Monthly Archives: September 2016

Colony Law

Your colony’s laws and law enforcement mechanisms are an important way of controlling your colonists’ behaviors. A variety of offenses can be punished in a variety of ways, and configuring laws can have a profound effect on the daily lives of your NPCs. Summary Your NPCs will react to laws

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Posted in NPCs, Simulation

Diplomacy Policy

A colony’s diplomacy policy is used to configure how its people interact with those of other colonies and off-world authorities. Summary Your colony’s diplomacy policy serves as the basis for how your colonists will interact with colonists from other organizations. Diplomacy policy is also used to determine which NPCs are

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Posted in NPCs, Simulation

Creature Handling

In Outer Colony, some creatures can be tamed and used by your expedition, serving in simple combat and guard duty roles. A video tutorial showing how to tame a creature and assign it to guard duty. Summary After trapping a creature, you can use a creature handler to tame the animal.

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Posted in Game Design, NPCs

Bureaucracy

Bureaucrats are NPCs who do special jobs to help you manage your colony. For large colonies, they can automate tasks that might become tedious, like assigning appropriate shift activities to your workers or making sure that each colonist has access to their favorite foods. Summary You can assign colonists to serve

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Posted in Game Design, NPCs

Medical Treatments, Hospitals, and Medical Professions

When humans contract diseases or sustain serious wounds, they need medical attention to heal properly. A demo video of a doctor setting a broken bone. The patient automatically proceeds to a hospital and occupies a bed. The order for setting the bone is automatically created, the doctor gets a splint,

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Posted in Game Design, NPCs

Disease

Diseases are some of the most serious medical problems that NPCs can face in Outer Colony. Summary Humans can contract diseases from a variety of sources. Diseases can spread through proximity to other diseased people, or from exposure to unburied, rotting corpses. Diseases sap the physical and mental strength of afflicted people. When

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Posted in NPCs, Simulation

Light Structures

Light structures are an easy to build, man portable alternative to free-form construction.  You can think of them like yurts or temper tents in the real world. If you need a single-room, small structure in a hurry, light structures are an excellent choice. A tutorial showing how to manufacture, deploy, and

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Posted in Game Design

Death and Burial

When NPCs die in Outer Colony, they leave behind a corpse. In the case of humans, corpses must be attended to, for both cultural and hygienic reasons. Tutorial video, showing the steps to bury a corpse. Summary When a human dies in Outer Colony, it’s generally wise to attend to

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Posted in Game Design, NPCs

The Old Corsair

An ancient Dagoroth legend tells of a murderous android called the Old Corsair. An ancient relic from before the Extermination Wars, the Old Corsair is a highly independent combat automaton, hired as a privateer to raid settlements and shipping lanes in some long forgotten war. The Old Corsair continues his mission, a

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Posted in Game Design, NPCs

Creature Trapping

In Outer Colony, wild animals can be captured in traps. A captured animal remains alive, but can then be safely transported for various uses within the confines of its trap. A video demonstration that shows the basics of creature trapping. Summary Creature traps are special items that are used to

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Posted in Game Design