Viro
Jul 29 2009, 12:59 AM
Hello,
This is sort of a doozy of a first post, so I've
highlighted the questions for the people you read (i.e. briefly scan) the way I do when I see a blob of text.
The vast majority of my questions have been answered by other beginner threads (
this one,
and this one,
and this one), but most of those posts are from the 2004-2005 era.
Which leads me to my first question:
Is the advice given in those threads (regarding lifeform design) from 2004/05 still appropriate? Or have there been major changes in the mechanics or gameplay style of newer players?I've developed an interesting lifeform and empire that I'm fond of and would even roleplay with when appropriate, but with a DB of -8 I don't expect to be doing much ground combat, is this a fair assumption?
I've ran across many suggestions to setup the same lifeform multiple times, so as to get a good home system. My problem with this is, I can't afford to spend $40 on 4 setup tries, and second, I probably wouldn't know a great system from a mediocre one.
Is running multiple setups a "must do" thing? Plus it seems like creating 4 empires and abandoning 3 is akin to littering the universe?
One of the main reasons I've chosen SuperNova is because of the sheer magnitude of the gameverse, and from what I've read in the forums, SN provides a great opportunity for the hacker in me to whip up and maintain some custom tools to aid the administration of my future empire. However, right now I'm worried that the Turn Entry program will not work on Linux. I've muddled about with wine, and gotten it to a state where it crashes asking for "SN Turn Entry Data."
Are there any current players out there using the Turn Entry program in Linux?Mental Powers.. I've imbued my lifeform with Class 4 of two of the mental powers, because it fits into the story of their evolution. However, I've just done a search on the forums and according to
these threads as of 2003 and 2006 Mental powers provide:
* Ground Combat Bonuses
(I plan to be avoiding this, -1)* Access to certain WMDs
(WMDs probably won't be used by my lifeform, -1)* Small bonuses to Exploration and Diplomacy
(Definitely going to be doing, so +1)So is 400 SPs of Class 4 Mental Powers worth the small bonuses to exploration and diplomacy?Finally, because SN is a slow paced game..
can I really make some awful decisions in designing my lifeform that will prevent me from having fun in the game (such as a Tiny, CB -8, pure avian lifeform.. think hummingbird philosophers in space)? It seems like given enough time everything will sorta work itself out.
I apologize for the huge thread, but I wanted to be as clear as possible.. so I can join asap! (When is the next turn due btw?)
Many thanks
BlendMeAnother
Jul 29 2009, 04:39 AM
First thing everyone will want to know is if you sent in your setup already?
Most people are very helpful on the boards so ask away.
The rest is my opinion.
Mental powers are not needed for a good character, some may say it is a waste.
You will need ground combat capability if you plan to defend your home world if it gets attacked or take over a player world.
There are tech's that let you build up your race treats later in the game so you do not have to have a perfect start.
The only setup I would consider bad is if you did not have a gas giant in your home system, I think that is pretty rare, you are safe with just one setup.
Do not spend all your setup points. Save around 500, you get to use them to quickly advance in some research categories.
You can email me at blendmeanother@yahoo.com
Viro
Jul 29 2009, 05:15 AM
QUOTE (BlendMeAnother @ Jul 29 2009, 02:39 PM)

First thing everyone will want to know is if you sent in your setup already?
Mental powers are not needed for a good character, some may say it is a waste.
You will need ground combat capability if you plan to defend your home world if it gets attacked or take over a player world.
There are tech's that let you build up your race treats later in the game so you do not have to have a perfect start.
The only setup I would consider bad is if you did not have a gas giant in your home system, I think that is pretty rare, you are safe with just one setup.
Do not spend all your setup points. Save around 500, you get to use them to quickly advance in some research categories.
Nope, I haven't sent in my setup yet... I wanted to get some answers to my questions before sending it in.
That's what I'm trying to determine exactly.. am I wasting SPs by maxing in two of the mental powers for RP reasons? (I think atm I have around 650 SPs left)
Is -8 DB insanely low? I assume most 2000pt lifeforms have some mega positive DB bonuses.
LenLorek
Jul 29 2009, 05:43 AM
Hi Viro, and welcome to the SNROTE universe. I will atempt to answer some of your questions based upon my experiences of this game, but I am sure that some other players will disagree or elaborate further depending upon their experiences.
Last things first: the next game turn deadline is the end of Tuesday, August 4, 2009. The deadlines are every two weeks.
If you feel that you have made a mistake with your chosen species characteristics, then you will be able to compensate with Technology Research (including genetic engineering) -- technological advance is a Very Important part of this game so do not neglect this area; but be aware that you cannot possibly research in all directions, so plan well. If in doubt, you could do worse than research the "Improved ..." and then "Advanced ..." items that will be needed for the higher tech ship components (the various weapons and their specific defenses, shields/armor, engines, jump drives, bridge, etc) and planetary installations.
You are correct that the mental powers' greatest advantages are in Ground Combat. But, as you have noted, there are other (lesser) advantages as well.
If you enjoy designing, creating and working with spreadsheets, then you have joined the ideal game! Early on, SNROTE was nicknamed "Spreadsheets in Space" by someone (can't remember who) -- and it is as apt now as it ever was. Also, Cestvel's SNFindPath has been of great help to me, so download it even though you won't need it until you have explored several star systems.
I have heard about these rich players who can afford to pay for and scrap starting positions. I am not one of them, and I suspect that such players are in a tiny minority. You will enjoy playing your chosen race better than playing the numbers, until you meet a hostile neighbor when you will need to start playing the numbers. You will enjoy playing with friends/allies even more, which keeps the game sociable and enables you to share information (to expand the data in your spreadsheets) and tips/suggestions (including advice on Technology Research that suits your Empire), so I strongly advise that you join an alliance or start your own -- I think that most of the existing alliances in SNROTE are filled with experienced players who may not want a newbie, so you may find it easier to join or create an alliance of newbies.
Ground Combat is less important than Space Combat -- unless/until you find an enemy's home world (which may take you a year or more of game play), when Ground Combat becomes a very desirable element of the game!
I have never used Linux, so I can not help you there.
If you make mistakes with your orders (which you will), don't worry too much -- because of the length of this game, the consequences of your mistakes will diminish over time until you forget that you ever made them. Also, remember that we all make mistakes, including your neighbors in the game, so it kinda evens out.
The changes in game mechanics that I recall since the start of SNROTE all those years ago: there are 40 orders to an order block, not 30; in space combat, massive numbers of screens are the best tactic until your enemy acquires Flag Bridge technology (and even then there is some dispute among players); Cloaking Technology has been crippled for game balance purposes; sensors are not needed to detect ships of other Empires; Legendary Characters do not need to be transported by ship, they can be instantly transferred from anywhere to anywhere (even to far away star systems) using the AC order; your diplomatic stance with regard to other Empires (Alliance, Non-Agression Pact, War, etc) does not need a meeting of the Empires' diplomats.
I hope this helps!
hobknob
Jul 29 2009, 06:02 AM
From my perspective most of the advice that was posted years ago is still pretty valid, however there are some areas that may need an update based on current happenings.
Early on it was very common to find lifeforms with minimums everywhere to keep as many SRP's as possible. Many of those positions found themselves in a bind later when they had very poor ground combat capabilities. In addition, you really don't need more than 600-700 SRP's.
When looking at your design you have to remember that the +'s and -'s are not equal. Having 8 -'s tells one nothing really. Some of them may be worth a 10% penalty, some 5 or some other value.
Me personally, I would only take 1 level in the mental powers. That would save you 300 points to save or to offset some of those negative values on your design.
What ever you do, you will want to save some SRP's to get a jump on your tech research. I try and get 600-700, but that is a soft number. If you only have 300 that will work as well. Much depends on how you want to play.
Starting systems. There are good ones and lousy ones and you can't really tell from a single glance in most cases. If you are setting yourself up to be a terrible colonizer then you are really just concerned with your HW and what it can provide. If you are a colonizer then having planets/moons to colonize in your home system is important. So, for the non colonizer you really care about what resources your HW can provide. If you don't have them on your HW then you will have to create them from Raw which is doable at the first but very limiting later on. The resource that seems to create the most problems is Crystals IMHO. For the colonizer you need a couple of planets in your system that have low attrition. this probably means similar temps and same atmosphere as your HW, in addition they need to be worthwhile to colonize meaning they can provide some resources that you need and may be either missing or in short supply on the HW. Another factor is temperature, IMHO colder is better here. If you start on a cold world then you can more easily get to asteroids and planets with vacuum for atmosphere. If you are warmer then you can't. It's that simple.
I run several positions and basically the cold ones can colonize and the hot ones can't. You don't have to colonize, but you will want to at some point.
Also, in my opinion, having no or few negatives is a good thing. You should also know that even though it is not spelled out in the rules, you take negatives for below average strength, size and agility so being tiny has some big disadvantages that don't show up in the +/-'s of the rules.
However, any position can be a good position and just about any lifeform can be a good one. A lifeform that you like is certainly preferable to one that tries to max/min the design criteria. try out what you want and if you have regrets, you can always try it again. Many do.
Don't hesitate to ask more specific questions either on the board or in private. There are many here who will be glad to give you a helping hand.
Good luck.
Lord Deependra
Jul 29 2009, 06:04 AM
There have been a few new orders added/changed.
DECF (Decommission Fleet)
The DECF order can now be used to send all your empty fleets back to your homeworld in a single order. Enter the keyword HOME as the Fleet ID # and all fleets with no ships in them will be relocated to your homeworld.
DELS (Delete Standing Order)
Used to delete up to five standing orders (identified by their priority number)
DELS, [Priority #], [Priority #], [Priority #], [Priority #], [Priority #],
ESTA (Edit Standing Order Priority)
Change the priority # of up to five standing orders
ESTA, [Priority # to Edit], [New Priority #], [Priority # to Edit], [New Priority #], [Priority # to Edit], [New Priority #], [Priority # to Edit], [New Priority #], [Priority # to Edit], [New Priority #]
EXIL (Exile Character)
Exile a specific character
EXIL, [Character ID#]
FNAM (Rename Fleets)
A new order, FNAM has been added – it is very similar to the NAME (Name Legendary Characters) order, allowing you to rename up to five fleets per FNAM.
FNAM, [Fleet #], [New Name], [Fleet #], [New Name], [Fleet #], [New Name], [Fleet #], [New Name], [Fleet #], [New Name],
FOB (Fleet Order of Battle)
Gives an analysis of the fleet
FOB, [Fleet ID#]
JETT (Jettison Cargo)
The JETT order no longer requires an action point.
If you Jettison a System Beacon, your fleet will deploy a System Beacon. There is no point in deploying more than one System Beacon at once in the same system.
MESS (Send Message)
An order to send standard messages in-game to another empire.
The MESS order can be used to send any text that you like. Since there isn't much room in the entry box for a long message, enter a MESS order and then head to the Edit Orders screen to change the message to meet your needs. If you want to include information such as your email address or phone number, just type that into your message. Please keep your messages free of profanity and in the spirit of the game.
DECF (Decommision Fleet)
The DECF (Decommission Fleet) order can be used to send all of your empty fleets back to your homeworld in a single order. Enter the keyword HOME as the Fleet ID # and all fleets with no ships in them will be relocated at your homeworld.
NUD (Naval Unit Deisgn)
The NUD (Naval Unit Design) order can be used to alter the Mission Class of an existing ship, surface fortress or orbital installation design. Issue an NUD with the same name as an existing design and the order will change that design's Mission Class to that indicated in the NUD. The NUD order will no longer rename new ship designs with the '-A' series if you issue an NUD with a design name already in use; instead, it will alter Mission Class.
PAP (Political Action Proposal)
You can set any level of alliance you like with this order, which is used primarily to allow for complex Rules of Engagement fleet settings. The level of alliance you choose is one-way: that is, you can indicate that you treat the other empire as an “alliance”, but he could do a PAP order and set a relationship with your empire as a “trade pact”. Both parties do not need to issue PAP orders at the same time. One could issue a PAP and the other does not ever have to reciprocate.
PAP, [Empire #], [Agreement]
REVO (Instigate Revolution)
Used to change your primary government type, secondary government type and/or imperial tradition (also allows you to specify the title of your new emperor). May be issued once every 25 turns.
REVO, [new primary govt type], [new secondary govt type], [new Imperial Tradition], [new Emperor title]
TAC (Ground Force Tactical Ratings)
Gives analysis of an army, showing all the tactical ratings from your technology and units.
TAC, [Army ID#]
Lists for LC (Load Cargo) and OC (Offload Cargo) have been added. During execution of an LC, ALL order, if an item is found in the Load Cargo exclusion list, that item will not load. It is skipped as if it was not present in the population group. The same is true for OC, ALL orders - items in Fleet Cargo will be skipped if they are encountered during an OC, ALL order and are listed in your OC exclusion list. To add items to your LC exclusion list, issue an LC order with the special keyword GLOBAL EXCLUDE as the first item. Example: 'LC, 12345, 25, GLOBAL EXCLUDE, EXCLUDE, Processed Radioactives, EXCLUDE, Light Beam Laser, EXCLUDE ' would add Processed Radioactives and Light Beam Laser to your LC exclude list. This order acts like a toggle, so if either or both of those items happened to be on your LC exclude list already, they would be removed. 'OC, 12345, 501, GLOBAL EXCLUDE, EXCLUDE, Fuel, EXCLUDE, Light Drone, EXCLUDE, Interceptor, EXCLUDE ' would add Fuel, Light Drone and Interceptor to your OC exclude list (or remove them if already on that list). These lists are only checked when an LC, ALL or OC, ALL order is encountered. It is also checked if you happen to enter an LC, ALL NO FUEL or OC, ALL NO FUEL order. The population group and fleet #'s entered in these GLOBAL EXCLUDE LC and OC orders do not matter, because these are global lists used for your entire empire. You can still use the ALL NO FUEL option if you like, but this system sort of replaces it - you could simply add Fuel to your LC exclude list.
Specific LC and OC item exclusions have been added as well, for use with regular versions of those orders. Just list an item like you would normally, but use the keyword EXCLUDE as the quantity and that item will be skipped. Example: OC, 12345, 34, Construction Materials, 25000, Fuel, EXCLUDE, Crystals, 10000 would load Construction Materials and Crystals but would skip loading Fuel. These specific exclusions are checked during LC, ALL or OC, ALL orders as well as regular LC and OC orders. For the most part I'd expect the global lists to have items added such as Fuel, Processed Radioactives and Water (things needed for Power generation) or OC exclusions for expendables such as fighters or drones. Using specific exclusions during an LC, ALL order would look like this: 'LC, 12345, 25, ALL, 0, Fuel, EXCLUDE, Construction Materials, EXCLUDE, Processed Radioactives, EXCLUDE'. This would load everything from pop group # 12345 onto fleet # 25, but would skip Fuel, Construction Materials and Processed Radioactives. Make sure to put a number in for the quantity field right after the ALL keyword - it isn't used for anything, but you need to get past it to start entering excluded item names...so put some number in there and then start keying in , EXCLUDE pairs as if you were entering a regular LC or OC order.
cestvel
Jul 29 2009, 07:08 AM
New HW setups seem to have imprved by Pete lately. All my newer ones got Iron, Timber and Hydro Power in good yields.
So I think you will be good with the setup you get back from Pete. He even did not set up two of my three positions I sent in, because he thought I only did the one out of three startup, which I did not wanted to have, but I wanted to check out different designs

I was able to get my SNFindPath to run on MacOS using wine, but I was not able to get the Turn Entry Program to function properly (It crashes if you try to enter orders, most likely some not fully implemented fuinction in Wine), but I got it to start up after some
tinkering.
Best bet is to use a VM and use a Windows (yuk!) installation in it for the Turn Entry Program and SNFindPath.
I have posted my extraction tools running on linux, so search for them (using mysql now

) You might find them useful as a hacking type.
Just buy 1st level Mental Abilities, which saves a lot of SRP and research them higher up if you need them.
Flagritz
Jul 29 2009, 01:02 PM
QUOTE (cestvel @ Jul 29 2009, 03:08 PM)

New HW setups seem to have imprved by Pete lately. All my newer ones got Iron, Timber and Hydro Power in good yields.
So I think you will be good with the setup you get back from Pete. He even did not set up two of my three positions I sent in, because he thought I only did the one out of three startup, which I did not wanted to have, but I wanted to check out different designs

Shock.... you tried to set-up multiple positions at the same time..... oh wait, lets not ruin this thread also, Ill be good :]
One thing I would advice is to not neglect your industrial capacity, developing the industrial techs to get increased production and access to ICE is hugely important for an empire and should be one of your big priorities. Also Deep core surveyors and better Industrial complexs are really useful. Search the forums for these items and youll have a good idea how to achive them.
While the ability to deploy say level 5 weapons is good, if you can deploy 5 times as many level 4 weapons thats even better!
Looking long term all weapons and shields have a top level so while you might take longer to get there then your neighbors your ability to deploy 3-4 times more then when you do have the ability to produce them will make you a force not to be messed with.
Best advice I was given was to think long term and to think big... advice I wish I was given when I first started! :}
Lord Deependra
Jul 29 2009, 02:13 PM
Oh, and welcome! The galaxy needs more hummingbird philosophers :-)
WKE235
Jul 29 2009, 06:46 PM
Mental Powers.. I've imbued my lifeform with Class 4 of two of the mental powers, because it fits into the story of their evolution. However, I've just done a search on the forums and according to these threads as of 2003 and 2006 Mental powers provide:
* Ground Combat Bonuses (I plan to be avoiding this, -1)
* Access to certain WMDs (WMDs probably won't be used by my lifeform, -1)
* Small bonuses to Exploration and Diplomacy (Definitely going to be doing, so +1)
So is 400 SPs of Class 4 Mental Powers worth the small bonuses to exploration and diplomacy?
In my opinion, buying the class 4 levels right off the bat are a big waste of SP's. I can understand buying level 1. As once you have that, you can research levels 2, 3, and 4. But the rest of the points can be used on better racial traits like Natural Chemical Exchager (nice environmental bonus, good for colonization and combat). Or saved for use on early research (like on techs needed to build transwarp drives).
As for the bonus for diplomacy, any neutral will join you after a series of Diplomatic meetings. The diplo bonus might speed that up by a turn or two, tops. But it definately NOT worth the early spend. And the exploration bonus is also a waste. You get better exploration results with having a scientist on the ship as opposed to anything from mental bonuses.
Viro
Jul 29 2009, 11:41 PM
Thanks everyone
You've been very helpful. I've made 5 lifeforms at this point, and now I have to decide between them. It seems that ground combat, while not used often is important when a gound battle actually occurs.
I found this rule supplement about
Revolution and Exile, and noticed that as an example the supplement uses the leader title "Pharaoh." I don't see that in the list of leader titles in the main rulebook, are we allowed to choose a custom title?
Also, I've definitely decided to take only the class 1 mental powers in any lifeform. I admit I'm somewhat sad mental powers don't have the potential to play a bigger role, but I suppose its in the name of balance.
As for "cold worlds" vs "hot worlds." Regarding lifeform design, the only way I can see to make my lifeform prefer cold worlds is by taking the special attributes "Low temp resistent" and/or "High temp sensitive," but these refer to just temperature not atmosphere (which I assume cold worlds have none). Is this dependent on the HW? I.e., if your HW has no atmosphere then your lifeform can probably colonize any 'ol rock big enough to stand on?
Finally, I can't search for "Ice-x" the query is too short, can anyone recommend a few posts or a better search term?
Viro
cestvel
Jul 30 2009, 01:15 AM
I took "Cold Resitant" once and ended up on a pretty cold world, so the SRPs were actually wasted

I got to the notion, that your choices on your lifeform have nothing to do with on what kind of planet you end up.
Save these extra points and buy them later from lifeform engineering if you need them. Then you can decide if you need to be Cold or heat reststant.
Soerenjev
Jul 30 2009, 02:27 AM
QUOTE (Viro @ Jul 30 2009, 08:41 AM)

I found this rule supplement about
Revolution and Exile, and noticed that as an example the supplement uses the leader title "Pharaoh." I don't see that in the list of leader titles in the main rulebook, are we allowed to choose a custom title?
You can choose whatever title you like.
Choose your Gouvernment wise, as this decides your Character mix.
For ICE:
http://www.rollingthunderforums.com/index.php?showtopic=1999
Paradigm
Jul 30 2009, 03:04 AM
QUOTE (Viro @ Jul 29 2009, 08:59 AM)

One of the main reasons I've chosen SuperNova is because of the sheer magnitude of the gameverse, and from what I've read in the forums, SN provides a great opportunity for the hacker in me to whip up and maintain some custom tools to aid the administration of my future empire. However, right now I'm worried that the Turn Entry program will not work on Linux. I've muddled about with wine, and gotten it to a state where it crashes asking for "SN Turn Entry Data." Are there any current players out there using the Turn Entry program in Linux?
It runs under windows under VirtualBox
http://www.virtualbox.org/wiki/Linux_Downloads under Linux.
If you are not familiar with VirtualBox, the fully open source version ("ose") is probably available from your distribution's repository which makes it simple and convenient, but that is probably not the latest version so if you really want the latest version, use the above URL. Make sure you install the guest additions as it makes VB more convenient to use, especially the excellent mouse pointer integration. Those are probably also in your repository as "virtualbox-ose-guest-modules*". One thing to keep in mind with those is that they are dependent on the kernel version, so when you upgrade your kernel, you need to upgrade and reinstall the guest additions for that particular kernel version.
I assume this will work for MacOS as well.
WKE235
Jul 30 2009, 03:59 AM
QUOTE (Viro @ Jul 30 2009, 07:41 AM)

As for "cold worlds" vs "hot worlds." Regarding lifeform design, the only way I can see to make my lifeform prefer cold worlds is by taking the special attributes "Low temp resistent" and/or "High temp sensitive," but these refer to just temperature not atmosphere (which I assume cold worlds have none). Is this dependent on the HW? I.e., if your HW has no atmosphere then your lifeform can probably colonize any 'ol rock big enough to stand on?
The terms Low or High really are not longer used. It's more of just being "Temperature Sensitive" or "Temperature Resistent". You see, each racial trait provides bonuses, +'s or -'s to overall abilities. The adds and subtracts are in play at all times in all conditions. So when you select a trait like "Temp Resistent" you gain bonuses to colonization, ground combat, close combat, space combat, and overall defensive bonuses.
Think of it this way. Your HW starts with a certain temperature, axial tilt, gravity, and atmosphere. When you go to another planet, it's values are compared to your HW values to get a base value of colonization / survivability based on the differences. This base value is then modified based on the colonization bonuses of your racial traits picked. It's additive, so this bonus applies in all cases. IE, if the world you are looking at has the same temp as your HW, and you choose Temp Resistent, well, the bonus for Temp resistent still applies. So if the HW had an Oxygen atmosphere and this new world Chlorine, that difference is still partially offset by the additive bonus from temp resistent. This same additive nature applies to the Gravity Tolerance items (Low and High do not matter, it's additive).
This makes sense as it's not really fair to pick one of these traits, and then with a random HW find out it provides no value. For example my HW has 4.8 Gravity, and max in the game on Gas Giants is 5.0. If I had picked High Gravity Tolerance as a trait, well, it would have been wasted as nothing would ever had applied to it. By being a general additive that applies in all cases, the racial trait is instead something that can be valued at all times.
The Republic
Jul 30 2009, 04:46 AM
Hello Viro

I've just received my startup result this turn for my empire so maybe we will be neighbors?
Look out for the Republic on your travels!
best regards
The Republic
Viro
Jul 30 2009, 07:31 AM
A few more questions:
Is there a definitive acronym guide somewhere?
I've been reading about the Screen ships/Flag Bridges ordeal, and I can't help but wonder:
How can you manage tens of thousands of ships? Your turn sheet must be thousands of pages?
How long can I play on 80 orders or less? Now, and for the foreseeable future (until I finish school), I definitely cannot afford spending 12-15$ per month. I was forced to stop playing MMOs, MUDs etc., because they were too time consuming. Hopefully SN will be able to satisfy my gaming appetite, and not consume every waking moment (I'd like to hope hah!).
Soerenjev
Jul 30 2009, 07:54 AM
You can run an empire on 40 Orders per turn for several years. Just do the important orders first and than fill the turn sheet up to the 40 Order limit.
Of course, you have to know which ones are the important orders.
cestvel
Jul 30 2009, 07:59 AM
No acronym guide, sorry, at least to my knowledge.
1000 ships of one kind in a fleet are not listed individually, but as 1000 of type X.
You cannot even distinguish between the non-damaged, ligthly damaged or severly damaged of one type.
And you can go a long way with only 40 orders (still doing so on many of my positions). If things need more, I throw in another 40,
but these things can be done the next turn as well. So with 80 orders you can run some years. Depends on your style of playing, though.
You can easily burn 120 orders if you like, some month into the game, but as said, these would be no essential orders.
"expensive" (using a lot of orders) things you do is:
- setting up your build queues
- setting up convoy routes
- later, with ships having more than 4 AP, ship movement can eat up some orders as well.
Landmine
Jul 30 2009, 12:02 PM
QUOTE (Soerenjev @ Jul 30 2009, 03:54 PM)

You can run an empire on 40 Orders per turn for several years. Just do the important orders first and than fill the turn sheet up to the 40 Order limit.
Of course, you have to know which ones are the important orders.
As a new player I have stubled on something that appears to eat up orders. I have been trying to divide my intitial fleet of pathfinders up into 4 fleets of two pathfinders each. Do I really have to create an empty fleet with the NEWF order BEFORE I give a RN order to transfer my two pathfinders into the new fleet?
I assumed it would be like victory and using the RN order with a new fleet number would create the new fleet AND effect the transfer. Why the need for two orders when one should do????
I am also confused by the factory capacity of 250 tons of production. How many tons are used to take 3 iron and make one steel?
cestvel
Jul 30 2009, 12:36 PM
QUOTE (Landmine @ Jul 30 2009, 09:02 PM)

QUOTE (Soerenjev @ Jul 30 2009, 03:54 PM)

You can run an empire on 40 Orders per turn for several years. Just do the important orders first and than fill the turn sheet up to the 40 Order limit.
Of course, you have to know which ones are the important orders.
As a new player I have stubled on something that appears to eat up orders. I have been trying to divide my intitial fleet of pathfinders up into 4 fleets of two pathfinders each. Do I really have to create an empty fleet with the NEWF order BEFORE I give a RN order to transfer my two pathfinders into the new fleet?
I assumed it would be like victory and using the RN order with a new fleet number would create the new fleet AND effect the transfer. Why the need for two orders when one should do????
I am also confused by the factory capacity of 250 tons of production. How many tons are used to take 3 iron and make one steel?
Yes you need to issue a NEWF before a RN. But you can build new ships into new fleets by just giving them a new fleet number on the SHIP order.
3 Iron are produced from 30 raw resources and the one Steel produced from the 3 Iron.
This will drain 33(4?) industrial capacity from the 250 the tons the IC produces. I am not just firm if the item itself is also counted, but I think not. It counts only the items it needs to process the new item.
3* 10 RR + 3 * Iron = 1 Steel.
D.I.E.
Jul 30 2009, 02:11 PM
QUOTE (cestvel @ Jul 30 2009, 01:36 PM)

QUOTE (Landmine @ Jul 30 2009, 09:02 PM)

QUOTE (Soerenjev @ Jul 30 2009, 03:54 PM)

You can run an empire on 40 Orders per turn for several years. Just do the important orders first and than fill the turn sheet up to the 40 Order limit.
Of course, you have to know which ones are the important orders.
As a new player I have stubled on something that appears to eat up orders. I have been trying to divide my intitial fleet of pathfinders up into 4 fleets of two pathfinders each. Do I really have to create an empty fleet with the NEWF order BEFORE I give a RN order to transfer my two pathfinders into the new fleet?
I assumed it would be like victory and using the RN order with a new fleet number would create the new fleet AND effect the transfer. Why the need for two orders when one should do????
I am also confused by the factory capacity of 250 tons of production. How many tons are used to take 3 iron and make one steel?
Yes you need to issue a NEWF before a RN. But you can build new ships into new fleets by just giving them a new fleet number on the SHIP order.
3 Iron are produced from 30 raw resources and the one Steel produced from the 3 Iron.
This will drain 33(4?) industrial capacity from the 250 the tons the IC produces. I am not just firm if the item itself is also counted, but I think not. It counts only the items it needs to process the new item.
3* 10 RR + 3 * Iron = 1 Steel.
Quite right. Unlike most game production systems, an industrial center in SNROTE is not limited in the amount of OUTPUT it produces. Rather, it is limited by the amount of input materials that can be fed INTO the factories. So, producing 15 Iron from 150 Raw Resources will take 150 production points. Then, using that 15 Iron to produce 5 Steel will take 15 more production points. And finally, turning that 5 Steel into 1 Standard Hull will take an additional 5 production points.
One benefit of SNROTE's NEWF/RN system is that you still use the NEWF order to accomplish two tasks: You can define a new fleet number and name it in a single order action. But sadly, you still can only RN into an already defined fleet number.
Landmine
Jul 30 2009, 07:54 PM
QUOTE (D.I.E. @ Jul 30 2009, 10:11 PM)

Quite right. Unlike most game production systems, an industrial center in SNROTE is not limited in the amount of OUTPUT it produces. Rather, it is limited by the amount of input materials that can be fed INTO the factories. So, producing 15 Iron from 150 Raw Resources will take 150 production points. Then, using that 15 Iron to produce 5 Steel will take 15 more production points. And finally, turning that 5 Steel into 1 Standard Hull will take an additional 5 production points.
So the 150 "Production Points" you refer to is really 150 tons of a factories 250 Ton capacity??????. I would use less than one factories capacity to make the 5 steel from 150 raw resources???
Kurassier
Jul 30 2009, 10:44 PM
QUOTE (Landmine @ Jul 30 2009, 09:54 PM)

So the 150 "Production Points" you refer to is really 150 tons of a factories 250 Ton capacity??????. I would use less than one factories capacity to make the 5 steel from 150 raw resources???
Yes, input based factories. So a 250 ton capacity factory, could turn 250 tons of materials into something else. ie 250 raw resources into 25 Iron, would use one factory. (10 to a ratio)
250 tons of Iron could be turned into 83 Steel (83 1/3 to be exact)
etc.
Enjoy and invest in a spreadsheet or 2 or 3 or....
T' Great Root
Aug 3 2009, 10:40 AM
Hi,
I thought I'd answer a few of the questions raised from the perspective of a newbie (i.e. less that 10 turns played at present). Hopefully other newbies/prospective players will find some of this useful...
I designed and submitted my race before reading any posts about SRPs....fair enough research is going slowly but I am already noticing the advantage of some of my lifeform choices (particularly the colonisation bonuses) which I wouldn't of chosen if I wanted to save points... I designed my race from a roleplaying standpoint as I knew very little about the game mechanics and so far I am having lots of fun
I don't think you need to start several positions at the same time...if anything this seems a little underhanded to me! I've already mentioned that my research is a bit slow, but also I don't have a Gas Giant in my home system...some people may say this is a poor start, but I am able to colonise worlds that have some precious resources that my homeworld doesn't and I can actually SKIM my homeworld with 90% efficiency (See this
Skimming Post for why). Can some of the "oldies" let me know if I have completely missed the point with regard to the need for a Gas Giant or if my homeworld is about to explode due to my skimming operations?

I suspect this points to startup systems being fairly balanced.
I will probably start another position once I have more time...but not for an advantage, just because I'm am addicted to this game already and love creating new races.
Regarding Mental Powers: I have taken some 4th gen powers and some 1st gen....these don't necessarily seem to be helping at present (I can research better WMDs very quickly...but this looks to be of little advantage) but it has been widely mentioned this is a game that takes time

One thing is that 2nd gen Mental Powers seem to take a lot longer to research than other 2nd gen tech (this is backed up somewhere in a post but I can't find it at present)...e.g I have been researching a 2nd gen Mental power and that is still in the early stages where as other 2nd gen tech is progressing well.
Regarding number of orders/time taken: So far I have used 40 orders in about 50% of my turns and 80 for the rest. However the 80 order turns were filled up a lot with ANZ or INST orders and I could probably of restricted them to 40 if I hadn't named Characters, Fleets or infact planned a bit ahead and not messed with my build orders practically every turn

I think the quickest turn I have submitted took me 2 hours to write and check the orders...this doesn't include reading the previous turn results and generally trawling the forum for tips late at night using my iPhone (BTW the wife doesn't like this, but the optician probably will when I get fitted for glasses

). I've found this game VERY ADDICTIVE and it has the potential to take over your life (if only with daydreaming about what you will do next!)...however time taken to actually do your orders seems a lot less than SNII (Which I seem to remember dropping out of some 16 yrs ago due to exams/lack of time). This might be due to using spreadsheets this time rather than a calculator!
Regarding Spreadsheets etc.: I think they are a must. The
Basic Production Spreadsheet and
Item and Installations Starter Guide found in the
Player Aids Downloads Section on the Rolling Thunder website are very useful. As is Cestvel's
Build Generator .... and I'm sure his
SN Find Path will become as I expand more (at present it makes a very beautiful map using GraphViz

).
Slith's Website also contains some useful databases and spreadsheets. I am currently trying to update Phasedragon's spreadsheets and incorporate them in my own database which I am happy to share once complete, but at present time contraints are slowing me down (Try telling your boss that the new production server will have to wait as your new System Scan results need to be input automatically first

).
Silly Mistakes: You will make a few....try reading the
FAQ and the linked pages from it to limit these. I also found the
Seven Clans of Una posts very useful and a great example of how much fun SN:ROTE can be even if you do make mistakes (I'd say it was a must read for all prospective players...what's $12 a month compared to the hours/days of excitement you can be having

).
Lastly: And this is aimed at all current newbies/prospective players ... I am certainly liking the idea of a "Newbie Alliance" so that we can plan galactic domination together ... mwahahaha ...eck humm... or at least help each other out and not plan each other's domination too quickly

....it seems there are quite a few of us starting at the moment so let's get together and discuss our own silly mistakes or good forum post finds

PM me if you are interested.
Lastly, Lastly!: Welcome to the galaxy
rfouasnon
Aug 3 2009, 10:56 AM
Hmmmm.....my newest position just had turn 12 , so if you are within 5-6 turns of that , maybe we will meet .
cestvel
Aug 3 2009, 11:21 AM
Nice, that you found my tools useful

2nd Level Mentalics need a lot more RC than the normal progression (3 RC, 12 RC, 27 RC, 48 RC) would suggest.
I think I did only one to Level 2 and it used approx. 50 RC. I guess they cost the same as you would
use as SRP to buy them,but this is only a guess.
Oh and till now we always got a little early Santa present of some SRP on SN:ROTE's birthday turn.
So even if you have used up all your points at startup, you can use some SRP from time to time.
BTW, what happened to the Clans of Una?
T' Great Root
Aug 3 2009, 11:47 AM
QUOTE (cestvel @ Aug 3 2009, 07:21 PM)

Nice, that you found my tools useful
2nd Level Mentalics need a lot more RC than the normal progression (3 RC, 12 RC, 27 RC, 48 RC) would suggest.
I think I did only one to Level 2 and it used approx. 50 RC. I guess they cost the same as you would
use as SRP to buy them,but this is only a guess.
Oh and till now we always got a little early Santa present of some SRP on SN:ROTE's birthday turn.
So even if you have used up all your points at startup, you can use some SRP from time to time.
BTW, what happened to the Clans of Una?
How about SRPs on our RL or startup birthday's as well? ... obviously only starting with me

I PM'd Peter (aka Clans of Una) after I started and thanked him for getting me interested in the game...unfortunately I think he's dropped for now (Sorry if I've given it away Peter!)....I for one hope to see him return as his posts certainly added enjoyment to the game
T' Great Root
Aug 3 2009, 11:59 AM
One thing I forgot to add for newcomers...
The general consensus seems to be (from what I've read!) each RC should be assigned to one area only (again I can't find the original post) ... however I may of researched certain Techs using more than one RC from the beginning... could somebody tell me how many RCs could complete a Tech that is in the "Final Stages" (say 14 points in

?)
Viro
Aug 3 2009, 12:06 PM
Thank you everyone whose contributed to this thread thus far. I've submitted my setup, and hopefully will get my first turn results tomorrow! Without a doubt, I'll be asking more questions before the next cycle
I'm pretty excited.
cestvel
Aug 3 2009, 12:54 PM
QUOTE (Viro @ Aug 3 2009, 09:06 PM)

Thank you everyone whose contributed to this thread thus far. I've submitted my setup, and hopefully will get my first turn results tomorrow! Without a doubt, I'll be asking more questions before the next cycle
I'm pretty excited.

I think you will get it on Friday (hopefully) with the rest of us
Viro
Aug 3 2009, 01:04 PM
QUOTE (cestvel @ Aug 3 2009, 09:54 PM)

QUOTE (Viro @ Aug 3 2009, 09:06 PM)

Thank you everyone whose contributed to this thread thus far. I've submitted my setup, and hopefully will get my first turn results tomorrow! Without a doubt, I'll be asking more questions before the next cycle
I'm pretty excited.

I think you will get it on Friday (hopefully) with the rest of us

Aww

I was under the impression new turns were mailed the same day the previous cycle's orders were turned in. That means you have 11 days to turn in your orders after you receive turn results?
Turn results come on Friday.. orders due two Tuesdays following?
cestvel
Aug 3 2009, 01:07 PM
QUOTE (T' Great Root @ Aug 3 2009, 08:59 PM)

One thing I forgot to add for newcomers...
The general consensus seems to be (from what I've read!) each RC should be assigned to one area only (again I can't find the original post) ... however I may of researched certain Techs using more than one RC from the beginning... could somebody tell me how many RCs could complete a Tech that is in the "Final Stages" (say 14 points in

?)
If it is a 12 RC item (2nd Gen item) it should have been completed already. if you have a negative RC bar, you may need only a few more. (it is at 18 dashes, right?) Or is your 14 and estimate using 2 RC for 7 turns? Then you have
put 9.90 points into the item and it would need 2.10 more. So put either 4 RC into it this turn or just 1 RC for two turns. (or 2 plus 1 if you have no Research bonus)
1 RC assigned to an item provides 1 research point to the item
4 RC assigned to an item provides 2 research point to the item
9 RC assigned to an item provides 3 research point to the item
In the future you will get a number of breakthroughs each turn, if these seem "enough" for you, you might want to switch to more RCs per item.
cestvel
Aug 3 2009, 01:08 PM
QUOTE (Viro @ Aug 3 2009, 10:04 PM)

QUOTE (cestvel @ Aug 3 2009, 09:54 PM)

QUOTE (Viro @ Aug 3 2009, 09:06 PM)

Thank you everyone whose contributed to this thread thus far. I've submitted my setup, and hopefully will get my first turn results tomorrow! Without a doubt, I'll be asking more questions before the next cycle
I'm pretty excited.

I think you will get it on Friday (hopefully) with the rest of us
Aww

I was under the impression new turns were mailed the same day the previous cycle's orders were turned in. That means you have 11 days to turn in your orders after you receive turn results?
Turn results come on Friday.. orders due two Tuesdays following?
Correct.
LenLorek
Aug 4 2009, 05:35 AM
QUOTE (Viro @ Aug 3 2009, 08:06 PM)

Thank you everyone whose contributed to this thread thus far. I've submitted my setup, and hopefully will get my first turn results tomorrow! Without a doubt, I'll be asking more questions before the next cycle
I'm pretty excited.

Actually, you'll get your first turn results some time on Friday, the same as the rest of us. Failing Friday, it will be Saturday. Failing Saturday, ... etc.
rfouasnon
Aug 4 2009, 10:50 AM
Pete has been pretty consistant the past couple of turns about getting us our turns on Friday , and probably us getting results on Saturday would be more the exception than the rule since he was able to get some of the time consuming routines fixed / modified ( convoy routes )....
Landmine
Aug 8 2009, 07:30 PM
warp bubble of 160 fit through a warp point with a size of 13?
what is the formula for warp bubles? How many jump engines will I need to get my warp bubble down to 12 for any given tonnage?
aLSO ONE OTHER ITEM...... I am building a infantry unit on by first colonization ship. the ship build requirements state I need an Imperial Army soldier. How do I create one?
I know how to create a colonist and have several but I do not have a soldier. Will by ship build order fail because I do not have a soldier in inventory??
Lord Deependra
Aug 8 2009, 08:02 PM
QUOTE (Landmine @ Aug 9 2009, 12:30 PM)

warp bubble of 160 fit through a warp point with a size of 13?
what is the formula for warp bubles? How many jump engines will I need to get my warp bubble down to 12 for any given tonnage?
aLSO ONE OTHER ITEM...... I am building a infantry unit on by first colonization ship. the ship build requirements state I need an Imperial Army soldier. How do I create one?
I know how to create a colonist and have several but I do not have a soldier. Will by ship build order fail because I do not have a soldier in inventory??
The warp point size generally doesn't matter. It only applies when you are moving a fleet through a warp point and there is an enemy fleet on the other side. It determines how fast your fleet deploys on the other side. Any ship can pass through any warp point regardless of warp bubble or warp point size.
You don't build ships with soldiers installed. Build the ship with a Troop Berthing and then load the troops onto the fleet when the ship has been built. Similarly, design in Fuel Tankage to carry the fuel, rather than Fuel. You will need to re-design that ship.
You build Imperial Army Soldiers with Industrial Capactity, just like Steel and Cargo Bays etc. Put them in the build queue. Each Imperial Army Soldier requires 1 Trooper, which in turns requires 1 Colonist. So, first use a CTRN order to train some colonists, then put Troopers and Imperial Army Soldiers and then the actual division you want to buld eg Imperial Army Air Force in the production queue. Imperial Army Soldiers are just an intermediate build item - they don't fight themselves.
Landmine
Aug 9 2009, 06:44 AM
QUOTE (Lord Deependra @ Aug 9 2009, 04:02 AM)

QUOTE (Landmine @ Aug 9 2009, 12:30 PM)

warp bubble of 160 fit through a warp point with a size of 13?
what is the formula for warp bubles? How many jump engines will I need to get my warp bubble down to 12 for any given tonnage?
aLSO ONE OTHER ITEM...... I am building a infantry unit on by first colonization ship. the ship build requirements state I need an Imperial Army soldier. How do I create one?
I know how to create a colonist and have several but I do not have a soldier. Will by ship build order fail because I do not have a soldier in inventory??
The warp point size generally doesn't matter. It only applies when you are moving a fleet through a warp point and there is an enemy fleet on the other side. It determines how fast your fleet deploys on the other side. Any ship can pass through any warp point regardless of warp bubble or warp point size.
You don't build ships with soldiers installed. Build the ship with a Troop Berthing and then load the troops onto the fleet when the ship has been built. Similarly, design in Fuel Tankage to carry the fuel, rather than Fuel. You will need to re-design that ship.
You build Imperial Army Soldiers with Industrial Capactity, just like Steel and Cargo Bays etc. Put them in the build queue. Each Imperial Army Soldier requires 1 Trooper, which in turns requires 1 Colonist. So, first use a CTRN order to train some colonists, then put Troopers and Imperial Army Soldiers and then the actual division you want to buld eg Imperial Army Air Force in the production queue. Imperial Army Soldiers are just an intermediate build item - they don't fight themselves.
I have a troop berting on my ship design AND I also had an Imperial infantry divison in the ship design. Will this ship build without a Infantry divison in inventory or will the ship be buit with an empty troop berth? If you must load infantry why does the Ship Design Order allown them as a ship componet??
Given your answer it would appear a ship with a Infantry divions and a troop beert is a invalid design but it was approved for construction
What order builds a soldier from a colonist? What is the order format to get this accomplished???
cestvel
Aug 9 2009, 07:15 AM
QUOTE (Landmine @ Aug 9 2009, 03:44 PM)

QUOTE (Lord Deependra @ Aug 9 2009, 04:02 AM)

QUOTE (Landmine @ Aug 9 2009, 12:30 PM)

warp bubble of 160 fit through a warp point with a size of 13?
what is the formula for warp bubles? How many jump engines will I need to get my warp bubble down to 12 for any given tonnage?
aLSO ONE OTHER ITEM...... I am building a infantry unit on by first colonization ship. the ship build requirements state I need an Imperial Army soldier. How do I create one?
I know how to create a colonist and have several but I do not have a soldier. Will by ship build order fail because I do not have a soldier in inventory??
The warp point size generally doesn't matter. It only applies when you are moving a fleet through a warp point and there is an enemy fleet on the other side. It determines how fast your fleet deploys on the other side. Any ship can pass through any warp point regardless of warp bubble or warp point size.
You don't build ships with soldiers installed. Build the ship with a Troop Berthing and then load the troops onto the fleet when the ship has been built. Similarly, design in Fuel Tankage to carry the fuel, rather than Fuel. You will need to re-design that ship.
You build Imperial Army Soldiers with Industrial Capactity, just like Steel and Cargo Bays etc. Put them in the build queue. Each Imperial Army Soldier requires 1 Trooper, which in turns requires 1 Colonist. So, first use a CTRN order to train some colonists, then put Troopers and Imperial Army Soldiers and then the actual division you want to buld eg Imperial Army Air Force in the production queue. Imperial Army Soldiers are just an intermediate build item - they don't fight themselves.
I have a troop berting on my ship design AND I also had an Imperial infantry divison in the ship design. Will this ship build without a Infantry divison in inventory or will the ship be buit with an empty troop berth? If you must load infantry why does the Ship Design Order allown them as a ship componet??
Given your answer it would appear a ship with a Infantry divions and a troop beert is a invalid design but it was approved for construction
What order builds a soldier from a colonist? What is the order format to get this accomplished???
BI, 1, Trooper, xyz, prio
BI, 1, Imperial Army Soldier, xyz, prio
Gary Carpenter
Aug 9 2009, 07:30 AM
QUOTE (cestvel @ Aug 9 2009, 07:15 AM)

QUOTE (Landmine @ Aug 9 2009, 03:44 PM)

QUOTE (Lord Deependra @ Aug 9 2009, 04:02 AM)

QUOTE (Landmine @ Aug 9 2009, 12:30 PM)

warp bubble of 160 fit through a warp point with a size of 13?
what is the formula for warp bubles? How many jump engines will I need to get my warp bubble down to 12 for any given tonnage?
aLSO ONE OTHER ITEM...... I am building a infantry unit on by first colonization ship. the ship build requirements state I need an Imperial Army soldier. How do I create one?
I know how to create a colonist and have several but I do not have a soldier. Will by ship build order fail because I do not have a soldier in inventory??
The warp point size generally doesn't matter. It only applies when you are moving a fleet through a warp point and there is an enemy fleet on the other side. It determines how fast your fleet deploys on the other side. Any ship can pass through any warp point regardless of warp bubble or warp point size.
You don't build ships with soldiers installed. Build the ship with a Troop Berthing and then load the troops onto the fleet when the ship has been built. Similarly, design in Fuel Tankage to carry the fuel, rather than Fuel. You will need to re-design that ship.
You build Imperial Army Soldiers with Industrial Capactity, just like Steel and Cargo Bays etc. Put them in the build queue. Each Imperial Army Soldier requires 1 Trooper, which in turns requires 1 Colonist. So, first use a CTRN order to train some colonists, then put Troopers and Imperial Army Soldiers and then the actual division you want to buld eg Imperial Army Air Force in the production queue. Imperial Army Soldiers are just an intermediate build item - they don't fight themselves.
I have a troop berting on my ship design AND I also had an Imperial infantry divison in the ship design. Will this ship build without a Infantry divison in inventory or will the ship be buit with an empty troop berth? If you must load infantry why does the Ship Design Order allown them as a ship componet??
Given your answer it would appear a ship with a Infantry divions and a troop beert is a invalid design but it was approved for construction
What order builds a soldier from a colonist? What is the order format to get this accomplished???
BI, 1, Trooper, xyz, prio
BI, 1, Imperial Army Soldier, xyz, prio
BI, 1, Trooper, POP SEG, Every turn or just this time,yes or no
BI, 1 Imperial Army Soldier, pop seg, yes or no
BI, 1 Imperial Army Infantry, pop seg, yes or no
Yes, you can, add things like Fuel and troops to a ship design, the order entry program does NOT do hardly any error checking, but when the ship is built the fuel ECT will not be there. I am not sure if the actual building of the ship will crash or not, as I have not done this.
Viro
Aug 9 2009, 01:08 PM
Some questions after reviewing my first results:
* Do I have to INST an installation before I CON it (I found a list of the starting installations)?
* Where can I find a list of the order in which orders are executed.. so I can answer questions like "
Can I DISM and CON using the free'd construction materials on the same turn?"
* I'm reading backposts and other literature, and it seems in the past your empire setup came with multiple pop groups.. but I only have one. Has something changed, or did something go wrong?
I've got to admit.. I'm uber excited and somewhat overwhelmed. "
What to build?!" is overriding theme of my thoughts as I peruse the
bajillion 14 page list of technology items. Already I'm drowning in spreadsheets, trying to discover that optimum configuration to maximize my output. What all that industrial output is going to end up in I'm not yet sure. I haven't even yet considered what to do with my pathfinders, or what to load up in my RCs. Two weeks might not be enough
Flagritz
Aug 9 2009, 01:16 PM
QUOTE (Viro @ Aug 9 2009, 09:08 PM)

Some questions after reviewing my first results:
* Do I have to INST an installation before I CON it (I found a list of the starting installations)?
* Where can I find a list of the order in which orders are executed.. so I can answer questions like "
Can I DISM and CON using the free'd construction materials on the same turn?"
* I'm reading backposts and other literature, and it seems in the past your empire setup came with multiple pop groups.. but I only have one. Has something changed, or did something go wrong?
I've got to admit.. I'm uber excited and somewhat overwhelmed. "
What to build?!" is overriding theme of my thoughts as I peruse the
bajillion 14 page list of technology items. Already I'm drowning in spreadsheets, trying to discover that optimum configuration to maximize my output. What all that industrial output is going to end up in I'm not yet sure. I haven't even yet considered what to do with my pathfinders, or what to load up in my RCs. Two weeks might not be enough

The INST order just gives you some extra information about the installation (like an ANZ for items), you dont have to do it before a CON order
Most orders are processed in the order you input them so if you dismantle a installation on order 1 you can use its components in order 2 to construct another item.
Also for instance you can load items onto a ship, move it to a colony, ofload them, build a installation etc, as long as thats the order you input your orders it will all work.
Only exception is production and mines generating resources, that happens at the end of the turn.
New setups all now have just the one population group, its correct, everyone ended up just moving the items into the one colony (its much easier to begin with to manage everything as one). In the future you may want to put other colonies (I have a second colony to dump EXP finds I dont really need, keeps colony inventory to a minimum

Enjoy your first turns, alot of cool choices, this is a very rich game. Dont worry if you make a mistake, it happens to us all.
cestvel
Aug 9 2009, 01:18 PM
QUOTE (Viro @ Aug 9 2009, 10:08 PM)

Some questions after reviewing my first results:
* Do I have to INST an installation before I CON it (I found a list of the starting installations)?
* Where can I find a list of the order in which orders are executed.. so I can answer questions like "
Can I DISM and CON using the free'd construction materials on the same turn?"
* I'm reading backposts and other literature, and it seems in the past your empire setup came with multiple pop groups.. but I only have one. Has something changed, or did something go wrong?
I've got to admit.. I'm uber excited and somewhat overwhelmed. "
What to build?!" is overriding theme of my thoughts as I peruse the
bajillion 14 page list of technology items. Already I'm drowning in spreadsheets, trying to discover that optimum configuration to maximize my output. What all that industrial output is going to end up in I'm not yet sure. I haven't even yet considered what to do with my pathfinders, or what to load up in my RCs. Two weeks might not be enough

* No, you do not have to INST before CON
* In the order you gave/edited them. The entry program generates a running order number e.g. 10-400 for the 40 orders. In that order the orders get processed.
X(something) orders get processed on that order the turn you give it. In the following turns it gets executed in a third phase after convoy route execution.
So you can DISM and CON with these components.
For ships you need to have the materials in the stockpile before you can use them to build a(nother) ship.
SCRP orders get processed after the production phase just when new ships get build. So you cannot SCRP and SHIP with the same
materials the same turn.
* No one popgroup is normal nowadays. Actually since a long time. I think only the cores were set up with 5 popgroups (which most consolidated into one the first turn

)
hobknob
Aug 10 2009, 02:44 PM
Good luck on your first turn. There is very little you can do that will mess anything up or that can't be undone so just go for it.
Viro
Aug 11 2009, 11:55 AM
Thanks Flagritz and cestvel!
At first I didn't see how I could fill out 40 orders, but once I started splitting up fleets to scan my system and editing my production queue the 40 slots disappeared pretty quickly.
Is it worth EXPLing with a lowly Pathfinder? I know that each time you explore, the chance you'll find something again decreases, so this leads me to believe I shouldn't EXPL my home system until I've got some beefy gear, characters, etc.
Flagritz
Aug 11 2009, 12:22 PM
QUOTE (Viro @ Aug 11 2009, 07:55 PM)

Thanks Flagritz and cestvel!
At first I didn't see how I could fill out 40 orders, but once I started splitting up fleets to scan my system and editing my production queue the 40 slots disappeared pretty quickly.
Is it worth EXPLing with a lowly Pathfinder? I know that each time you explore, the chance you'll find something again decreases, so this leads me to believe I shouldn't EXPL my home system until I've got some beefy gear, characters, etc.
With just a pathfinder no.
You need a ship with some cargo bays to store the items you find, a great source early on in the game for weapons, engines, jump survey sensors etc is through EXP, you can build some nice early ships from the stuff you find until you achive the technology to build the items yourself.
Especially important is having at least 25,000 cargo bays, if you find a transwarp drive early on you can build a ship that doesnt stop every time it warps (its really worth it)
Either build a cargo ship and have it work with the pathfinder or build a deciated EXP ship.
Here is a old design that might be useful, its a 200K ship, easy to build from initial tech and has alot of the itmes a good EXP ship needs, add a few good leaders to the ship and you are in business, should be able to churn out a couple of these ships a turn and have them explore different planets :
1 MK I Nuclear Engine
1 Mk I Nuclear Jump Drive
24,800 Fuel Tankage
25 Fuel Shuttle
1 Drone Rack
1 Figther Bay
85,000 Cargo Bay
25 Type A Science Lab
25 Survey Lander
50 Light Magnetic Grapple
50 Mk I Short Range Sensor
WIth everything, modify and make it your own :]
cestvel
Aug 11 2009, 12:25 PM
QUOTE (Viro @ Aug 11 2009, 08:55 PM)

Thanks Flagritz and cestvel!
At first I didn't see how I could fill out 40 orders, but once I started splitting up fleets to scan my system and editing my production queue the 40 slots disappeared pretty quickly.
Is it worth EXPLing with a lowly Pathfinder? I know that each time you explore, the chance you'll find something again decreases, so this leads me to believe I shouldn't EXPL my home system until I've got some beefy gear, characters, etc.
You should have a small freighter with about 25.000 Cargo bays (minimum) in the same fleet as that Pathfinder. Otherwise, they are
pretty good EXPL-ships otherwise.
Flagritz
Aug 11 2009, 12:26 PM
QUOTE (cestvel @ Aug 11 2009, 08:25 PM)

QUOTE (Viro @ Aug 11 2009, 08:55 PM)

Thanks Flagritz and cestvel!
At first I didn't see how I could fill out 40 orders, but once I started splitting up fleets to scan my system and editing my production queue the 40 slots disappeared pretty quickly.
Is it worth EXPLing with a lowly Pathfinder? I know that each time you explore, the chance you'll find something again decreases, so this leads me to believe I shouldn't EXPL my home system until I've got some beefy gear, characters, etc.
You should have a small freighter with about 25.000 Cargo bays (minimum) in the same fleet as that Pathfinder. Otherwise, they are
pretty good EXPL-ships otherwise.
Cestval are you always online when I am and do you always do a reply same time as me! people are going to talk about us! :}
Gary Carpenter
Aug 11 2009, 12:29 PM
I have two Views on this. one is to turtle, do not leave your home system until you are fairly strong, making it hard for other empires to find you until you are ready.
OR leave system early and hope you find a dropped player HW or if trouble is near you see it before it is at your HW.
other facts
HW's appear to be at least 5 apart.
you will be hard pressed to fill 40 orders in your early turns in the game without surveying
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