstellar probe data on the first planet in the Sigma Draconis star
- system.
- (Clicking on each planet in the display gives you the statistics on
- that planet. When you're ready to select a planet, click on the
- Select button at the bottom of the display.)
-
- (As a reference point for these number entries, Earth = 1.0)
- Equatorial Diameter: 0.53 (6,794 km)
- Mass: 0.11
- Rotation Period: 24.62 hours
- Surface Gravity: 0.38
- Mean Distance (in Astronomical Units, AU) from the primary star: 1.52
- Solar Energy Received: 0.44
- Approximate Mean Temperature (Centigrade): -23 (average)
- Escape Velocity (km/second): 5.02
- Principal atmospheric gases: Carbon Dioxide, Nitrogen
-
- Of the available planets, the fourth planet looks best because its
- equatorial diameter is about half that of Earth's diameter, the
- rotation period is about the same as Earth's, the solar energy
- received by the planet is good enough to get some use out of the
- solar power satellite packed for the trip, there is a trace of an
- atmosphere, and the approximate mean temperature is the mildest
- of the planets in the Sigma Draconis system.
-
- ON ARRIVAL AT THE NEW PLANET
- As you enter orbit around the chosen planet, the Orbital Launch
- System appears. Additional entries on the planet information
- section refer to "Estimated number of mining sites: Unknown", and
- "Maximum digging depth: Unknown". Launching the geological
- probe to fill in that information shows you detailed information on
- mining sites and digging depths.
- Launch all other satellites, finishing with the launch of the Seed
- Factory.
-
- The planet display window appears, identifying the planet as Sigma
- Draconis 4. To have a stationary view of the planet, click on the
- center button at the bottom of the window, then look at different
- landing sites by clicking on the little squares on the planet's surface
- (you can view a maximum of four landing sites at once).
-
- To evaluate each landing Site Map, right-click on the Site Map,
- then choose Tools and Elevation Map from the menu. Black areas
- = Clear terrain, Red areas = Rough terrain, Green areas = Hostile
- terrain, Yellow-Green area = Impassable terrain, Bright Red
- diamonds indicate potential mining locations.
-
- If you don't see enough black terrain on the Site Map, right-click
- on the Site Map, then choose System and Close to close that Site
- Map. When you find a Site Map you like, close the others, then
- left-click on a black area near one or more red diamonds. The large,
- diamond-shaped Tile Map should show a lot of clear terrain, which
- you can check by right-clicking on the Tile Map and reading the
- terrain type message. If you're near a mine, you may see the red
- mining beacon on the Tile Map.
-
- Left-click on the chrome ball AI icon in the lower left corner of the
- game screen. Press the Feature Naming button, then press the Name
- Site button. Enter the name you'd like for your Site Map, such as
- ôVulcan's Forgeö in the sample game, and click OK. Do the same for
- Name Colony later in the game once the colony has gotten started.
- Place the Seed Factory by left-clicking on it in the top center Tile
- Picker window, moving the clear diamond cursor to a location on
- the Tile Map that's at least two spaces away from a red mining
- beacon, and left-clicking the cursor on that location. If you're
- successful, a landing marker appears.
-
- Run one turn by left-clicking on the planet/moon icon in the lower
- right hand corner of the screen. Turn "001" will appear under this
- "completed turn" planet icon.
-
- At this point, it's a good idea to Save the game, just in case you
- want to start over again without going all the way back to the
- probe launching and ship configuration screens.
-
- ON THE PLANET
- You should now see the Seed Lander on the Tile Map in place of
- the landing marker. The Seed Lander is surrounded by four tube
- sections and four ôunder constructionö tiles (buildings). A left-click
- on each construction tile tells you the building type, status, and the
- number of turns until the structure is completed. The seed units will
- finish building in this order: Power, Smelter, Robot Factory,
- Command Facility.
-
- Before running a second turn, place a robominer on a mining
- beacon (left-click on the Tile Map scrolling arrows to move around,
- or hold down the Shift key while you click on a scrolling arrow to
- jump five spaces in your chosen direction).
-
- Before you run a second turn, place a robodozer at a tube opening
- and a robodigger at another tube opening. The empty Tile Picker
- window now says, "None Available". Run one turn, and the
- robodozer will reappear in the Tile Picker window because it is
- finished bulldozing the terrain tile where you had it assigned.
-
- The idea is to keep your robodozers dozing, your robodiggers
- digging, and your robominers mining, as you run turns to complete
- new structures. Place the robodozer next to another tube opening
- and run another turn. Place the dozer again next to some terrain
- that has already been bulldozed and run another turn.
-
- On Turn 4, the completed seed power unit will appear in place of
- its construction tile. A left-click on the power unit will show you its
- report: staff status is full because it's automated, the product is
- power, and the production level is 50 units per turn. The Resources
- button is shaded out so that you can't push it because this facility is
- automated and draws no resources.
-
- As you build your Seed Factory, you may notice a dark blue
- triangle on the Site Map. This is the rebel colony and you will only
- see it if you have an Orbital Observer satellite in orbit.
-
- Place a dozer, run a turn. Follow this pattern two more times and
- the air shaft cap will appear where the robodigger was working.
- The robodigger is available again, so it appears back in the Tile
- Picker window.
-
- At Turn 8, if you left-click on the air shaft cap, you will descend to
- your first underground (UG) level. You can see which level you're
- on by the level indicator at the left of the Tile Map, which now says
- "Level 1". The lower portion of the air shaft and the underground
- terrain tiles immediately surrounding it are visible. The extra tiles
- are visible because the robodigger excavated a one tile area around
- the base of the air shaft to allow for tube connections. No terrain
- tiles are visible around the mine shaft because the robominer builds
- an enclosed shaft that has no need of tube connections.
-
- This might be a good time to place your robodigger on an air shaft
- to create a second underground level. If you do this while
- underground structures are all connected to the air shaft, you would
- disconnect the air and power underground for several turns, which
- could be very distressing to your colonists.
-
- Place a robodozer beside an air shaft tube connector opening.
- Place a robodigger on an underground terrain tile between the air
- shaft and the invisible terrain that surrounds it. When you place the
- robodigger, you get a control interface:
-
- Choose a direction toward one of the invisible areas next to the
- location where you've placed the robodigger, then click on Set. The
- robodigger appears and starts working. Also place a robominer on
- the mine shaft that is visible at this level (scroll to it with the arrows
- if necessary).
-
- Run one turn and you'll be on Turn 9. You'll see that the
- robodigger's UG work area has appeared. Run one turn and place a
- robodozer, then run two turns, place a robodozer beside an already
- dozed tile, and run two more turns. Repeat this step once more. (If
- you wish, you can run multiple turns by pressing the F5 key,
- entering the number of turns you'd like to run, and clicking on
- Run.)
-
- On Turn 16, after your first mine shaft reappears, place the
- Robominer on another mine beacon.
-
- The Seed Complex, which includes the Command Center, is
- completed. Left-click on the Seed Robot Factory to see this report:
-
- Since no products have been set, the production level is at zero, but
- at least it is fully automated and doesn't need people to run.
- Functionally, it is operational (otherwise it would say "idle"), and
- there is no chance of breakdown once you're up and running.
-
-
- Clicking on Master produces the Master Factory Report for the
- colony, and selecting Needs gives you the Seed Factory Structure
- Summary. Cancel would exit the report, and OK would set
- production and also exit the report.
-
- Left-click on the down arrow beside the Product entry, then select
- Dozer from among the options listed (Digger Dozer Miner Pause
- Truck), and click on OK to set production and exit this report. Run
- one turn.
-
- At Turn 17, the Cargo Lander, Colonist Lander, Robodigger, and
- Robodozer are now all available in the Tile Picker window. Select
- Cargo Lander and place within five spaces of seed on terrain that is
- out of the way (diagonal to the seed smelter, for example) and that
- has not been bulldozed yet (it's okay to land on bulldozed terrain,
- but it's not necessary). The landing marker appears.
-
- Choose the Colonist Landers and place them the same way. Run
- one turn. In the CD version, you see the Colonist Lander leave the
- starship (if the CD animations are turned on) and hear Neil
- Armstrong's "small step" speech from the Apollo 11 moon landing.
- This is where you'll usually get a message that says "Colony 1 has
- lost 1 colonist(s)", but this may vary.
-
- The List button on the Tile Picker window can be selected to
- switch from the graphics mode of the Tile Picker to the text list of
- available structures and robots.
-
- The Tile Picker only shows currently available robots and structures
- that can be built with the currently available numbers of people,
- power, and smelted resources.
-
- By Turn 18, you can choose an Agricultural Dome and place it
- beside a tube opening on a bulldozed tile. A construction tile
- appears on the map. A left-click on the construction tile shows five
- turns are needed to complete it. If you push the report's Resources
- button, you'll see that the "Resources Needed" list entries are all
- green and available. Red entries would indicate resources currently
- unavailable on that turn. Click OK to close the report.
-
- Place a tube intersection between any structure or tube and the next
- bulldozed terrain tile you'd like to build on. Place a CHAP on
- bulldozed terrain at the tube opening adjacent. Run one turn.
-
- The "Colony 1 has lost 1 colonist(s)" message at this point is a
- death due to old age and the stress of living on a new planet.
-
- At Turn 19, click on the Command tile to get the Executive
- Summary Report. (The CHAP also shows this report when it is
- built.) Power, Population, Residences, Atmosphere, Food, Mining,
- Luxury, and Morale levels are shown in this report, which is
- probably your best source of information.
-
-
- EXECUTIVE SUMMARY REPORT
- Right now, population and morale numbers are the most important.
- Morale dropped from 574 to 548. You need to slow down the
- decline. There are 0 Residential Units because everyone is stuffed in
- the Command Facility.
-
- Click on the air shaft cap to reach UG level 1. Place a dozer and a
- digger. Run one turn. You should now be on Turn 20. There are
- only tubes in the Tile Picker window because you have not
- previously placed a tube underground. All the robots are working.
- Run six turns while dozing and while connecting tubes to the base
- of the air shaft.
-
- On Turn 26, return to the surface and see the finished AgriDome.
-
-
-
- Run one turn and place a dozer. Place the miner on another
- Beacon. Place the digger and set the direction. Run another turn.
- Click on the mine shaft top to see the Mining Summary.
- In this case, the Resources button shows the resources that are
- stored at this mine. Clicking on Needs, then Resources, shows the
- mine's operating requirements of Power 5 and People 1. Both are
- green so everything is okay. Red would mean something is
- missing.
-
- Place a Residential Unit at UG level 1 on Turn 28. You need the
- CHAP for air, Residential Units for space and morale improvement,
- and the AgriDomes to make food and morale improvements.
-
- Some important points to remember here are: anything above 200%
- in residential occupancy is a problem for morale. Build more
- Residential Units underground until you duck under the limit.
- Always make sure that the CHAP is operating at full capacity. You
- can feed 100 people per turn per AgriDome, so when your
- population nears 100, it's time to build another. Mines need
- Storage Tanks for their output.
-
- On Turn 32, place a Storage Tank, and run three turns to move the
- internal Truck from the mine to the smelter, if automatic trucking is
- selected. (You won't see it moving, but it's moving.) Now
- resources will move from the smelter to the Storage Tank. See the
- sections ôTrucks and Monorailsö for more information.
-
- Turn 35. EXECUTIVE REPORT.
- On UG level 1, place a Residential Unit, dozer, digger, and a tube.
- Run two turns, doze, then run one turn. A Residential Unit appears
- on Turn 38.
-
- Turn 38. EXECUTIVE REPORT
- This report shows you need more Residential Units. Remember,
- more than 200% occupancy brings down morale. The morale drop
- seems to be slowing, however.
-
- At UG level 1, place a Residential Unit, run one turn, place a dozer,
- and run two turns.
-
- At the surface, place a warehouse and dozer, run two turns, place a
- dozer, and run one turn.
-
-
- The WAREHOUSE SUMMARY REPORT shows 4 dozers (total
- of 12 mass units of storage in warehouse)
- The Executive Report at Turn 44 shows the occupancy rate is
- below 200%, so people will be happier now. Three mines are
- working. Most important, the drop in morale is down and
- beginning to level out. The tide will turn soon!
-
- Place a Robot Command unit, run one turn, doze, run one turn,
- doze, and run one turn. Robot Command appears. If you click on
- Robot Command to see its report, you can see that you now
- control one robot in addition to your original three.
-
- Remember, each Robot Command facility can operate 10 robots
- after they have been built and stored in a warehouse.
-
- On Turn 47, select a red diamond mine site on the Site Map, place
- a robominer, and return to your colony by clicking on the light blue
- square on the Site Map.
-
- At UG level 1, place a tube, and digger, and run one turn.
-
- On the surface, at Turn 48 place a dozer, run one, place tube, place
- AgriDome, place four dozers, run one turn, place five dozers, and
- reset Seed Robot Factory to produce miners. Place Solar Receiver
- Array.
-
- At UG level 1, place Residential Unit, run one turn, place a dozer,
- and run two turns.
-
- Turn 59. EXECUTIVE SUMMARY REPORT
-
- The residential occupancy rate is looking good, that second
- AgriDome is feeding everyone comfortably, and the mines are
- prospering. Morale drop has slowed to a crawl.
-
- Run one turn; one colonist lost.
-
- You will begin to notice that your population is increasing, even
- though some colonists have died. That's because the Underground
- Residences are baby booming.
-
- On Turn 54, at the surface, place a tube and a SPEW facility.
-
- At UG level 1, place five dozers, run two turns, five dozers, run
- two turns, five dozers, run two turns, place a robominer on new
- Level 1 shaft, start new surface mine with a robominer on a red
- mining beacon. Run one turn.
-
- On Turn 61, place five UG dozers, and run one turn.
-
- On Turn 62, at the SPEW finished surface, place a tube and second
- Storage Tank. Click on the first Storage Tank to see what it contains:
- FIRST STORAGE TANK
- Place five dozers, run two turns, Storage Tank 2 is finished. MPG =
- 6.
-
- On Turn 64, at
- UG level 1, place two tubes, place two Residential Units, place five
- dozers, place one digger, and run five turns.
-
- Turn 64. EXECUTIVE SUMMARY REPORT
- Morale is going up!!!
- On Turn 69, the MPG is 25. Place first UG laboratory on UG Level
- 1, place six dozers, and run two turns.
-
- Turn 81. EXECUTIVE REPORT
- You're on your way. Things are progressing nicely. The Solar
- Receiver Array is finished. The SPEW is providing lots of MPG,
- and morale is beginning a welcome slow climb.
-
- The danger zone for morale is when it drops below 200 for
- extended periods, since this is when your colonists may decide to
- start defecting to the rebel colony. If you can keep your morale
- over 800, the rebel colonists will start defecting to your colony,
- increasing your available workforce. This current morale level of is
- not out of the danger zone yet, but Parks, more Residential Units,
- benevolent Police Stations, Recreational facilities, and other
- buildings can have a stronger positive impact on morale when you
- need it. There are also lines of research that have a positive effect
- on morale.
-
- OPERATING YOUR LABS
- Set the completed lab facility to do research by clicking on the lab
- to generate the Laboratory Summary. Click on the Research Topic
- button to select the line of research you want your scientists to
- follow.
-
- If you click on the Color Legend button, you'll see an explanation
- of the color codes used in the research tree. Notice that the
- Applied Research category, which is at the currently displayed top
- level of the research tree, is green. The green category means that
- research has been completed at that current level, but that there
- may be more research to do that follows it. You can see this now
- by clicking on Applied Research to see the next level of the tree
- beneath it. Now click on Computer Science, then Artificial
- Intelligence.
-
- This is the end of the current tree branch, and it's a good subject to
- study now because it's the fastest way to arrive at the ability to
- build a Hot Lab for dangerous research. To get your lab ready to
- start this research on the next turn, click on the Study button at the
- left of the research tree window.
- Notice that the Progress Meter is currently dark. When you start
- making some progress in your current research effort, a line of rats
- will start appearing here to give you a general idea of how much
- progress you're making toward a new discovery or new line of
- research.
-
- Click on OK to close the Laboratory Summary report, and run one
- turn to start your lab research. If you check the lab report now,
- you'll see your current research topic listed along with the fact that
- the lab is ôOperational.ö When this research is finished, the lab will
- go ôIdleö until you assign it to do new research. It may also go idle
- when you don't have enough scientists, which may mean that you
- need to build a University, or that you have to wait for your
- children to age enough to go to work. Of course, a lab can also go
- idle when there aren't enough resources to keep the lab operating.
-
- At around this time you need to start thinking about the collapse of
- the Seed Complex units, which will take place around Turn 150.
- Well ahead of time, you should lay six tubes to provide bypass for
- the collapse. Doze a cargo lander if it is in the way of one of the
- tubes. As with any of the other buildings, the material from the
- dozed cargo lander will be recycled because a SPEW is operating in
- the colony.
-
-
- THE ARTIFICIAL INTELLIGENCE MENU
- The AI icon is located in the lower left corner of your screen. Left-
- click on it once to open the AI menu. Some events may seem
- rather mysterious unless you stay aware of the News Briefs as they
- are generated in response to events in your colony. The News Brief
- button is shaded when there isn't any news. When you click on the
- News Brief button, you'll see the current news brief. If you close
- the news brief and there's more news to be seen, the button will
- remain highlighted to prompt you to read it.
-
- The AI menu also gives you the ability to name your planet, your
- landing site, and your colony. The Master Reports button lets you
- keep an eye on your factories, labs, and executive summary report
- from one location. The Evacuation Order is always available, but
- only needed when an alert warns you of an impending disaster. The
- Panic button has no real purpose other than to give you something
- to press when you're starting to get hysterical. The Help button
- gives you access to the Help system.
-
- The Launch Order button is not used to order lunch, but it will
- become active when you have done all of the research and
- construction necessary to put a new starship in orbit and make it
- available for a new colonization mission that will end the game.
- You don't have to end the game when this happens, but it gives you
- a convenient ending point if you want one.
- When you're ready to close the AI menu, click on the Cancel
- button at the bottom of the menu.
-
- THE TUTOR.OPS SAVED GAME
- As mentioned above, you may wish to bypass the opening
- difficulties of colony management, and play Outpost from Turn 81.
-
-
- SUGGESTIONS BEYOND TURN 81
- To continue the game from this point, here are some general
- suggestions:
-
- When your population approaches 300, build a third Agricultural
- Dome to feed them. If they start dying from starvation, the oldest
- people tend to die first, which removes your retired people, then
- your scientists, then your workers, then students, until all you have
- left are your infants, who absolutely refuse to do any work.
-
- If your Residential Occupancy is 200% or higher, you need more
- Residential Units, otherwise the overcrowding will reduce your
- morale.
-
- Gradually add more laboratories. If you have more than one, assign
- at least one of them to Basic Research. When you have a Hot Lab
- built, work on the different aspects of Nanotechnology research
- (you have to figure out the details) so that you can eventually build
- a Nanotechnology Facility. Full research into Nanotech 1 and
- Nanotech 2 will be necessary.
-
-
- MORE ABOUT RESEARCHING NANOTECHNOLOGY
- Along the way, you may also have to bulldoze extra structures in
- your colony to generate MPG, which will fill in for any resource
- shortages that may show up from mining. When you build a
- Nanotech Facility, you will no longer require mined resources
- unless your Nanotech Facility explodes (this is most common on
- Medium and Difficult levels of game play). Even with a Nanotech
- Facility, you will still be required to produce power and people to
- keep the colony operating. Build your Nanotech Facility at least
- two spaces away from any other structures (except for the tube
- connection, of course), to minimize damage from explosions.
-
-
- AROUND 110 TO 130 TURNS
- Allow time, people, and resources to build a new smelter before
- your seed smelter collapses at Turn 150. One smelter will serve
- your needs for a long time unless something horrible happens.
-
-
- MORE STORAGE
- Build a third Storage Tank when the first two are nearing their
- storage limits. Keep an eye on your Storage Tanks so that you
- don't have resources backing up at the mines or the smelter from a
- lack of storage in your colony.
-
-
- GROW SLOWLY
- Remember that a conservative approach to construction and
- maintenance of your colony, as demonstrated in this tutorial, is the
- safest method of expansion. Your resource and population
- limitations effectively serve as your budget in this game. You
- won't be able to build rapidly until you've created a
- Nanotechnology Facility and no longer need concern yourself with
- mining limitations. One SPEW facility per colony will help you by
- recycling sewage and bulldozed buildings. Remember that mined
- resources have limits, as they do here on Earth.
-
-
- CHAPTER 10 - OUTPOST PROTOCOLS AND PRACTICES TO LIVE (AND DIE) BY
-
- THE NUMBERS GAME
- Outpost is filled with numbers and is a statistician's dream. While
- all statistics have some measure of importance, the following
- numbers should be learned as fast as possible.
-
- Number Significance
- 1.5 Current Outpost version
- 2 Minimum number of turns it takes for a tile to be constructed
- 4 Maximum number of mining levels at any one location
- 12 Maximum number of turns it takes for a tile to be constructed
- 30 Outer tile distance limit for a colony
- 100 Colonists fed by AgriDome each game turn
- 100 Warehouse capacity
- 100 University life
- 150 Seed Complex collapse
- 200 Upper limit of Occupancy Percentage before morale drops
- 200 Fuel Cell life in a robot
- 200 Lower morale limit before colonists defect to rebel colony
- 1000 Smelter capacity
-
-
- COLONISTS
- * Colonists cannot survive on the surface of any planet, and must
- be housed in Underground Residences, after initial housing in the
- Seed Complex.
-
- * Colonists will perish at an alarming rate shortly after landing on a
- planet unless provided air from a CHAP and food from an
- AgriDome.
-
- * Do not despair when, after a turn, you see the dreaded "Colony
- [X] has lost [#] Colonists". Once you are up and running with
- multiple Underground Residences, and other birth-rate enhancing
- tiles, the chances are that a net colonist gain was achieved on the
- turn.
-
- * AgriDomes feed only 100 people per turn. If big chunks of your
- population start dying, see if you have enough AgriDomes.
-
- * Not enough colonists to do that new research project? You can
- release people from other locations by shutting down a factory for
- awhile ("Pause"), or bulldozing structures no longer needed.
-
-
- TURNS
- * Run a lengthy Multiple Turn only after careful consideration of
- the consequences. If your Seed Complex is scheduled to destruct
- in 25 turns, running a Multiple Turn greater than that value might
- very well result in the total destruction of your colony. Run
- Multiple Turns in intervals of 5-10 until you get the hang of what
- might befall the colony.
-
-
- RECYCLING
- * Bulldozing buildings after creating a SPEW creates MPG, which
- helps replace the resources lost from mines no longer operating.
-
- * Building many residences, even residences that may be
- unoccupied for a lengthy period of time, results in the generation
- of a single MPG per residence per turn, so long as a SPEW has
- been constructed in the colony.
-
-
- DESTRUCTION
- * Never self-destruct a robodigger near valued structures.
-
- * Free up space in the colony by bulldozing structures that have
- been destroyed or are no longer producing.
-
-
- TRUCKS
- * In Beginner mode, movement of resources via Truck and other
- means is automatic. In other modes, automatic trucking can be
- selected if the player wishes.
-
-
- CONSTRUCTION
- * Except for Command Centers, Colonist Landers, and Cargo
- Loaders, all tiles must be placed on bulldozed terrain.
-
- * Impassable terrain can be used only by self-destructing a
- robodigger. All structures within the immediate proximity of the
- self-destructing robodigger are destroyed.
-
- * Do not stretch your power, resources, and people too thin, unless
- you wish to stand idly by and do nothing but watch the beautiful
- Outpost graphics.
-
-
- PRODUCTION AND USE
- * Underground and Surface Factories produce robots, building
- materials, and luxuries. Without Warehouses to hold these items,
- they will never become available for use by the colony.
-
- * Increase your Smelters and Storage Tanks to accommodate
- rapidly producing mines.
-
- * Unless your resources are stretched thin, you can't have enough
- of all commodities and structures, which can be used for trading
- purposes.
-
-
- MORALE
- * Never underestimate the importance of morale. Extremely low
- morale (under 200) for several turns running will result in
- defections to the Rebel Colony. If such low morale lasts long
- enough, your colony will become a ghost town, ending the game.
-
- * Don't be surprised if some rebels find your leadership attractive
- and come on over to your colony, if high morale is sustained for
- some time.
-
-
- LONGEVITY
- * Some tiles or structures have a limited life. For example, the Seed
- Factory will commit seppuku after about 150 turns. Anticipate
- and plan for replacements before the destruction of any tiles.
-
-
- DISTRIBUTION
- * Production alone will not cut it. Storage Facilities (Warehouses,
- Storage Tanks) must be built in parallel to production, along with
- distribution structures (Commercial Facility, Robot Command).
-
-
- CHAPTER 11 - PROGRESS AND STATUS INDICATORS
-
- OUTPOST SCREENS
- An efficient and effective colony administrator needs to receive and
- consider constant feedback on the progress of the colony as it goes
- about its day-to-day existence. Without feedback, critical decisions
- cannot be made with any reasoned judgment, and the Outpost
- player will assuredly be "flying blind". While this might make for
- some exciting developments, it is safe to say that the excitement
- will be all negative and detrimental to the welfare of the colony.
-
- After every single or multiple turn, the player should consult the
- two most critical progress and status indicators: the Executive
- Summary Report (single-click the colony's Command Center, or
- the AI's Master Reports button), and the Tile Picker List.
-
- In addition to these indicators, every structure you build has a
- status, which can be reviewed at will for its contents and effect on
- the colony. A simple left-click will bring up a status on every tile or
- facility that has been placed. An equally simple right-click will
- identify any tile, including terrain, and enable resource transit, or
- help. Two other AI Master Reports provide invaluable information
- on your labs and factories.
-
- The importance of the administrator continually and regularly
- monitoring the colony's progress through these screens cannot be
- overemphasized. To assist you, we present actual sample screens
- you can view during game play, as well as an explanation of their
- contents. (Screen shots not available in .TXT file version of
- documentation.)
-
- Access to the Master Reports gives you the most efficient method
- for changing current research in your labs, changing current
- production in your factories, and monitoring colony resources. To
- access a master report, click once on the chrome ball AI icon in the
- lower left corner of the main game screen. From the AI interface
- that appears, select the Master Reports button, which will list the
- following reports:
-
- EXECUTIVE SUMMARY REPORT
- This provides comprehensive data on the status of your colony.
- More than any other screen, the Executive Summary Report
- provides instant insight into what has been done, and a clue to what
- must be done next. A good way to get a feel for what the report
- contains is to read the tutorial in Chapter 9.
-
-
-
- MASTER LABORATORY REPORT
-
- The Master Laboratory Report gives a complete recital of all
- working laboratories, including the Underground Laboratories and
- the Surface Hot Labs. One added benefit to this screen is that you
- can change the research being done at a lab directly from this
- screen.
-
-
- MASTER FACTORY REPORT
-
- Master Factory Report gives a complete recital of all working
- factories. You can change the items being produced at factories
- directly from this screen.
-
-
- KEEPING AN EYE ON MULTIPLE SCREENS
- Outpost lets you open many windows at a time. For example, one
- helpful technique is to open the key four or five structure windows
- that are of importance at any particular juncture in the game. Align
- them in the main window.
-
- After you are satisfied with this window's arrangement, run a turn,
- and watch the changes. Warehouses will restock, Storage Tanks
- will fill up, the Robot Command Center will become operational,
- etc.
-
-
- TILE PICKER LIST
-
- Everything an administrator can conceivably accomplish in building
- and improving on the colony requires some combination of the
- following three factors: power, resources, and people. After
- running a turn, Outpost analyzes the entire colony's assets and the
- physical layout of the colony. Calculating all con-ceivable
- combinations, the Tile Picker list displays only those possible
- actions or tiles that will be available to the player on the ensuing
- turn.
-
- For example, if the colony has no bulldozed terrain adjacent to a
- tube, no structures can be built in the next turn, so none will appear
- in the Tile Picker list. If all your Robots are busy working, none will
- show up on the list.
-
- Sometimes "None Available" appears on the list. This is not necessarily
- bad or discouraging, just an accurate reflection of what you can, or
- rather can't, do on the next turn.
-
-
-
-
-
- TECHNICAL SUPPORT
- Technical assistance is only a phone call away. Direct your inquiries
- to the Technical Support department if your question is about
- hardware and software compatibility specific to Sierra games (e.g.
- sound card configuration or memory management). For our 24-
- hour automated Technical Support, call (206) 644-4343. If you
- prefer, you may request assistance by facsimile; the U.S. fax
- number is (206) 644-7697.
-
- U.S. Technical Support:
-
- Sierra On-Line, Inc.
- Technical Support
- P.O. Box 85006
- Bellevue, WA 98015-8506
-
- Main: (206) 644-4343
- Fax: (206) 644-7697
- 8:15am - 4:45pm PST
- Monday through Friday
-
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-
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-
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-
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-
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-
- Or, you can order most Sierra Hint Books by calling Sierra's Direct
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-
-
- SOFTWARE PIRACY ANNOUNCEMENT
-
- IT IS ILLEGAL TO MAKE UNAUTHORIZED COPIES OF THIS SOFTWARE
-
- This software is protected under federal copyright law. It is illegal
- to make or distribute copies of this software except to make a
- backup copy for archival purposes only. Duplication of this
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-
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- reduced to any electronic medium or machine-readable form
- without the prior written consent of Sierra On-Line, Inc., 3380
- 146th Place SE, Suite 300, Bellevue WA 98007.
-
- RESPONSIBLE PARTIES
- Designer/Project Manager Bruce Balfour
-
- Lead Programmer Dan Brotherton
-
- Art Designer Jon Bock
-
- Programmers Randy MacNeill
- Michael Lytton
-
- Artist Richard Powell
-
- Team QA Ken Eaton
-
- Mascot Bud the Bug
-
- Music Jay Usher
- Mark Seibert
-
- Sound Effects Neil Grandstaff
- Richard Spurgeon
- Kelli Spurgeon
-
- Manual Writers Peter Spear
- Ronald Wartow
-
- Manual Designers Nathan Gams
- Lori Lucia
-
-
-
-
- APPENDICES
-
- WARNING
- The information in the Appendices gives more detail than you may
- want to see unless you are looking for hints.
-
-
- APPENDIX 1 - NEW FEATURES HELP
- What follows is the Help button text for the many new features in
- Outpost 1.5. This gives the seasoned Outpost player instant
- reference to some of what's new in this version.
-
- TRANSIT INFORMATION-MANUAL TRUCKING
- This is where you assign your Trucks to delivery routes starting
- from a specific tile (building). The starting point for the Truck route
- is the tile name listed at the top of the window. Truck route
- information is given in the large box on the left, marked Route.
- The three buttons on the right are Delete Route, Delete Leg, and
- Add Leg.
-
- If you highlight a route in the Route box, then click on Delete
- Route, the entire route will be removed and your Trucks will no
- longer make deliveries to that destination. Delete Leg allows you to
- remove only the last destination in the route. Add Leg allows you
- to create a new destination at the end of the current route. When
- you select Add Leg, your cursor will change to one that says: ôGo
- Here.ö Click the Go Here cursor on the building or road tile you
- want to use as your trucking destination. The name of the selected
- tile is added to the Route list. Keep doing this until you have
- selected the final destination for the Truck route. All Trucks
- assigned to this starting location will follow this one established
- route. There is no need to list routing legs twice for multiple
- Trucks.
-
- The Trucks will follow a specific path that you establish, then keep
- using that path for round trip deliveries until you reassign them
- elsewhere or remove that route. If you want your Trucks to move
- faster by following an existing dirt or paved road, you must click
- the Go Here cursor on the last tile of each straight section where
- the road curves. Otherwise, they will start taking shortcuts over
- rougher terrain, which will slow them down. Note that the Go Here
- cursor can only create a path to buildings or to terrain tiles that
- have been bulldozed or paved, so you can't Add a Leg to a regular
- terrain tile.
-
- Either before or after you establish a route using the above method,
- you should select the Trucks button at the bottom of the routing
- window to assign Trucks to that route. Remember, all Trucks
- assigned to the starting location will follow the established route
- from that location.
-
- If you're satisfied with your route and Truck selections, click on the
- OK button.
-
- ASSIGN TRUCKS
- This is where you make use of your inactive or stored Trucks
- starting from a specific tile (building). The starting point for the
- truck route is the tile name listed at the top of the window. The
- number of inactive Trucks in the warehouse is shown as the number
- Available. The number of active Trucks currently assigned to
- delivery routes is shown as the number Assigned. Click on the up
- and down arrows beside the Assigned category to put more Trucks
- in action, then click on the OK button.
-
- TRANSFER LOCAL ASSETS
- This is where you choose an asset stored at this location and move
- it somewhere else in the same colony. The tile location where the
- goods are stored is shown at the top of the window. Choose an
- asset to transfer on the left by using the up and down arrows and
- highlighting the name of the item. The number of those items
- available to be moved is shown on the right in the Quantities
- section. Choose the number of items you wish to Move, using the
- up and down arrows on the right, then click on OK. If you change
- your mind, select Cancel.
-
- ROBOT COMMAND
- This is where you keep track of the robots controlled by a specific
- Robot Command facility (each of which can control 10 robots).
- Other information contained in this report shows you how the
- Robot Command itself is doing. The top of the report tells you the
- name of the Robot Command facility. You are also shown the
- Functional Status of the building, whether Operational or Idle; the
- condition of the staff required to operate the Robot Command; the
- number of robots currently available and controlled by that facility;
- and the number of robots controlled by that facility which are
- actively assigned to tasks. For more specific information on what
- the robots are doing and where they are, click on the Details
- button.
-
- ROBOT DETAILS
- This is where you get information on what the robots are doing and
- where they are. The Robot Command facility that controls this
- particular set of robots (up to 10) is shown at the top of the report.
- You are also shown the details on each robot: the type of robot, the
- remaining amount of life in its Fuel Cell, and where that robot is
- currently active (unless it's idle and waiting to be assigned to a
- task).
-
- MONORAIL
- Appropriate research must be completed before the Monorail
- System becomes available, at which time the Monorail tiles will
- show up in the Tile Picker (selection) window at the top center of
- the main game screen.
-
- A Monorail System has five basic components: the Monorail
- Station, the Monorail Power Transformer, the Monorail (track), the
- Monorail (track) Intersection, and the standard Tube connecting the
- Power Transformer to a colony.
-
- The Monorail Power Transformer can be built only at the end of a
- Tube connection. The colony supplies life support, power, and the
- workers to operate each Monorail section.
-
- Monorail (track) tiles connect to Monorail Stations. Monorail
- Stations can be placed only next to a Monorail Power Transformer
- or a Monorail (track) tile only. No tube is required to connect a
- Power Transformer or Monorail (track) to a Monorail Station. The
- only tube required for a Monorail System is the one that connects
- the Power Transformer to the colony.
-
- A Monorail (track) or a Monorail (track) Intersection can be placed
- next to a Monorail Station or another Monorail (track) only.
-
- When a complete Monorail System has been established between
- two stations, and the power/resource connections have been made,
- the Monorail line will become active.
-
- Note that if two separate Monorail lines become connected, a single
- train, instead of two, will make the complete circuit. For routing
- purposes, when trucking is manual, the two Monorail Stations are
- treated as legs of a truck route.
-
- MACROMANAGEMENT
- The Macromanagement interface allows you to do two things:
- sneak buildings into the rebel colony if you have an active trade
- agreement with them, and assign artificially intelligent computer
- managers to the administration of your secondary colonies.
-
- Assigning an AI to research in a laboratory is done through the
- research menu. This menu can be reached by clicking on a laboratory
- building, or through the Master Reports button in the main AI interface
- (reached by clicking on the chrome ball icon in the lower left corner
- of the main game screen).
-
- BUILD IN REBEL COLONY
- If you have an active trade agreement with the rebel colony, and a
- Trade Mission has been built for you there, you can sneak more
- buildings into the rebel colony. This is not necessary for your
- survival, but it can be used to your advantage. If you want to
- prepare the rebel colony for the day when you take over its
- operation, you will have several buildings of your own choosing
- already built there. If you want to undermine their economy by
- building structures that will sap their resources, you have that
- capability. You will not be allowed to build a factory or other
- obvious structures because shipping and storage operations would
- immediately trigger too much attention from the authorities in the
- rebel colony.
-
- The drawback to building in the rebel colony is that they will
- eventually notice what you're doing if you build several structures
- there. When they do, they will probably break the trade agreement,
- preventing you from trading with them or building additional
- structures in their colony. They will also take over ownership of any
- new buildings you created in their colony.
-
- The Build in Rebel Colony button shows you a text list of buildings
- you can sneak into the rebel colony. Highlight a building type by
- clicking on it, then select the OK button to confirm your decision.
- The building will be constructed in the normal amount of time, but
- it will use the resources of the rebel colony for construction and
- maintenance.
-
- ASSIGN AI TO COLONY MANAGEMENT
- If you have completed the research leading to AI Managers, you
- will then have the option of assigning a few of your new artificial
- intelligence personalities to the management of your secondary
- colonies. These new AI managers are not as powerful as your
- primary AI assistant, so they are assigned to a specific colony and
- instructed to build structures that will allow that colony to
- specialize. For example, you may want the AI manager to build an
- agricultural colony that will stockpile food, which you can then
- Truck or Monorail to your main colony unless you want to use it
- for trade.
-
- You will still need to check on the progress of your AI managers;
- they are primarily concerned about the colony systems and the
- orders you have given them, so the humans living in the colony get
- less attention. You are still responsible for the colony infrastructure
- and keeping the colonists alive.
-
- When they first appear, you may find that your AI managers are not
- exactly following the instructions you have given them. In some
- cases, you may find that an AI instructed to build an agricultural
- colony is building a sea of Communications Towers instead. If you
- see this situation, or if you want to slow down the use of resources
- by that colony, click on the Deassign AI button. Odd structures are
- built by unstable AI managers. Appropriate research into AI
- personality problems will stabilize your managers.
-
-
- APPENDIX 2 - RESOURCE PRIORITIES FOR STRUCTURES
- When there aren't enough resources to keep all of your colony
- structures operating, certain structures have higher priorities than
- others. The following is a list showing how limited resources are
- allocated to established structures, starting with the most important
- buildings and working down to the least important.
-
- 1. Nanotechnology Facility
- 2. Solar Power Receiver Array
- 3. CHAP
- 4. Smelter
- 5. Warehouse
- 6. Agricultural Dome
- 7. Command Center
- 8. Tokamak Fusion Reactor
- 9. Geothermal Power Facility
- 10. SPEW
- 11. Storage Tank
- 12. Mine
- 13. ResidentialUnit
- 14. Robot Command
- 15. Communication Tower
- 16. Hot Laboratory
- 17. Red Light District
- 18. Park
- 19. Recreational Facility
- 20. University
- 21. Medical Facility
- 22. Monorail Power Transformer
- 23. Monorail (track)
- 24. Mass Driver
- 25. Trade Mission
- 26. Underground Laboratory
- 27. Surface Factory
- 28. Police Station
- 29. Underground Factory
- 30. Commercial Facility
- 31. Administration Building
- 32. DIRT
- 33. Monorail Station
- 34. Spaceport
- 35. Terraforming Facility
-
-
- APPENDIX 3 - PLANET CLASSES
- With rare exceptions, the planets in Outpost are based on existing
- bodies in the solar system, since these are assumed to be
- representative of planetary types that would naturally form in other
- suitable star systems. When you select a planet to colonize, you are
- presented with planetary statistics gained by your probes. You
- should consider these statistics carefully before you make your
- decision. However, if this information seems hard to understand,
- you can use the following list to compare your potential planet with
- similar planets in our solar system.
-
- MERCURY
- Equatorial diameter (Earth = 1) 0.38
- In kilometers 4,878
- Mass (Earth = 1) 0.055
- Rotation period 58.6 days
- Surface gravity (Earth = 1) 0.38
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 0.387
- Solar energy received (Earth = 1) 6.6
- Approximate mean temperature (Centigrade) 350 (day), -170 (night)
- Principal atmospheric gases Helium trace
- Escape velocity (kilometers per second) 4.25
-
- VENUS
- Equatorial diameter (Earth = 1) 0.95
- In kilometers 12,104
- Mass (Earth = 1) 0.815
- Rotation period 243 days, retrograde
- Surface gravity (Earth = 1) 0.91
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 0.723
- Solar energy received (Earth = 1) 2.2
- Approximate mean temperature (Centigrade) 450 (surface), -23 (clouds)
- Principal atmospheric gases Carbon dioxide, nitrogen
- Escape velocity (kilometers per second) 10.36
-
-
-
- EARTH
- Equatorial diameter 1.0
- In kilometers 12,756
- Mass 1.0
- Rotation period 23.94 hours
- Surface gravity 1.0
- Mean distance (in astronomical units, or AU)
- from Sun 1.0
- Solar energy received 1.0
- Approximate mean temperature (Centigrade) 22 (average)
- Principal atmospheric gases Nitrogen, oxygen
- Escape velocity (kilometers per second) 11.18
-
- MARS
- Equatorial diameter (Earth = 1) 0.53
- In kilometers 6,794
- Mass (Earth = 1) 0.11
- Rotation period 24.62 hours
- Surface gravity (Earth = 1) 0.38
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 1.52
- Solar energy received (Earth = 1) 0.44
- Approximate mean temperature (Centigrade) -23 (average)
- Principal atmospheric gases Carbon dioxide, nitrogen
- Escape velocity (kilometers per second) 5.02
-
- JUPITER
- Equatorial diameter (Earth = 1) 11.19
- In kilometers 142,800
- Mass (Earth = 1) 318.0
- Rotation period 9.84 hours
- Surface gravity (Earth = 1) 2.69
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 5.2
- Solar energy received (Earth = 1) 0.037
- Approximate mean temperature (Centigrade) -150
- Principal atmospheric gases Hydrogen, helium
- Escape velocity (kilometers per second) 59.6
-
- SATURN
- Equatorial diameter (Earth = 1) 9.41
- In kilometers 120,000
- Mass (Earth = 1) 94
- Rotation period 10.23 hours
- Surface gravity (Earth = 1) 1.19
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 9.54
- Solar energy received (Earth = 1) 0.011
- Approximate mean temperature (Centigrade) -180
- Principal atmospheric gases Hydrogen, helium
- Escape velocity (kilometers per second) 35.6
-
- URANUS
- Equatorial diameter (Earth = 1) 4.11
- In kilometers 52,400
- Mass (Earth = 1) 14.6
- Rotation period 17.9 hours, retrograde
- Surface gravity (Earth = 1) 0.91
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 19.19
- Solar energy received (Earth = 1) 0.003
- Approximate mean temperature (Centigrade) -210
- Principal atmospheric gases Hydrogen, helium
- Escape velocity (kilometers per second) 21.3
-
- NEPTUNE
- Equatorial diameter (Earth = 1) 3.95
- In kilometers 50,400
- Mass (Earth = 1) 17.2
- Rotation period 16 hours
- Surface gravity (Earth = 1) 1.19
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 30.06
- Solar energy received (Earth = 1) 0.001
- Approximate mean temperature (Centigrade) -220
- Principal atmospheric gases Hydrogen, helium
- Escape velocity (kilometers per second) 23.3
-
- PLUTO
- Equatorial diameter (Earth = 1) 0.18
- In kilometers 2,300
- Mass (Earth = 1) 0.002
- Rotation period 6.4 days, retrograde
- Surface gravity (Earth = 1) 0.04
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 39.52
- Solar energy received (Earth = 1) 0.0006
- Approximate mean temperature (Centigrade) -230
- Principal atmospheric gases Traces of methane and carbon dioxide
- Escape velocity (kilometers per second) 1.1
-
- CERES ASTEROID
- Equatorial diameter (Earth = 1) 0.074
- In kilometers 940
- Mass (Earth = 1) 0.00017
- Rotation period 9.08 hours
- Surface gravity (Earth = 1) 0.01
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 2.8
- Solar energy received (Earth = 1) 0.43
- Approximate mean temperature (Centigrade) -38
- Principal atmospheric gases None
- Escape velocity (kilometers per second) Negligible
-
- PHOBOS
- Equatorial diameter (Earth = 1) 0.002
- In kilometers 22
- Mass (Earth = 1) 0.000000018
- Rotation period 0.32 days
- Surface gravity (Earth = 1) 0.001
- Mean distance (in astronomical units, or AU)
- from Sun (Earth = 1) 1.52
- Solar energy received (Earth = 1) 0.43
- Approximate mean temperature (Centigrade) -50
- Principal atmospheric gases None
- Escape velocity (kilometers per second) Negligible
-
-
- APPENDIX 3 - RESEARCH TOPICS
- Research is necessary to advance your civilization and survive. In
- real life, you may be researching toward a specific goal, or you may
- be doing pure research to see what you can learn. If you wish to
- pursue a specific goal in Outpost, you should deduce what types of
- research would logically lead you toward that goal. The following
- research topic connections may give you more information than you
- want to know about the structure of the research tree. Also note
- that Surface Hot Labs must be built to see the sections of the
- research tree that implement dangerous research topics.
-
- Astronomy-Astrophysics
- Astronomy-Basic Astronomy
- Astronomy-Planetary Astronomy
- Astronomy-Stellar Astronomy
-
- Biology-Medicine
- Biology-Medicine-Pharmacology
- Biology-Medicine-Pharmacology-Alien Pharmacology
- Biology-Medicine-Genetics
- Biology-Medicine-Genetics-Genetic Engineering
- Biology-Medicine-Genetics-Genetic Engineering-Agriculture 2
- Biology-Exobiology
- Biology-Plant Biology (Botany)
- Biology-Plant Biology-Agriculture 1
- Biology-Physiology
- Biology-Physiology-Anatomy
- Biology-Physiology-Comparative Physiology
- Biology-Embryology
- Biology-Immunology
- Biology-Entomology
- Biology-Ecology
- Biology-Ecology-Alien
- Biology-Ecology-AlienùAtmospheric
- Biology-Ecology-AlienùTerrestrial
- Biology-Ecology-Alien-Marine
-
- Chemistry-Biochemistry
- Chemistry-Physical Chemistry
- Chemistry-Physical Chemistry-Metallurgy
- Chemistry-Physical Chemistry-Materials Processing
- Chemistry-Quantum Chemistry
-
- Planetary Sciences-Meteorology
- Planetary Sciences-Geography
- Planetary Sciences-Geology
- Planetary Sciences-Geology-Terrestrial Geology
- Planetary Sciences-Geology-Terrestrial Geology-Tectonics and Earthquakes
- Planetary Sciences-Geology-Terrestrial Geology-Mineralogy
- Planetary Sciences-Geology-Terrestrial Geology-Vulcanology
- Planetary Sciences-Geology-Mineral Resources
- Planetary Sciences-Geology-Mineral Resources-Terrestrial Mining
- Planetary Sciences-Geology-Mineral Resources-Extraterrestrial Mining
- Planetary Sciences-Geology-Engineering Geology (Structural)
-
- Mathematics
-
- Computer Science-Artificial Intelligence
- Computer Science-Artificial Intelligence-AI Managers
- Computer Science-Artificial Intelligence-AI Personality Problems
- Computer Science-Artificial Intelligence-Nanotechnology 1
- Computer Science-Artificial Intelligence-Space Probe Intelligence
- Computer Science-Artificial Intelligence-Robotics 1
- Computer Science-Artificial Intelligence-Robotics 1-Airbots
- Computer Science-Artificial Intelligence-Robotics 1-Repairbots
- Computer Science-Artificial Intelligence-Robotics 1-Humanoid Workers
- Computer Science-Advanced Processors
- Computer Science-Systems Analysis
- Computer Science-Systems Analysis-Efficiency Studies 1
- Computer Science-Systems Analysis-Efficiency Studies 2
-
- Physics-Aerospace
- Physics-Aerospace-Wind Tunnels
- Physics-Aerospace-Spacecraft Testing and Analysis
- Physics-Aerospace-Orbital Space Stations
- Physics-Aerospace-Satellites and Probes
- Physics-Aerospace-Satellites and Probes-Meteorsat
- Physics-Aerospace-Satellites and Probes-Comsat
- Physics-Aerospace-Satellites and Probes-Solar Power Satellite
- Physics-Aerospace-Satellites and Probes-Geological Penetrator Probe
- Physics-Aerospace-Satellites and Probes-Weathersat
- Physics-Aerospace-Satellites and Probes-Orbital Observer
- Physics-Aerospace-Satellites and Probes-Interstellar Flyby Probe
- Physics-Aerospace-Satellites and Probes-ULBI Probe
- Physics-Communications
- Physics-Communications-Harsh Environment Signals Processing
- Physics-Communications-SETI
- Physics-Orbital Mechanics
- Physics-Electrical Engineering
- Physics-Electrical Engineering-Robotics 2
- Physics-Optics
- Physics-Power Generation
- Physics-Power Generation-Advanced Alternative Systems
- Physics-Propulsion Systems
- Physics-Propulsion Systems-Standard Propulsion
- Physics-Propulsion Systems-Asteroid Miner
- Physics-Propulsion Systems-Heavy Lifter
- Physics-Propulsion Systems-Low Orbit Freighter
- Physics-Theoretical Physics
- Physics-Theoretical Physics-Antimatter
- Physics-Theoretical Physics-Nuclear Physics
- Physics-Theoretical Physics-Plasma Physics
- Physics-Theoretical Physics-Superconductivity
- Physics-Theoretical Physics-Quantum Mechanics
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines-Assembler
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines-Replicator
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines-Replicator-Construction
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines-Replicator-Medical
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines-Replicator-Mining
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines-Replicator-Terraforming
- Physics-Theoretical Physics-Quantum Mechanics-Nanotechnology 2
- Nanomachines-Replicator-Food Production
-
- Social Sciences-Economics
- Social Sciences-Political Science
- Social Sciences-Psychology
- Social Sciences-Psychology-Trade Negotiation
- Social Sciences-Psychology-Advanced Teaching Methods
- Social Sciences-Sociology
- Social Sciences-Sociology-Crowd Psychology
- Social Sciences-Sociology-Industrial Sociology
- Social Sciences-Sociology-Social Stratification
- Social Sciences-Sociology-Cultural Change
- Social Sciences-Urban Studies
- Social Sciences-Urban StudiesùCity Planning
- Social Sciences-Police Science
-
- Humanities-Drama
- Humanities-Fine Arts
- Humanities-History
- Humanities-Music
- Humanities-Philosophy
-
-
- GLOSSARY
-
- AEROBRAKING - A technique for slowing the flight of a spacecraft
- with atmospheric drag by descending into the upper levels of a
- target planet's atmosphere until the craft has slowed enough to
- maintain a stable orbit.
-
- AI - The standard abbreviation for artificial intelligence. For a longer
- definition, see "artificial intelligence".
-
- AIRBOT - Airborne robot.
-
- ALPHA PARTICLES - Nuclear particles with a positive charge that are
- ejected at high velocity from specific radioactive transformations.
- These particles consist of two protons and two neutrons.
-
- AMOR - Asteroidal objects that cross the orbit of Mars and approach
- the orbit of Earth. Over short time scales of hundreds or thousands
- of years, about 10% of the Amors have orbits that evolve into
- Earth-crossing orbits. The first Amor class asteroid was 1221
- Amor, discovered in 1932.
-
- APOLLO - Asteroidal objects that cross the orbit of Earth. The first
- Apollo class asteroid was 1221 Amor, discovered in 1932.
- arc second. An arc of one second, 1/3600 of a degree of angle, is
- less than the apparent diameter of a U.S. dime when viewed from a
- distance of two miles, or the apparent diameter of a golf ball when
- seen from a distance of five kilometers.
-
- ARTIFICIAL INTELLIGENCE - AI. The goal of artificial intelligence
- research is to produce computers that can think and learn in a
- manner analogous to human behavior. This includes the ability to
- apply known facts, combined with new information, common sense,
- and guesses, to arrive at an appropriate response to a problem.
- artificial intelligence personality. Your assistant in Outpost is a
- computer with artificial intelligence. It has been provided with an
- artificial personality to allow easier communication with humans.
- asteroid. A large interplanetary object that has no characteristic
- cometary coma or tail. The term includes dormant old comets
- covered with dust that no longer have comas or tails.
- astrometry. A method for detecting planets in other star systems
- by watching for periodic changes in a primary star's position caused
- by the presence of a nearby Jovian planet.
-
- ATEN - Asteroidal objects with orbits that lie mainly inside Earth's
- orbit. The first Aten class asteroid discovery was 2062 Aten,
- located in 1976.
-
- AU - Astronomical unit. The average distance from the Earth to the
- Sun, equal to about 92.9 million miles.
- bioengineering. The application of engineering principles to
- biological or medical science. This includes such things as
- construction of artificial organs.
- biosphere. The portion of a planet's atmosphere, ground, and
- water where life can flourish. On a typical planet, the biosphere is
- located far away from fast food restaurants and used car
- dealerships.
-
- BIOTERRAFORMING - The use of genetically engineered plant life, such
- as blue-green algae, to make an Earth-type environment on another
- world.
-
- BLACK DWARF - Superplanets, such as Jupiter or Saturn, that are too
- far away from their primary star to shine by reflected light.
- brown dwarf. Planetlike objects with masses up to 85 Jupiter
- equivalents and cool temperatures in the 120 to 2,000 degree
- Kelvin range. The size of a brown dwarf falls between gas giant
- worlds and small stars. This term was coined by Jill Tarter, a
- prominent astronomer in SETI research.
-
- CALCULUS OF VARIATIONS - This mathematical technique is used to find
- the optimum path between two fixed trajectory endpoints.
- Typically, this calculation assumes zero initial and final velocities
- with minimum time trajectories. Propulsion parameters can vary to
- minimize cruise time and increase fuel costs, or to lengthen cruise
- time and minimize fuel requirements.
-
- CAMBRIAN - The paleontological/geological 100-million-year period
- that began about 600 million years ago and was characterized by an
- explosive growth of marine life, primarily the invertebrates.
- carbonaceous minerals. Minerals that are rich in carbon
- compounds. A carbonaceous chondrite is a class of sooty black
- asteroid known to be loaded with carbon compounds.
-
- CCD - Charge Coupled Device. An electronic detector that is
- several times more sensitive than photographic equipment in
- capturing images of weak astronomical light sources, such as
- asteroid movement against background stars.
-
- CHAP FACILITY - Closed Habitat Atmospheric Production facility,
- where breathable gases are produced for the colony's contained
- atmosphere.
-
- CHEMICAL FRACTIONATION - The selection process that determines the
- composition of an individual planet during its formation.
- comet. A small body consisting of frozen gases and dust in orbit
- around the Sun. As it nears the Sun, its surface material vaporizes
- to form a large head, or coma, at the center of which lies a dark
- nucleus where its mass is concentrated. In its powdered form, a
- comet is handy for household cleaning.
-
- CONSTANT PROPER ACCELERATION - A term used to describe the
- throttling down of a rocket engine so as to maintain a constant
- speed without further acceleration.
-
- CONSTANT PROPER THRUST - A term used to describe rocket
- acceleration performed at a constant full throttle, maintaining a
- uniform fuel consumption rate.
-
- CRYOBIOLOGY - The study of the effects low temperatures have on
- biological processes.
-
- CRYOPROTECTIVE AGENTS - Used to protect cell membranes and organs
- before freezing. Agents such as glycerol are infused into biological
- tissues to replace the extracellular water that would expand when
- frozen.
-
- DEORBIT - A deorbit maneuver drops a spacecraft out of orbit toward
- the planet's surface.
-
- DIRT - Disaster Instant Response Team. The DIRT facility houses this
- team, which is intended for rapid response to disasters and emergencies
- in a colony.
-
- DRYDOCK - A traditional term meaning a dock that can be kept dry
- during the construction or repair of ships. In space, there's no
- problem keeping a ship dry, but the drydock has to support a
- construction and repair crew in the weightless vacuum of their
- work area.
-
- ECOSPHERE - A region in space, near a star, where suitable planets
- can have surface conditions compatible with the origin, evolution,
- and continuous existence of land life. Humans can survive the
- surface conditions on a planet within a stellar ecosphere.
-
- ELEVATION MAP - The Site Map screen in Outpost can be toggled to
- show the false color topographical Elevation Map, indicating the
- four relative heights of terrain shown on the Site Map.
- emergence behavior. A biological and philosophical theory used to
- describe simple systems of interlocking processes that generate
- unpredictable results of a higher order.
-
- ESCAPE VELOCITY - The speed that an object must acquire to escape
- from the gravity of a planet.
-
- FALSE COLOR - A method of applying colors to a normal image to
- make details more apparent.
-
- FINISHING - Part of a fabrication process that refines a basic shape
- into its final form, as with a finished machine part.
-
- FUEL CELL - A battery cell that continuously changes the chemical
- energy of a fuel and oxidant to electrical energy. Fuel Cells power
- Outpost robots and can be manufactured in your factories.
-
- FUMAROLE - A hole in a volcanic region that emits vapors and hot
- gases, such as steam. This is a very handy sort of hole to find, since
- you can build a geothermal plant on top of a fumarole to generate
- power.
-
- GAS GIANT - Large, non-terrestrial planets composed primarily of
- gaseous and liquid hydrogen. In the solar system, the gas giants are
- Jupiter, Saturn, Uranus, and Neptune. This type of planet is also
- called Jovian.
-
- GEOSYNCHRONOUS ORBIT - A geostationary orbit. This relates to an
- artificial satellite that orbits above a planet's equator at the same
- speed as the planet rotates so that the satellite effectively stays in
- the same place.
-
- GREENHOUSE EFFECT - The trapping of infrared radiation by gases in a
- planet's atmosphere, raising the surface temperature.
-
- HIBERNATION - A slowed metabolic state that allows animals to sleep
- without food for days or weeks. This is also the state entered by a
- computer game development team right after it finishes its current
- project.
-
- HOSTILITY LEVEL - As used in Outpost, this is the rating of a planet's
- relative environmental hostility with regard to humans. As used in
- computer game development, this is the level of animosity that the
- team feels toward the game designer as a project nears completion.
-
- HYPOXIA - Oxygen deficiency in the blood, cells, or tissues.
-
- ILLUMINANCE - As used in Outpost, this is the quantity of radiation a
- planet receives from its primary star. The habitability of a planet
- depends on this quantity of radiation. It also determines how useful
- solar powersats will be at a particular planet.
-
- IMPACTORS - Celestial bodies, such as comets or asteroids, that strike
- a planetary surface.
-
- JOVIAN - See "gas giant".
-
- KAO - The Kuiper Airborne Observatory, a civilian C-141 Starlifter
- aircraft operated by NASA-Ames Research Center. A popular
- platform for astronomy since it's able to fly above most of the
- water vapor in the Earth's atmosphere with its infrared telescope.
- Among its many successes, the KAO was used to discover the rings
- of Uranus.
-
- KINEMATICS - A branch of dynamics that deals with aspects of
- motion apart from considerations of mass and force.
-
- KUIPER BELT - A belt of comets orbiting the Sun just beyond the
- orbit of Pluto. This comet reservoir was postulated by astronomer
- Gerard P. Kuiper in 1951 and its existence is supported by recent
- discoveries.
-
- LAWBOT - Police robot.
-
- LIGHT YEAR - The distance over which light can travel during one
- Earth year. Used as a unit to express the distances between stars.
- One light year equals 0.306 parsec. The velocity of light is about
- 186,000 miles per second.
-
- LUMINOSITY - A measure of the total radiation emitted by an object.
- The ratio of the amount of light that would reach us from a star to
- the amount that would reach us from the Sun if both the star and
- the Sun were at the same distance from us.
-
- MACROMANAGEMENT - Strategic management of the overall
- operations of a complex system, such as a corporation or a colony,
- without getting involved in the smaller, tactical management issues.
-
- MASS DRIVER - An electromagnetic rail gun. Used to launch buckets
- of resources off a planetary surface and into space for use in space
- manufacturing or as reaction mass for starships.
-
- METEOR - A flash of light visible as an object passes through a
- planet's atmosphere and burns up as a result of frictional heating.
- These objects are no larger than motes of dust.
-
- METEORITE - A natural object of extraterrestrial origin that survives
- passage through a planet's atmosphere to strike the planet.
- meteoroid. A natural object in interplanetary space that is smaller
- than about 30 feet in diameter. Larger objects are called asteroids.
-
- MICROBOT - A very small robot.
-
- MOTHERSHIP - See "starship".
-
- NANOTECHNOLOGY - The thorough, inexpensive control of the
- structure of matter based on molecule by molecule manipulation;
- the products and processes of molecular manufacturing.
-
- NEA - A Near Earth Asteroid passes within the orbit of Mars and
- approaches Earth. Asteroid 433 Eros, discovered in 1898, was the
- first NEA to be identified. Amor and Apollo asteroids are both
- NEA categories.
-
- OORT CLOUD - region extending more than 100,000 AU from the
- Sun, where perhaps a trillion cometary nuclei are thought to reside.
- optical interferometry. An astronomical technique, used in the
- search for extrasolar planets, that requires widely separated optical
- telescopes to make use of the interference pattern of light waves
- coming from closely spaced points in the sky. The greater their
- baseline, or separation, the better the resolution.
-
- ORBITAL INSERTION - A spacecraft maneuver that places it in a stable
- orbit around a celestial body, such as a planet.
-
- PHOTOLYSIS - The breaking up of a chemical compound by the action
- of radiant energy, especially light.
-
- PHOTOMETRY - An astronomical technique used to detect variations
- in a star's luminosity caused by the alignment of a companion
- between the star and Earth, eclipsing the star.
-
- PHOTOSYNTHESIS - The formation of organic chemical compounds
- from water and the carbon dioxide of the air in the tissues of green
- plants exposed to light.
-
- PLANETARY ECOSYNTHESIS - The process of making an Earth-type
- environment on another world. Also known as terraforming.
-
- PLANETFALL - The landing of a spacecraft on a planet.
-
- POWERSAT - Solar power satellite placed in geosynchronous orbit.
- Uses solar photovoltaic cells to collect a star's energy and convert
- it to centimeter-length microwaves for power beaming to ground-
- based receiver arrays (rectennas).
-
- PRIMARY SHAPING - Part of the fabrication process that involves
- turning a raw material into the approximate size and shape of an
- intended machine part. Casting and powder processing are two
- primary shaping methods that show promise for space
- manufacturing.
-
- PRIMARY STAR - The massive body (a star) around which another
- body (a planet) is orbiting.
-
- RAD - A measure of exposure to ionizing radiation, equal to 100 ergs
- of energy per gram of absorbing material.
-
- RECTENNA - Solar power receiver array. Receives the centimeter-
- microwave power beam generated from an orbital powersat.
- refactory. Denoting an element or compound that vaporizes at high
- temperatures, such as uranium, calcium, and aluminum. Also
- refractory.
-
- REGOLITH - The layer of dust and fragmented rocky debris, produced
- by meteoritic impact, that forms the uppermost surface on planets,
- satellites, and asteroids.
-
- REMOTE SENSING - Any technique for investigating an object from a
- distance.
-
- ROBODIGGER - Robot digger. Creates the underground chambers and
- tunnels for your colonists so that they can spend most of their time
- in safety underground.
-
- ROBODOZER - Robot bulldozer. Prepares terrain for building
- structures.
-
- ROBOMINER - Robot miner. Digs vertical shafts, locates ore,
- establishes mines.
-
- SEED FACTORY - An automated unmanned manufacturing facility. It
- consists of perhaps 100 tons of the right set of machines, tools, and
- teleoperated mechanisms to permit both production and useful
- output and reproduction to make more factories. In Outpost, the
- Seed Factory lands on a new planet to prepare the way for human
- landings.
-
- SELF-REPRODUCING AUTOMATA - Machines that reproduce themselves.
- This idea originated with John von Neumann.
-
- SIM - Simulation, or simulated life form. The digital inhabitants of a
- mathematical simulation such as Outpost are often called sims. A
- strategy simulation game may also be called a sim.
-
- SITE MAP - In Outpost, this is an orbital view of a landing site on a
- planetary surface. Some potential mining locations, as well as the
- locations of your colonies, are indicated on this map.
-
- SLOW SLEEP - In Outpost, the decreased metabolic state of suspended
- animation in which the colonists travel during their interstellar
- voyage.
-
- SOLAR FLARE - A sudden, violent release of magnetic energy in or near
- the Sun's photosphere that often sends great amounts of radiation
- and highly accelerated charged particles into interplanetary space.
- Flares are unpredictable, last from a few minutes to an hour, and
- emit high energy protons that constitute one of the most serious
- hazards of spaceflight.
-
- SPECKLE INTERFEROMETRY - A mathematical image reconstruction
- technique that improves optical and infrared images by removing
- atmospheric interference. At infrared wavelengths, scientists have
- detected dim companion stars using speckle interferometry.
- spectroscopy. The study of the light emitted from a body (its
- spectrum).
-
- SPEW FACILITY - Sewage processing and environmental waste
- facility. This is where materials in a colony are recycled.
- spysat. Spy satellite. The orbital observer satellite performs this
- function.
-
- STARSHIP - A generic term for spacecraft capable of making
- interstellar voyages.
-
- SUPERCONDUCTOR - Various metals that exhibit a complete
- disappearance of electrical resistance, usually at temperatures near
- absolute zero.
-
- SUPERPLANET - A gas giant planet with a history similar to Jupiter or
- Saturn, both of which might be considered small members of the
- superplanet family.
-
- SUSPENDED ANIMATION - The biological state in which metabolic
- functions are stopped through deep-freezing, with the intent of
- reviving the person in the future.
-
- TELEOPERATOR - A device that allows action or observation at a
- distant site, by a human operator, through a mechanical or
- computer interface.
-
- TELEPRESENCE - The ability of a human to sense and affect a remote
- environment through mechanical means.
-
- TERRAFORMING - The process of making an Earth-type environment
- on another world. Also known as planetary ecosynthesis.
-
- TILE MAP - In Outpost, the diamond-shaped terrain map that
- dominates the main tile screen. This is where the colony structures
- are built.
-
- TILE PICKER - The top center window in the main Outpost tile
- screen. This is where spacecraft that are available for landing, and
- structures that are available to build, are displayed.
-
- TOKAMAK - The preferred device for generating power from nuclear
- fusion. The word tokamak is the Russian acronym for "toroidal
- magnetic chamber". The first success of a tokamak device was
- announced in Moscow in 1968.
-
- TRAJECTORY - The flight path of an object, such as a starship, a rocket,
- or a thrown beer can, through space.
-
- TROJAN ASTEROIDS - Asteroids located near the two stable Lagrangian
- points of Jupiter's orbit.
-
- ULBI PROBE - Ultra long baseline interferometer.
-
- VLBI PROBE - Very long baseline interferometer.
-
- VOLATILES - Elements or compounds with low melting temperatures,
- such as water, ammonia, potassium, and sodium.
-
- VULCANISM - A general term for the geological processes in which
- crustal movements are accompanied by the generation of heat and
- gases, often with the violent ejection of cinders and lava.
-
- WEATHERSAT - Weather satellite.
-
- WHITE DWARF - A member of a class of small, dense, white-hot stars
- of low luminosity.
-
- WIMP - Weakly interacting massive particle, a hypothetical
- subatomic particle able to travel freely through matter.
-
- WIREFRAME - The basic structural frame of a graphic model intended
- for 3-D rendering.
-
-
- Limitations on Warranty
-
- UNAUTHORIZED REPRESENTATIONS: SIERRA WARRANTS ONLY THAT THE PROGRAM WILL
- PERFORM AS DESCRIBED IN THE USER DOCUMENTATION. NO OTHER ADVERTISING,
- DESCRIPTION, OR REPRESENTATION, WHETHER MADE BY A SIERRA DEALER, DISTRIBUTOR,
- AGENT, OR EMPLOYEE, SHALL BE BINDING UPON SIERRA OR SHALL CHANGE THE
- TERMS OF THIS WARRANTY.
-
- IMPLIED WARRANTIES LIMITED: EXCEPT AS STATED ABOVE, SIERRA MAKES NO
- WARRANTY, EXPRESS OR IMPLIED, REGARDING THIS PRODUCT. SIERRA DISCLAIMS ANY
- WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE, AND ANY IMPLIED
- WARRANTY OF MERCHANTABILITY SHALL BE LIMITED TO THE NINETY (90) DAY DURATION
- OF THIS LIMITED EXPRESS WARRANTY AND IS OTHERWISE EXPRESSLY AND SPECIFICALLY
- DISCLAIMED. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED
- WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
-
- NO CONSEQUENTIAL DAMAGES: SIERRA SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL,
- CONSEQUENTIAL OR OTHER DAMAGES, EVEN IF SIERRA IS ADVISED OF OR AWARE OF THE
- POSSIBILITY OF SUCH DAMAGES. THIS MEANS THAT SIERRA SHALL NOT BE RESPONSIBLE
- OR LIABLE FOR LOST PROFITS OR REVENUES, OR FOR DAMAGES OR COSTS INCURRED AS
- A RESULT OF LOSS OF TIME, DATA, OR USE OF THE SOFTWARE, OR FROM ANY OTHER
- CAUSE EXCEPT THE ACTUAL COST OF THE PRODUCT. IN NO EVENT SHALL SIERRA'S
- LIABILITY EXCEED THE PURCHASE PRICE OF THIS PRODUCT. SOME STATES DO NOT ALLOW
- THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE
- ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.
-
- YOU ARE ENTITLED TO USE THIS PRODUCT FOR YOUR OWN USE, BUT MAY NOT SELL OR
- TRANSFER REPRODUCTIONS OF THE SOFTWARE, MANUAL, OR BOOK TO OTHER PARTIES IN
- ANY WAY, NOR RENT OR LEASE THE PRODUCT TO OTHERS WITHOUT PRIOR WRITTEN
- PERMISSION OF SIERRA. YOU MAY USE ONE COPY OF THE PRODUCT ON A SINGLE GAME
- MACHINE, COMPUTER, OR COMPUTER TERMINAL. YOU MAY NOT NETWORK THE PRODUCT OR
- OTHERWISE INSTALL IT OR USE IT ON MORE THAN ONE GAME MACHINE, COMPUTER, OR
- COMPUTER TERMINAL AT THE SAME TIME.
-
- BOOKS AND NASA REPORTS
- Allen, Joseph P. with Russell Martin. Entering Space: An
- Astronaut's Odyssey (New York: Stewart, Tabori & Chang, 1984).
- Asimov, Isaac. Frontiers: New Discoveries About Man and His
- Planet, Outer Space and the Universe (New York: Plume, 1991).
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- Averner, M. M. and R. D. MacElroy (eds.). On the Habitability of
- Mars: An Approach to Planetary Ecosynthesis. NASA SP-414
- (Washington, D.C.: National Aeronautics and Space
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- Beatty, J. Kelly and Andrew Chaikin (eds.). The New Solar System
- (Cambridge, Massachusetts: Sky Publishing Corporation, 1990).
- Berman, Louis and J. C. Evans. Exploring the Cosmos (Boston:
- Little, Brown and Company, 1977).
- Black, David C. The Detection and Study of Other Planetary
- Systems, Technical Summary of a Report to the Solar System
- Exploration Committee. NASA-Ames Research Center, August, 1981.
- Boden, Margaret. Artificial Intelligence and Natural Man (New
- York: Basic Books, 1977).
- Cheney, Margaret. Tesla: Man Out of Time (New York: Dorset
- Press, 1981).
- Cheston, T. Stephen and David L. Winter (eds.). Human Factors of
- Outer Space Production (Boulder, Colorado: American
- Association for the Advancement of Science, Westview Press, 1980).
- Clarke, Arthur C. The Hammer of God (New York: Bantam
- Books, 1993).
- Comins, Neil F. What If the Moon Didn't Exist?: Voyages to
- Earths That Might Have Been (New York: Harper Collins, 1993).
- Connors, Mary M., Albert A. Harrison, and Faren R. Akins. Living
- Aloft: Human Requirements for Extended Spaceflight. NASA SP-
- 483 (Washington, D.C.: National Aeronautics and Space
- Administration, 1985).
- Derrick, William L. et al. Psychological, Sociological, and
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- Texas, 1985.
- Dickinson, Terence. The Universe...and Beyond (Buffalo, New
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- Dole, Stephen H. and Isaac Asimov. Planets for Man (New York:
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- Nanotechnology (New York: Doubleday Anchor Books, 1986).
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- Feynman, Richard P. Surely You're Joking, Mr. Feynman! (New
- York: W. W. Norton and Company, 1985).
- Finney, Ben R. and Eric M. Jones (eds.). Interstellar Migration and
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- Flexner, Stuart with Doris Flexner. The Pessimist's Guide to
- History (New York: Avon Books, 1992).
- Freitas, Robert A., Jr. (ed.). Advanced Automation for Space
- Missions, 1980 NASA/ASEE Summer Study on the Feasibility of
- Using Machine Intelligence in Space Applications. University of
- Santa Clara, Technical Summary, 1980.
- Freitas, Robert A., Jr., and Patricia A. Carlson. Computer Science:
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- University of Maryland, Technical Report 1168, 1981.
- Gleick, James. Genius: The Life and Science of Richard Feynman
- (New York: Pantheon Books, 1992).
- Hartman, Edwin P. Adventures in Research: A History of Ames
- Research Center 1940-1965. NASA SP-4302 (Washington, D.C.:
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- Hartmann, William K, Ron Miller and Pamela Lee. Out of the
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- Heiserman, David L. Exploring Chemical Elements and their
- Compounds (New York: McGraw Hill, 1992).
- Heppenheimer, T. A. Colonies In Space (New York: Warner
- Books, 1977).
- Heppenheimer, T. A. Toward Distant Suns (New York: Fawcett
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- IIT Research Institute. Missions to the Asteroids. Report number
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- Washington, D.C., 1964.
- Jastrow, Robert. Journey to the Stars: Space Exploration,
- Tomorrow and Beyond (New York: Bantam Books, 1989).
- Kerrod, Robin. Living in Space (New York: Crescent Books, 1986).
- Machiavelli, Niccolo. The Prince. Translated by George Bull.
- (Baltimore: Penguin Books, 1961).
- Mallove, Eugene F. and Gregory L. Matloff. The Starflight
- Handbook: A Pioneer's Guide to Interstellar Travel (New York:
- John Wiley & Sons, 1989).
- Mason, Robert M. and John L. Carden (eds.). Controlled
- Ecological Life Support System. NASA Conference Publication
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- Moore, Patrick. Exploring the Earth and Moon (New York: W. H.
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- Scientific American Library, 1993).
- Murray, Bruce (ed.). The Planets (San Francisco: W.H.
- Freeman and Company, 1983).
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- Oleson, Mel et al. Regenerative Life Support Research/Controlled
- Ecological Life Support System Program Planning Support
- (Transportation Analysis). NASA contract NAS2-11148, Ames
- Research Center, California, 1982.
- O'Neill, Gerard K. The High Frontier: Human Colonies in Space
- (New York: William Morrow, 1977).
- Pohl, Ira and Alan Shaw. The Nature of Computation: An
- Introduction to Computer Science (Rockville, Maryland: Computer
- Science Press, 1981).
- Regis, Edward. Great Mambo Chicken and the Transhuman
- Condition: Science Slightly Over the Edge (Reading,
- Massachusetts: Addison-Wesley Publishing Company, 1990).
- Regis, Edward. Who Got Einstein's Office? (Reading,
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- Sagan, Carl. Cosmos (New York: Random House, 1980).
- Sanford, John. Observing the Constellations (New York: Simon
- and Schuster, 1989).
- Stevens, Lawrence. Artificial Intelligence: The Search for the
- Perfect Machine (Hasbrouck Heights, New Jersey: Hayden Book
- Company, 1985).
- Viking Imaging Team. The Martian Landscape (Washington, D.C.:
- National Aeronautics and Space Administration, 1978).
- von Neumann, John. Theory of Self-Reproducing Automata
- (Urbana and London: University of Illinois Press, 1966).
- von Tiesenhausen, Georg. Management and Control of Self-
- Replicating Systems: A Systems Model. NASA Technical
- Memorandum TM-82460, February, 1982.
- Webber, Bonnie Lynn and Nils Nilsson (eds.). Readings in
- Artificial Intelligence (Palo Alto, California: Tioga Publishing
- Company, 1981).
- Wells, H.G. The Outline of History: The Whole Storey of Man
- (Garden City, New York: Garden City Books, 1920).
- West, Edward et al. Textbook of Biochemistry (New York: The
- MacMillan Company, 1966).
- WGBH Boston. NOVA:Adventures in Science (Reading,
- Massachusetts: Addison-Wesley Publishing Company, 1983).
- Wilford, John Noble. Mars Beckons: The Mysteries, the
- Challenges, the Expectations of Our Next Great Adventure in
- Space (New York: Alfred A. Knopf, 1990).
-
-
- REFERENCE PERIODICALS
- The following publications provide a wealth of current information
- on the space-related topics:
-
- Astronomy, published by Kalmbach Publishing, 21027 Crossroads
- Circle, P.O. Box 1612, Waukesha, WI 53187
- Final Frontier, published by Final Frontier Publishing Company, P.O.
- Box 534, t. Morris, IL 61054-0534
- Omni, published by Omni Publications, P.O. Box 3026, Harlan, IA
- 51593-2087
- The Planetary Report, published by The Planetary Society, 65 N.
- Catalina Avenue, Pasadena, CA 91106
- Sky & Telescope, published by Sky Publishing, P.O. Box 9111,
- Belmont, MA 02178-9111.
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