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Colonizer

From Outscape Wiki

Coloniser Class Ships

General notes

While you will undoubtedly design and redesign all of your ships as your Tech level progresses, the main thing to recall about a colony ship is that it is Consumed in the act of colonising a world. The ship will vanish but you will have founded a colony with whatever personnel and Cargo that was aboard and have gained a free small power station to get you started.

With that in mind there are two basic colony ships to consider.

1. The Local system coloniser.

This is basically a ship that you create as cheaply as possible to colonise worlds within an already established system. Regardless of your race there is very little reason to ad din more than the minimum to the ships design as it will be far more cost effective to shuttle extra resources from whatever world(s) are more established to the new one than incorporating them in this ship.

2. The long range coloniser.

This is the reverse of the above. Pile it high with extra cargo and Personnel as you can. If you have access to Engines capable of a cruise speed over warp 1 without fuel so much the better! Being able to haul starter Bearon and extra colonists will allow you to set up self sustaining colonies so much faster, without having to dedicate an escort ship(s) to assist the coloniser.

It has been this authors experience that Coloniser ships seem to get targeted by Pirates more frequently than other classes. So make them fast or tough or both if going a long way without an escort.

Guidance on the how to effectivly use these ships in on the Colonization page.


CivNameFlagLevelArmourLengthEnginesSGMGLGSWMWLWCWOWUWMISPFaCreditsBuild
MankindColumbus412002004 x M 2-  ------2,0005002,400
People's RealmImperium413003002 x M44-  ------3,00070010,800
RipcheeLitter412482483 x M 2-  ------2,4805002,940
SyntisT0412202204 x M42-2 ------2,2006202,640


  • Flag (Flagship level): determines the size of the fleet this hull can support
  • Tech (Tech-level): shipyards can only work with hulls of the same tech-level or below as themselves
  • Armour: the default strength of this hull (can be increased by adding additional armour)
  • Length: length in meters
  • Engines: engine configuration (read more)
  • SG (Small general slots): general slots can be used for cargo, fuel tanks, shields, etc.
  • MG (Medium general slots): general slots can be used for cargo, fuel tanks, shields, etc.
  • LG (Large general slots): general slots can be used for cargo, fuel tanks, shields, etc.
  • SW (Small weapon slots): weapon slots can be used to mount weapons e.g. plasma cannons, missile launchers, etc.
  • MW (Medium weapon slots): weapon slots can be used to mount weapons e.g. plasma cannons, missile launchers, etc.
  • LW (Large weapon slots): weapon slots can be used to mount weapons e.g. plasma cannons, missile launchers, etc.
  • CW (Fighter carrier slots): large weapon slots also compatible with fighter carriers (not orbital bombers)
  • OW (Orbital bomber weapon slots): large weapon slots also compatible with orbital bombers (not fighter carriers)
  • UW (Universal large weapon slots): exclusive large weapon slots compatible with all large weapons (including orbital bombers and fighter carriers)
  • MI (Minelayer): slots compatibile with minelayers
  • SP (Small special slots): small slots compatible with mine detectors, minesweepers, cloak detectors and cloaking modules
  • Fa (Farsu): cost in farsu
  • Credits: cost in credits
  • Build: build time in seconds