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HazeronTutorialByIkkirIsth

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Tutorial: A starting guide for playing Shores of Hazeron
By: Ikkir Isth
Hello and welcome to Shores of Hazeron. Here is a quick guide to getting
started. First, be sure to look over the manual
, the forums
, and if you need to look
something up, check the wiki
.
What is Shores of Hazeron about?
Shores of Hazeron is effectively a 4x
massive multiplayer game set in space.
Others have compared it to Spore as well. You will design a custom race with its
own special abilities, progress in development until you get into space, find rare
resources, upgrade your technology, design your own spacecraft, establish trade
routes between star systems, wage war with enemies, and develop an empire with
a choice of many governments.
When you first start Shores of Hazeron you get the option to either start a new
empire or join an existing one. This section of the tutorial covers starting a new
empire as most of the functions will be covered that way; for joining an existing
empire the manual has more to say here
. Be advised that if you join an existing
empire you may want to find an active one first; I would suggest checking around
the forums for one friendly to new players. Note that this tutorial covers aspects
that you will go over when joining an empire as well, so it may still be useful.
Other Things You May Want to Know
You can check the server status
on the website to see if the servers are down or
having issues. Haxus (the lead programmer) usually has some sort of note about
the status posted there as well, and you can see an update log here
.
Note that the game is still in alpha phase, so there will often be issues. One of the
main issues currently is lag, which is worked on whenever possible. Another is
limbo (consistently stuck at the swirly stars), and ai pathfinding issues resulting
often in fiery deaths as pilots veer into a giant sun. If you encounter a bug, (or are
stuck in limbo) email hazeron@softwareengineering.com (or post on the forums in
the bug reports section- you can also see other bugs posted there as well).
Shores of Hazeron is Copyrighted by Software Engineering, Inc. 1995-2010
Table of Contents
Phase 1: Starting out
.................................................................................................
4
Making a Race
.......................................................................................................
4
Controls & Comm Channel
....................................................................................
6
Grabbing & Dropping items
..............................................................................
7
Defending Yourself, and Finding Food
..............................................................
7
Flagmaking Resources
..........................................................................................
8
Handcrafting a Flag
...........................................................................................
9
Other things you can handcraft
.........................................................................
9
Setting a Flag (Your first city) ............................................................................
11
Starting buildings (Construction)
....................................................................
12
Mining operation (Manufacturing)
.........................................................................
13
Building farms and houses (Farms)
.................................................................
14
Food production
...............................................................................................
15
Before we move on
..........................................................................................
16
Phase 2: Manufacturing, City Management, And resource gathering
...................
18
Making tools: The Machine Shop
........................................................................
19
Powering your City
..............................................................................................
20
Meeting the people's needs
.................................................................................
22
Resource hunting
................................................................................................
23
Filling production holes
.......................................................................................
24
Weapons, Armor, Clothing, and more
.............................................................
26
Finishing up
.........................................................................................................
26
Phase 3: Expansion, Buying and Selling, Capitals and Research
...........................
27
How to get money
................................................................................................
27
City Expansion
.....................................................................................................
29
Even more demands (Morale)
.........................................................................
30
Further Expansion...?
......................................................................................
30
Building and declaring a capital
..........................................................................
31
Research, Technology, & Taxation
..................................................................
32
Vehicles: Your first rocketship
............................................................................
33
Phase 4: System colonization & vehicle controls
....................................................
35
Starting your moon base
.....................................................................................
38
How to plan a moon base
................................................................................
39
Searching for lumenite
........................................................................................
40
Around your Solar System
...................................................................................
43
Phase 5: Space exploration design phase
...............................................................
46
The Design Studio
...............................................................................................
46
Tools section
....................................................................................................
46
Rooms section
..................................................................................................
46
Equipment Section
..........................................................................................
47
Designing a ship
..................................................................................................
47
Building your spaceship
......................................................................................
49
Piloting: The helm
............................................................................................
49
Moving on: Ship Roles
.........................................................................................
50
Building a Colony ship [TL2]
...........................................................................
50
Phase 6: Space exploration (ship phase)
................................................................
53
Crew Missions
.....................................................................................................
53
Mission dynamics (left side)
............................................................................
54
Mission orders (middle)
...................................................................................
54
Misc. (right)
.....................................................................................................
54
Orders
..............................................................................................................
54
Navigation and Engineering: Using wormholes
..................................................
55
Sensors: Finding quality resources
.....................................................................
56
Engineering and the Captains chair
....................................................................
57
Ordering crewmen around
..................................................................................
57
The Cargo Hold and Engine Room
......................................................................
58
Ship repair
.......................................................................................................
58
Phase 7: Trade routes, managing officers, and continuing expansion ..................
59
Using a ship effectively (unloading cargo / supply missions)
.............................
60
Large City Building
.............................................................................................
62
Phase 8: Rare resources, building better ship designs, and profiteering
...............
63
Frigid Worlds
.......................................................................................................
63
Inferno Worlds
.....................................................................................................
64
Research maintenance / rare resources
..............................................................
64
Building better ship designs
................................................................................
64
Privateering
.........................................................................................................
65
Planet Production Specialization
.....................................................................
66
Private Trade Ship: Redundancy!
....................................................................
66
Long Distance Trading
....................................................................................
67
Of Special Note: City Inventory Decay
................................................................
67
Phase 9: Diplomacy, Players, and War
....................................................................
68
Players and player rewards
.................................................................................
68
War & capturing bases
........................................................................................
68
Appendix: Race Creation
.........................................................................................
69
Stats
.................................................................................................................
69
Special Weapon
...............................................................................................
69
Sliders, Body, & Overall Size ..........................................................................
69
Other
................................................................................................................
69
Government types
............................................................................................
69
Appendix: UI controls
.............................................................................................
70
Control Station Commands
..............................................................................
70
Captain's Chair Commands
.............................................................................
70
Comm channel
.................................................................................................
70
Other
................................................................................................................
70
Appendix: Vehicles
..................................................................................................
71
Appendix: Tips and Tricks
.......................................................................................
72
Making cash early
............................................................................................
72
City tips
............................................................................................................
72
Spacecraft tips
.................................................................................................
72
Appendix: Common problems/bugs
........................................................................
73
Phase 1: Starting out
Once you have logged in
, choose to make a new empire. You will be able to
set your empire name as well as government type and immigration policy. Set
your immigration policy to 'OPEN' to let other players join your empire at will
(note that you will not appear on the empire list for awhile, so someone will have
to type in your empire name manually to join you.) You can change the titles the
higher offices in your empire gets (a / denotes a different title-name for
male/female characters). You can also choose a custom flag as your empire flag (a
small BMP or PNG file typically). Note that you will be unable to change your flag
or government (barring GM help) once you begin. [See more about governments
here
]
Making a Race
Each new empire gets to create their own race. You can change each slider or
option to make your unique body. Once you are finished choose a name, gender,
and dominant hand for your character (the dominant hand will change which side
of the screen displays your held items/attacks). [For a more detailed overview of
race creation, check out {
Appendix: Race Creation
} and the manual's sections on
race
, government
, and policy
]
4
4
You will appear out in the wilderness on your new planet. Take a moment to
enjoy the view. Note that if it is dark, you may have some difficulty seeing!
5
5
When you first start out, you will be naked and alone, and probably surrounded by
lots of things wanting to eat you. DONT PANIC! Targoss, your friend, wants to
help you. (Note: nothing will actually attack you until you found your first city)
Controls & Comm Channel
In order to open the comm menu to respond to
Targoss, press F3, or click the comm icon, then click the
voice tab. There will be a green asterisk on one of Targoss's
messages waiting for you to respond to him; double click it.
Targoss will then explain moving around, which is
summarized here.
Moving around: W- Forward
S- Backwards
A- Left
D- Right
X- Crawl
Z & C- Flight Controls (flying species, or while in space)
Spacebar- Jump
Mouse LeftClick- Attack
Mouse RightClick- Switch between Character Input and Hand Input modes
Mouse MiddleClick OR the U key- Use selected item
Mouse WheelUp/Down OR number keys- Change Selected Item
` key- survey the resource you are looking at (see the 'Log' chat tab to review
surveys)
Backspace- Switch between overhead view and First Person.
Overhead view controls: [ and ] zoom, \ and | change shown resources on the map.
Read more about the controls on {
70
} or here
, and configure by pressing
While the comm channel is open, note that you can talk with the galaxy by
clicking on the hail tab, and clicking on the galaxy range icon. The range
determines who can hear your message, so be careful about transmitting galaxy
messages that were actually meant to be local (for trading goods later). You can
introduce yourself on this channel if you like, or ask for some starting advice or a
mentor. Read more about the comm channel here
. Also, you can ask for help from
the game staff in the help channel by pressing the help icon
on the bottom left
of the screen, or manually opening the channel yourself (see the manual, though
usually you can get your questions answered in hail though).
6
6
Grabbing & Dropping items
Note that currently it is a bit difficult to figure out exactly how close you
need to be to something in order to pick it up. As a general rule, you should be
right on top of something (a bit difficult to judge with tall races, try crawling with
X) and then click directly in the center of whatever resource you are trying to pick
up. To DROP an item, open your inventory with F4 then click and drag the item to
the curved arrow on the bottom left.
Ok, I have a torch, now what?
Your next step as an emperor is to establish a base. In order to do this, you
need to acquire a flag. In order to do so, you need to get a sewing needle and
some textiles and craft it by hand, see the manual
for reference.
Until then though, you may need to defend yourself from nasty critters (not to
mention find food!) [Since creatures will leave you alone until you found your first
base, you can actually explore and hunt freely until then, and it is a good idea to
know how to fight before you need to. See here
.]
Defending Yourself, and Finding Food
Cycle through your equipped items by
using mouse up and down until you see
your knife equipped, followed by a
number (which should be 80). If you don't
have a knife, or have lost it somehow, you
can also use any other icon followed by a
number (and your race may also have a
special attack, see {
Appendix: Race
Creation
}). [Tip: you can also use the
knife on the animal carcass to get leather,
meat, and bone at the same time by
targeting the corpse and using the first
knife setting]
With your
weapon
selected,
you can attack by clicking the left mouse button.
You will swing at anything in front of you. Note that
typically, you need to have the cross-hairs over
what you are attacking, and its health bar should
show. Swing valiantly at your aggressor (or your
prey), and hope you can kill it before it kills you!
After slaying your opponent (note that if they fall
down they are bleeding to death and you either
need to hit them once more or simply wait) move
up close to the corpse and right click to go to Hand
Input mode and click on the corpse to grab it. You
should pick up the carcass in one of your free
7
7
hands, and you can check your inventory by pressing F4. With an animal corpse
you can make leather, meat, or bones using the F10 labor menu (though it is more
effective to use a knife at this point as you make all 3). You will need the leather
and bones in order to make a flag. You can right click the animal carcass in your
inventory to eat it (assuming your race can eat meat) or by cycling to it using the
mouse wheel and pressing U or the mousewheel button. Also, if your race cannot
eat meat, you will need to find vegetables of some kind in the wilderness to eat
instead. Flagmaking Resources
For the textiles, you will either need
to process an animal carcass into
leather, and then into textiles, OR
process plant fiber directly to textiles.
For the animal carcass, any animal will
do, but you might prefer to only attack
a small, weak, helpless animal, and not
something huge. If you are having
difficulty finding an animal, you can
find plant fiber instead by going to
overhead mode by pressing backspace,
and cycling through the shown
resources with the \ key; look for the plant fiber icon [See {
Grabbing
& Dropping items
} for details on how to harvest, and the next
section for how to make something. See the manual for more
information on plants
and animals
]
The Sewing Needle: Bones or a Log
You can make a sewing
needle by either using a bone or a
log. For a bone, simply process an
animal corpse. Finding a tree may
be difficult depending on your
planet, but if you see one you can
walk up to the base and harvest by
going to hand mode and clicking
where the trunk meets the ground.
8
8
Handcrafting a Flag
Once you have the
materials you will need to
process the materials and
put everything together.
A quick note: If you have
an animal carcass, don't
process it to meat, you
need to make Leather! To
open the handcrafting
menu, press F10 or click
the icon on the toolbar
(be sure to be in hand
mode). Scroll down until
you see: make a sewing
needle using a log, and
press the work button
(Note that your window
may be scrunched up:
you can re-size it by
clicking on the left or
right edge and dragging
it out). You should now have a sewing needle. Afterwards, scroll down to leather
(or if you have plant fiber, skip forward and select make textiles from plant fiber).
After your leather is made, you can now make textiles by scrolling through the
menu to the craft textiles from leather option, and press the work button. After
you have both textiles and a needle, you can make a flag.
Other things you can handcraft
If you like, you can spend the time to gather more leather/textiles and make
yourself a backpack, some clothing, and some armor. You can chop up a few
animal corpses to make meat and store in your backpack
for eating later. You can also make a med-kit (you will
need to forage around a bit, and make pharmaceuticals
first) in order to heal yourself from damage as well. I claim this land, for ME!
Congratulations, you now have a flag. Now you are
ready to found your first base! You can either pick a spot
right away, or look for some resources first (which is
recommended, see rocks
/ resources
) Note that you will
need to use stone or wood at first (though stone is both
better and easier to find), and then metal to progress,
AND that you can generally get stone from an ore mine
just as easily by switching production, so it may be advantageous to find ore
before you settle. To look for resources, switch to the overhead view and press
9
9
the \ key until you can see resources (press [ and ] to get a good height). If you
can find oil near ore, so much the better (see the manual
for reference).
You can see your current location by pressing F7 and looking at the compass. A
planet is divided into three main resource areas, which run from 180W-60W, 60W-
60E, and 60E-180E. Resource quality level only changes at each area transition,
so you wont find better resources (survey with `) by just wandering
around a small area. It is possible to settle between two areas and
expand a city into both however, though you aren't likely to need to do
any quality hunting for now and should simply find a spot with a
decent array of resources.
If you go looking for a good spot, you want to see something like this.
Note you can see oil in the top left. This will be important later. As a bonus, it is
not too far from the ocean (not pictured, will be shown later). For now, we are
going to establish the base near the ore, visible in the bottom right corner. Other
useful things are present as well: Minerals, Crystals, Gems, and Radioactives (for
nuclear power).
10
10
Setting a Flag (
Your first city
) Press the F11, or click the construction key in the
toolbar to bring up the build menu. Select the top tab
(right click if you need to) and look for the flag
button: This flag will be the center of your city, and
need roads next to it to build anything, so don't place
it directly over that important resource you just
found! In order to best place the flag, switch to
overhead view using the backspace key and switch
displayed resources using the \ key. Notice how as
you move the cursor around, tiles are highlighted:
these tiles are what you build on. Move the cursor to where you want to build the
flag and click to place it: you will then
need to name your city (which will
also name your system, see Phase x:
space exploration).
With a flag planted, animals will now
start attacking you, so beware your
surroundings! (If you die you will
drop a single random item in your
inventory. Also, make and use a med-
kit to heal yourself, and armor
increases your survivability)
Having trouble starting a base? See
{
Appendix: Common problems/bugs
}
11
11
Starting buildings (
Construction
)
You will now want to build a stone mine, a farm, houses, an
ore mine (if you don't have one already), and a refinery. Before
you can build anything though, you need
roads. click the roads tab and click on
dirt roads at the top. Move the mouse
next to your town square and you should
see the build area highlighted. Note that
there is a single arrow in the tile: this is
the direction your road will go. You can
add or remove directions by using the
arrow keys (though currently as long as
there is one arrow, the dirt road is the
same. The only difference comes when
building asphalt and concrete roads,
which level out terrain in different ways)
Be careful not to
build it without any arrows though
as this is a slab, which we will use
later when we make vehicles (slabs
take a LOT of labor, and level
terrain).
When you are ready to place the
road, left click on the square and
you will see a construction site pop
up. This is the designated construction site for your road, but in order to finish the
road you will have to move to it and finish it using the labor windows.
Labor window:
Move to the road and press F10, or click the labor tab, in order to open the labor
window. You will see the labor window open and
the road information displayed: This road needs 1
work to complete. In order to finish the road,
click on the work button, and the road will be
finished.
After you have your road place, you will then be
able to build other buildings beside it.
If you make a mistake, you can delete a road (or a
building) by clicking the bulldoze icon
and
clicking on the tile. Note that there is no
confirmation for this step (or undo) so be sure you
click the correct tile.
12
12
Mining operation (
Manufacturing
)
Now that we can build actual buildings, lets start with
the stone (and ore mine if placed over an ore resource,
see the manual). Click the manufacture tab and click the
mine button on the top left.
Mouse over the location you
want the mine and mouse-
wheel up/down to increase
the number of levels (or +/-);
you want to build to as high
a number as possible (from 1
to 4, note that some
resources are scarce and
don't go all the way to 4
):
This will allow you to
work the mine a bit
faster and gain
resources faster (and
later, to employ more
citizens). Move over to the mine
construction area with
the labor tab open.
Notice that this
building takes more
labor to build than the
road did. Click the work button until the mine is
complete. If you have made multiple layers, you can continue working until each
layer is done by continually pressing the work button.
Production: Getting Stone for
Buildings
Once you have the mine built,
the labor window will look like this:
this is the manufacturing tab. Notice
how ore is listed on each one: this is
because I built my mine on an ore
deposit. However, right now we need
stone, so we are going to
need to switch
production around. click
on the tab where ore is
displayed, and a drop
down menu will appear. Mouse down
and select stone, and do this for each
window. Your mine will now be ready
13
13
for stone production.
In order to work the mines, you should click
the run button on each line if production.
This will start gathering stone, which you
will use soon for building houses and farms.
Note the numbers next to the running time:
these indicate the amount gathered (x10)
and their quality, which will matter later.
Run each production line a few times to
stockpile a few stone resources, you will
need a lot.
Building farms and houses (
Farms
)
Once you have gotten a decent stockpile of stone, go
back to your road and expand it a few squares down.
This will allow you to place more buildings around it.
Once you have done that, you will want to put a farm
down. Farms have a lot of production options however,
and you may wish to change
production from the start.
To do this, click the drop-
down key at the bottom of
the construction menu and
you can select individual
products to make. Note that
your race may not be able to
eat certain foods, but most of them are at least useful in
some way or another.
Start a farm that produces
Animal Carcasses using
the environment and a
farm that produces
vegetables using rain
across the road, and
increase the levels to 2
using the mouse wheel or
+/- keys. Beside the farm,
you are going to make
some houses. Click the
housing tab and select houses. Next to your farms make a 4 level house. When
you go to finish the houses and farms, note that on the left side of the construction
menu, 10 stone is needed. In order to get the stone from the city stockpile, press
the fetch button, and then press the work button to finish the buildings. Repeat as
necessary. (Note that both farms and houses add residences where citizens can
move in, but houses add much more than farms do).
14
14
Food production
Once you have the houses and
farms built, you will start getting
citizens. However, with your food
stockpile empty, they might starve to
death before they can get settled,
especially if they show up at night
time (citizens do not work at night
until you get electricity later). You
should produce a few units of food
for them by moving to the farm and
pressing the run button several
times: This will work the fields. Note
that if it is night time, you wont be
able to get the required sunlight and
will have to wait. [Tip: If you are having problems getting enough rain, make a
well and draw water to use instead of rain (and change production to use
irrigation.) You can also go to the ocean and build a wharf for fish.] After you have worked the farms a bit (OR, if it is nighttime, come back to this
step later) build a smelter. This will be used for making metal from ore: If you
have an ore mine already, build next to that, otherwise you will need to find ore
after you get the smelter started. You can make the smelter go up 8 levels: do so,
but only build a few of them and leave the rest for your citizens to build later.
When you are done, go ahead and build another food farm (of a kind your race can
eat, see food
) and a plant fiber farm. Afterward, your settlement should look
something like this:
15
15
Before we move on
Now that you have settled in a bit, now is a good time to tie your spawn nearby,
especially due to the likelihood that while building things
you will be distracted, and the animals on the farm are
likely to draw predators nearby. Otherwise when you die
(or spawn recall, the icon
directly above spawn tie) you
will end up at your flag. Go ahead and spawn tie at the
end of the road.
Once you are ready to continue, lay out some more roads
and, if any mine-able resources are nearby, place mines
on each of them. (Note that if you switched an ore mine
to stone, you should place a generic stone mine as well.) In this picture, mines are placed over gems, minerals,
and a generic one is placed nearby for additional stone production.
16
16
Continue laying out road, and keep in mind that a building needs to have a road
tile next to it. Once you are done, put down some more houses (and possibly
farms). Your settlement should look something like this.
Now is a good time to take a break to let citizens move in and finish your work (if
you have a stone/ore mine, go back to it and switch one of the production lines to
ore: this will start your metal stockpile for when you get back).Once you get back,
your city should look something like this. Congratulations, you have a working,
sustainable settlement!
17
17
Phase 2: Manufacturing, City Management, And resource
gathering
Now that you have come back to
your city you will want to move your
citizens into better jobs and start
manufacturing tools. First though, you
should check on your city status. City
status is updated through your mail
window (F2) and is updated every 13
minutes (give or take).
In the mail window, click thru the City
Status Reports until you see the city stats:
these will list such things as morale,
population, and inventory. Note that there
are several bonuses and several negatives.
City population goes up as morale goes up,
but once it reaches a certain point a lack
of services will cause morale penalties
(and subsequently, the population will
move out).
Depending
on when
you log
back on
after
building
your city,
you can either see a few demands, or a major list
of demands. Remember these needs, as we need
18
18
to get a stable population, but first we are going to get power and industry going.
Making tools: The Machine Shop
In order to get any power plant up and running, you are going to need tools.
In order to make tools, you need metal; hopefully you have some stockpiled up by
now. If not, make sure your ore production is running properly.
In order to build a machine shop, click the tools and
weapons tab and select the machine shop at the very top-
middle. Notice that if you mouse over a product in the
'Products Manufactured' part of the window, you can see a
list of everything the machine shop can make. We need to
build at least 4 levels of machine shop: one part to make
hammers, one to make shovels, another to make
mechanical parts, and the last level to make either
wrenches or fitting wrenches (depending on what power
you choose, see the power section later).
In order to separate out my industry area, I am going to
build it out with concrete roads instead. You may use dirt
roads, as they are faster to build with, if you like.
Once the machine shop
is built up at least 4
levels, select the
shovel,hammer
mechanical part, and
wrench type and run the production line a few times to ensure you have enough.
Alternatively, simply select the
production lines and let your
citizens make them while you
plan the rest of your buildings
out.
19
19
Powering your City
Once you have the proper tools, you can now build a power plant. What type
of plant you build though depends on your resources. Solar and nuclear are out
right now, as they require extra components you cannot manufacture yet. Coal
power requires a coal mine but if you can get a stockpile it is a decent power
source. Wind power is typically low unless your world is extra windy. For gasoline
and natural gas plants you will need to find an oil deposit. For a hydrogen plant all
you need to make is a refinery that processes hydrogen, and for a hydroelectric
plant you need a nearby large water source (like the ocean). Both are decent
choices, and you are going to need to make a refinery anyway, so I will cover
both. [Note: typically you will need multiple power plants anyway to get enough
power for your city]
For the hydroelectric plant, build a road all the way to the ocean until you can't
build anymore. You will need a road next to the water, and a relatively even
shoreline. Once you have a good spot, select the hydro-electric power plant and
build four levels. Go
ahead and run
production a few times
and, if it is night-time,
you should notice the
lights come on in your
buildings. If you have
built concrete roads
they will light up as well
(one of the benefits of
the concrete roads is
lights at night). With
power, your citizens will begin to work at night and
your overall productivity should go up.
For the hydrogen power
plant, you will need to
build a refinery first.
Select the refinery from
the manufacturing tab and build 8 levels of it: it should
be making hydrogen from air. After you have placed it,
build a hydrogen power plant as well. Note that you
need fitting wrenches for a hydrogen power plant, so
go switch a production line at your machine shop to
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20
make those.
If you wish to compare power usage, go ahead and build one of each power plant
along this road, and when you find the resources you can compare them later to
see which is best for you.
Wha
t is power used for?
In addition to lighting up your city, power is used for the manufacture of
many goods. In other goods, power can speed up the manufacturing process.
When you colonize hazardous worlds later, they will need power or your citizens
will die. Power is also necessary for military bases in order to use them (see War
& capturing bases
, NOT YET IMPLEMENTED). See more information on power
and electricity at the wiki
.
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21
Meeting the people's needs
Now that we have power, we can focus on keeping people happy so that we
can have a stable population. Remember that city report? We are going to build
the following things: A Cantina
, a Church
, two Fire stations
, a Hospital
, a few
Parks
, a Police station
, a Retail store
, and a University
. In addition to that, we
are also going to build a Grocer
, an Arena
, a Zoo
, and a Casino
as people will
want those as well later. Open the commercial tab and note that there are a LOT
of building options here, so mouse over each one to see what it is before building.
[Note that some of these buildings, like the casino and hospital, will not be able to
be built yet; go ahead and place them anyway, and when you make the building
resources for them your citizens will finish them for you (and you should let your
citizens build all these buildings themselves, as you will be busy doing something
else)]
Now that all the buildings are started, its time to go find some oil, and some other
resources as well. [Note that the university is placed off by itself: this is due to
research, which will be explained later. For now, just remember that its best to
keep research in its own district in order to manage it better]
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22
Resource hunting
Now that your citizens are building its time to
go get an oil well started and a few more mines built.
For minerals, crystals, and gems (and other mine-
able resources), all you need to do is build a dirt road
to the location and build a mine over it. If you see
another ore deposit, build a mine on that location too
as you will need all the metal you can get. For the oil
however, you are going to need a well. On the
manufacturing tab, select the well and place it over
the oil deposit and build 2 levels. Note that this won't give you as many resources
as a 4 level mine typically does, AND that you also need some natural gas from oil
resources as well, so you should go hunting for at least 2 more oil resources (2
producing oil, 1 producing natural gas). When you are done, you will probably
have lots of ugly roads leading every which direction: when you expand your city
later you can fix this if you so desire.
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23
Filling production holes
Now that you have
access to oil, you can focus
on filling in a few
production holes. First, go
back to your refinery and
change a few of the
production lines to
petrochemicals, as you will
need to refine the oil before it is any use to you. While you are stocking up on
petrochemicals, you will make the following buildings: a Textile mill
, Explosives
factory
, and a Rocket motor factory
(manufacturing tab), an Electronics
factory
, Computer factory
, a Plastics factory
, and an additional Machine
shop
(tools and weapons tab), and up to two fertilizer
Farms
, a Meat
processing plant
, some kind of alcohol production (
Brewery
, Distillery
, or
Winery
; all in the Food & Drink tab, and note that you will need a Sugar mill
as
well as a variety of farm production for the distillery) , and either a Well
producing water
placed on any land non-oil tile, or a Treatment plant
(manufacturing tab; it is placed the same as the hydroelectric power plant, be
sure its in the water). In order to finish the casino, you will need a Jeweler
making gem rings as well, so go ahead and place one now.
As your buildings complete, your city should look something like this:
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24
And this:
When your other machine shop is
built, go ahead and change production
orders on them to make basically
every product available (except
research). This will save you time
later. Note as you do this that you
cannot make cryo heat sinks as you
have neither the resource nor the tech
level requirement- you will fix this
later, so do not worry about it now.
[Note: You have the choice of using a
Carpenter
, Plastics factory
, and
Electronics factory
to make certain
tools as well, should metal be scarce.]
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25
Go ahead and go to the other facilities you placed in order to check their
production as well. This way, you can take a look what you need and fill in any
other holes. At the Meat processing plant
, make a few production lines make
leather
. For the fish meat
, you can get fish
by building a Wharf
on the edge of the
water (which also enables trading between cities on the same planet that also
have wharfs). At the Textile mill
, you can set what you want to make textiles from.
Keep it to plant fiber
and possibly leather
, unless you build more refineries and go
find more oil to keep up your plastic supply. At the Explosives factory
, set 2
production lines to gun powder
(you will need coal
for this). At the Rocket motor
factory
, make sure at least one production line is making large rocket motors
using a resource you have available. At the Electronics factory
, set one production
line to a blank disc
, and another to a grav coupling
(you cannot make this yet, but
you will need them later). At the Plastics factory
, change a single production line
to crates
. Check production at your alcohol places to make sure you have
everything you need, and you can make a few other things at the jeweler if you
wish to as well.
Weapons, Armor, Clothing, and more
Once you have your general production buildings made, go ahead and make
a Clothing factory
, an Armorer
, a Munitions factory
, and a Weaponsmith
.
You will need the Clothing
factory to make at least one line of flags
, and the
Armorer
should make one line of environmental suits
and one line of
environmental suit helmets
. You may wish to make other armor or amenities, but
they are not strictly necessary (rifles at the weaponsmith and ammo at the
munitions factory, as well as a backpack or knapsack to hold it all, can help you
greatly in fending off wild animals: the next section will deal with purchasing
equipment). Finishing up
Now that you have all this
new stuff built, go back to
your mail window again
and check the city report.
You should see new
inventory coming in, and
your citizens should be
quite a bit happier. You
can also take this time to
look over your production
lines and look for any
shortages, and build
accordingly. Note that you
will be reaching your
population cap, and there are a lot more jobs than there are people. We will fix
this problem in the next section, as well as expand the city, declare our capital,
start levying taxes, and start our space program.
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26
Phase 3: Expansion, Buying and Selling, Capitals and
Research
Now that you have a working industry, it is time to expand. First however,
we are going to take advantage of our working industry so that we don't have to
forage everything we need anymore.
In order to buy or sell anything, you need to move to the appropriate store, OR go
to where said thing is produced. You can buy food at the farm directly, for
example. Typically though, you wouldn't go to each and every place for each
specific thing, but instead to a retail or grocery store (cantina for drinks, or
broker for misc. goods).
How to get money
If you haven't noticed, this entire time you have been
building the city you have been earning wages. Press F4 to open
your inventory, and look at the bottom right section; you should see a number
followed by the ¢ symbol. This is how much currency you currently have, which
should be plenty for your needs for awhile. If you need more cash, you can either
work jobs (manual labor, environmental suits are a good job), or forage and make
things and sell them to stores (see below for buying and selling). A good early
source of cash typically is gem prospecting, aka gathering a bunch of gems and
then selling them all for quick cash (you will want several containers to fill up, like
crates or backpacks). You can also make building specific items by standing in a
manufacturing square (like the armory, for an environmental suit) and using the
hand crafting tab in the labor window.
Move to the grocery store we placed earlier and press F3 to open the comm.
Click the trade tab, and set your range to local in order to only talk to the city (if it
is set galaxy wide, your messages will be visible to everyone, and this is typically
frowned upon). Click the 'solicit sales' icon
and click the food and drink tab.
Select an item your race can eat, click 'solicit item', and the city
will open another channel with you directly in order to give you price options.
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27
Click on the tab from the
city and click directly on a
message that states 'X of
item for Y price each" and then click the buy icon
on the middle-bottom of the
comm menu. This will let you select how many of said item you want (and
alternatively a price to pay, this is typically for player interaction as you will want
to pay cities their minimum asking price). Select how many you want and click
'offer bid' to buy the food. Next we will go to a retail store and buy some equipment,
following the same process. Open the trade window again
and solicit sales for an environment suit and a
environment suit helmet and buy them; you will use them
later, but can put them on now for some (minor)
protection. You should also buy at least 1 crate, and you
may want to buy a rifle and some ammunition to fend off
wildlife attacks... and possibly take some revenge on
them.
If you wish to sell
something, follow a
similar process, but
click the auction icon
to offer your goods for
sale. You can then click
on the offer and click on the accept icon
in order to sell your goods for the
offered price. Make sure you are at the appropriate store or you will get a
message that your city won't buy your goods.
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28
City Expansion
Remember that city report? There are plenty of
jobs but not enough people! You could always place
more houses, but you have other options as well now
that you have industry. Apartments
house 4 people
per level built, but eventually give morale penalties.
Condos
house 3 people per level built, and require
textiles
, but give no morale penalty. Since we have
textiles now, we are going to go straight to condos. In
addition, notice near the bottom of the construction
window that you can change the material you use to
make buildings with. Condos are able to be built
higher using better materials, so select metal in order
to build 16 level condos.
Lay down some more roads in preparation for your condos. I am going to build
asphalt roads for my condos in order to denote my city living area [Once again,
you can use dirt roads if you want to]. Lets look at our city report
again. According to the report, we have 392 jobs (construction
jobs are temporary) and 160 homes. We want to build housing so
that we have about 10% more homes than jobs available (and in
this case, we are planning on adding a few more job-buildings as well, so we will
go up to 30%). A 16 level condominium provides housing for 48 people, and takes
2 jobs to run, so that each condo will net 46 homes. To net 232 more homes, we
would build around 5 full condos. To get a quick estimate of 10% (or 30%), ignore
the jobs the condos themselves provide and just round up to 400 jobs, then
multiply by 1.1 (1.3) to get 440 (or 520) homes needed. To get that 30%
unemployment rate, we would then build around 8 full sized condos. Note that
since your industry is using metal as well, you might need to scout for some more
ore sources as well (and/or build more smelters). The same applies to your textiles
industry, but to a lesser extent.
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29
Even more demands (
Morale
)
Since your city has grown, your citizens
demands have increased as well, and you will
need even more facilities to sate their needs. At
this point, you can place these facilities anywhere,
but an easy way to plan them is put them in a
strip near your condos, with 2 exceptions. Zoos
can easily branch off of each other (and provide 2
jobs each), while parks can branch off anything and are easily built. Use parks to
fill in any otherwise unreachable holes in your city, and build zoos off to the side.
Note that if you are having a problem with wild animals still, it might help to fill in
every empty spot in your main city with parks, plus a layer or two around it; this
prevents critters from spawning, is easy to do, and they can be deleted easily later
for expansion.
Further Expansion...?
You now have several options. Expand your city further, balancing it appropriately
Develop a second colony on your planet, in the quest for better resources
Build and declare a capital to start researching and levy taxes
Go straight to space
I am going to show the process for declaring a capital, step your through
research, and then get ready to head into space.
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30
Building and declaring a capital
Open up the government and military tab and
select the capitol building. This can be any size or
material you want it to be, the only difference will be
the amount of jobs it provides. Place your Capital
in
any spot you wish, and then press F12 (once it is
built) to open the Governance menu, and select the
policy tab. Click on the button 'Declare Current City
to be Empire Capital' and read the warning. Once you
declare a capital your city becomes visible on the
empire status
page and galaxy map
. In order to
actually defend yourself from invasion you will need
technology, as a fleet of low tech ships would do no good... and to get that
technology you need
a capital. If you still
feel a bit
uncomfortable
declaring a capital,
skip this step until
you have a few ships
designed later and
are producing them
(and have a few
colonies in space
spread out, if so
desired).
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31
Research, Technology, & Taxation
Now that we have a capital, we need to levy some taxes in order to pay for
our research. In the governance tab, select 'Taxes' and put around 10% Income
tax, and 10% sales tax (though you can do more, if you are willing to balance
morale around taxation). Afterward, you should immediately build a Bank
,
because in order to collect money you need a place to store it!
Go back to the place where you built your university, and build a few more around
it. While those are building, check-mark the 'employ citizen' box on at least 3 of
your original university, and select 'Research University Technology'. In a
nutshell, researching universities make it easier to manage technology, BUT you
must also upgrade the tech level of a university in order to research anything (and
they also take a bit longer). For certain buildings (anything you would only ever
build 1 per colony- Armorer, Weapon smith, etc. except in special circumstances)
they may not be strictly necessary. However, for any buildings which you tend to
have more than one per colony (ESPECIALLY farms) it is almost required to have
universities researching, due to how buildings upgrade tech level. You can read
more about it here
and here
.
Once you have the other universities built, start research on at least the following:
Airport repair shop
, Computer Factory
, Electronic Factory
, Machine Shop
,
Mine
, Plastics Factory
, Refinery
, Smelter
, Spacecraft Factory
, Textile Mill
,
Weapon Smith
, and Well
technology (and another good one is Treatment
plant
, but not
yet necessary).
You can set
research for
anything else if
you wish, but
these are the
main ones
necessary for
spacecraft
technology
(and note: if
you get textiles
from plant
fiber or
animals you
will have to
upgrade
everything in
that process as
well).
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32
Vehicles: Your first rocketship
While we have research going, we are going to prepare a rocket in order to
blast off into space. Our main goals of our spaceflights is to find two key
components for spacecraft: eludium and lumenite. Lumenite is typically found on
cold/small worlds far away from the sun while eludium is common on many moons
or any planet with low or no atmosphere.
We are going to prepare an Aircraft factory
a little
off to the side (a decent place for your space
endeavors is off to the side of your universities, as it
allows for quick access research changing). In order
to prepare the area, build some dirt roads out a bit,
then build slabs to the side (in order to build a slab,
use the arrow keys until there are no arrows showing
on the road tile, or press -) in order to build your
vehicles factories. It is a good idea to go ahead and
flatten the entire area by building slabs on every tile,
then deleting center slabs to place buildings. It is also
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33
a good time to go ahead and build an Airport terminal
, an Airport repair shop
,
a Spacecraft factory
, and a Design studio
. Place a Grocer
and Retail store
near your airport and aircraft factories as you will be visiting them often. You may
also wish to build a Vehicle factory
as well (and start producing gasoline
at a
refinery) in order to ferry yourself to your rockets from the stores as you will be
likely overloaded. Note: it is a good idea to put several slabs around your airport
terminal and spacecraft factory, and you should place your design studio near
your spacecraft factory for ease of use.
Important! You should build a Broker
now, a Well
(or water
Treatment
plant
) to get water
, and have your refinery make air
and hydrogen
. You
will be using the hydrogen to fuel your spacecraft, the broker to import the
eludium and lumenite from space, and the water/air will be exported to
your moonbase in order to keep your citizens alive. (Reference: How to build your
first moonbase
)
Also, you may wish to practice flying around before embarking on any serious
mission, as there is a bit of a learning curve with the rocket. For more information
on rocket flying, see the city
and controls
section of the manual. Its also a good
idea to spawn tie near your airport. [For info about the other vehicles in game see
{
Appendix: Vehicles
and the wiki
}]
Once you have everything built and are ready, go to the retail store and buy 3
crates (you may need to clean out your inventory), you are going to fill them up. In
addition, buy the following materials:
➢
2 Flags
➢
10 Electronic Parts
➢
12 Mechanical Parts
➢
40 Metal
➢
20 Plastic
➢
30 Textiles
➢
2-3 Hammers
➢
2-3 Soldering Irons
➢
148-150 Stone
Go to the rocket you are going to fly and
enter it by pressing the E key while next to it
in order to enter the rocket. When inside,
open your inventory and drop one of your full crates of stuff: this will put it in the
back seat. Go back to the store and buy another crate and at least 3 hydrogen
.
You may also wish to buy some more spare materials to put in this crate as well
(and you should fill up your hunger meter before taking off). Now, you are ready
for the next step: colonizing your first moon / alternate planet!
[Tip: If you are having trouble getting to your rocket with a load, first fly the
rocket to the store and then simply purchase your goods from within the vehicle]
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34
Phase 4: System colonization &
vehicle controls
Now that you have all your materials, its
time to blast-off and start looking for
resources (Note: If your rocket is low on
fuel or damaged, press [V] to repair/refuel it
while on a slab). First, press [shift+PageUp]
in order to maximize your throttle, then
press [P] to turn on power... you will very
quickly be in space! Oh, be sure to hit [Del]
before looking around to turn off your
throttle, and brake with [Spacebar (forward
brake)] and [Q (lateral brake)] or you just
might drift off and crash into something!
Once you are stopped, turn
around and look at your
home planet. If you are still close
enough, you can see a marker
showing where your city is (and
you just might be able to see the
lights too). Note that while you
are looking around, your fuel will
be burning, so I hope you brought
extra hydrogen!
It is important to get a good look
around at your system in order to
plan ahead, as you might need to
fly from planet to planet looking
for resources, not to mention find
your way home!
Note that if you are unable to find
your way back, or if you run out
of fuel, you can always spawn
recall back (though any crate that
you have stored in the rocket will
be lost).
Other controls: Rotate right and
left using [Z] and [C]. Do NOT
press [E] as you will very happily
leave your rocket regardless of how fast it is going, and drift endlessly into
space... well, until you hit something, suicide, or spawn recall anyway. More info
on controls here
and in {
Appendix: Vehicles
}[Tip: while going around a planet,
hold [Q] and keep your speed low, and press backspace to view resources / look
around]
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35
Lets go a little further and get a better view...You can see our home planet on the
left is actually a moon orbiting a gas giant!
Now, we need to figure out where to land... That moon orbiting the far gas giant might be a good choice, so we are going to
start heading that way. Press [Page up] to increase throttle and start heading to
your chosen destination... but first....
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36
Lets look around right behind our gas giant, as there is probably
a moon hidden
there. It is a good idea to get this moon settled as it is close to your home planet,
and you might have difficulty navigating around your system at first.
Approach the moon while being sure to brake, and level out as shown below.
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37
Slowly accelerate, with throttle to minimal, braking as necessary. Try not to get
your speed above 150 (shown on the left side of the HUD). Slowly go down and
eventually you should land. BE SURE to cut your power to your rocket (and kill
the throttle to make sure you are landed) or you will burn out the rest of your fuel.
Take a good look around and this is what you will probably see: Eludium!
Starting your moon base
For the most part, a moon base is built just like a normal base, with a few
exceptions. The most notable exception is the harsh environment- no air! If you go
outside without an environmental suit (and helmet) on you will quickly die.
Luckily, you bought a suit before you came here. For paranoia sake, open your
inventory and right click the helmet to make sure the visor is closed!
Build a flag and name your new base, and then immediately build a slab next to it
(it helps to build this right where you've landed). You are going to build an
Airport
and a Broker
immediately next to this slab. These buildings will allow
you to get citizens and import resources, but since this city has no resources of its
own right now you are going to have to get outta that rocket and go build em
yourself.
In order to build these buildings, you need to move to their square (you might try
jumping if you are having trouble moving... though jumper races be warned of the
low gravity) and drop your crates. If you have a spare crate, drop it in the town
square and get your full crate from your rocket. Make sure you have a hammer
and soldering iron in your belt slots, then drop your crates in the square and press
'fetch' to get the resources from the crates to the building. Build up the broker
and the airport, and you should very soon start getting resources from your home
base and not have to worry about ferrying supplies anymore.
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38
How to plan a moon base
First things first, you are going to need to set up your base to be livable. The
most important things are Homes
(use Condos) and Power
(a moon base will die
off without power). Optionally, build a refinery to make air from water (likely
imported) in order to supplement the air supply. Note that you shouldn't make
this base extra big, as moons tend to have a much, MUCH lower population cap
than planets due to size. Of course, make sure you make an eludium
Mine
as that
is what you are here for! You should also build a Cantina
and Church
to help the
morale, and you may want to build some other amenities as well (especially a
Grocery
and Retail store
). If your taxes are set high make sure to lower them as
otherwise they will seriously impede the population growth. Once you are done
your starting moon base might look something like this:
You will probably want to expand it just a bit and get some more eludium mines
going. If you see any high quality resources get those as well. Its also a good idea
to build a Bank
in order to collect taxes; every little bit helps. Once you are
satisfied with your base (you might want to log off for a bit and come back on to
make sure its doing fine) its time to jump back in the rocket and go look for
lumenite. You can either use the rocket here and restock your crates at the retail
store, or simply go back to your home planet and restock there... just make sure
you have all the necessary items and plenty of fuel!
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39
Searching for lumenite
Now that we have our first moon settled and have a eludium source, lets go
back out to space and try that other moon on that far gas giant. [Note: it is
possible to produce a system-only spacecraft now that you can use if you no
longer wish to use the rocket; though I will continue using the rocket until we find
lumenite. See {
Phase 5: Space exploration design phase
}] Coming up closer, we see a large moon and what looks like another moon to the
left. Lets check out the large moon first.
Line up this one like the moon, but notice this planet has an atmosphere. This is
where you need to be worried, as if you enter (or fly around) too fast you will
break up due to atmospheric stress. Try to stay around 150 or less (and 200 and
over is outright dangerous).
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40
Once we have landed, lets have a look around. Plant life! This appears to be a habitable moon... though if you look around you
wont see any animals. This is an inner world, capable of supporting plant life but
not animal life. This is a perfectly colonizable world, but we are looking for
lumenite first! Upon looking around, I didn't find any lumenite, so, back into space
and head for that
moon.
Wait... that's no
moon! Upon
closer inspection,
this seem to
actually be a
small planet
complete with its
own ring and
moon! Lets head
to the planet first
and check things
out.
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41
Well, this world appears to be mostly oceans... but look, lumenite!
However... this is definitely NOT where we want lumenite to be. If we can't find it
on land, we might have to gather it by hand and transport it back, and that will
end up very tedious. We could also dead-head to another star, but lets hope we
don't have to do that (see the very end
of this manual section
).
Lucky for us though, we do happen
to find some lumenite on land. Lets
set up our lumenite colony there.
Thats not all we find though...
It appears this small planet is actually an
outer world with a tolerable atmosphere and
temperature (called a Frontier world), with plenty of monsters roaming around
freely. This is both a good and bad thing. The good thing is: you don't have to
worry about air or weather, and jumping through hoops to keep your colony
going. The bad news: you are alone, loaded down with crates, with an EVA suit on
and probably no weapons; and everything will want a piece of you while you are
setting up your colony. Build fast!
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42
Once you have your basic
colony set up, look for other
lumenite deposits and any
other good resources. Right
now, you are basically done
with the initial moon
colonization stage and can
move right along to spacecraft
construction, but first lets look
around the solar system some
more.
Around your Solar System
Wormholes: Close to the sun
you should see some
wormholes. These are your
ticket to other solar systems,
and the reason you were
hunting for lumenite.
See the wiki
for more info.
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43
Inferno planet: These planets often
contain great resources, but are a little
dangerous. You can get magmex for
magmite, and vulcium for vulcanite
here, when you have enough Tech. You
also might find Ioplasma, though it is
rare. Phlogiston is also present on
these worlds, but currently has no use.
Make sure you do not land on, touch,
or come close to the lava as it definitely
will burn you through your suit quite
easily. You also may have difficulty
seeing in first person mode due to the
atmosphere.
[Note that with Magmite and Vulcanite
you can build even taller buildings]
See {
Inferno Worlds
} for gathering
resources here.
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44
Frigid planet:
Another world with great resources (and also plenty of lumenite). Here you can
find Bolite (currently no use), Polytaride Gas (currently no use), Myrathane (also
currently no use), and Cryozine (rare). Frigid worlds are typically very windy, so
wind power plants are very useful.
See {
Frigid Worlds
} for gathering resources here.
There are also Inner worlds (which are between inferno zones and habitable
zones) and Outer worlds (which are between habitable zones and frigid zones).
These planets often support plant life and only rarely animal life. These worlds
have basically the same resources as habitable worlds (so far). If the atmosphere
of these worlds is not too harsh you wont get quite as much of an immigration
penalty as you would on an inhospitable planet... but they will likely have an
exotic atmosphere.
Read more about world types in the manual
and at the wiki
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Phase 5: Space exploration design phase
Now that we have the proper resources we can design and build our first
ships. If your research has been going well, you may have access to higher tech
resources by now. If so, you may be able to build a higher tech-level ship (and to
do so you need EVERY component involved in the ship construction to be of a
higher tech). However, I am going to start with Tech-level 1 ship designs and try
to cover all uses of them. Also, before we get started, go to the retail store and
buy a few blank discs
as you will need them later. [Note: to man your turrets you
will need troops! Build laser
/
missile
/
shield base
s to start an army, see {
68
}]
The Design Studio
In order to build a ship, we
need to first design one. You
should have built a design
studio in phase 3, so lets go to it.
Open up the labor window and you
should see design slots; click the
enter button. Once you are in the studio, press
F6 or the design icon to enter design
mode. That's a lot of buttons! I will
quickly go over each section. For a
more in depth overview of
everything, check the manual
.
Tools section
In this section are the
general tools you will use during design. You can exit the studio
here, if you need to. You can save and load designs, change which
build level you are on (for building multi-level ships), change the
grid for placing different floor shapes, and even render the ship in
order to walk through it and test it before you finalize your design.
Rooms section
This section deals with the general layout of
your ship. Each room has its own function,
which determines the equipment that can be
placed. Each room also has its own room ID,
and room sections with the same ID must be
connected (by the room itself, not by other
rooms), so you can't put multiple areas of the same room without a joining
section. You can change room IDs using the buttons to the right. A few rooms
every ship needs: Bridge
, Engineering
, Fuel Cell
. Optional but hard to do
without: Crew Cabin
, Officer Cabin
, Hold
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Equipment Section
This section places equipment
into the rooms you have
already placed. Most
equipment goes into the
middle/non-wall area of a room, but some notable exceptions can also be placed
on the wall. Each equipment tile can only go into a certain room type, and you
often need a few different types of equipment to get even one to work. Note that
you place equipment tiles one-at-a-time as default, but you can change the brush
size at the right to fill up large areas quickly. Equipment every ship needs:
Gravity drives
, Power Plant
, Life support
, and a hull opening of some kind
(
Hull door
, or Large Hull Door
- which covers the entire wall face even with the
placement of only 1 unit [check in render mode]
). Its also important to get
enough gravity drives to avoid being 'SLOW' as it might be difficult to take off.
Designing a ship
Lets start off with filling only the most limited needs in order to get used to the
editor. After this step, I will go over types of ships and you can build ships to suit
your needs.
[Note: before you start laying anything out, make sure the front of your ship faces
the 'Fore' area of the design studio!]
First, press [c] to move up a bit (alternatively look up and move forward). Now
that you can see better, lets start laying out rooms. Start by laying out the bridge
by selecting the bridge icon and clicking into the field. The areas
you selected should change colors and be labeled 'Bridge 1'.
Note that you can paint triangles as well by changing grid
options in the Tool Section.
We are going to lay out fuel cells
and an engine room
in
the same manner.
Now that we have our rooms
placed, lets place some
equipment. Looking at the ship
requirements we see we need
a
Helm, life support, gravity
drives, power plants, and a
hull opening still. Lets start
with the helm. The helm is an
equipment unit that is actually a
station; that is, it requires
someone (a player or NPC
crew) to man it. This is true of
anything you see in the top row of the equipment section (except for the erase
key). Select the helm
and place it on the bridge. Note that it can only be placed
on the bridge (mouse-over any equipment unit for a second to get a quick
description on where it can be placed).
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Lets go ahead and place the rest of the equipment. In the engine room, place a
life support unit
, two power plants
, and eight gravity drives
. Notice that as
you place gravity drives your speed will go from
to
. This is the effective
speed of your acceleration. Anything that is SLOW will have major difficulty
overtaking gravity, and anything that is FAST can potentially have issues with
accidentally accelerating too fast in atmosphere (and destroying the spacecraft).
Something you can do to help piloting in the atmosphere is to check the box
marked Streamline Hull
, which increases the mass (structure points)
of the spacecraft but allows for slightly higher atmospheric speed.
Once you have those equipment units placed, you will need to have someway to
get to your helm. Place a hull door
next to your helm on your bridge. Your
finished design, which is basically the
minimum for a spaceship, will look
something like this ------------------------------->
Note that the only room you can access is
the bridge, which is fine for now, but later
you will want to access other rooms as well.
Lets go ahead and add some wall openings
to the wall between the bridge and engine
room. This will allow you to repair your ship
manually, should the need arise.
This is the
bare minimum
ship design.
This is an
absolutely horrible design
, just so you know. The
only difference between this and a rocket is slightly
better controls, the ability to hover, and a larger
area to drop crates in should you wish. However,
since we have gotten this far, lets go ahead and save
it and build it to see how it works. To save the
design, click on Save Design
and name the design;
lets go with 'Test Ship'. Once you have save the
ship, 'Burn CD'
appears. Click it and you will get a warning: this warning is due
to the inability to modify 'Read Only' designs... note that there is a general
inability to delete 'Read Only' designs right now but hopefully that will change. Go
ahead and accept. [Skip to {
Building a Colony ship [TL2]
} for a better design if
you like]
Now that we have a burned-CD, lets exit
the studio and go to the spacecraft factory.
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48
Building your spaceship
Once you are at the spacecraft factory
open the labor window. Here you will see
the various options on producing your
spacecraft. If you check-mark the 'employ
citizen' box, your workers will continue producing the ships at every opportunity
(which is until all slabs are filled). While this is good for proven designs in order
to get back-up ships made (and for players that join your empire) this design is
basically a throw away, so simply fetch the materials and 'Run' the design once.
Whatever you do, do NOT select the spacecraft and click 'Buy Spacecraft'. I know
its cheap, but you will end up in space with barely enough power to crash and no
idea what to do (and most importantly, no space station nearby to refuel!). Once your ship is complete, move up to the door and right click to go to hand
mode and click the door to open it, then go on in.
Piloting: The helm
Once you are in,
make your way to
the helm and press
[E] to sit down. You
will see the control
panel in front of
you. The helm
controls similar to a
rocket with a few
differences
so it shouldn't take long to get used to. In addition to pressing keys
though, you can click the helm interface in hand mode to turn on systems as well.
Go ahead and turn on the power [P or click] (and no, you can't move your chair
around until you have power for some reason) to start converting hydrogen into
energy. Press [G] to turn on your gravity drive. If you can't see your console well,
use [Alt+ [ ] ; ' ] or [Shift+ ; ' ] to change its position. Press [B] to close the
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49
doors. With power and your drives on, you can move the facing of your spacecraft
by the normal move keys, even without thrust. You also can do vertical thrust by
pressing the [Up] arrow key (currently, the manual says you can change vertical
throttle but it seems not implemented) BUT be sure not to press it too much or
you might over-accelerate (spawn tie nearby while learning). Press [H] to park
[seems like it should hover, but doesn't seem to work except in orbit] Once you
have gotten used to the helm... and realized there's not much else you can do with
this ship... chuck it into the sun and lets start over. [You can find instructions on
the other stations starting on page {
55
}]
Moving on: Ship Roles
Head back to the design studio and check your inventory. Once of your blank
discs should have changed to a saved disc... IF you want to, you can sell this to
your design studio to publish the design (which makes copies buy-able at the
design studio). Since this design is rubbish however, just toss it.
Since we have a bit of an understanding of the design studio now, we should be
able to navigate the ship-building process a bit easier. Now we need to go over
ship purposes
, which are divided into four main categories:
Spaceship: Inner-system ship incapable of wormhole travel.
Starship: Ship capable of wormhole travel
Spaceport: Near-immobile (very few grav drives) ship; spawns in space, allows
trade with all cities in system.
Starport: Same as spaceport BUT has wormhole drives; can tow thru a wormhole
(MUCH later, not yet implemented
)
In addition to these four main roles, there are other roles which depend on what
equipment and rooms you add. You can balance a ship with just about everything
on it, but it will of course be more expensive (and likely much larger).
Cargo Hauler/Barge: Large hold and good fuel supply. Redundant systems in case
of damage. Ferries cargo between colonies. Can be a passenger transport as well.
Wormhole scout: Very fast with good fuel supply. May or may not have sensors to
check planets. Typically expendable. Does not need streamlining.
Colony ship: Decent hold and fuel supply, passenger rooms (not necessarily high
class) to debark at colony, sensors to find resources, a few turrets to hold off
wildlife and some guards to man the turrets. Vehicle bay optional. Transporter at
higher tech-level.
Fighter: Armored ship with max amount of weapons allowed. Large power
reserves and shields. Weapon's bays at higher tech-level (and space fighter bays,
though they are not as useful now due to inability to keep up with armor).
Building a Colony ship
[TL2]
Lets go ahead and build a Colony Starship and prepare to visit a new star system
(and since my universities have been running, I am going to include a sensor
section as well, which you may omit if you haven't gotten the tech yet).
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50
Once back in the editor, start laying down bridge,
fuel cells, and engine room, but add in a hold this
time as well (use triangle grid-lines to smooth
edges if desired). To get the 2nd fuel cell, click the
increase room number icon
on the top right.
Place a helm as usual on the bridge, but also place
an engineer station, a navigator station, a captains
chair, and a sensor station if you have the tech
(check your city mail). Fill the engine room with
enough wormhole units to jump (look at the
Engineering overview field) and enough power
plants to power the wormhole, six life support
units (we are going to be getting crew), and the
rest with gravity drives.
While this amount of wormhole units would be
enough normally, we STILL need to add quarters
for crew (and sensors as well), so we will need to add more engine rooms. Instead
of expanding the ship out though, we are going to expand
UP. Click the Move Grid Up icon
to move the build level
up. Now lets add the rest of what we need: crew cabin,
officer cabin, barracks, passenger cabins, another engine
room and a sensor room. Connect them all with a hold in
the middle. [Note: why not use a hall? Simple: with more
hold space you can hold more goods, and security isn't
much of an issue at this point]. Once you have the rooms
placed, put some berths in each of the quarters (4 crew
berths at least, and 2 officer berths: the first berth is always
reserved for a captain so if you want an officer always put
2!). In order to rotate the berths, use the arrow keys (and
you can fit them in a single square by rotating them
diagonally). Place some turrets at the edge of the ship in
order to shoot critters should you land on a habitable world. Place crew doors
to make each crew, barrack, and officer cabin. Place a regular door
on the
passenger quarters. Add engine room parts to
get your design back up to functionality, and of
course add sensor units if you have the tech.
Now we need to connect the two sections. place
a
a hatch
in the middle leading to your first
floor. If you make this a crew hatch instead, all
of your passengers will be locked on the second
floor... which although would be slightly better
for security purposes, is not a concern at the
moment.
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51
Now that you have your second floor built and connected to your first floor, lets
MAKE SURE your design is walkable. You are going to want a path from your
cabins to every station, and of course access from outside. Switch the design to
render mode
and lets walk through the design.
Now you can interact with the ship as you would
normally. Close the design window and move toward the
door and click to open it. To use the ladder in the middle
of the room, move to it and press [E], then press [C] to go
up (or [Z] to go down).
After checking that you can get to every place necessary,
save the ship just like the last one and lets go build it.
Note: since
this is actually a not-horrible design,
you could burn an extra copy to sell to
your studio if you like. However, you
can still get to your design again
anyway by going to the studio and
burning another copy, so
it is not strictly
necessary. Also, you can
mess around and build
other ship types at this
point if you like:
specifically, to build a
spaceport (or starport),
simply remove enough
gravity drives so that the
speed of the ship reads and save it as a
different design. I
suppose if you REALLY
want a unique looking
station you can do it the
non-cheating way, but
this is quick and dirty if
you need a design fast.
There are also a lot of
options you wont have
yet, but as you explore
and tech up they will
become available to you.
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Phase 6: Space exploration (
ship phase
)
Once you have your colony ship built you
will need to crew it and supply it to build a
colony. In order to crew it, open the comm
channel and go to the trade tab (your ship
should still be on the slab). Use the load icon
and load the max amount of every
berth. Once you have your crew loaded you should see them automatically come
in and start manning stations (to get Troops, build a defense base in the
construction menu in the same section you laid a flag in; any will do).
Once your crew are loaded and at their
stations, press F12 and click the
spacecraft tab. Here you can see a list of
your crew (and remove crew if necessary)
and do other things to take care of your
ship. First, click on the Captain berth
and then request
the berth. Once you
are the Captain, go ahead and name your
ship whatever you like by clicking on Christen Ship
Now that we have a fully crewed ship we are going to get ready to colonize
another planet. In order to do so we of course need at least the same things as
before (see the moon-base section), BUT we have the advantage of a spacecraft
hold now. To fill the spacecraft hold, land on a slab and use buy/sell orders as if
you were at a shop. However, note that the funds for purchasing actually come
from the ship funds and not your funds. In order to transfer some funds to the
ship, type in a good sized number and click Deposit Funds
(you may
want to earn some cash at this point: gem foraging or running EVA suit lines is
still a decent rate).
Crew Missions
Once we have funds deposited we could buy each item manually as before.
However, we also now have access to a captain! Open the Spacecraft Mission
window by pressing shift+F2 and click the New Mission icon
. Scroll down to
Buy Cargo Category and select tools,
then move the slider down to 'Fill up
5% of Space' and ok the order. Go
back to the Spacecraft Mission
window and press the green button
to start your mission . In a few
moments your ship should hail the city
and complete the transaction. Do the
same with the food category, and for
the construction materials category fill
up 80% of space. The rest:
metal/stone using 'Buy Cargo'.
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53
Once you have your supplies, tell your crew to orbit your planet using your
Spacecraft Mission window (and close your door too). Mission dynamics (left side)
Start Mission: Begins your missions
Hold Mission: Stops at your current order
Do Mission Once: Deletes each mission
step as its completed
Set Orders Cyclic: Cycles each order to the end as its completed
Mission Order Complete: Necessary for certain actions (trading, loading
passengers, etc). Typically done by NPC officer should one be in command.
Mission orders (middle)
New Mission: Completely ERASES your mission and gives a single order
Add Mission: Appends mission orders from a disc to end of mission
Add Order: Appends a single order to end of mission
Insert Order: Inserts a single order ABOVE your currently selected order
Delete Order: Deletes selected order
Erase Mission: Completely ERASES your mission
Load Mission: Completely ERASES your mission and loads a mission from disc
Misc. (right)
Burn Mission to Disc: Saves entire mission to a blank CD
Refresh Orders: Use to check if orders have been completed
Orders
Later we will go over all these in order to make automated missions. Lets look at
the actual orders themselves.
Attack / Follow:
You need to have another ship close-by in order to use these.
Hover / Land: Specify a planet and land at a typed in (or default) area. Example:
Select planet 1 and Hover at 11W 33N, Land at 2E 18S (away from the lava)
Land at/Move to: To get a specific airport or space station you must be close to
that planet, otherwise use closest or best.
Orbit: Move to and orbit a planet, or if on ground move to orbit.
Travel to Solar System: Travels shortest known path to the selected system. In
order to use wormholes they MUST be discovered both ways (see next page),
otherwise your pilot will start trekking thru the blackness.
Patrol: Sets a ship to move between areas for the selected amount of time.
Assume Posture: Sets the reactionary attack orders for your ship, see {
68
}
Debark / Board: Debarks passengers for cash, and boards more / reloads crew.
Sell / Buy: Sets an order and price floor/ceiling for selling and buying, useful in
trade missions to ensure you don't pay more for an item than you can sell it for.
[Also, be sure to Buy Hydrogen in order to refuel; free for a subsidized ship]
Repair spacecraft: Ask for repairs sustained in flight; city must have an airport
repair shop of equal or higher tech level than your ship. [Also free for a subsidized
ship, but can be expensive for a bought ship]
Wait: Do nothing for however many minutes.
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Navigation and Engineering: Using wormholes
In order to actually use the wormholes
you will need to plot a course to them
for your crew to follow, and to do that
you need to use the nav console. Sit at
the console and you will see a
smattering of stars; this is the sector
view. Scroll in using [Page Up] until
you see your planets, and look close to
your sun (if you have multiple suns
you may need to look around all of
them).
Look near the sun and you
will see pink cross-hairs (or
dots), these are wormholes (if you aren't
close enough, move the view around with movement-keys, see controls
).
Select one of the wormholes and the console will have new buttons.
Select the Go To button to plot a course to the
wormhole. You can also use
a nav point on an
empty space to plot a course there, and you can use
the other button to plot a direct course to a location
(ignoring wormholes, for special travel purposes).
Notice that the wormhole we selected has a (-) near it;
this is the wormhole polarity. Since you are relying on
crew to get you through the wormhole you don't need
to worry about this, we will cover it on the return trip while learning engineering.
Also, if you see a name and number next to a wormhole, it is an already explored
wormhole (the number tells you in what order they discovered their wormholes
and you can trace them back if you desire). If you see a wormhole leading to a
system with a name then there is someone with a colony there.
Anyway, lets head through the wormhole and take a look at the new system. As
soon as you are through the wormhole open your orders menu and take a look at
the planets. It appears we are in for a surprise! Not only did we find another
habitable planet, we found a second star with a ringworld
!
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55
We are definitely going to want to colonize that ringworld.
Lets go take a look around first though; you can see on
your nav console both the system planets on one star and
the ringworld around the other star. Since I have sensors
on this ship we are going to quickly go over to each planet
and look at their resources (though you can skip this step if
you don't have them).
Sensors: Finding quality resources
Go sit at the sensor console and sit down and
you should see basically an empty screen
with a lot of buttons. All the buttons on the
left side control what you can see on the
sensor screen- ships, stations, vehicles,cities,
planets, and stars. You can change these
options to change what you are looking for,
but default all-on is ok for now. Zoom out with [Page Down] and select something and then press the scan
button. Since I have a star selected, the scanner displays the star characteristics.
However, we want to get planet information so lets move
to some planets. Order your crew to orbit a planet and
your ship will start moving toward that planet. You will
need to wait till you get within your scanning range in
order to actually get any information.
As you scan the planet your information window will cycle through the planet's
statistics. Here you can see what resources are available as well as the quality
level of each resource. Each resource is broken up into 'zones' on each planet; If you see only one of a resource the quality is the same
worldwide. When you see three, the resources will be
organized according to location 'strips' (see the wiki
) which
you can go to in order to find each resource. If you have
high quality resources in three separate areas you will
need 2-3 cities to obtain them all.
Be on the lookout for Cryozine (on frigid worlds) and for
Ioplasma (on inferno worlds). You can use cryozine to
make heat sinks
soon in order to make shields
and power armors (TL4). Ioplasma is used to make Io
tubes
for transporters and hull openings
(TL7). Luckily, this system has Cryozine (and also luckily
the home system has Ioplasma, which I scanned before
coming here).
Lets head over to the ring world. You can click on a ringworld by deselecting
suns, but unfortunately it may be impossible to scan with this few sensor units
(get close to the sun). The ringworld itself has 7 resource zones and a much,
MUCH higher population cap than a normal world; a good place for a capital.
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Engineering and the Captains chair
Before we start colonizing I am going to finish going over the last ship consoles
and misc. The Captain's chair is typically where the ship officer sits. It also has
some very powerful functions, if you know how to use them. Sit in the captains
chair and notice that you don't have a console in front of you. You can actually
access every manned console on the ship. Press [Alt+E] to bring up engineering,
[Alt+N] for navigation, [Alt+S] for sensors, and [Alt+H] for the helm. Note that if
you take control of the helm while your crewman is flying he will be locked out, so
be prepared! To remove the console, press [Alt+C](see manual
for other station
hotkeys).
Engineering is a little bit different. At
this station you can control the main
power and tuning rates for acceleration
and turning, as well as power plant
production. Right now there is little
reason to mess with these features, but
you can change them around using the
movement and arrow keys. We are more
concerned about the wormhole trip, and
the wormhole controls are on the right.
Using the nav console lets get back to
our home system wormhole. Find the wormhole leading
back to your home system and make a nav point near it. Using the helm, adjust so
that you are facing directly into the wormhole
(use the arrow keys to thrust to help you
maneuver). Once you are lined up, start
accelerating very slowly toward the wormhole and
jump back onto your engineering console. Make
sure your wormhole polarity is the same
color as the wormhole you are going
through and wait until you get close to the
wormhole, then press [C] to commit the
wormhole drive. Swap back to your helm to
make any adjustments. If successful, you
will go thru.
Ordering crewmen around
Should some of your crewmen have an unfortunate accident you may need to
swap out who is manning what. To order your crew, open the unit orders menu
with [Shift+F3]. Looking at this, we see one of our crewmen is missing and the
navigator console is unmanned.
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Move to your navigation station and click on the crewman manning the sensor
station to select him (you can also click and drag in hand mode to select units). Select 'Come Here'
(or press [Ctrl+H] to have your crewman come to where you
are standing, then select 'Stations' [Ctrl+N] to have him man the nearest station.
You can also direct the crewman around by clicking on a location, but you will
want to deselect him by pressing
or by pressing [Esc]. You can order all of your individual
crew using this menu (and at defense
bases you can order troops as well), but
it is really of limited use right now. Open the crew equipment with
[Shift+F4]. You can see the
equipment listing of all your crew
in this menu. You can equip your
crew with weapons and armor currently in the hold here.
The Cargo Hold and Engine Room
Move to your cargo hold and
press [F5] to open your cargo
hold. Here you can see what
all you have in cargo (mostly
supplies for building a colony).
Your inventory is on the top
and the ship inventory is on the
bottom. To put an item into the
hold, select it in your inventory
and click 'Put Item Into Hold'.
[Crates are currently a little
buggy, so you may need to have
at least one of the items in your
hand]. To take an item out,
select it and press the other
button. You can do the same in the engine room, but
only with Hydrogen, in order to refuel or take fuel out.
Ship repair
Lets say I just accidentally put a few bullet holes into
the hull. Whoops. We could probably scrape by until
we got to an airport repair shop, but lets go ahead and
patch it by hand since we have building materials. Open
the damage report menu [F6] and look at what needs repair. This report shows
the hull is missing 2 pieces of metal. Look toward the hull and select a hammer as
your tool and notice that the number 2 also appears by your tool. Use the tool
twice on the hull in order to repair the damage (using hold materials). Individual
systems may also be damaged, and each takes a different commodity and tool to
repair them. Look here
for a list of ship repair items.
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Phase 7: Trade routes, managing officers, and continuing
expansion
Now that we are familiarized with most of the major ship functions I am now
going to build up a colony on the ring-world and proclaim it as my new capital...
then switch all my researching over to that world. After this step we will colonize
the frozen world for cryozine and the inferno world for ioplasma. Of course, since
it is unlikely you will find a ringworld and all your resources so nicely together,
you may wish to explore a bit first or simply stick to habitable planets.
As said before, you might not be able to scan a ringworld... so if I want to find a
good resource spot I am going to need to look around. Walking around the
ringworld would take forever... flying over it in the ship while manning the helm
and leaning to the side surveying out the door (while interesting to imagine) also
takes way too long. Luckily, we know where the seven resource areas
are. Since
the ringworld is 360 degrees around (180W to 180E), each zone is about 51.5
degrees apart, so we can start at 180W, look at zones on either side, and then go
about 52 degrees to find the next zone. You can order your crew to hover at
about 20 meters over each location using the spacecraft mission menu to get
there quickly. If you don't trust your crew to fly around, order them to hover at
about 250 meters and then take over and fly around the atmosphere yourself.
In any case, after looking across the ringworld a bit I found a good location:
✔
Large land mass: this is going to be a big city, so no islands
✔
Good main resources: Ore, Minerals, Crystals are around QL200
✔
Location near water, to get fish
✔
Location near mountains, to get ice, which is also around QL200
The bad news: the oil here is horrible. Luckily, just one resource node over the oil
is at least fair (QL150) with superb natural gas (233). In order to get these
resources I would typically need to build a second city, BUT instead I am simply
going to build my city right on the border of both areas.
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Using a ship effectively (unloading cargo / supply missions)
With a new city established we can now
make use of our ship hold to make
things easier. Next to your flag build a
slab and park the ship on the slab.
Open your spacecraft mission window
and select 'Sell Cargo Category- All items' and put the
mission on repeat (and start the mission). Your
captain will then repeatedly empty the hold into the new colony whenever there is
space available as you build. [Why set orders to repeat? The new colony has a
resource limit of 100, so an order on repeat will fill the colony as space becomes
available. If you want to raise this you need to develop the colony or build
warehouses (warehouse technology increases the amount they can hold).]
After you have built some homes you should
unload any passengers you have in order to
help build the city. Go back to the ship and
open the comm channel, open the trade tab
(set to local range), and then click the Debark Passengers icon
and unload them
all. This will give you 6 more instant workers on your colony. For transporting
these few colonists you will get a few credits
as transport fees as well (though without the lounge and galley these are only
third-rate passengers
and don't give as many credits as first-rate ones do). Once your ship has run out of supplies its time to send it on a supply run.
Assuming we have been building the city all this time we will probably be away
from the ship, but we don't actually have to be on the ship to command it. Open
the comm channel and open the crew tab (alternatively, go to fleet channel and
'Hail Cities and Spacecraft' and your ship will open a channel to you)
If you left your cash on the ship it should still have plenty (and skip this step).
Otherwise, lets send it some cash. Click on your ship's message (you may need to
hail it from a separate channel) and click Bid or Send Funds. Enter the amount to
send and it will automatically transfer to the ship's funds.
With the ship's channel open, click on the Spacecraft Mission Orders
button.
This will open up the slightly limited radio mission control. From here we can add
orders a step at a time from afar, but to actually see the ships mission we need to
have it send it back to us with the Report Mission
button.
Tell the ship to Hold Mission so it
doesn't fly off as we are giving it
orders, then select your orders (see
next page) and press the
corresponding button to send the order to the ship. You should make the ship
Report Mission before finalizing anything as well, and make sure you don't
accidentally erase the whole thing!
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We are going to want to get construction
materials (mostly metal) as we are going to
need it the most for buildings. We will also
to start transferring technology to this new
colony, since we are going to re-tool this as
our capital and research center. Anything
else (tools, food, etc) can fill up the rest of
the hull. We are also going to be boarding
passengers back home and debarking them
here in order to grow the colony so be sure
to put boarding and debarking orders in. IMPORTANT: Put repair orders at each
docking location- often crewmen will make
mistakes entering wormholes and cause
damage to the ship, so if they don't get
repairs they will end up stuck (and make
sure you have an airport repair shop of
sufficient tech-level).
If you haven't built an airport yet, instead
of Land at Airport you can use Land at
Location and input the location of a slab in
the city manually (if you stand on a slab
before you open the order it will
automatically put in your coordinates). If
you want to, you can also change the orders to Station OR Airport, and when you
build a space station the aircraft will go there instead (preventing atmospheric
accidents and allowing you to trade with all colonies in the system to get the best
deals).
Since this is a simple colonization mission we don't need to worry about the rates
at which we set Buy and Sell orders to. If you like though, you can set the 'Buy all
items' Threshold below 95% and 'Sell all items' above 105%: this should ensure
your ship gets a minor profit from transferring cheap materials from your home
base to your new colony where they are in demand.
Once you are satisfied, activate the mission and your spacecraft should take off on
its own. You will be able to contact your ship (and change orders) by radio up
until it leaves the system, if you wish to change orders. [Tip: If you want to go with your ship, use the Insert Mission Order command to
get it to land at your location, then simply delete the order when in the ship. You
can also burn this mission to a disc if you are on-board the ship, allowing you to
transfer the mission to a new ship later. Alternatively, build your new ship and get
your old one to send you their mission and double click on the message to make it
your current ship's mission.]
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Large City Building
Now that we have a supply line to our ring-world we can continue building it. If it
turns out we need some other kind of supplies we can always change our officers
trade mission (and you get updates from your officer in your mail window if you
need to check their status, OR you can contact them galaxy-wide on the Fleet
channel, though you cannot issue orders). Since I have already covered colony building, I wont go over it again. However,
let me say that with a large city comes some other problems. Here are some tips
that can help you manage the growth of a large city:
•
Don't build too fast: put too many condos or buildings and the city will
decay.
•
Jobs, jobs jobs: You are going to have large holes of jobs that you will have
to fill. A decent way to fill them is to build multiple essential buildings (fire
stations, etc) in order to make sure you don't have to worry about morale as
you build up. Otherwise, build tall buildings with lots of jobs (banks are
good as they also increase your treasury).
•
Speaking of treasury, build lots of banks.
•
Organize your city so it is easier to get around. You may want to build
sections that have the same basic things (a few condos, morale buildings,
shopping, access to vehicles) and build in more or less the same pattern in
order to access no matter where you are in the city.
•
Ringworlds: They do not need power, exception only if you are researching
power for other locations
•
Universities: You are going to need them all in a single area, don't even try
to manage research individually
Once my large city is built (or in the process), I am going to add a capital building
and declare this city my capital. Declaring a capital the second time moves your
capital to that location, but costs half the treasury present in the previous capital
to do so. Once the capital is moved the other cities will start sending half their
treasury to it once every real-time day (and you can also declare a sector capital
when you get to a new sector, which takes tribute in a similar manner from your
other cities in that sector).
Look over your research: with Tech-level 4 refineries (+Machine shop) you can
get cryozine. At level 7 refineries (+Electronics Factory) you can get ioplasma. [Tip1: want another officer as fast as possible? Build an airport terminal and a
spacecraft factory right away and as soon as you get population you should have
access to a new officer as well.]
[Tip2: ships breaking up to atmospheric stress? Design a very cheap tech-level 1
space station and put it in orbit until you can design something better (see next
section). T1 space stations are also great for putting in undeveloped systems.]
[Tip3: if your colony has the resources to build but isn't making progress, check
your tools. For quick hammers without metal- build a carpenter.]
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Phase 8: Rare resources, building better ship designs, and
profiteering
Now I am going to go over acquiring cryozine
and iosplasma
. Since I already
have access to them in my systems I don't need to look for them... but in reality
they are rare. You may have to travel several wormholes to find them, and you
will very likely need to run cyclical trade missions to supply your colonies with
them. It is even more likely you will need to find a second source of them as well,
since you eventually need higher quality materials in order to make higher tech-
level ships.
For cryozine you need:
➢
Tech-level 4 Refineries (to collect)
➢
Tech-level 4 Machine Shops (for making cryo heat sinks
)
➢
A Frigid World
that contains cryozine (non-standard atmosphere: rare)
What you can make with cryozine (heat sinks)
➢
Shield units
for ships (absorb weapon's fire damage)
➢
Ship Weapons systems
(high range integrated weaponry with targeting)
➢
Power Armor
(an armored EVA suit)
For ioplasma you need:
➢
Tech-level 7 Refineries (to collect... takes a very, very long time to 'fetch')
➢
Tech-level 7 Electronics Factory (for making Io Tubes
)
➢
An Inferno World
that contains ioplasma (also rare)
What you can make with ioplasma (tubes)
➢
Ship transporters
for beaming to/from ship (must have sensors to beam
back)
➢
Hull Openings
(useful for fighter hangers)
Frigid Worlds
Location: Far-orbit range of normal stars, common around cool white dwarves.
Resources: Bolite
(TL25), Myrathane
(TL13, oceans), Polytaride Gas
(TL16)
Rare Resources: Cryozine
Planet Hazards: Extreme cold, very high winds, liquid nitrogen oceans
[With an EVA suit on right now you only need to worry about the oceans]
Notes: If you are shipping to/from a Frigid world it will probably be very, VERY far
away from the system wormholes. If possible, build a closer colony with a space
station to save ship travel time. Also note that your ship will often sustain
weather damage on this world; it may be useful to park on a pressurized road
slab
while building.
Once you find your cryozine colony set it up like any other moon base, but be
mindful of the atmosphere and the hazards. For power you will likely want to use
Wind, as due to the very high winds you will get a very nice power output.
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Inferno Worlds
Location: Near-orbit range of normal stars, common around hot supergiants
Resources: Magmex
(TL10, lava), Vulcium
(TL19), Phlogiston
(TL<>)
Rare resources: Ioplasma
Planet Hazards: Extreme heat, lava, steam/fog limits visibility
[Again, watch the lava, and your ship will likely sustain damage]
Since you are close to the sun, solar plants will likely generate a lot of power.
However, you will need enough to power your colony thru the night-time as you
only produce solar energy during the day, so either build a lot or build a few other
types of plants to buffer you through the night. Once you get higher tech levels
you will want to get magmex and vulcium as well. With these resources you can
make higher quality power armors and weapons (currently only knives) and also
build taller buildings.
Research maintenance / rare resources
Since you will likely not have all your resources in the same system you will need
to have a way to let them keep up with your main research. You 'could' simply
have your colonies research as well, but then you will be taking up cash that you
could send back to your capital through tribute. Since you will be having captains
automatically ferry resources around here is a good way to fix this problem: bring
technology from your main capital (refinery tech and university tech) and have a
university on the planet replicating it for all your buildings. This allows you to
keep your buildings up to date without spending way too much on a broad variety
of research. You can also put in an order to transfer research back, in the case
that a break-thru happens on your frozen/inferno planet.
Building better ship designs
With access to rare materials comes the ability to build better ships. With cryo
heat sinks and io tubes you can make shields and transporters as well as weapons
systems (and hull openings). At this point you will probably be around TL7 so
your ships can be much bigger as well. Here are a few more tips in the designer:
Once your ship is 19 squares long (or 6 decks high) it can no longer spawn on a
road slab but must spawn at the space station instead. Your space station has
about 4 slots that can fill up with ships before no more can spawn there.
A power relay system can shunt power to a system for a temporary boost, BUT
can cause damage. Often used as a self-destruct system for ships.
Shields will absorb some weapon damage but wont prevent damage from weather
or atmospheric stress. Shields themselves are controlled at the Shield Station, and
any crew-man running the station will balance them around the ship automatically
(to concentrate shields you must run the station manually). Shields also prevent
transporters from being used as well to board a vessel.
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64
Transporters are prioritized by the building number (regardless of floor) so that a
transporter of a lower number will be used when beaming people aboard a ship.
If you have multiple transporters of the same number, the order is ambiguous.
With transporters you also no longer need doors to your ship: be warned though
that having the passenger transporter bridge accessible your ship may be
vulnerable. [Make sure to have at least a few sensors to lock-on]
Weapon Bays enable your ship to fire long range powerful weapons. Each weapon
bay number corresponds to a single weapon and you can have multiple weapon
placements on multiple floors for the same weapon as well. As you add more
weapon systems the range and power needed to fire each weapon will increase, so
you will need to add more power plants to fire the weapon. As your weapon range
goes up, so does the amount of sensors you need to detect and lock onto your
targets. You will need a weapon control station in order to fire your weapon
systems.
Vehicle bays can be placed on your ship as well. You can place spawn locations
for fighters and ground vehicles and when you land (should the colony have a
vehicle on a slab) one will automatically be loaded. Make sure you have enough
room to drive the vehicle out (and if your opening is not on the ground you will
have trouble getting your land vehicle back into the ship!). While on a vehicle you
cannot be transported back to the ship either. You can also park other, smaller
spacecraft in the vehicle bay, but you must make the bay bigger than the craft
(use 'Open to Deck Below' on the upper floors).
Gravity wells are open spaces you can float around in. You can use these to make
a column that allows access to your ship without having to use hatches. You can
also add hatches to each floor of the gravity well to make a safety ladder, in case
you have difficulty stopping movement.
The galley and lounge make your passengers pay a higher rate when they
disembark: add these to get more for transporting citizens around (game table
currently does nothing).
Limiting Factors: If you are making a large station OR a heavily armored ship
your limiting factor will probably be structure hit-points. If you are making a ship
that tries to do everything OR are shooting for high performance you will likely be
limited by equipment units. Make sure you take your limitations into account as
you build or you may have to scrap your design and start over.
Privateering
With higher tech you will probably want to graduate from your low-level ships, so
its time to build a new one. We are going to build a trading ship, but before that
we need to know how trading (and prices) works. Like normal economics, prices
of goods are based on supply and demand. In short, if you keep one colony with a
low supply of something and sell to it you will get a good price. However, if you
want a trade route that holds up with time you will need to know HOW the
colony's supply and demand is set.
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65
Nominal Price:
This is the set price of a good, based on Quality and Tech level.
Demand /selling goods:
The demand side, or what you get when you sell a good,
goes up to ~135% of the nominal price. This demand is based on citizens working
jobs that require the good and the colony's supply. Each job adds a threshold to
the supply needed before the price starts going down to normal.
Example: A colony has 0 ioplasma and the price for ioplasma is at 135%. You sell
the colony some ioplasma (1 to any number, note that if you sell a bunch up front
you will get the high price for all units) and the colony then has 1 ioplasma. If the
colony has no use for ioplasma (0 demand), the price will then plummet to below
the nominal price. If the colony is making io tubes, the amount of ioplasma it can
hold before the price plummet goes up for each job active.
Supply /buying goods:
The supply side, or what you pay when you buy a good,
goes down to ~80-85% of the nominal price. Like the demand side it is based on
amount of jobs & supply, but it is much more dependent on jobs producing the
item than actual supply of the item (the supply of the parts necessary to make the
item also play a small part). As you add more workers producing an item you will
get diminished returns as the price goes from way above nominal down to ~80%,
so unless you want to cover your planet in production you can probably stop
around 85%.
[Trade currently has some bugs/exploits as well, and have been reported]
Planet Production Specialization
So you want a profitable trade route. In order to do that, you need to ship parts
that will always be in high supply on planet A to planet B which always has high
demand (and a return trip with the same conditions). You MAY be able to ship
things around that turn a high profit for awhile, but if the planets have low
demand you will quickly be unable to profit on your goods. Since I just found rare
resources in systems next to each other, I am going to use cryozine and ioplasma
as an example trade route.
In order for the demand for cryozine
to go up, we need to make cryo heat sink
jobs. We want to do this in the system that does NOT have cryozine, as we will be
trading there. We want to do the same with ioplasma
-> io tubes
in the OTHER
system as well. Make many, many factories making these goods, waiting on
supplies.
In order for the supply to go up, make many many refineries to harvest these
goods from the atmosphere. You will want a LOT, as these materials take awhile
to harvest.
Private Trade Ship: Redundancy!
In order to build a proper trade ship you will need a lot of cargo space. This is the
easy part; you can place holds all over with your higher tech level. What you need
to worry most about is having enough wormhole and power units to not only go
thru wormholes, but to survive random damage as well... otherwise your ship will
end up stuck! Try to have as much redundancy as possible without gimping your
design. Also, in order to get first-class passengers, place a galley and a lounge
(game table optional). This will increase the rates you get for ferrying passengers
between systems and net you some more cash.
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66
Once you have a proper design, go to the ship yard and buy your ship instead of
having the city produce it (run trade runs in a subsidized ship for cash to afford
it). A private ship will allow you to avoid the standard 15%+subsidy tax on your
trade run as well as let your private ship re-spawn on destruction (only as long as
you are still captain, or a player is an officer!).
Long Distance Trading
A short trade route is easy, but you may need to supply (or get materials from)
several systems. You can use the cargo sliders to fill up percentages of your hold
space, and plan routes so that you sell in-demand items at each stop while
gathering high QL/TL resources to bring back to your capital. MAKE SURE you
have repair orders at each stop (as well as high enough TL repair shops) to repair
any wormhole damage... and a station at each stopping area is practically a
requirement. Any systems without a repair stop is a risk, but it may be
unavoidable. [One use of long distance trading is trading with other, friendly
empires. You can specialize in a tech and trade this way to tech up faster, or gain
access to a high quality resource in exchange for another, see the next section]
Save those mission discs!
With large trade missions comes the necessity to make backups onto your CDs.
Be sure to save these discs in order to easily modify your mission later, when your
situation changes. Of Special Note: City Inventory Decay
With a recent patch, cities now decay up to 1% of each good with every city
report. You will only end up noticing this when you expand outward to other
systems, and start trading resources. This decay rate (to simulate use) should
slowly drive demand for resources back up, and make colony resupply missions
lucrative. However, it also means that if you cart in rare and high TL goods to
make something special, those goods may also eventually decay!
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Phase 9: Diplomacy, Players, and War
Since you now have an established empire you have probably already been in
contact with others. You can see empires you know in the Governance policy
window (as well as stance information; friends and foes). You can set others to
friends (and you will then broadcast to them on your friends channel, which your
empire ships also give alerts on when attacked), enemy (your ships will attack
them on sight), neutral (default), or vassal (you become the vassal state! This
sends half of your treasury to them during tribute). If you are looking for people
to ally with ask around, check the forums
, or look around on the empire map
.
Commerce: Another thing you can change is your commerce settings. This
window changes what your colonies allow players to buy, and you can limit things
you sell this way (like technology).
Players and player rewards
[Player rewards currently not fully implemented, but can be set in the rewards
tab, and eventually claimed at a bank using the 'claim rewards' button.]
War & capturing bases
You can build bases in the construction menu in the 'Government & Military'
section. Each base takes a population of 250 to effectively support it; otherwise
you will start getting moral penalties. Soldiers will engage nearby animals
(though often they aren't very effective and the animal will basically have to run
up at them) and arm themselves appropriately from the city inventory. [None of
the bases are implemented and are only good for recruiting soldiers to man
turrets on spaceships]. Right now, war between players is mostly heavily armored/shielded spacecraft
shooting each other in space, and the capturing of bases. You can change the
stances of your spacecraft in the crew mission menu to change how your troops
treat targets. [Not much of this has really been implemented yet so there's not
overall too much complexity.] If you attack and kill a citizen of another empire
you will be set to enemy automatically, so be warned!
Whether you need to capture an enemy base or re-capture one of yours, the
process is the same. Set the target empire to enemy and move to the flag (and
defense bases count as an additional flags you must capture) and stand there for
awhile to capture it. You should also be able to order troops to come with your
and stand there in your stead. Note that a captured base's loyalty to the new
empire will not be instantaneous; citizens will slowly become loyal. [Defense
bases currently do not fire or work in any way other than getting troops. Since
there is now way for empires to actually defend themselves right now its
somewhat frowned upon to recklessly conquer... especially weak empires. If you
are going to pick a fight, do so with someone you can actually fight with, or you
may be trounced by the whole community.]
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Appendix: Race Creation
Stats
Speed: How fast the character is
Agility: Effects defense and offense with special weapons
Strength: Effects how much you can carry
Endurance: Effects stamina; used when flying/running/jumping/swimming
Special Weapon
Weapon Size: How big a special weapon is, effects damage
Weapon Type: Add a special weapon with a 'type' of damage.
Weapon Mode: Changes special weapon range (some cost a LOT of points)
Weapon Location: Unimplemented
Sliders, Body, & Overall Size [Note: Size directly effects hit-points and physical/special weapon damage]
Slider to right of character pane: Overall Size multiplier
Arm-length sliders: Effect weapon range and ability to pick up items as well
Wings: First arm slot only; add more arms to have wings and arms.
Can jump/can fly: lowers overall HP but allows long jumps / use of wings.
Other
Ecological Role: What your race can eat (no point cost at the moment).
Eye height/waist height: must be within a certain range for a legal character.
HP: Goes up to 80, automatically less with jumper/flier selected.
Note that exceptionally tall characters may have difficulty moving around ships.
All other options have no effect but looks.
Government types
Anarchy
Democracy
Dictatorship (default)
Military
Monarchy
Organized Crime
Republic
Theocracy
All government types only effect the management of the empire and don't give any
inherent bonuses. See the manual
.
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Appendix: UI controls
WASD: General Movement
C: Move up, fly
Z: Move down, fly down
Shift: Run (hold down)
Spacebar: Jump
Mouse: Look around
MouseRightclick: Switch input mode (character/hand)
Mousewheel Up/Down: Select Item
Mousewheel button: Use item on self
F/Leftclick: Fire/Use item in general
Alt+#: Map item to # on keyboard
X: Go prone/stand up
`: Survey cross-hair location (will spam galaxy if comm is set to galaxy)
F4: Inventory screen (click and drag items, drag out of window or to bottom left
arrow to drop item)
Control Station Commands
Alt+[ Alt+]: Raise/Lower Display screen
Alt+; Alt+': Push/Pull Display screen
Shift+; Shift+': Tilt away/toward
Captain's Chair Commands
Alt+C: Remove display
Alt+E: Engineer station Alt+F: Fire Control station Alt+H: Helm
Alt+N: Navigator station Alt+S: Sensor station
Alt+D: Shield station
Comm channel
F3: Open/close
Select name & Double Click: Open up options: Private channel, ignore, add buddy,
invite to/join empire
Message Ranges: Close, Hail, System, Sector, Galaxy
Hail Monitoring options: Choose channel messages that also appear in hail
channel.
Channel options: Open and close channels, open channel to selected person.
Buy/Sell options: Located mid-bottom of window. Use trade channel. Bid/send
funds with a target (person/other) highlighted will send cash instead.
Other
Leaving an empire: citizens tab in F12 menu. Use comm to join an empire.
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Appendix: Vehicles
Movement Type
Throttle Based
: Uses throttle [Page Up, Page Down]
Directional Based
: Uses normal movement keys [Forward to accelerate, turn with
speed]
Lateral thrusters: On certain aircraft, enable thrust in multiple directions.
General: Brake with [Spacebar], Lateral brake with [Q], [E] to enter vehicle, [V] to
repair/refuel at slab/from inventory.
Sea Based Vehicles
Made at: Ship Yard
Uses: Gasoline
[Most sea based vehicles will need wood to be built]
Sailboat
: Sail around on top of the water, no fuel requirements.
Submarine
: Able to move both at the surface and submerged.
Commercial ship: Unimplemented.
Battle ship: Unimplemented.
Land Based Vehicles
Made at: Vehicle Factory
Uses: Gasoline
Motorcycle
: Good speed, able to deal with shifting terrain, uses gasoline.
SUV
: Good speed, unable to deal with heavy slopes, uses gasoline. Can have a
passenger. Speeds production of certain goods (unimplemented). Uses gasoline.
Mine Machinery: Unimplemented
Farm Machinery
: Slow and clunky. Speeds production of farm goods
(unimplemented). APC
: Decent speed, able to deal with 'some' slopes, up to 6 passengers (troops as
well).
Tank: Unimplemented.
Air/Space Vehicles
Made at: Aircraft Factory
Use: Hydrogen
Space Rocket
: First way to get into space. Has inertia. 1 passenger slot.
F1 Space Fighter
: Has lasers, lateral thrusters.
F2 Space Fighter
: Has lasers, lateral thrusters, slightly tougher than F1
Helicopter
: Not fully implemented, flies wrong.
Space Transport
: Room for 6 passengers, can fly at max throttle in atmosphere
without breaking up. Has lateral thrusters.
Spacecraft:
see pages {
49
} and {
55
}
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Appendix: Tips and Tricks
Making cash early
Harvest gems and sell to your city. You can also make expensive goods like EVA
suits. You can make a line of armorers making eva suits (do not employ citizens)
and work every one in a row. You will need a large industry to supply you the
goods necessary to make the suits as well.
City tips
Don't build your cities too fast: make sure you take the time to make jobs and
plenty of support buildings. When you approach the planet population limit it
becomes harder to balance your city as well.
Organize your city as you build it. Make often used locations near the flag. For a
large city, place vehicle factories around the city for ease of access to mobility.
If you have an active empire, make multiple airports with plenty of slabs. Multiple
airports also help in the case of accidental decay.
Your cities become inactive after a certain amount of time with no players/officers
visiting their systems. If you have an officer from an inactive system chances are
they will disappear, so make sure their system gets visited from time to time!
Spacecraft tips
Make absolutely sure your consoles are accessible before you finalize your design.
You should also make sure you can get out!
Don't use halls unless you want security, as holds allow you to hold more goods.
Remember your limits as you design as you don't want to have to scrap your work.
Its also better to lay out structure before equipment units (and helps with
designer lag).
When you make a trading vehicle, make sure you have some equipment
redundancy, as npc helmsman are infamous for accidents.
A private ship allows you to make more cash trading in exchange for having to pay
for fuel and repairs. Your ship also re-spawns (with cargo intact) when blown up
(though in need of repairs). Make sure you have a space station before buying a
ship. If you ever remove yourself from the captain's (or an officer) berth and your
ship blows up you don't get the re-spawn benefit.
Need to move around just a little and don't want to die to atmospheric stress?
Throttle up just barely and use the Up arrow key to liftoff, then hold [Q]. This will
hover you a few feet above the ground. You can maneuver like this in top-down
view as well.
[Note, there is no way to delete read-only designs right now]
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Appendix: Common problems/bugs
For some reason my models/the scene isn't rendering!
There are some issues with ATI cards that might cause this, as well as other
system spec problems. Try updating all your drivers.
Why can't I build a base on this square?
You may be too close to the poles of your world, and the tiles are too small. Go closer to the equator.
I have all the parts but can't build this thing, help!
Check to make sure you have all the tools you need.
My mouse cursor keeps getting locked in drag mode.
This is a known bug that seems to come and go. If you can, reduce the
amount of programs you are running. Updating your client may help.
I can see chat but can't move.
This is likely server problems. You can try reconnecting, but its likely either the continuing issue Haxus has been trying to fix or just plain lag.
I cannot connect to the game.
Check the server status
page. Your firewall may also be restrictive,
Hazeron uses ports 16757 to 16761, see port forwarding
.
I see a window pop up saying "login failure" then the game closes before I
can read the message.
This is another server bug which likely will only effect one character, try
logging in with another. If you can log in another character but not your
first you are likely stuck in limbo, either wait for a server reset or email
hazeron@softwarengineering.com
(and if you can't log in with any you
may just have to wait for server reset). This may also occur randomly
during a wormhole.
My movement is jumpy and unresponsive.
This is likely due to server load issues; movement is currently server based
so any apparent client lag is likely a server problem.
I ordered one of my ships to do something and they aren't doing anything!
Check to make sure your orders are active (activate with the green button). Also, check your orders for a 'Wait 0 minutes' Order; this pops up
occasionally and you will likely have to delete it, or re-list your ship orders.
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