Guide:Quick Start Guide/Colony Construction

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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 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.

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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.

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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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