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Difference between revisions of "Automated colony development"

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Automated colony development enables a player to develop their colonies while they are offline for long periods or if they would like to offload some routine micromanagement tasks.
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'''Automated colony development''' enables a player to develop their colonies while they are offline for long periods or if they would like to offload some routine micromanagement tasks.
 
 
* While enabled it will periodically evaluate the conditions on the colony and - [[#Constraints|resources permitting]] - order construction of buildings
 
* Players can control which buildings are developed via the [[#Settings_panel|settings panel]] (currently limited to control over the development of mines only - farms, power stations etc. can't be configured yet)
 
  
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* While enabled it will periodically evaluate the conditions on the colony and - [[#Constraints|resources permitting]] - order construction of buildings.
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* Players can control which buildings are developed via the [[#Settings_panel|settings panel]]. This is currently limited to control over the development of mines only - farms, power stations etc. can't be configured yet.
  
 
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Latest revision as of 20:28, 26 November 2019

Automated colony development enables a player to develop their colonies while they are offline for long periods or if they would like to offload some routine micromanagement tasks.

  • While enabled it will periodically evaluate the conditions on the colony and - resources permitting - order construction of buildings.
  • Players can control which buildings are developed via the settings panel. This is currently limited to control over the development of mines only - farms, power stations etc. can't be configured yet.

Enabling and disabling

Automated-colony-development-activation.jpg

  • Automated colony development can be enabled or disabled on a per-planet basis via a planet's construction options screen (see above image)
  • By default the 'Automated colony development' option is unchecked (disabled)
  • Checking the 'Automated colony development' option enables it
  • It can be enabled or disabled at any time by checking or unchecking the box

Unable to take action

A warning message in red is displayed below the check box if automated colony development is unable to take any actions due to a lack of resources (see constraints below).

Enabled status

When enabled a green status message is shown to confirm that it is operating.

Automated Colony Development Enabled.jpg


Additionally, the 'automated colony development' icon is used on various labels and tooltips to show when a planet has it enabled:

Planet management screen on the building queue

Automated Colony Development Queue Icon.jpg


On the planet's label in the star system view

Automated Colony Development Planet Label.jpg


When listing the planets in a star system's tooltip

Automated Colony Development Star System Menu.jpg


From the galaxy overview

Automated Colony Development GO.jpg

How it works

Triggers and actions

The following list shows the conditions that will be evaluated and the actions taken by automated colony development (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 design of the constraints and triggers and actions is to leave a surplus of resources available for the player to be able to use for their own orders e.g. order construction of a particular building.

Settings panel

Automated Colony Development Settings Panel.jpg

When automated colony development is enabled, clicking the settings cog opens the settings panel:

  • In the current version only control over the development of mines is possible
  • Mines for all available resources on the planet will be developed by default
  • If a resource isn't present on the planet it won't be possible to enable development for it (the checkbox is disabled)
  • Development of resources that are present can be disabled by unchecking the box for that resource
  • A target mining rate can be set per-resource ('0' indicates development for that resource is not possible or has been disabled - no further mines for that resource will be developed once the target mining rate per hour has been achieved)

Activity log

Open Planet Log.jpg

It's possible to determine the actions automated colony development has taken by viewing a planet's event log (button in the bottom left corner of the main planet management screen).

In a future update it will be possible to see whether an action in the log was taken by the player or automated colony development.