Blog Archives

Military Training Regimens

Training regimens can be mandated for your military personnel in order to increase their combat abilities. Personnel can learn a variety of skills from military training, and these skills can mean the difference between life and death on the battlefield. Summary You can define all aspects of training policy via the military

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Posted in NPCs

Hunting

Many valuable resources can be obtained by butchering wild creatures, including meat, furs, bones, and more. To have a corpse to butcher, though, a creature must first be hunted and slain. A brief video tutorial showing how to hunt. Hunters trek into nearby mountains in search of short snouted woodgrunts.

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Posted in Game Design, NPCs

Creatures

The worlds of Outer Colony are populated by many unique, strange, useful, and dangerous creatures. Summary Outer Colony worlds are populated by a variety of creatures, each of which has its own set of properties and behaviors that make it well suited for a particular environment. Each biome has its own

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Posted in NPCs, Simulation

Rabid Creature Attacks

Sometimes, creatures in nearby environments can become rabid and decide to attack humans. While most creatures are usually easy to dispatch by trained personnel with firearms, this kind of event can be a gut-check for your colony’s military. Large creatures will easily kill unarmed people, so make sure you have some

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Posted in Combat, Game Design, NPCs

NPC Requests

In Outer Colony, humans have many needs that must be satisfied in order to sustain life. Some human desires are less obvious, and while failure to satisfy these other needs won’t directly lead to death, they lead to dissatisfied feelings and unhappy moods. When humans have specific requests for making them

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Posted in NPCs

Media

Humans in Outer Colony consume and produce media, like news reports and fictional stories. Interaction with media constitutes a very important part of NPCs’ leisure activities, and the media that a person consumes can have a significant effect on their value systems, views of other cultures, and general behavior patterns. Manipulating the

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Posted in NPCs

Local Culture

As in the real world, cultures aren’t strictly the domain of nation states. Just as companies, military units, and cliques can have their own local cultures, each colony has its own culture that can grow and evolve independent of its parent organization’s culture. On some level, a culture is just

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Posted in Game Design, NPCs

Culture Views

Part of a human’s value system is how that person views various cultures. A person’s notions about other cultures allow them to generalize when interacting with new people and influence their behavior toward members of those cultures. Each colony’s local culture also has metrics that describe its population’s overall perception of

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Posted in NPCs

Fishing

Fishing is an efficient way to obtain seafood and other creature-derived resources for your colony. A brief walkthrough of the fishing process. Summary Fishing is an order-less work activity in Outer Colony. Fishermen with access to necessary equipment and a fishing area will spend their work shifts fishing on the

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Posted in Game Design, NPCs

Migration

Migration of people from the galaxy at large to your colony is one way to increase your population. Specially recruited migrants can be used to augment your talent pool in particular ways, though these come at a cost. Summary Outer Colony’s migration system is used to recruit new residents for you

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Posted in Game Design, NPCs