Outscape Colonization Planets Guide

Outscape game guide focuses on Colonization of new planets for beginners. The guide will give you basic tips on Outspace Colonization Planets. While writing this instruction, we pick up many pieces of information from several sites for you. We hope that this guide will help you.

Colonization is the process of using a Colonizer ship, equipped with a special Colonization Module, to transport some of the player’s Population to an unclaimed world and take ownership of it. A planet already owned by another player cannot be colonized, but could still be taken by force, unless the defences have been stood down.

Selecting a Planet

The suitability of a planet for colonization depends on many factors:

  • Size: larger planets are able to support higher maximum Populations, allowing more structures to be built. Conversely, planets with small caps can be limited in terms of how developed they can get.
  • Environment: the planet’s temperature and land mass fraction will determine if a colony will thrive or perish; if the overall climate is hostile to the colonists, they will die over time. In particular, planets with lots of land can support larger maximum populations, but growth rates may be lower.
  • Resource Deposits: whether the planet has a valuable resource deposit worth mining (mines can only be constructed on planets owned by a player).
  • Native Population: will contribute to a colony’s workforce and can be taxed, but their happiness will have an effect on the colony.Location: the planet could be strategically beneficial. Planets close to another player could forge an alliance or spark a feud

Colonizing New Planets Beginner’s Tips

  • When you visit a new system you will need to asses what’s a good potential colony.
  • Larger planets are always more desirable as a general rule. Over 15 Kkm diameter are extra desirable, lower than 10 Kkm should be avoided unless very rich indeed in resources.
  • Watch the temperature and landmass indicators. If red you WILL die off unless you have climate modification Tech researched! You will get a warning popup if the planet will kill you so if you die off coz you misjudge its really your own fault. Check Beron levels can you build enough Climate stations to make it survivable? In marginal cases have a second ship nearby to ferry extra materials ot the struggling colony till it stabilises
  • Naturally a planet with a decent deposit of Resources is of course desirable. The resources a planet has is further refined by Density levels. This is how much per hour each mine of that type will extract from the surface deposits of that type
  • Only Resources of 60% Density are really worth long term. So don’t plan on too many level 2 buildings on those worlds if you use them at all.
  • Planets may have a secondary Population of a Minor Race see hereafter. Generally these are very useful to most races but Syntis may struggle initially till they research the tech that will allow the bots to make frail Organics Happy…
  • A viable strategy is to colonise two or planets that between them have High or Better resource density levels for each resource between them.
  • In addition to density there is a larger number showing available surface resources. Once those have gone Only “Deep” Tech level 3 Mines will be able to keep extracting that material. If the resource is not listed it cannot be mined on that planet. You will soon see your home-worlds are quite excellent (and thus desirable targets later on!)

Environment Tolerance

Each civilization has their own optimal temperature, tolerance of other temperatures and optimal land mass fraction. The optimal temperature is the temperature at which population growth will be the highest. The temperature tolerance determines how growth rate will behave the further a planet’s temperature is from the civilization’s optimal temperature, which obeys an exponential relation. A civilization with a low tolerance needs a planet temperature close to their optimal, while a high tolerance civilization such as the Syntis will be compatible with a wider range of planet temperatures.

Similarly, the optimal land mass is the land mass fraction at which population growth will be the highest. The population growth rate will be lower fractions away from this optimal value, which obeys a linear relation; a hostile temperature will have a significantly greater effect on the growth rate than an environment with too much or too little water.

A planet’s environment info is listed under the Environment panel in the Planet Management screen. Mousing over the planet’s name will bring up the tool-tip shown in the panel below.

Colony Populations


Clicking a Population will open their management screen where, among other things, you can adjust the tax rate and view more details on the population’s stats and Happiness.

The Population tool-tip, accessible by mousing over.

Tax Rate

Credits are a crucial resource needed for every construction and upgrade. Your empire starts with a balance of 25,000 Credits, and your home world is already generating Credits by levying a Tax Rate on the population. You can use the – and + buttons to adjust this rate, or type the desired value in manually. Note that Syntis populations will have these options greyed out – their tax rate is always fixed at 35%.


A colony is affected by its Happiness (not all civilizations are affected by happiness e.g. Syntis). It affects population growth and normal colony operations. If happiness becomes too low, population growth stalls and rioting can begin (which can lead to the destruction of colony structures). Clicking the i icon next to happiness will show a breakdown of the contributors to happiness.

Some structures are undesirable e.g. mines. Setting a high tax rate will also negatively affect Happiness. To counter these negative impacts on happiness, desirable structures can be researched and constructed (researching Entertainment Practice unlocks one such structure).


The real-time size of the current Population is displayed under the “This Colony” panel, on the right-hand side of the second image above. The Maximum Population has two values listed; the Colony maximum and Planet maximum (e.g. 262,855 / 785,690):

Colony max: the Population size the colony can currently support with its Farms. Build more Farms to support more population.

Planet max: the total Population size the planet can support for this civilization, dependent on the planet’s size.


All structures require citizens to operate correctly. If there isn’t enough population to operate all colony structures a labour shortage occurs. Once this is reached, colony structures will fail until the population grows to a significant level or a structure is dismantled. Likewise, if there are too many citizens and not enough structures to provide employment, unemployment levels can decrease happiness.


The army size is determined by the number of constructed Military Bases. Each military base constructed adds a number of defensive troops to the army. If the planet is invaded, the army will attempt to fend off the invasion.

Home Guard

If no military bases are constructed, a colony will not be entirely defenseless if invaded. A proportion of the population automatically form a Home Guard which will contribute to the defense of the colony (in addition to any army present). The size of the home guard is affected by happiness.

Colony Type

Colonies should always be established with a purpose in mind. Rather than building a mix of structures, is is better to specialise planets to serve a particular purpose, in order to best take advantage of resource deposits and available space for population. Some colony types that players typically establish are:

  • Mining – colonies dedicated to mining one or more of the five Natural Resources. Depending on the size and purity of the deposit(s) available, players might choose to hold these planets long-term, or mine all the resources they have to offer and then move on.
  • Deep Mining – if the purity of a resource deposit is sufficiently high, players might choose to develop a mining colony further to support Deep mines, which can extract resources even after the surface deposit is depleted. These will typically be dedicated to one resource that is present at a high purity on a given planet. This ensures a steady flow of resources without having to colonize new worlds, which will likely become difficult due to hostile neighbours or the effects of Corruption. However, deep mines are time-consuming and expensive to construct, so players should choose such sites carefully.
  • Science – these colonies are dedicated to hosting as many Laboratories as possible, in order to increase the player’s Science Power. Large planets are needed for this, as Labs require lots of population and associated infrastructure to support, but science worlds don’t need resource deposits to be present; instead, building materials can be shipped in from mining planets. Players should make sure to defend their science worlds, as they will become extremely valuable as they develop.
  • Metropolis – metropolis colonies focus on Entertainment and City Centers, in order to maximise Credit income and population growth. Excess population generated on such worlds can then be transported to help grow other colonies in the player’s empire. Such planets should have an ideal temperature and land/water balance for growth, as City Centers provide a multiplier to the existing growth rate.
  • Fortress – these are planets dedicated to the defence of a player’s territory, by being as difficult to capture as possible. They will feature lots of Military Bases, orbital defences and perhaps a Scanner for reconnaissance. A forward Shipyard might also be considered to repair and reinforce combat fleets. Troops generated here can then be transported for attack or defence.
  • Shipyard Worlds – Shipyards, particularly the Tier 3 and 4 versions, require so much supporting infrastructure that planets may have to be dedicated to them in their own right. Planets inhabited by Mountain Giants are prime candidates for such worlds, owing to the 60% construction boost they provide.

This is the ending of Outscape Colonization Planets Guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

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