Space Colony Computer Game - Reference Library
The entries collected here are identical to the pop-up information windows that appear throughout this site.
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Bridge Objects
The objects in this section are permanent fixtures on every base's bridge. Except for the cash machine, all require that an operative be trained to use them.
Medi Prep Desk
This is one of the three stations on the bridge. When you assign a trained operative here, she will prepare any medi bays you have for use. A countdown clock over the medi bay being prepared shows how soon it will be ready. The more training your medi-prep operative has, the faster he will work. If disease-curing pharmaceuticals are available (see Resources), warehouse droids will automatically deliver them to the medi bays.
Oxygen Desk
This is one of the three stations on the bridge. When you assign a trained operative here, he will activate any oxygen plants you have and monitor oxygen input/output. You can check oxygen usage in the Oxygen Systems section of the Bridge Screen. As more operatives (or tourists) enter the base, you will need to increase oxygen production by adding additional oxygen plants and/or assigning an operative with more training to this station.
Power Desk
This is one of the three stations on the bridge. When you assign a trained operative here, she will activate any power plants you have and monitor power input/output. You can check power usage in the Power Systems section of the Bridge Screen. As you place more power-consuming objects in your base, you will need to increase power production by adding additional power plants and/or assigning an operative with more training to this station.
Cash Machine
The bridge is equipped with one cash machine, which operatives use to manage their finances, withdrawing their wages, paying bills, transferring funds between accounts, etc. Doing this helps meet their financial need (see Managing Colonists' Needs). How well that need is met depends on the operative's salary (you set this in the Finances section of the Bridge Screen) and how much the operative values money.
All objects in this section are available by clicking the Engineering Button in the Building Selection Panel on the left side of the game screen. A few of these objects require training to use.
Airlock
Place it against the exterior wall of either a bio dome or corridor so operatives can get in and out of the base.
Small, Medium and Large Bio Domes
They are the basic structures used to build your base. Connect bio domes to each other with corridors. Add airlocks for entry/exit.
Cleaning Post
Place it indoors, assign an operative with cleaning training here, and he will work picking up litter inside your base. Check the Base Conditions report on the Bridge Screen to see how dirty your base is. Place more cleaning posts and assign more operatives as needed.
Corridor
Select the corridor then click and drag on the map to place a length of corridor connecting two or more bio domes.
Iridium Power Plant
It is the most powerful and compact electric plant available, but it requires a constant supply of iridium to function (see Resources). After placing the plant, assign an operative to the power desk to run it. Click on the power plant itself at any time to see how much life is left in the iridium core.
Lava Power Plant
Place it over a volcanic vent to harness geothermal energy (see Resources). After building the plant, assign an operative to the power desk to run it. If necessary, use lasers to protect the power plant against lava beetles (see Aliens) and space defense shields to shelter the plant from lava ejected by large volcanoes.
Light
Place these to reveal previously hidden areas of your map. They can also be used as cheap targets to distract enemies while you place additional defenses.
Maintenance Post
Broken interior objects have a yellow wrench icon above them. Buy a maintenance post, place it indoors, assign a trained operative, and she will work fixing any broken objects inside your base. You can direct the operative to repair a specific object by clicking on her, then on the object.
Oxygen Plant
Depending on the number of operatives (and tourists) breathing your base's air, you may need one or several of these. Oxygen plants only function when an operative is manning the oxygen desk, though limited 02 can be stored for later use. You can monitor oxygen usage through the Oxygen Subsystem report in the Bridge Screen.
Engineering Repair Facility
When buildings, outdoor structures or robots become damaged, use this to fix them. Check the Base Conditions report on the Bridge Screen to see if any structures need repair. (Or run your cursor over individual objects on the screen to check their status.) Then, if repair is needed, assign a trained operative to this post. He or she will send the repair droid to work on each damaged object in turn.
Solar Power Plant
After placing the plants, assign an operative to the power desk to run them. You'll need a number of solar plants to collect enough energy to run your base. (For larger bases with greater power needs, you're better off using lava or iridium power plants.)
Space Bike Post
Place one or more outside your base, preferably near work areas or airlocks, to transport operatives quickly to and from work.
Warehouse
Resources you collect or buy through the Trade Controls screen are stored here. (Clicking on a warehouse will bring up that screen.) Each warehouse has a flying droid that carries resources back and forth. The main warehouse is adjacent to the shuttle pad. New warehouses must be placed next to existing warehouses.
All objects in this section are available by clicking the Food & Drink Button in the Building Selection Panel on the left side of the game screen.
Bar
It provides tasty green beer made from base nutrients (see Resources) and, perhaps more importantly, recreational and social opportunities for your operatives. Not all operatives enjoy the bar, and some prefer the luxury bar.
Luxury Bar
It provides festive cocktails made from base nutrients (see Resources) and, as well as recreational and social opportunities for your operatives. Not all operatives enjoy the luxury bar, and some prefer the neighborhood-pub atmosphere of the regular bar.
Mess Hall
It provides a delightful plate of base nutrients (see Resources) for your colonists to eat. Base nutrients may be bought through the Trade Controls screen or made using a nutrient extractor.
Restaurant
Green goo for breakfast, lunch and dinner got you down? Why not splurge on a restaurant? It serves up delectable processed space chicken (see Resources) for your colonists to eat. Chicken may be bought through the Trade Controls screen or grown yourself using a chicken farmer unit. The restaurant also provides recreational and social opportunities for your operatives.
All objects in this section are available by clicking the Furniture Button in the Building Selection Panel on the left side of the game screen.
Bed
To assign an operative to a bed, select (left click) the person then left click the bed. If you want them to go to sleep, select the person and then click on her assigned bed. To swap beds, select an operative and then click on another operative's bed and they will trade. A small bio dome can hold 4 beds, a medium dome 9, a large dome 16. Whenever possible, beds should be placed in a separate dome from noisy objects like the disco, Jacuzzi, etc., since noise will prevent some operatives from getting a good rest.
Cash Machine - Description under Bridge Objects, above.
Plants
Green plants can make a sterile base seem more like a home. Or, depending on your point of view, they can take up valuable space that might better be used for a bar or a sauna. I guess it depends on who you ask.
Social Area
To use it select (left click) an operative, click on another operative and choose Friendship (chair icon) from the social interaction menu that appears over the second operative's head. This will send the two operatives to the social area to talk things over. For more information, check out the Relationship & Romance Tutorial.
All objects in this section are available by clicking the Human Resources Button in the Building Selection Panel on the left side of the game screen.
Counseling Robot
It is used to restore mental health to operatives who have become unstable, either from the stress and strain of space life, or through psychic attacks from certain aliens. Some operatives may also benefit from the social interaction the counseling robot provides, though usually talking with a friend works faster.
Cryogenic Reanimation Unit Death is an unfortunate part of colony life. Fortunately, in the 22nd century, we have the technology to reanimate people who suffer an untimely demise. The unit is expensive, but aren't your friends worth it? When an operative dies, an ambulance shuttle comes down from the mothership to take the dead operative up. Shortly afterward, you'll see that operative appear inside the cryo unit. Click on the unit and then click 'Re-Animate Colonist' to revive your operative.
Detention Facility
It is used to restore mental health to operatives who have become unstable, either from the stress and strain of space life, or through psychic attacks from certain aliens. (You can also use it to punish operatives for fighting, etc.)
Personal Hygiene Pod
Some operatives prize cleanliness more than others, but after a hard day's work, most people could use a refreshing shower to clean up and unwind. Letting Base Litter levels get out of control (check the status in the Bridge Screen) makes operatives dirty faster, as does contact with slimy aliens like Venusian slugs (see Aliens).
Library
Use it to train operatives in new skills or increase proficiency in existing skills. Also, some operatives enjoy studying as a recreational activity. An alternative to the library is the training pod. It's much faster, but each training program costs money. More info is available under Jobs, Skill Badges & Training.
Medi Bay
It is used to restore sick or injured operatives' health and can be used with or without disease-curing pharmaceuticals (see Resources). Medi bays must be prepared before each use by assigning a trained operative to the medi prep desk.
Meditation Room
Being crowded together with a dozen other operatives in a few tiny bio domes can take its toll on some colonists. It is a great way to relax and unwind in one's own private sanctuary.
Relaxation Pod
Like the meditation room, this object can help tired and tense operatives unwind. It's quiet, dark and peaceful, almost like being back in the womb.
Training Pod
Use it to train operatives in new skills or increase proficiency in existing skills. An alternative to the pod is the library, which is free to use but takes a lot longer. More info is available under Jobs, Skill Badges & Training.
All objects in this section are available by clicking the Industry Button in the Building Selection Panel on the left side of the game screen. Most are placed outside the base, and all require training to use. Many industry objects allow you to set the area which is mined, harvested or planted. Additional information about the items harvested can be found on the under Vegetation and Resources.
Bio-Research Lab This facility can be used to plant genetically modified bamboo, which can then be harvested for food, making even the most barren planet able to support life. Or, use the lab to seed grass for golf courses in order to boost your colony's appeal to tourists.
Chicken Farmer Unit
Here space chickens hatch and grow under the operative's motherly supervision. Then a butcher droid delivers them to the main unit where they are turned into processed space chicken, which warehouse droids will then transport to restaurants and storage containers.
Cybernetics Lab
This object is placed indoors and used to manufacture androids. To create an android you'll need 1 unit of iridium, 5 advanced electronics, and a trained operative to run the lab. The countdown clock on the lab shows when the android currently in production will be finished.
Electronics Fabricator
Place it outdoors, assign a trained operative, and use it to manufacture advanced electronics from silicon. Advanced electronics can then be sold for many times the credit value of raw silicon. They are also crucial components in androids, industrial and military robots.
Argon Gas Rig
Place it over an argon gas vent (the bubbles emanating from certain pools of black crater water) and assign a trained operative to run the rig. The argon gas is pumped into canisters, which droids then carry to your warehouses. It can then be sold through the Trade Controls screen or used to power certain military systems.
Industrial Robotics Factory
If an industrial droid (such as a scavenger, silicon dozer, nutrient harvester, etc.) is destroyed, you may choose to build a replacement robot, rather than buy a whole new resource extractor. To do this, you'll need an Industrial Robotics Factory. Each new robot requires 2 units of refined iron and 2 advanced electronics. Once your warehouse droids have delivered these to the factory, assign a trained operative to work there. The countdown clock on the factory shows how soon the robot will be completed. If more than one type of robot is needed, you can click on the factory and then change the production order.
Iron Extractor
Place it outdoors and assign a trained operative to run it. The iron-mining robot collects iron ore and returns it to the main unit to be refined. Droids then carry the refined iron to a warehouse. It can then be sold through the Trade Controls screen or used in an industrial robotics factory.
Military Robotics Factory
If a military robot (i.e., dogbot, soldier or commando) is destroyed, you may choose to build a replacement robot, rather than buy a whole new robot post. To do this, you'll need a military robotics factory. Each new robot requires 2 units of refined titanium and 2 advanced electronics. Once your warehouse droids have delivered these to the factory, assign a trained operative to work there. The countdown clock on the factory shows how soon the robot will be completed. If more than one type of robot is needed, you can click on the factory and then change the production order.
Nutrient Extractor
Place it outdoors and assign a trained operative to run it. The nutrient harvester robot shreds hydromorphus or GM bamboo and delivers it to the main unit where it is processed into base nutrients. Warehouse droids then carry the nutrients to mess halls and storage tanks.
Pharmaceutical Extractor
Unlike most other industry objects, it is placed indoors. A trained operative can use it to harvest the cylincsus plant and process it into pharmaceuticals, which your warehouse droids will deliver first to your medi bays then, when all medi bays are supplied, to the warehouse.
Scavenger Bunker
Place it outdoors and assign a trained operative to run it. The bug-like scavenger robot collects iridium crystals and returns them to the bunker for processing. Droids then carry each processed iridium core to a warehouse, iridium power plant or cybernetics lab. The scavenger can also be used to collect unhatched protoraptor pods, which it processes into raptor embryos. These can then be sold for big money.
Silicon Extractor
Place it outdoors and assign a trained operative to run it. The silicon dozer collects raw silicon and returns it to the main unit to be refined. Droids then carry the refined silicon to a warehouse or electronics fabricator.
Titanium Extractor
Place it outdoors and assign a trained operative to run it. The titanium-mining robot collects the titanium ore and returns it to the main unit to be refined. Then droids carry the refined titanium to a warehouse. It can then be sold through the Trade Controls screen or used in military robotics factory.
Weeding Post
Place it outside, assign an operative with weeding skill, and the operative will work burning off weeds around your base. Check the Base Conditions report on the Bridge Screen to see the level of vegetation encroachment. Place more weeding posts and assign more operatives as needed.
All objects in this section are available by clicking the Military Systems Button in the Building Selection Panel on the left side of the game screen.
Automatic Laser
Automatic lasers great for killing off mid-sized enemies. They require power and a supply of argon gas to function but, unlike manual lasers, they don't need a person to operate them. Place several in spots where you know attacks will originate, or place them at intervals around the perimeter of your base.
Cluster Bomb
A supply of argon gas is needed to prime it. Once it is ready, the cluster bomb is great against most larger enemies and it's the only possible defense against burrowing spineweed (see ). Just be sure to place cluster bombs ahead of other structures, so they aren't destroyed when the bombs go off.
Commando Robot
Commandos are top-of-the-line military robots, useful for situations where lasers aren't powerful or mobile enough, where argon is not available, or where it's too dangerous to send in a human being. They are also faster and more powerful than their weaker counterparts, the soldier and dogbot. Commandos are built and controlled the same way as other military robots.
Dogbot
Dogbots are the weakest (and least expensive) of the military robots. They're still useful for situations where lasers aren't powerful or mobile enough, or where it's too dangerous to send in a human being. Dogbots are built and controlled the same way as other military robots.
Force Field Post
Place a line of force field posts, not too far apart, to prevent smaller enemies like bugs from reaching your more valuable structures. For a more effective defense, set a few automatic lasers just behind the force field to prevent enemies from damaging the posts themselves.
Hovermine Delivery System
These defense towers produce a halo of explosive mines that target any approaching enemy. Hovermines are powerful but have the drawback of sometimes damaging your own structures or robots if they happen to be in the way when the mines land. So be sure to place the towers away from your other structures, mining areas, etc.
High-Powered Force Field Post
These are similar to regular force field posts but are able to repel larger enemies like Venusian slugs. They also use more power. For a more effective defense, set a few automatic lasers just behind the force field to prevent enemies from damaging the posts themselves.
Manual Laser
Manual lasers are more powerful than the smaller automatic lasers. In addition to power and a supply of argon gas, they need a colonist with laser training to make them work.
Military Radar
This structure provides advance warning of incoming alien attacks. It is available by clicking the military systems button. Once the radar dish is placed, it scans the planet constantly. If an alien impact is detected, the computer voice reports it and a visual heads-up appears on the mini-map at the bottom left of the screen. As soon as the computer is able to identify the type of alien, it announces that as well.
Missile Silo
Sometimes lasers and little bombs just won't cut it. For really tough enemies, or enemy structures, you need a big missile. After buying and placing a missile silo, you'll need 10 canisters of argon gas and 10 advanced electronics to prime it. Warehouse droids automatically deliver these resources to the missile as they become available.
Each missile has a production countdown clock that shows when it will be ready to launch. Clicking on the missile brings up an info screen where you can see how much argon and electronics are still needed. This screen also includes a button to pause missile production (helpful if you need argon or electronics elsewhere). When the missile is finished and you are ready to launch it, click on it to bring up the info screen again. Click the targeting button and then click on the map where you want the missile to land. Ka-boom!
Sentinel Post & Patrol Markers
Sentinels are hovering defense bots that shoot at any flying enemies approaching within range. Place one or more sentinel posts, which include the sentinel robot, and then place a line or perimeter of patrol markers. The sentinels will then patrol between the markers, keeping your base safe from airborne attack.
Space Defense Shield
Shields protect your base from meteor showers and volcanic debris. To ensure full shield coverage, pause the game, place a shield and click on it to see the radius it covers. Experiment with placing and deleting (selling) shields until you have an overlapping network of shielding covering the entire baseor at least critical structures and tourists areas.
Soldier Robot
Soldiers are mid-class military robots, useful for situations where lasers aren't powerful or mobile enough, where argon is not available, or where it's too dangerous to send in a human being. Soldiers are built and controlled the same way as other military robots.
All objects in this section are available by clicking the Recreation Button in the Building Selection Panel on the left side of the game screen. Some of these objects can be used for dating. See the Relationship & Romance Tutorial for more info.
Combat Arena
Some of your more aggressive operatives like a workout that gets their adrenaline flowing. A boxing match against a holographic opponent fits the bill.
Disco
As you'd guess, it's for dancing, which some operatives enjoy more than others. Place several discos adjacent to each other to get the mirror ball and robo DJ variations. The disco is also a prime dating venue.
Exercise Equipment
Colonists interested in sport and fitness will love any one of these exercise machines (stair climber, rowing machine or treadmill). Tourists are especially impressed by a fully outfitted gym, with all three machines and a combat arena, plus a sauna, Jacuzzi and hygiene pod for relaxing after a workout.
Jacuzzi
Some colonists love soaking away the aches and pains of a hard workday. In fact, one operative, who shall remain nameless, becomes a gibbering wreck if he is denied access to the Jacuzzi's soothing, bubbly goodness. Oh, and it also makes a great date destination.
Observatory
Unlike most recreational objects, this one goes outside. Some colonists like stargazing more than others, and one in particular doesn't enjoy anything else.
Piano
Some of your more cultured colonists enjoy the soothing tones of the grand piano. Tourists will enjoy a piano in the bar/restaurant area.
Sauna
Some operatives love a sweaty stint in the sauna after work. It's also a great place for a romantic get-away between shifts, and it can help keep tourists happy too.
Virtuality Chair
Thrill-seeking operatives just can't get enough of this wild ride, and tourists can park their children here without fear that they'll come to harm.
Zero-Gravity Playroom
Free-falling in the zero-G playroom gives thrill-seeking colonists a rush like no other. It also provides tourists with a more "authentic" off-world experience. (Of course, some people just want to throw up after riding it, but that's why we have cleaning posts, right?)
All objects in this section are available by clicking the Tourism Button in the Building Selection Panel on the left side of the game screen. The Tourism Tutorial includes additional tips on using these objects to help build a successful space hotel.
Art Exhibits They come in a variety of shapes and sizes, though only one color: outer-space aquamarine. Sculptures add culture to your base and provide some people with hours of relaxing contemplation. They can also help boost your tourism rating.
Garden Dome This building can bring lush, tropical flora to an otherwise barren world. It provides some operatives with a relaxing place to meditate or just stop and smell the Jacaranda mimosifolia after a hard day. Having a garden dome also helps increase your base's Tourism Rating.
Golf Tee
Creating a golf course is a multi-step operation, but it's not too hard. Click the tourism button, click the golf tee button to select it, click on the map to place the tee, then move the cursor to a spot where the hole and flag are visible, and finally click again to place the hole. Repeat this process to place as many hole-tee pairs as you need. Before anyone can play golf, you'll need to plant GM grass over each hole to make a putting green. To do this, build a bio research lab. Set the lab to seed grass (not bamboo) and assign an operative to work there. The bio lab should plant grass over each golf hole automatically, but if it isn't planting where you want, you can set the planting area over a hole. You'll know a golf hole is ready for play when the circle-and-slash symbol over the flag disappears.
1-, 2-, and 3-Room Hotels
These buildings are where tourists stay when they visit your colony. As you'd guess, the single rooms hold one person, couple, or family (up to 4 people); doubles hold up to 8 people; and triples, 12.
Tourist Port You can only place one of these structures in your base. It is where the tourist liner lands, bringing visitors to your colony. Tour groups arrive and depart every 4 days. How many people come depends on the number of hotels you have available and your tourism rating.
Slot Machine Not everyone enjoys gambling, but the people who do tend to like it a lot. Aside from increasing the Entertainment factor in your base's Tourism Rating, slot machines bring in extra cash. For realism, I like to place a cash machine nearby.
Viewing Platform This building is quite expensive to build (7500 credits) but will add major points to your base's Tourism Rating. From the top of the viewing platform, tourists can survey they entire base, as well as the planet's surface for kilometers in any direction.
Zoo Exhibits Each exhibit features a different alien creature, which tourists can observe through a thick layer of safety glass. A zoo dome is a sure way to boost the Entertainment part of your base's Tourism Rating.
Androids - A separate section on android building and management can be found here.
Industrial Robots - These include mining robots and other resource harvesters. More on building and controlling these robots can be found here.
Military Robots - These include dogbots, soldiers and commandos. More on building and controlling these robots can be found here.
Alien Matter Transporter
This object is only available as buyable object in the Planet Editor. Here it can be found under Buildings > Extra. It also features in the civilian mission 'The Host'.
Bridge
This object appears in every mission, as the center of your colony. However, it is only available as buyable object in the Planet Editor. Here it can be found under Buildings > Extra. The bridge stationspower, oxygen and medi prepare detailed on their own pages. The Bridge Screen includes info on the different reports and subsystems accessible from the bridge.
Crashed Spaceship
This object is only buyable in the Planet Editor under Buildings > Extra. Here it can be used as a condition-setting object (i.e., when it is destroyed, a certain thing will happen). It also appears in one of the civilian missions as something you must destroy to meet a goal.
Marker Beacon
This object is only buyable in the Planet Editor under Buildings > Extra. It also appears in one of the early missions of the main game as an object you must locate to meet a goal.
Nuclear Bomb
This object is only buyable in the Planet Editor under Buildings > Extra. Disarming the nuclear bomb is one possible goal in user-created missions. Because the bomb leaks hazardous radiation, a human operative cannot perform this task; you'll need to build an android to do it safely.
Orox Base
This structure represents the entrance to an underground complex inhabited by the Orox (see Aliens). It is only buyable in the Planet Editor under Buildings > Extra. It also appears in one of the military missions as an object you must destroy to meet a goal.
Invasion Marker
This object is only available in the Planet Editor under Aliens. Place these markers on your map where you want alien invasions to spawn and then use the Campaign Editor to trigger them. The markers themselves are invisible to anyone playing the mission.
Shuttle Pad
This object appears in every mission, as the trade hub of your colony. However, is only buyable object in Planet Editor under Buildings > Extra. In-game, click on the shuttle pad or warehouses, or press T to bring up the Trade Controls screen. Here you can buy and sell resources.
Shuttle, Ambulance
If an operative is killed during a mission, the ambulance shuttle lands on the planet to retrieve his body and carry it to the mothership. The colonist is then kept in cryogenic storage either until the next mission in which he is scheduled to participate, or until he can be revived using a cryogenic reanimation unit.
Shuttle, Personnel
This craft delivers new crew members to the base. Usually this happens at the start of a mission, but occasionally there are multiple arrivals throughout the mission.
Shuttle, Trade
Each time you buy or sell resources through the Trade Controls screen, the trade shuttle descends from the Blackwater Industries mothership to pick up and/or deliver the goods.
Tourist Liner
This luxury shuttle delivers visiting tourists to the tourist port. New tourists arrive every 4 days. The number arriving depends on how many hotels you have, as well as your base's tourism rating.
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Text and site design copyright © 2004- Stellalune. Game art, screenshots, Space Colony name and logo copyright © 2003- Firefly Studios and Gathering of Developers. All rights reserved. See the main page for copyright guidelines.
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