Guide:Quick Start Guide/Preparing to Advance

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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 guide covers finishing building your M class planet to a level where it produces around 60 plasteel and 8 duranium each tick, it also covers some roleplay elements, main chat, SCN and looks at finding an alliance before finally upgrading to level 6.

Contents

Building a WorkBee Spaceport and Orbital Buildings

In the previous chapter we traded for some duranium from a supply station, so we should now have enough goods to continue colony construction, if at any point you run low on duranium or plasteel you can always collect and trade more deuterium (provided you have the bussard collector capacity available).

When we last left our colony two chapters ago it looked like this:

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Now we've reached level 5 orbital fields have appeared, allowing us to build solar satelites (and other orbital structures). To do this we first need a Workbee Spaceport, these are required to build all orbital structures. Click on one of the ice fields and build a workbee spaceport, this will cost 40 plasteel, 20 duranium and 50 deuterium and take 5 ticks to build. While this is building we can start upgrading some of the towns to cities and building some flow turbines to produce additional energy and hydroponic domes for extra food. At this point don't worry too much about a small energy deficit as when we've built the solar satelites they will produce 76 energy each tick so provided you have the EPS to power the colony for the next 7 ticks (including the workbee when activated). If you have insufficient energy or population to activate the workbee spaceport then power down some of the plasteel factories temporarilly.

As soon as the workbee is completed you should build solar satelites in 19 of the orbital fields, the remaining field will be used for the phaser cannon - this is a formidable defensive weapon and will deter most attackers, however only one can be built and the only type of colony which supports the phaser cannon is the M class. If you want you can build the phaser cannon now, however it is not urgent as currently you are protected by the federation and cannot be attacked.

At this point your colony should look something like this:

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Now that we have plenty of excess energy we can build some more hydroponic domes and dismantle the farms, this will cause us to loose some experiance points, however in the long run it will greaty improve our colonies production so is still beneficial.

Building a second Duranium Factory

Rearranging your colony to increase plasteel production

Set up your Roleplay Character

Explore Your Environment

Refuel Your Ships

Subspace Communication Network

Finding an Alliance

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.

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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If you are interested in joining an alliance check out the guide on 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.

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.

Upgrading to Level 6

Before you upgrade to level 6 make sure you've done all these things

  • Built up a small stockpile of Plasteel and Duranium - This will come in very useful for building up your next colonies
  • Joined an alliance or found some coordinates in neutral space to move to
  • Used up all your extra ticks - you will not get extra ticks after you upgrade and any remaining extra ticks will be lost
  • Gained at least 800 experience - it is not possible to upgrade to level 6 without this

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:

  • Click up.gif [Upgrade level] at the top of the page
  • Go to the main screen and click [Request higher level]
  • Go to "Help" --> "Apply for a higher level"

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 "Move to desired coordinates". It is also possible to move to a random position, however this is not recommended.

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