Guide:Beginner's Guide

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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

This is a Work In Progress and may change as progress is made

STNE NEW PLAYER GUIDE

Contributions by Hoodie, Kat, G-Prime,Warped Special Thanks to Rebas for Updating the Tech Tree THINGS TO ADD Giant Galaxy Map- In progress [IF DRAWN IN PHOTOSHOP OR GIMP, a slide for every alliance makes editing easier] Alliance locations NPC locations 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] How to Wreck Extract Internal and External Rep A few more basic colonies [rep planet etc] CREDITS [Real life money] Coordinate Map just added by Arakis

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

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>.

Changing the color

To change the color use <font color="white"></font> tags.

For Example:

<font color="yellow">Nickname</font>

Will result in this:

Nickname

For more complex coloration you could try something like

<font color="yellow">Nick</font><font color="green">name</font>
Nickname

You could even end up with this Nick if you like and even more is possible.

Bold

For bold letters in your name you can type <b>Nick</b> to get this Nick (Notice how it is thicker than the normal letters)

If you add color make sure the color code is always closest to the actual nick letters like this:

<b><font color="orange">Nick</font></b>

This will give you the result: Nick (Now its bold and colored!)

Small

For smaller letters use the same procedure:

<small>Nick</small> = Nick

As you've seen previously we can use more than one code to get more effects and modifications.

Here are color, bold and small combined together: <small><b><font color=green>Nick</font></b></small> which makes Nick.

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 area 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. 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

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. A large map of the galaxy with the major player powers will be included here.

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


THE MAP IS NOT FINISHED but is below...

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. 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.


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. Now that someone has accepted our offer, we should bring these iso chips to our research planet and start our research.

The technology tree link is below. http://wiki.en.stne.net/index.php/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.



TYPES OF CIVILIAN SHIPS

Transports - Used to ship things from one location to another.

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).

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

RESOURCES - [BRAND NEW PLAYERS USE THE NOOB COLONY PLANS AT THE END OF THE SECTION]

RESOURCE LIST

Name Food Symbol

Tradeable via Ferengi Trade Exchange? Yes Needed on colonies to feed workers. Five people can be fed with one unit of food per round. You can use it on ships as well to minimize how much fuel you need to spend.

Name Plasteel Symbol

Tradeable via Ferengi Trade Exchange? Yes The primary construction material in the game.


Name Iridium Ore Symbol

Tradeable via Ferengi Trade Exchange? Yes Used as a raw material for creating Duranium alloys. It can also be transformed into food or plasteel inside an industrial replicator.


Name Duranium Symbol

Tradeable via Ferengi Trade Exchange? Yes Duranium is the steel of the 24th Century. It is massively strong and is needed for all major buildings and ship hulls. The raw material required for duranium production is Iridium Ore.

Name Deuterium Symbol

Tradeable via Ferengi Trade Exchange? Yes It is the fuel for spaceships. You can collect deuterium in deuterium nebulae or can also synthesize it from ice or water on planets. It is used in the generation of plasma or can be combined with antimatter and dilithium.

Name Antimatter Symbol

Tradeable via Ferengi Trade Exchange? Yes

Used as starship fuel with deuterium and dilithium or can be used to make torpedoes.

Name Photon Torpedoes Symbol

Tradeable via Ferengi Trade Exchange? No A weak torpedo that is primarily used in terraforming operations.

Name Isolinear Chips Symbol

Tradeable via Ferengi Trade Exchange? Yes Used to research new technologies in a research center.

Name Dilithium Symbol

Tradeable via Ferengi Trade Exchange? Yes Used as starship fuel in a warpcore. 1 dilithium for 2 antimatter and 2 deuterium.


Name Tritanium Symbol

Tradeable via Ferengi Trade Exchange? Yes Tritanium is a special steel alloy. Tritanium is solely used in the ship and weapon industry.

Name Sorium Symbol

Tradeable via Ferengi Trade Exchange? Yes Used mainly in the construction of quantum torpedoes, but are also used in the construction of flagships and sub-space gates.


Name Nitrium Symbol

Tradeable via Ferengi Trade Exchange? Yes Nitrium is an ore that can be mined on lava or desert planets. It is combined with duranium to produce tritanium.

Name Latinum Symbol

Tradeable via Ferengi Trade Exchange? No Latinum is a non-replicable, liquid material which is squeezed into gold and used as an article of great value. It is primarily used as a method to store wealth.

Name Plasma Symbol

Tradeable via Ferengi Trade Exchange? Yes Created on planets by processing deuterium. Can be used as starship fuel or used in the production of plasma torpedoes.

Name Plasma Torpedoes Symbol

Tradeable via Ferengi Trade Exchange? No Plasma torpedoes are a special sort of torpedo which deal moderate damage.

Name Quantum Torpedoes Symbol

Tradeable via Ferengi Trade Exchange? No The explosive force of quantum torpedoes are the strongest in the galaxy. The power is based on sorium, a hazardous component. They are expensive to produce.


Name Tribbles Symbol

Tradeable via Ferengi Trade Exchange? No Tribbles are fluffy, but do not be fooled. They will quickly multiply and take up all the space on your ships and colonies if not rapidly disposed. The mere sight of a tribble with greatly infuriate the Klingons and some players. They have been used as biological weapons in the past. Ask around if you want to acquire some, but you will be watched closely if you don’t do it discreetly.

Name Polaron Torpedoes Symbol

Tradeable via Ferengi Trade Exchange? No Polaron torpedoes are modified Photon torpedoes which can pass a small distance in the subspace and thus avoid any kind of shield. [BUGGED! DO NOT WORK!]


Name Nemesis Torpedoes Symbol

Tradeable via Ferengi Trade Exchange? No Nemesis torpedoes have the highest damage output, but they only damage shields. They have no effect on ships that have dropped their shields.


Name EMP Torpedoes Symbol

Tradeable via Ferengi Trade Exchange? No EMP torpedoes have, in contrast to all other kinds of torpedoes, the clear advantage of disabling a ship without destroying it.


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.


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.






Other possible noob colonies

https://imgur.com/a/ztUWrtV


Plasteel Production

NOOB WATER		   LOW Maintenance Water                       M CLASS


Duranium Production

Plasma Production

Antimatter Production

Dilithium Production

Tritanium Production

Sorium Production

Torpedo Production


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

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 A GATE 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.

TRADE PORTAL - (Gate Trade Network/Trade Portal Network, often referred to as “Gate Trade”) 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.

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