The Singularity: a Space Colony campaign consisting of three missions.
By calezane (http://calezane.home.xs4all.nl/) 11-08-2014


Files:
-s-readme.txt: this file
-TheSingularity.cam: goes in C:\Program Files\Firefly Studios\Space Colony\campaigns
-ApparadisePlanet.map: goes in C:\Program Files\Firefly Studios\Space Colony\maps
(Your game may be installed on a different drive or in a different directory,
but the "cam" file goes in subdirectory "campaigns" and the "map" files go in
subdirectory "maps". In Space Colony HD, user-made campaigns go in "campaigns"
and "maps" under "[drive]\Users\[username]\Documents\Space Colony".)


Where the previous two campaigns were just intended to annoy, this one was made
to be slightly weird, using some game quirks I discovered. It can't be won: the
last mission loops back to itself.

No separate spoiler file is included, as these missions should be quite easy.
Some tips:

-In the first mission, have EVERYONE who can, start weeding (especially those
harmless-looking single lupulus plants to the left), and put down at least three
space bikes.
-Use any campaign without a time limit to give colonists some training.
-When pairing up couples, check in advance who is the most desperate or
otherwise most likely to accept. (Tami, Slim and Greg are desperate, Vasilios is
indifferent. Billybob and Nailer are surprisingly compatible!)
-To hasten the end of tedious missions, use the money that piles up to quickly
buy the supplies you need to stockpile. Don't buy too much, as in the next
mission, all of those supplies will be removed.
-In the mission when you have to start attracting tourists, keep the colonists
in (let androids work the argon gas rigs) and/or place automatic lasers against
the increasing number and severity of pests. Having colonists fall in love
doesn't cure them of the Nirvana virus, but does keep them working full shifts.
Build as much as possible during this mission, especially warehouses to for the
large supplies you're supposed to build up, as shortly after this, you'll enter
a "time loop".
-Anytime you're set a requirement to stockpile "n" units of a resource, the
whole supply of that resource (not just the set amount) will be removed at the
end of the mission, so to conserve warehouse space, fulfill one requirement,
sell the whole supply for quick cash, then fulfill the next, possibly by buying
units of the resource you're supposed to produce. To hang onto cash between
missions (since weapons systems have to be bought again each mission), invest it
in iridium.

This campaign was finished in Space Colony HD, so needs either that or Space
Colony patched to version 1.1.
