Guide:Beginner's Guide

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Note: This Guide is currently a work in progress, it is currently being converted to wiki format, for the original see: https://docs.google.com/document/d/13wu6IMgncM8UEYnaozSeu-l__YNNZOA7ONJM7hMWJeg/edit


STNE is a Strategy and Role Play Game. You can play here.

Contents | STNE | Colonies | Buildings | Goods | Items | NPC | Ships | Stellar Cartography | Research | Trade | Combat | Settler | Alliances | Index

Quick Start Guide
Advancing to Level 8


Basic Guides

Understanding the Game Interface
Changing Your Player Name
Finding the Right Alliance
Starting Research
Diplomacy
Combat Basics
Fueling Ships
Protecting your Assets
Trading on the GTN
Basic Fleet Management
Deuterium Collection
Ore Collection
Station/Gate Construction
Wreck Extraction/Repair


Advanced Guides
Subspace Tracking
Scripting Basics
Advanced Combat

STNE NEW PLAYER GUIDE

Quick Tips Roleplay is great, not everyone will want to do it with you, but it is encouraged as it makes the game more immersive. Especially when interacting with the “Non Player Characters(who deal exclusively in RP messages) Be respectful towards other players, especially older ones. Many of them are very powerful, and will take pleasure in destroying you if you antagonize them.

Contents

How To Change your Name

Main Article: Changing Your Player Name

To change your player name click preferences, here you can modify the nickname that everybody in STNE can see as you play. The name can be edited using html tags, allowable tags are <font color="">, <b> and <small>.

First Steps

You start at level 2. Your first step is going to be colony construction. You will need to balance resource production, consumption, and population to be successful. You will first need to turn all of your forest tiles into nature preserves. This will allow you to gain three necessary things. The first is attractiveness, this will attract more colonists and allow you to bring in more population without having to import from other planets. The next thing is internal reputation, this will allow you to not have to worry about using holodeck operators or soldiers to keep your population in line. The final thing they produce are plasteel, a necessary building material; they will stop producing plasteel at level 8.


The next thing you will need to worry about is increasing the population on the planet, you need workers to produce supplies for your empire. Start building a few towns and farms.


If you build a few too many you will run an energy deficit. This is expected and can be easily remedied. You will also notice that you automatically gain experience through building structures.


Once you leave the beginners zone you will be stuck receiving 5 ticks at a set time with the rest of the galaxy, but in the noob zone you get a special perk. You get 10 extra ticks a day that you can activate with the following button. You can use it to speed along construction or resource acquisition.


Now we start adding new buildings on our way to level 5.


Our eventual goal here is to add some iridium mines in the mountains so we can produce duranium.


You should be at level 5 by now. Do not upgrade to level 6 yet, you will want to use your free ticks daily until your planet is substantially improved, (this is recommended, but entirely optional). You will teleport into the main area of the galaxy when you hit level 6. You will be at level 5 for a few days at least.


A town has been removed and a farm has been put in its place temporarily. The remaining towns have been upgraded into cities using our new duranium supply. Flow turbines are being added to the water spaces to increase power. Also note the new duranium factory, you can easily run a total of 2 duranium factories on an m class without imports. Your goal will be to have both of these factories running along with a constant supply of plasteel. I advise loading as much excess supply of metals onto your ships before leaving the noob zone as possible.


A bit of fenegaling was done here such as deconstructing the farms and replacing them with hydroponic domes. Many solar cells have been temporarily added. The planet has been upgraded substantially. You are now at a critical phase where you must collect deuterium to begin the construction of a spaceport. You will begin construction of several satellites in low orbit of your planet. These are still accessed from the same spot as your planetary tiles. You will first add solar satellites to power your planet. These require deuterium to continue running so you will need to set up a tiny deuterium mining operation.

Solar satellites fill most of the space tiles and a phaser cannon has been built, the final tile is for a shipyard later. We will be removing the solar cells on the planet shortly and doing modifications to improve plasteel production.

Here we increased production of plasteel and improved efficiency of the planet overall. Once the planet is full and we have a colony ship full of metal, we can move on to joining the rest of the galaxy at large.

Player Types

If you were active in chat you will probably have an idea who you would like to team up with in the galaxy. The type of player you want to be will determine this.

Pirates - Thieves, but they cause hiliarity.
Military - These players blow stuff up or defend their teammates.
Scout - These players find enemy locations, whether it be fleets or planets.
Logistics - These players help with supply lines.
Traders - They produce and sell products of all kinds.
Trolls - Annoying, but when done in roleplay format also cause hilarity.

Most players will be a hybrid of these roles.

Alliances

Main Article: Finding the Right Alliance

You can take the difficult path and play solo (while able to play free, With a credit card it's easier) or you can take the easier path and play with an alliance. The type of player you want to be will define what type of alliance you want to join. This portion of the guide will change periodically with the times.

The mega alliances are as follows in terms of roleplay:

Allied Alliances - Military Dictatorship

The Brotherhood of NoD
Starfleet Command
House of Dragha - Blood Stalkers

The Eastern Coalition - Democracy

Commonwealth of Humanist Ideals
Vulcan Science and Military Incorporated
Guardians of Khitomer
Omega
{=Black Star Confederacy=}

The Dell - Led by council

The Dell Syndicate
=GALACTIC REPUBLIC=

Unaligned

The Federation [NPC]
The Borg [NPC]
The Dominion [NPC]
The Romulans[NPC]
The Klingons [NPC]
The Ferengi [NPC]
The Cardassians [NPC]
Rhulaner [NPC]
Union of Borderworlds

While noobs are generally welcome on main chat, people do not take kindly to their territory being trespassed into. If you want to join one of these mega alliances it is a good idea to ask to join rather than simply beam into their territory at level 6. You can still cross these spaces if you are unaffiliated, but you will probably be fired upon if spotted and disabled at minimum.

Level 6-8

Upon leaving the noob zone you will jump immediately to level 7. You should use your oberth to look around. We’ll take a look at my new setup.

When you spawn in, you will be gifted a small asteroid and a moderate planet. Your goal will be to produce plasteel and duranium to build. Later you will need isolinear chips for research. But first we will focus on the metals needed for basic ships and construction. You will start by colonizing a rock planet.






The game gifts you with a few different colonies, so I am going to show you what I suggest you do with them. After you hit level 8, you can replace them if you wish. I would suggest you do it one at a time if you decide to go that route.

Below I show two completed rock planets. This planet will of course be upgraded later after you do some more research. Notice the large amount of storage I placed on the planet. You should fill up any empty spaces you have with storage. Storage is cheap and can easily be deconstructed and repurposed later. Having a large energy surplus is also helpful for many reasons. You can use this energy for transporting goods or converting goods with an industrial replicator.




Large Asteroid Plans- One is missing extra storage





Next I will show you small asteroid plans for brand new players.






Here is a finished M class.


Finally, you will need to prepare your moderate planet for iso production at level 8. There are of course other planets you can do this with but the moderate is gifted to you so it is easiest in most cases.


You can of course by now go directly to level 8, however; you will have a total of 30 days when you hit level 6 of protection from other players. I suggest using that time putting those resources to use building a deuterium and/or ore collector fleet. Once your protection wears off, it's time to jump to level 8.

The moment you turn level 8 you will need to activate your defenses. First, go to your M-class and activate your phaser cannon. You can do the same with all phaser and disruptor planetary defenses. Set all your planets to red alert. Your ships should be set to yellow or red alert from now on. Next you will update your moderate planet so you can produce iso chips.

Above is an updated Moderate Design.

Research

Now its time to start research

The technology tree link is below. Research Tree

You will start with Fleet Management for quality of life and then Warp Field Theory. Orbital Construction and Terraforming Technologies should be next. Beyond that, what you research first heavily depends on what type of player you want to be.

Now that Fleet Management has finished researching, it’s time to teach you how to make a fleet. This is very important.


Civilian Ships Overview

Civilian ships can generally be divided into three main categories:

Transports - Used to ship things from one location to another. The main buildable transports are the AntaresB and the Whorfin

Collectors - Collects resources in Deuterium Nebulas and Asteroid Fields. These collectors are split between Ore Collectors (Asteroid Fields) and Deuterium Collectors (Deuterium Nebulas/Desert planets).The Antares class is the main buildable class of ore collector while Andorras are immobile equivalents which collect slightly more ore each tick. The Indus class is the main type of deuterium tanker with the Kale class being its stationary equivalent.

Gates - Can be used to jump ships from one gate to another. Or materials from a gate to a trade base or atria.

Resource Types

For more information on specific resources go to Category:Goods


Ship Functions

Deuterium Collection

This is done mainly with deuterium tankers. Usually people will set them inside a dense deuterium nebula. Occasionally people will set tankers inside the orbit of a desert. When using ships that can move such as indus, I suggest heading to a dense red nebula, collecting, then heading to a safe spot. Kales on the other hand are immobile but put out more deut. So you can either set up defenses in the nebula with other players or leave them undefended and use transports to move the deuterium around. You have a limited amount you can collect per day and it slowly recharges each tick. It usually takes 5 ticks to completely recharge.

Ore Collection

This is done with ore collectors in asteroid fields. Preferably Large Asteroid Fields. Similar to deuterium collectors, these ships have a limited amount of collection they can do daily that recharges each tick.

Wreck Extraction

Colony Construction

The first thing to understand is that there are many different setups that can achieve the same goal with a planet. Some players prefer to login every tick and others prefer to login to the game every three to five days depending on work schedules. Some planet designs are mostly self reliant and others require massive imports to increase the level of production. Defenses on a planet are also something to consider as they might deter piracy but will lower production of goods. You will decide these factors as you play.

Below are some possible colony plans which do not require research or terraforming

Basic Plasteel + Duranium Beginners M Class
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Production
Food 1 Plasteel 54
Duranium 8 Deuterium -22
Energy/Storage
energie.gif Energy 1 max.gif EPS 279
Storage 5050 BPP 2950
Population
work.gif Total Population 97 max.gif Max Population 97
free.gif Unemployed 5 Required Rep 0

Protecting Your Assets

Basic Colony Protection As a noob, it is best to hide behind your phaser cannon on an M-class planet.

Beam Protection Points

BPP or beam protection points are heavily advised. Different storage buildings have different capacity to prevent theft from simple beaming. Cheap storage compounds have the least amount of BPP but they also have energy storage. Tunnel systems are a middle ground in terms of BPP. Subsurface storage facilities have the most protection but require photon torpedoes to make and are created by transforming a tunnel system.

Basic Ship Protection

Make sure your ships are at a defended location when not in direct use (ie, you’re using it to transport some goods or collecting your daily deuterium load). The minimum should be 10 disruptor batteries or a phaser cannon on your M class. More are required if the location hosts something important like a storage base.

M class phaser cannons offer an easy way to get this level of defensive firepower. Place those carefully and use them to shelter civilian ships.

In the event of a LARGE enemy attack, bring your ships to the nearest heavily defended sector, which is usually a large gate. Hopefully you live nearby so you can do colony maintenance.

Make sure you are on yellow alert in peacetime and red alert when at war. Always have your weapons systems activated and it is advised to keep your shields up on your ships most of the time unless you're transferring goods with another player.


Trading Your Goods

Trading with SUPs

Now, it's time to teach you how to trade properly.

Dock your ship first.

You can dock all ships except flagships. When you dock a smaller ship to a larger one, the large one will provide energy and eps for the smaller ship for the purpose of beaming. Trades are RARELY done directly from person to person so you must learn to use the SUP, Ferengi Trade Exchange, and the gate portal system. As a new player, you will probably will not run into the gate system very quickly unless you join an alliance. First we will discuss Larne usage at SUP stations.

Using Transports

Transport ships are the typical way to transfer goods over a short distance. It is also traditionally the way to transport items such as torpedoes with specialized torpedo transports.

Using Transports with Subspace Gates

You can send a ship from one section of the galaxy to another very quickly. Distance depends on ship travel energy cost and current Gate deflector charge.

The Ferengi Trade Exchange (FTE)

This method is quick and easy, but you will pay an initial deposit tax and a storage tax that will be paid at the beginning of the first tick every day.


Second we will discuss the Ferengi Trade Exchange. These rates are used as a guide and fluctuate. http://wiki.en.stne.net/index.php?title=Trade_Rates#Ferengi_Trade_Rates First you deposit goods into the account while at a sup. Normally you pay a fee for the deposit and you get taxed daily for storage. During special events or holidays, taxes are lowered or disappear completely. You can go to the Communications Tab or access it from the trader spaceship while at the SUP.

I have deposited some goods. Next I will show you how to set up a trade. Pay attention closely, this is important.


And here is what an offer looks like when you finish it.

When someone accepts your offer, the new supplies will be deposited in your account.

Gate Trade Network (GTN)

Gates allow the usage of a trade portal for goods including those that cannot be traded on the ferengi exchange. It requires deflector on the Atria or gate to use. Trading Bases are large stations dedicated to storage and Gate Trading, with a huge Deflector and EPS capacity. NOTE: Distance between bases, gates and/or Atrias determine the Deflector cost for transport, as well as goods type.


Thanks to

Contributions by

Hoodie, Kat, G-Prime,Warped

Special Thanks to Rebas for Updating the Tech Tree

ToDo

How to navigate, use the map and fly around
How to use fuel your ships
Deuterium- 2 deuterium makes 1 warpcore
Dilithium/Antimatter/Deuterium mix- 1/2/2 equals 50 warpcore
Plasma- 1 plasma makes 6 warpcore
Warp Energy
Defending Against Raiding- Basic Colony Defense etc
Basic Attacking [against syndicate and small ships]
Internal and External Rep
A few more basic colonies [rep planet etc]
CREDITS [Real life money]
Coordinate Map just added by Arakis

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