Automated colony development

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Automated colony development is designed to enable a player to maintain development of their colonies while they are offline for long periods or if they would like to offload some routine micromanagement tasks (the current version is the first and has limited configuration other than enabling or disabling it).

Enabling and disabling

Automated colony development.jpg

  • Disabled by default
  • Enabled or disabled on a per-planet basis via that planet's construction options screen (above image)
  • The first action will be attempted 6-12 minutes after it's enabled
  • An additional action will then be attempted every 6-12 hours (randomly determined)

Triggers and actions

The following list shows the conditions that will be evaluated and the actions taken (in the order they are processed):

  1. Decrease tax + construct entertainment center
    1. If happiness is decreasing it will decrease your tax rate and if possible construct an entertainment center (ignored for Syntis)
  2. Construct farm
    1. If the population size is approaching the current population limit it will construct a new farm (unless the maximum population the planet can support has been reached)
    2. Triggered if the population size is within X colonists of the population limit (X = double the number of colonists a single farm can support)
  3. Construct power station
    1. If available power is less than the minimum limit it will construct a new power station
    2. Minimum limit = (power provided by 1 power station) x 2
  4. Construct Beron mine
    1. If there is Beron available and the target mining rate for Beron hasn't been reached it will construct a Beron mine
  5. Upgrade Beron mine
    1. If there is Beron available and the target mining rate for Beron hasn't been reached it will upgrade a Beron mine if there is an upgrade available
  6. Upgrade farm
    1. If a farm has not been upgraded and there is an upgrade available it will be upgraded
  7. Upgrade power station
    1. If a power station has not been upgraded and there is an upgrade available it will be upgraded
  8. Construct Farsu, Limbalt, Ziryl or Olzine mine
    1. If there is a resource deposit available and the target mining rate for that resource hasn't been reached it will construct a mine
  9. Upgrade Farsu, Limbalt, Ziryl or Olzine mine
    1. If there is a resource deposit available and the target mining rate for that resource hasn't been reached it will upgrade a mine if there is an upgrade available
  10. Construct entertainment center
    1. (ignored for Syntis)
  11. Construct military camp
  12. Upgrade entertainment center
    1. If an entertainment center has not been upgraded and there is an upgrade available it will be upgraded
  13. Upgrade military camp
    1. If a military camp has not been upgraded and there is an upgrade available it will be upgraded

Constraints

An action can only be taken if there are enough resources available:

  • Beron: the colony must have 5 times the beron cost of the action available e.g. if constructing a new mine would cost 100 beron, the colony must have 500 beron available
  • Personnel: the action must not cause a labour shortage of more than 15% (a colony will operate as normal unless a labour shortage reaches 30%)
  • Happiness: if the action would cause happiness to decline, it will instead construct an entertainment center (ignored for Syntis)

Surplus resources by design

The intention of the constraints and order of the conditions and actions are partly to ensure there is always a surplus of resources available for the player to be able to use e.g. order construction of a building.