Guide:Starting Research

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Each research centre can also support 5 [[scientists]], each of these scientists will make 0.1 Isos each tick, meaning every 2 ticks the centre will produce 3 Isolinear Chips. To assign scientists go to the colony, click on settings, type 5 into the scientists box and then click assign - you will of course need 5 unemployed people to assign as scientists.
Each research centre can also support 5 [[scientists]], each of these scientists will make 0.1 Isos each tick, meaning every 2 ticks the centre will produce 3 Isolinear Chips. To assign scientists go to the colony, click on settings, type 5 into the scientists box and then click assign - you will of course need 5 unemployed people to assign as scientists.
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==What to research==
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When your Research Centre is complete, enter the building and select the 'Research' option from the list they give you. Click on the Research Centre and then on "Research" this is shown in the image below.
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[[File:Researchlink.jpg|link=]]
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You will then be presented with what might be a daunting list of research items; most of them will be '''Grey''' which means that you have yet to unlock them. Some will be in '''Yellow''' meaning that they are unlocked, but you have yet to start them.
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We recommend that the first item you research is '''[[Orbital Construction]]''', this costs 40 [[Isolinear Chips]] and will take 2 days to research. This will cause '''[[Jupiter Station Construction]]''' to be unlocked and you should research this for 60 Isolinear Chips. That will take 3 days to complete.
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https://game.en.stne.net/i/m/1/35/0.gif '''Jupiter Stations'''
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<br>Now that Jupiter Station Research is complete you can build jupiter stations, when 10 scientists are assigned, these produce 2 isolinear chips each tick for 20 [[energy]]. Jupiter stations are the most popular type of research building and the plans shown below give some options for building a research planet using them, generally water and desert planets are popular for this.
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[[File:6 iso self sufficient water no terraform.jpg|link=]][[File:8 iso water no terraform.jpg|link=]][[File:8 iso desert no terraforming.jpg|link=]]
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<br>None of these plans require research* (excluding jupiter station research) or terraforming (excluding woods to grass) and don't need lots of internal reputation to run. The first plan produces 6 isolinear chips self sufficiently on a water planet - it also has some nature preserves and environmentalists which will help boost your internal reputation. The second of the plans also is on a water planet and produces 8 isos but imports 2 food each tick. The final plan is on a desert planet, this also produces 8 isos at the cost of 19 deuterium each tick, however its main beenfit is its extensive storage capacity.
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<font size=1>* The subsurface storage facilities on the desert require global blasting research but tunnel systems would work in the short term</font>

Revision as of 18:46, 5 July 2020

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

After reaching level 8 research is one of the best things to help you advance quickly. This guide will walk you through the available research and advise on the best options.

As you may already know, this 9.gif is an Isolinear Chip. These chips (commonly referred to as Isos) are required to research anything so now you probably have two questions - "How do I make them?" and "Where do I make them?".

0.gif Research Centre
This is a research centre, these can only be built on grass and cost just 60 Plasteel and 5 Duranium to build. It is probably best if you build this on either your M class planet or your moderate class planet. Each tick this will require 5 Workers and consumes 6 Energy, 5 Plasteel, 2 Iridium Ore, 2 Duranium and 2 Deuterium, but will make 1 valuable Isolinear Chip!

Each research centre can also support 5 scientists, each of these scientists will make 0.1 Isos each tick, meaning every 2 ticks the centre will produce 3 Isolinear Chips. To assign scientists go to the colony, click on settings, type 5 into the scientists box and then click assign - you will of course need 5 unemployed people to assign as scientists.

What to research

When your Research Centre is complete, enter the building and select the 'Research' option from the list they give you. Click on the Research Centre and then on "Research" this is shown in the image below.

Researchlink.jpg

You will then be presented with what might be a daunting list of research items; most of them will be Grey which means that you have yet to unlock them. Some will be in Yellow meaning that they are unlocked, but you have yet to start them.

We recommend that the first item you research is Orbital Construction, this costs 40 Isolinear Chips and will take 2 days to research. This will cause Jupiter Station Construction to be unlocked and you should research this for 60 Isolinear Chips. That will take 3 days to complete.

0.gif Jupiter Stations
Now that Jupiter Station Research is complete you can build jupiter stations, when 10 scientists are assigned, these produce 2 isolinear chips each tick for 20 energy. Jupiter stations are the most popular type of research building and the plans shown below give some options for building a research planet using them, generally water and desert planets are popular for this.
6 iso self sufficient water no terraform.jpg8 iso water no terraform.jpg8 iso desert no terraforming.jpg
None of these plans require research* (excluding jupiter station research) or terraforming (excluding woods to grass) and don't need lots of internal reputation to run. The first plan produces 6 isolinear chips self sufficiently on a water planet - it also has some nature preserves and environmentalists which will help boost your internal reputation. The second of the plans also is on a water planet and produces 8 isos but imports 2 food each tick. The final plan is on a desert planet, this also produces 8 isos at the cost of 19 deuterium each tick, however its main beenfit is its extensive storage capacity.

* The subsurface storage facilities on the desert require global blasting research but tunnel systems would work in the short term

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