Overview[edit | edit source]
Colony Buildings consume various resources depending on the type of colony and buildings present. This adds a non-player pressure to the resource market. The colony also provides bonuses to adjacent Pleasure Domes and bonuses to adjacent advanced player buildings. The number of work buildings will match the number of Habitat buildings for the colony. For example, 2 Habitat buildings means there will be 2 offices/warehouses/labs/etc... in a combination based off of the colony type.
As a match progresses, the colony will grow. The number in parentheses next to the colony name is the current population. The example in the image has a population of 4; meaning it will have 4 habitat modules and 4 non-habitat modules.
Colony Growth[edit | edit source]
The Colony starts with a population equal to the number of players plus one.
Every hour, there is a (n+1)/96 chance of the colony growing, with n equal to the number of players in the game.
Colony Types[edit | edit source]
Each colony type will start with all non-habitat modules being its preferred module. All future non-habitat modules are chosen randomly.
|Colony Region||Preferred Module|
|New Russia||Machine Shops|
Building Types[edit | edit source]
Habitat[edit | edit source]
+10% to Pleasure Dome income
Office[edit | edit source]
+10% bonus to Hacker Array speed.
- Consumes -0.2 Power per second.
Lab[edit | edit source]
+10% bonus to Patent Lab research speed.
- Consumes -0.2 Chemicals per second.
Machine Shop[edit | edit source]
+10% bonus to Optimization Center speed.
- Consumes -0.2 Electronics per second.
Warehouse[edit | edit source]
+10% bonus to Offworld Market launch speed.
- Consumes -0.2 Glass per second.