Additional Info

Animated Blood
Hard drive space
Full download: 1.05 GB
Initial download: 0.41 GB
Download time
| Kb/s | 20 MB | 8 MB | 512 KB |
|---|---|---|---|
| Time | 2mn | 5mn | 1h 21mn |
System Requirements
- Operating System: 2000/XP,
currently Vista testing - Processor: 1200MHz
- OS: Windows
- RAM: 128MB
- Video RAM: 4MB
Copyright
© 2003 FireFly Studios Ltd. Space Colony, FireFly Studios and the FireFly Studios logo are trademarks of FireFly Studios. Gathering, the Gathering logo, Take Two Interactive Software and the Take Two logo are all trademarks of Take Two Interactive Software. All other trademarks are properties of their respective owners. Developed by Firefly Studios. Published by the Gathering. All rights reserved. Uses Bink Video Copyright © 1997-2003 by RAD Games Tools, Inc. Uses Miles Sound System, Copyright © 1991-2003 by RAD Game Tools, Inc. Made in the USA.
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Overview
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Instructions & Tips
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Screenshots & Video
Basics
Space Colony is a goofy strategy sim that puts you in charge of a series of planetary outposts, where you must accomplish objectives and keep the peace among the rather peculiar array of employees they've sent with you. The game includes a basic tutorial and several play types. There's a 24-mission narrative campaign game, a "galaxy mode" with missions set in a variety of environments, and simple sandbox levels where you can build and expand as you please without worrying about objectives.
Personnel
The ragtag collection of oddballs sent to work in your station will challenge you throughout the game. About 20 staffers are available, and each has his or her own personality. A few will try to make your life easier, while others pick fights, complain incessantly or refuse to work. Managing your colonists correctly involves making sure they have the right facilities (Jacuzzis, entertainment centers, the usual stuff you find in space) and social interaction with people that they like.
Resources
Your colonists depend on Space Chickens for sustenance, while you need money and raw materials to build facilities and succeed in missions. The company usually has some sort of quota for you to fulfill, and in many cases the resources will help you expand or improve your colony. Depending on the resource, you'll need to construct units or facilities to gather and process the raw material. Not every mission will have every resource, and all resources are finite, so gather conscientiously.
Facilities
At least some of your resources will go into facilities construction. As you progress through the game, more and more facility types will become available. Each room type has some impact on play -- base defense, resource control, colony management, power generation, recreation and so on. Staffers have different desires, and you want to build based on both the colony's needs and employee wishes -- sometimes the disco takes priority over the new Silicon Harvester.
Defense
The corporations have a "finders keepers" attitude with the planets they're exploiting, so expect resistance in the form of Little Green Men or rival companies. You'll have access to a variety of defenses: static weaponry, armaments for your colonists and mobile battle units are just a few. Some missions include a conquest objective in which it's necessary to take over enemy territory. Aliens make horrible neighbors, so you might want to wipe them out regardless. Besides, they look weird.
Tip: Hot Tub!
Your colony can't be just utilitarian stuff. Build lots of entertainment for your colonists, or else they'll become discipline problems. The Jacuzzi is always nice, as are some quiet conversation areas for simple hanging out.
Tip: Be Prepared
You're often called upon to send colonists out to the planet's surface. Make sure they have all the necessary equipment, not to mention enough oxygen, to do their job and get back safely.
Tip: Assign Wisely
Colonists who need a lot of social interaction can be a problem on lonely jobs, so try ordering them to keep the base clean -- people like chatterbox Tami will then have plenty of others to talk to as they go about their own business.
Tip: Extra Training
You can "steal" an extra training session by sending your colonists into the Learning Pod first and the Library second, even if the mission claims that only one training session is available.
Tip: Opposites Detract
It's very, very important that your colonists stay happy. This involves controlling traffic so opposite personalities won't see much of each other.
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