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 labor modules will match the number of habitat modules for the colony. For example, 2 habitat modules 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 5, meaning it will have 5 habitat modules and 5 labor modules.
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.
When the colony grows, it adds one population module and one labor module. On Mars, only Habitat modules are available for population modules while Garages are also available on Ceres (60% chance for Habitats, 40% chance for Garages) and Io (40% for Habitats, 60% for Garages).
Colony Types and Labor Modules
At the start of a game, the colony beings with labor modules which will all be of the same type, determined by the colony's associated region (see "Starting Labor Module" column below). After the game has begun, when a new labor module is added its type is selected from a list of possible labor modules, also determined by the colony's associated region, with Ceres allowing one additional module type and Io and Mars allowing two (see "Possible Labor Modules" column below). The new labor module is selected randomly from the list, each with the same probability.
|Colony Region||Starting Labor Module||Possible Labor Modules||Also Possible On Mars and Io|
|New US||Offices||Labs, Offices||Warehouses|
|New EU||Labs||Warehouses, Labs||Machine Shops|
|New China||Warehouses||Warehouses, Machine Shops||Offices|
|New Russia||Machine Shops||Machine Shops, Offices||Labs|
An easy way to remember what the colony will never consume during the game is: Among the four options (Power, Chemicals, Glass, Electronics), whatever resource consumption the colony starts with, it won't ever consume the resource above it in the resource list. (For power, consider electronics "above" it.)
+10% to Pleasure Dome income
- Consumes -0.08 Water per second.
- Consumes -0.12 Food per second.
- Consumes -0.04 Oxygen per second.
- Requires 100 Aluminum to buy in campaign.
+10% bonus to Hacker Array speed.
+10% bonus to Patent Lab research speed.
+10% bonus to Offworld Market launch speed.
+10% bonus to Optimization Center speed.