Guide:Quick Start Guide/Colony Construction

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The next step will be to prepare for duranium production. But first we'll look at ships.
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The next step will be to prepare for duranium production.
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==Ship overview==
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But first things first. Let's take a look at your ship and your colony. Go to the main menu, and click on <font color=#777777>"Ships"</font> to go to the Ship Overview screen:
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!colspan=5|My Ships https://game.en.stne.net/s/help_o.gif
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!width=85|Standard
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|width=70|Energy
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|My Colony Ship
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|514|503
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|50
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You start the game with a single DY-500 class "Colony ship". Your ship overview shows you where your ship is: in this example, the ship is in Sector 514|503. Your ships start just above your home colony. After the location, you can also see other key pieces of information about your ship. From left to right, these are: the amount of energy the ship has: 50, the amount of deuterium on board (fuel): 123, the number of crew on board: 12, and the amount of food on board: 15. A colony ship can carry up to 20 people, and it allows you create new colonies elsewhere, and 'beam' down goods and people to get them started. "Beaming" down is a well-known mode of transport used in the science-fiction series Star Trek, and it uses energy. Your colony ship can beam 20 goods or 4 crew per unit of energy, to and from the colony.
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Remember that on every 'tick' ship crews and colony inhabitants consume food, and ships burn fuel. (Ticks occur at 12, 15, 18, 21 and 23:30 UK time). Every 5 crew on a ship, or inhabitants on a colony will eat 1 unit of food (rounded up - in this case, 12 crew will eat 3 food per tick). And the reactor on your Colony ship will convert deuterium to energy at a rate of 1 fuel to 1 energy. A Colony ship's reactor can generate up to 10 energy per tick, and its solar cells can generate up to 4 energy more if in orbit of a planet. Always make sure your ships and colonies have enough food and deuterium aboard. If there is no fuel, the reactor will not generate energy. If there is no food, energy will be used to run the replicators (1 energy per food needed). But if the ship has no replicators (or no energy to run them) then the crew will abandon ship!
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==Colony Overview==
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==Set up your Roleplay Character==
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==Explore Your Environment==
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==Refuel Your Ships==
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==Subspace Communication Network==
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==Building a Duranium Factory==
==Building a Duranium Factory==
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==Construction of Complex Buildings==
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[[Duranium]] is the second basic building material, used in the construction of most buildings and all ships it is an essential material when starting out.
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==Building Solar Satellites==
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Duranium can be produced by a [[Duranium Factory|duranium factory]], it costs 4 [[Energy]], 6 [[Workers]] and 12 [[Iridium Ore]] to produce 4 duranium.
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==Finding an Alliance==
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Therefore before we can start producing duranium, we first need to build some [[Iridium Mine|iridium mines]] to produce iridium ore. On an M class iridium mines produce 6 iridium ore each, so to get enough iridium to start duranium production we need 2 iridium mines, these can be built on mountain fields.
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You're now almost ready to advance to level 6 and leave the beginners zone, while we wait for a few ticks to build up a small stockpile of resources its time to look at alliances.
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The majority of active players in STNE are members of an alliance, however it is not a requirement and it is possible (although generally more difficult) to be a successful independent player. Even if you wish to become an independent player it is still worth looking at the [[Political Map of the Galaxy]] so see where different alliances are located. This is because some alliances will not take kindly to new players moving into space they have claimed, so if you want to be independent its best to find a set of coordinates in neutral space to move to.
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Once these have been built, build a duranium factory on an ice field.
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[[File:JHQg4AA.png|link=|600px]]
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It will also be necessary to build more living space, farms and solar cells to meet the requirements for workers, food and energy. You will probably also need to use some extra ticks to generate sufficient plasteel for construction. Once you reach level 5 it will also take time for your buildings to complete.  Once you've met these requirements the colony should look something like this:
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If you are interested in joining an alliance check out the guide on [[Guide:Finding the Right Alliance|finding the right alliance for me]], which goes lists all of the major alliances and alliance blocks and what kind their focus is - be it trading, military, raiding, training new players etc.  
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If you've found an alliance you want to join, go ahead and send an IGM to their leader (or recruitment player if one is listed on the alliance page) asking if you'd be able to join. Once you've joined an alliance they should be able to give you coordinates in their space to move to. This will avoid any costly relocations at a later date.
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==Upgrading to Level 6==
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Before you upgrade to level 6 make sure you've done all these things
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*Built up a small stockpile of [[Plasteel]] and [[Duranium]] - This will come in very useful for building up your next colonies
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|https://game.en.stne.net/i/n/3/4/3.gif
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*Joined an alliance or found some coordinates in neutral space to move to
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|https://game.en.stne.net/i/n/2/3/2.gif
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*Used up all your extra ticks - you will not get extra ticks after you upgrade and any remaining extra ticks will be lost
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|https://game.en.stne.net/i/n/4/2.gif
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*Gained at least 800 experience - it is not possible to upgrade to level  without this
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This should be producing 24 [[Plasteel]] and 4 [[Duranium]] each tick.
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Now you've met all the requirements its time to upgrade to level 6 and move out of the beginners zone. There are three ways to do this:
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Once you've reached level 5 the orbit fields will appear, here you can build orbital structures such as solar satellites, we will come back to this later on.
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*Click https://game.en.stne.net/i/b/up.gif <font color="#FFCC00">[</font><u><font color="#33FF33">Upgrade level</font></u><font color="#FFCC00">]</font> at the top of the page
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At this point you are probably able to upgrade to level 6, we generally recommend not to do so yet - instead it is normally best to stay at level 5 for a few days to make use of the extra ticks you get in the beginners area to get your home colony to a better level of production.
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*Go to the main screen and click <font color="#FFCC00">[</font><u><font color="#33FF33">Request higher level</font></u><font color="#FFCC00">]</font>
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*Go to <font color=#777777>"Help" --> "Apply for a higher level"</font>
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All of these options will take you to a screen where you can input the coordinates to move to, you should input the coordinates for your alliance space or neutral space and then click <font color=#777777>"Move to desired coordinates"</font>. It is also possible to move to a random position, however this is not recommended.
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You have probably used up the majority of your extra ticks getting to this point and will not have enough duranium to construct any more buildings until there is another tick, therefore in the next chapter we will be looking at ships and trading at a supply station to obtain more duranium so we can advance faster.
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''Advance to [[Guide:Quick Start Guide/Ship Overview|Ship Overview]]''<br>
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''Return to [[Guide:Quick Start Guide|Quick Start Guide Overview]]''

Latest revision as of 10:45, 12 May 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

Getting Started
Colony Construction
Ship Overview
Preparing to Advance
Level 6 - Expansion
Level 8 - What Now?


Other Useful 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

This chapter of the Quick Start Guide will focus on building up your first colony.

Increasing Population

In the previous chapter we covered how to construct buildings, you should now have filled all the woods with nature preserves - these allow you to gain three necessary things:

  • Attractiveness - This will attract more colonists and allow you to bring in more population without having to import from other planets.
  • Internal Reputation (Experience) - The higher your internal reputation, the less you have to worry about using holodeck operators or soldiers to keep your population in line
  • Plasteel - This is the most basic of building materials and is essential for building anything. Nature preserves will stop producing plasteel at colonisation level 8.

After building the nature reserves you should have reached colonization level 3. Your colony should now look something like this:

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

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If you build a few too many you will run an energy deficit.

Energy 41/41 -1 help_o.gif
Energie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gifEnergie small.gif

This is expected and can be easily remedied by building solar arrays on the desert fields. You will also notice that you automatically gain experience through building structures.

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You may have noticed the message informing you that one or more buildings are not activated, this is because even though we've built living space, new population only arrives at each tick. Normally there are 5 ticks each day which take place at set times (13:00, 16:00, 19:00, 22:00 and 00:30 Server Time), however in the beginners 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.

Click this button and your planet should now be filled with population.

ExtraTick.png

Now we start building on the way to level 5. Since you now have some excess population and energy it now makes sense to build some plasteel factories, to increase production.

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The next step will be to prepare for duranium production.

Building a Duranium Factory

Duranium is the second basic building material, used in the construction of most buildings and all ships it is an essential material when starting out.

Duranium can be produced by a duranium factory, it costs 4 Energy, 6 Workers and 12 Iridium Ore to produce 4 duranium.

Therefore before we can start producing duranium, we first need to build some iridium mines to produce iridium ore. On an M class iridium mines produce 6 iridium ore each, so to get enough iridium to start duranium production we need 2 iridium mines, these can be built on mountain fields.

Once these have been built, build a duranium factory on an ice field.

It will also be necessary to build more living space, farms and solar cells to meet the requirements for workers, food and energy. You will probably also need to use some extra ticks to generate sufficient plasteel for construction. Once you reach level 5 it will also take time for your buildings to complete. Once you've met these requirements the colony should look something like this:

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This should be producing 24 Plasteel and 4 Duranium each tick.

Once you've reached level 5 the orbit fields will appear, here you can build orbital structures such as solar satellites, we will come back to this later on.

At this point you are probably able to upgrade to level 6, we generally recommend not to do so yet - instead it is normally best to stay at level 5 for a few days to make use of the extra ticks you get in the beginners area to get your home colony to a better level of production.

You have probably used up the majority of your extra ticks getting to this point and will not have enough duranium to construct any more buildings until there is another tick, therefore in the next chapter we will be looking at ships and trading at a supply station to obtain more duranium so we can advance faster.

Advance to Ship Overview
Return to Quick Start Guide Overview

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