Turn #2 basic concepts.
Advise from your economic counselors.
Continue to assemble all of your newly produced automation-3.
Continue to draft all of your free of your free unskilled laborers into trainees.
Pick up all of your light structural units-2 from your orbiting colony.
Transfer 1e6 metals& nonmetals to your OBC. (Look at how Transfer & Pickup orders work)
Assemble all two million of your remaining laboratories-1.
Assemble all of your newly produced factories-1, (500,000) producing such useful items as hyper engines – 2, space drives – 2, structural units-2, Sensors -1 or-2, robot probes-1
Double the size of your orbiting colony.
Address the shortage of food that is occurring, ( your population is eating 1/4 of 1 food per Pop per turn)—look up food requirements—and you should be out of food this turn.
Assemble 1,250,000 Farm-1’s.
You could also use the Ration order to reduce the amount of food that they eat, however this would start producing “Rebels”. You could get away with this for a few turns, but it would be problematical.
If you want to accomplish all of the above will need to shut down some, or all, of your mines – 1, since you otherwise won’t have enough free professionals. When you look at your open colony, go to the Stats tab, and see how many professionals you have, and how many are being employed. I believe you will see about 5,000,000 free professionals, you will need 6,000,000 in order to run the 2,000,000 laboratories – 1, and another 500,000 in order to run the newly produced 500,000 factories – 1, and more to run the farms you need to assemble.
Advice from your Military Counselors.
Carefully examine at the results of your system probe,
(This will be under “System Data” in your home colony)
Perform a probe of your system again.
Perform a survey of your home world again. (Next turn we will add these to standing orders, so that we don’t have to write them each turn).
Perform an intensive probe of any objects or ship, or colonies you see in your home system. --- What is that in orbit 1???—Maybe we can capture it
Build and move ships to explore and survey the 9 other planets that you see in your home system. (Surveys occur after moves)
(You will be using the “Designer” -in “Rulers Tools” to help accomplish this task).
Build ships, and jump them, to explore any stars that have been revealed to you, by your system -10, probe. (Since both system probes and distance probes occur after jumps are made, you will write these probe orders for all the ships jumping).
You can find the star systems that have been revealed to you by your system 10 probe last turn by using the Space Navigator (found under “rulers tools”). Hyper engines can travel or jump the distance of 3+ the square root of their TL. Your hyper engines – 2 can therefore jump a distance of 4.41.
Assemble about 50,000 factories building robot probes – 1. You will find these very useful in the near future. Rpv-1 can perform surveys and you can launch them from a ship, (or a colony). That means if you had them in your home colony now you wouldn’t have to build 9 ships to go out and perform the surveys you could just launch 9 robot probes.-- Just imagine how useful these would be if you jumped into a star system that had 20 or 30 planets.
Now let’s take a look and see how you can use the order writer to accomplish these tasks.
As for writing assembly, transfer, and pick up orders your experience from last turn should be sufficient for you to easily accomplish these tasks.
A new order that you not familiar with would be the mine change order MCH, this order will let you move mines from one group to another , and or to shut down or start up mine groups. If you would want to shut down for instance 3 of your existing mine groups,(presently each mine group has 500,000 mine-1’s on each of them, but each group can hold up to 1,000,000 on any single a deposit.) You would have to use this order
Here is how we would write the order. Using the order writer select MCH.
At this point I would like to let you know that you don’t have to scroll down all the orders until you reach the M’s, you can just hit the letter M on your keyboard, and it will scroll automatically to the M’s. Once MCH is in the dialog box, and you select a colony (that would be your home colony of course) 2 other small dialog boxes will open up. One will contain the group numbers (this shows that the mines on existing groups in your colonies)-on your home world, as on all planets, you are capable of having up to 20 groups,-- . The 2nd box will show the deposit numbers, and will also show start up, and shut down. For this exercise, I would suggest you write 3 separate orders, and shut down deposits 4 , 5 and 6. This will free up 1,500,000 professionals, and that along with the 5,000,000 that you already have free will enable you to assemble and run your 2,000,000 labs, and 500,000 factories – 1,however you probably need to shut them all down,to allow for the additional farms you need to assemble this turn.
During the next 2 turns, when you have more professionals available,- because of trainees-, you will be able to start up the mines that you have shutdown, and perhaps to assemble some more upon the deposits.
Now let’s take a look at the designer and see how we can use it to easily double the size of your orbiting colony. Under “rulers tools”, let’s select the designer. Now that the designer is open, on the top bar select Design Types. This will bring up the menu, on the menu pick orbiting colonies. Once you have selected orbiting colonies, the Use Colony button will become active, press it. Just below it and slightly to the right a dialog box will be open, with it you will see a list of all the orbiting colonies that you own. Presently, this list will consist solely of the one orbiting colony that you own. When you press it a copy of all the items in the orbiting colony will now list on the left. Structural units – 1 should be the 3rd one down. (By the way, if you were using an existing design to build a ship, the structural units would correctly be the 1st item on the list), you will need to move structural units to the top of the list, you can do this by moving the cursor to the structural units. Click on it, and 4 buttons will light up to the right. Now click on the “Top” button, and that will move your structural units – one to the top of the list. The reason that this is important is that when designing a ship, or a colony, the 1st item must be structural units in order to house the remaining items when we either setup or add-on the design.. You now have an exact copy of your original orbiting colony, but let’s make another change before you use this design. 2nd from the bottom of the list is structural units-2, since this is an exact copy of your existing orbiter, these represent the 25,000,000 units that you have just produced and are in cargo, you won’t want to add them onto your existing orbiter, so move the cursor to them, click on them, and once they are highlighted move to the top bar and press clear. They should disappear. Now moved to the top and click the Name button, once the dialog box appears, name this “old orbiter” then click on the save button, and this will save your design. Next turn we will learn more of the functions of the designer when we double the size of the orbiter once again and also modernize it, but for now this is sufficient. Once you hit the save button, exit the designer answering yes to all the save questions. Now open the order writer, choose add on from the order list (AddOn\ADN) click on colony from the actor side, moved the cursor and highlight your home colony, left click on it, then on the right-hand side, activate the colony button, and a list of all the colonies, which you can “add on”to, or transfer to, or pickup from will appear. This list, of course will be the sole other colony, which exists next your home world colony, and that is your present orbiter. Highlight it with the cursor and left click. Now moved to the top, and from the item list scroll to the bottom and you will see a list of available designs that you have saved, the design that you have named old orbiter should be there. Highlight it with the cursor, move the cursor to the add button on the far left, and press it. You should see your home colony writing the list of orders that will add each item on to your orbiter. Next turn you will see that you have successfully doubled the size of your orbiter. Incidentally on this list you will see that you have added on both unemployable’s and unskilled to orbiter, you don’t really need to do this. So as a side exercise, although this is not necessary, the order writer has a delete button, you can move the cursor and highlight, individually, the lines that contain these items, then, hit the delete button and they will disappear.
Now let’s look at how we can build some ships. Will go through basically the same process with the designer only this time we will select ships instead of orbiting colonies.
To briefly repeat, go to rulers tools, then designer, then design types, menu opens, select ship, pick one of your existing to ships, once your list of items appears to the left move your light structural units-1 to the top of the list. The one other change you want to make here will use the edit function of the designer. Move your cursor to the item sensors – 2 click on it you will see to your right 3 dialog boxes. The 1st one should say sensors, leave this one alone. The next one is the TL box, and it should be the number 2 representing the TL of your sensor. Let’s change this to 1. (By highlighting the number 2 and changing it with your keyboard to the number 1)The 3rd box is the quantity of sensors, let’s change this to 11. Now hit the change button and you will see that you have changed your sensor level from 2 to 1 and your quantity of sensors from 6 to 11. You have enough items in storage in your main colony to make exactly 10 duplicates of the ship. Now, Name your design, for instance, let’s name it “Round 1”and then save it.
Now we will see how we can we produce 10 copies of the ship.
Go to rulers tools, from the list, pick temporary ship control. The temporary ship control ID box should open up.(Each new turn will have to remove previous temporary IDs that we have set up on the prior turn, but in this case there should be none to remove.) Choose creator type, which in this case will be your home colony, so pick colonies, in the box below the current turn number, enter your home colony number, and then in the number of temporary ship IDs that we wish to create box, which in this case is 10, and enter that number. Then click on the ad IDs box and you should see a list of temporary IDs in this case numbered 1 through 10. Now exit by clicking the X on the temporary ship ID control box. Now we have 10 temporary identification numbers that we can use to add our ship designs onto. (Next turn the computer will give them their own individual numbers, which will last them for the rest of the game, or until they are destroyed or junked. Now go to “rulers tools’”, pick order writer, pick add-on from the 1st dialog box, click on colony from the actor list, up comes the list of all your existing colonies, highlight your home world click on it, and on the far right side (which is the target list) click on temporary ship’s, and up comes a list of the temporary IDs that you have created this turn. In this case they should be 1 through 10. Click on the “Ranged” box, once it was checked, we are allowed to write orders to a whole range of ships, again in this case, 1 through 10. Use the cursor to highlight ships 1 through 10. Then pick on the “Add on” order from the upper left-hand box, once that has been selected, under the item list, scroll to the bottom and pick your ship designs named “Round 1” (the quantity dialog box by the way, should have in it the number 1 since we are adding on one copy of this design to each of the temporary ship IDs-- we could make a ship twice as big or 3 times as big. By adding on 2 copies or 3 copies.—
Now hit the “Add” button, and that of the orders will be written.
Now we have to do something with our ships, let’s move 9 of our 10 ships to our unexplored inner orbits. Here is how we do this. From the order writer pick the move command (upper left-hand box) and 3 boxes will opened. The system box, which is A through D, in this case our only choices is A(since we only have one start in our current system) and the orbit box which will contain the numbers 1 through 11, pick the number 1. The distance box will also open pick the distance named close. From the actor list highlight temporary ship’s, and up comes available temporary ships, which in this case is 1 through 10. Pick ship number 1, that the Add button, and you should see the order written T1,Move,A1,Close . Repeat with each following shipT2,T3, etc. until you have sent one to each of the 9 vacant orbits.(You do not need to send a ship to the orbit in which you reside since you can already see and survey what is there).
* if you send out ships with no food on them the pop will die over about 4 turns, but this would still enable you to conduct some much needed exploration ,and even to return them from the inner orbits and save them.
This should leave you with 3 free ships. (The one temporary, which you have not used, and the 2 ships you have started the game with). Let’s begin to explore outer space with them.
Under rulers tools select interstellar navigator, when this opens up look in the select systems box, up will come a list of all the systems that had been revealed to you by last turn’s system 10 probe. In this case will be using our at home system, which is 0, 0, 0. Highlight it then in the choose system box press that button and that will bring the highlighted system into that box again in this case it would be 0, 0, 0. Then in the enter distance box, enter the number 99, this will show us all systems, within 99 light years, once we click report, however, since we have only probed and were able to only probe to a distance of 10, we should see all the systems, within 10 light years. We see lots of stars for us to try to explore. Go back to the distance box and this time, enter the number 4.41, since this is how far hyper engines – 2 can carry us. Click report, and you should see the number of systems that are within range. This number can be as low as 1 or as high as 6. We have 3 ships available, so let’s jump them out and begin exploration.
Go to the order writer, pick the order jump, under the actor list, click on ship, you should see your 2 available ships. Highlight the 1st ship, under the distance box pick close, an under this star list, find the coordinates of the nearest system (revealed to you by the space navigator) highlight it, and hit the add button.
You should see the jump order for that ship written. Repeat with the 2nd ship to the 2nd nearest system, and then what your last ship, which is a temporary ship,-so you have to hit the temporary ship button ,then, jump it out to the 3rd remaining system.(This of course supposes that you had 3 systems, within 4.41 light years.
For each of the ships make sure you write the order which will have the ship probe the system in which it arrives.
At this point, let me remind you that there are 3 types of probe orders.
1) A ship or a colony can probe, system-this order will let you probe up to the distance of your highest TL, So a ship with a sensor 10 can probe 10 distance units, but any ship or colony can always probe up to 10 distance units as long as it has at least 10 sensor ones, or the equivalent or greater (such as 2 sensor fives, or 6 sensor twos).
2) A ship or a colony, can probe orbits.
3) A ship or a colony can probe other ships or colonies-- have your home world probe of all the colonies it can see.
Advise from your economic counselors.
Continue to assemble all of your newly produced automation-3.
Continue to draft all of your free of your free unskilled laborers into trainees.
Pick up all of your light structural units-2 from your orbiting colony.
Transfer 1e6 metals& nonmetals to your OBC. (Look at how Transfer & Pickup orders work)
Assemble all two million of your remaining laboratories-1.
Assemble all of your newly produced factories-1, (500,000) producing such useful items as hyper engines – 2, space drives – 2, structural units-2, Sensors -1 or-2, robot probes-1
Double the size of your orbiting colony.
Address the shortage of food that is occurring, ( your population is eating 1/4 of 1 food per Pop per turn)—look up food requirements—and you should be out of food this turn.
Assemble 1,250,000 Farm-1’s.
You could also use the Ration order to reduce the amount of food that they eat, however this would start producing “Rebels”. You could get away with this for a few turns, but it would be problematical.
If you want to accomplish all of the above will need to shut down some, or all, of your mines – 1, since you otherwise won’t have enough free professionals. When you look at your open colony, go to the Stats tab, and see how many professionals you have, and how many are being employed. I believe you will see about 5,000,000 free professionals, you will need 6,000,000 in order to run the 2,000,000 laboratories – 1, and another 500,000 in order to run the newly produced 500,000 factories – 1, and more to run the farms you need to assemble.
Advice from your Military Counselors.
Carefully examine at the results of your system probe,
(This will be under “System Data” in your home colony)
Perform a probe of your system again.
Perform a survey of your home world again. (Next turn we will add these to standing orders, so that we don’t have to write them each turn).
Perform an intensive probe of any objects or ship, or colonies you see in your home system. --- What is that in orbit 1???—Maybe we can capture it
Build and move ships to explore and survey the 9 other planets that you see in your home system. (Surveys occur after moves)
(You will be using the “Designer” -in “Rulers Tools” to help accomplish this task).
Build ships, and jump them, to explore any stars that have been revealed to you, by your system -10, probe. (Since both system probes and distance probes occur after jumps are made, you will write these probe orders for all the ships jumping).
You can find the star systems that have been revealed to you by your system 10 probe last turn by using the Space Navigator (found under “rulers tools”). Hyper engines can travel or jump the distance of 3+ the square root of their TL. Your hyper engines – 2 can therefore jump a distance of 4.41.
Assemble about 50,000 factories building robot probes – 1. You will find these very useful in the near future. Rpv-1 can perform surveys and you can launch them from a ship, (or a colony). That means if you had them in your home colony now you wouldn’t have to build 9 ships to go out and perform the surveys you could just launch 9 robot probes.-- Just imagine how useful these would be if you jumped into a star system that had 20 or 30 planets.
Now let’s take a look and see how you can use the order writer to accomplish these tasks.
As for writing assembly, transfer, and pick up orders your experience from last turn should be sufficient for you to easily accomplish these tasks.
A new order that you not familiar with would be the mine change order MCH, this order will let you move mines from one group to another , and or to shut down or start up mine groups. If you would want to shut down for instance 3 of your existing mine groups,(presently each mine group has 500,000 mine-1’s on each of them, but each group can hold up to 1,000,000 on any single a deposit.) You would have to use this order
Here is how we would write the order. Using the order writer select MCH.
At this point I would like to let you know that you don’t have to scroll down all the orders until you reach the M’s, you can just hit the letter M on your keyboard, and it will scroll automatically to the M’s. Once MCH is in the dialog box, and you select a colony (that would be your home colony of course) 2 other small dialog boxes will open up. One will contain the group numbers (this shows that the mines on existing groups in your colonies)-on your home world, as on all planets, you are capable of having up to 20 groups,-- . The 2nd box will show the deposit numbers, and will also show start up, and shut down. For this exercise, I would suggest you write 3 separate orders, and shut down deposits 4 , 5 and 6. This will free up 1,500,000 professionals, and that along with the 5,000,000 that you already have free will enable you to assemble and run your 2,000,000 labs, and 500,000 factories – 1,however you probably need to shut them all down,to allow for the additional farms you need to assemble this turn.
During the next 2 turns, when you have more professionals available,- because of trainees-, you will be able to start up the mines that you have shutdown, and perhaps to assemble some more upon the deposits.
Now let’s take a look at the designer and see how we can use it to easily double the size of your orbiting colony. Under “rulers tools”, let’s select the designer. Now that the designer is open, on the top bar select Design Types. This will bring up the menu, on the menu pick orbiting colonies. Once you have selected orbiting colonies, the Use Colony button will become active, press it. Just below it and slightly to the right a dialog box will be open, with it you will see a list of all the orbiting colonies that you own. Presently, this list will consist solely of the one orbiting colony that you own. When you press it a copy of all the items in the orbiting colony will now list on the left. Structural units – 1 should be the 3rd one down. (By the way, if you were using an existing design to build a ship, the structural units would correctly be the 1st item on the list), you will need to move structural units to the top of the list, you can do this by moving the cursor to the structural units. Click on it, and 4 buttons will light up to the right. Now click on the “Top” button, and that will move your structural units – one to the top of the list. The reason that this is important is that when designing a ship, or a colony, the 1st item must be structural units in order to house the remaining items when we either setup or add-on the design.. You now have an exact copy of your original orbiting colony, but let’s make another change before you use this design. 2nd from the bottom of the list is structural units-2, since this is an exact copy of your existing orbiter, these represent the 25,000,000 units that you have just produced and are in cargo, you won’t want to add them onto your existing orbiter, so move the cursor to them, click on them, and once they are highlighted move to the top bar and press clear. They should disappear. Now moved to the top and click the Name button, once the dialog box appears, name this “old orbiter” then click on the save button, and this will save your design. Next turn we will learn more of the functions of the designer when we double the size of the orbiter once again and also modernize it, but for now this is sufficient. Once you hit the save button, exit the designer answering yes to all the save questions. Now open the order writer, choose add on from the order list (AddOn\ADN) click on colony from the actor side, moved the cursor and highlight your home colony, left click on it, then on the right-hand side, activate the colony button, and a list of all the colonies, which you can “add on”to, or transfer to, or pickup from will appear. This list, of course will be the sole other colony, which exists next your home world colony, and that is your present orbiter. Highlight it with the cursor and left click. Now moved to the top, and from the item list scroll to the bottom and you will see a list of available designs that you have saved, the design that you have named old orbiter should be there. Highlight it with the cursor, move the cursor to the add button on the far left, and press it. You should see your home colony writing the list of orders that will add each item on to your orbiter. Next turn you will see that you have successfully doubled the size of your orbiter. Incidentally on this list you will see that you have added on both unemployable’s and unskilled to orbiter, you don’t really need to do this. So as a side exercise, although this is not necessary, the order writer has a delete button, you can move the cursor and highlight, individually, the lines that contain these items, then, hit the delete button and they will disappear.
Now let’s look at how we can build some ships. Will go through basically the same process with the designer only this time we will select ships instead of orbiting colonies.
To briefly repeat, go to rulers tools, then designer, then design types, menu opens, select ship, pick one of your existing to ships, once your list of items appears to the left move your light structural units-1 to the top of the list. The one other change you want to make here will use the edit function of the designer. Move your cursor to the item sensors – 2 click on it you will see to your right 3 dialog boxes. The 1st one should say sensors, leave this one alone. The next one is the TL box, and it should be the number 2 representing the TL of your sensor. Let’s change this to 1. (By highlighting the number 2 and changing it with your keyboard to the number 1)The 3rd box is the quantity of sensors, let’s change this to 11. Now hit the change button and you will see that you have changed your sensor level from 2 to 1 and your quantity of sensors from 6 to 11. You have enough items in storage in your main colony to make exactly 10 duplicates of the ship. Now, Name your design, for instance, let’s name it “Round 1”and then save it.
Now we will see how we can we produce 10 copies of the ship.
Go to rulers tools, from the list, pick temporary ship control. The temporary ship control ID box should open up.(Each new turn will have to remove previous temporary IDs that we have set up on the prior turn, but in this case there should be none to remove.) Choose creator type, which in this case will be your home colony, so pick colonies, in the box below the current turn number, enter your home colony number, and then in the number of temporary ship IDs that we wish to create box, which in this case is 10, and enter that number. Then click on the ad IDs box and you should see a list of temporary IDs in this case numbered 1 through 10. Now exit by clicking the X on the temporary ship ID control box. Now we have 10 temporary identification numbers that we can use to add our ship designs onto. (Next turn the computer will give them their own individual numbers, which will last them for the rest of the game, or until they are destroyed or junked. Now go to “rulers tools’”, pick order writer, pick add-on from the 1st dialog box, click on colony from the actor list, up comes the list of all your existing colonies, highlight your home world click on it, and on the far right side (which is the target list) click on temporary ship’s, and up comes a list of the temporary IDs that you have created this turn. In this case they should be 1 through 10. Click on the “Ranged” box, once it was checked, we are allowed to write orders to a whole range of ships, again in this case, 1 through 10. Use the cursor to highlight ships 1 through 10. Then pick on the “Add on” order from the upper left-hand box, once that has been selected, under the item list, scroll to the bottom and pick your ship designs named “Round 1” (the quantity dialog box by the way, should have in it the number 1 since we are adding on one copy of this design to each of the temporary ship IDs-- we could make a ship twice as big or 3 times as big. By adding on 2 copies or 3 copies.—
Now hit the “Add” button, and that of the orders will be written.
Now we have to do something with our ships, let’s move 9 of our 10 ships to our unexplored inner orbits. Here is how we do this. From the order writer pick the move command (upper left-hand box) and 3 boxes will opened. The system box, which is A through D, in this case our only choices is A(since we only have one start in our current system) and the orbit box which will contain the numbers 1 through 11, pick the number 1. The distance box will also open pick the distance named close. From the actor list highlight temporary ship’s, and up comes available temporary ships, which in this case is 1 through 10. Pick ship number 1, that the Add button, and you should see the order written T1,Move,A1,Close . Repeat with each following shipT2,T3, etc. until you have sent one to each of the 9 vacant orbits.(You do not need to send a ship to the orbit in which you reside since you can already see and survey what is there).
* if you send out ships with no food on them the pop will die over about 4 turns, but this would still enable you to conduct some much needed exploration ,and even to return them from the inner orbits and save them.
This should leave you with 3 free ships. (The one temporary, which you have not used, and the 2 ships you have started the game with). Let’s begin to explore outer space with them.
Under rulers tools select interstellar navigator, when this opens up look in the select systems box, up will come a list of all the systems that had been revealed to you by last turn’s system 10 probe. In this case will be using our at home system, which is 0, 0, 0. Highlight it then in the choose system box press that button and that will bring the highlighted system into that box again in this case it would be 0, 0, 0. Then in the enter distance box, enter the number 99, this will show us all systems, within 99 light years, once we click report, however, since we have only probed and were able to only probe to a distance of 10, we should see all the systems, within 10 light years. We see lots of stars for us to try to explore. Go back to the distance box and this time, enter the number 4.41, since this is how far hyper engines – 2 can carry us. Click report, and you should see the number of systems that are within range. This number can be as low as 1 or as high as 6. We have 3 ships available, so let’s jump them out and begin exploration.
Go to the order writer, pick the order jump, under the actor list, click on ship, you should see your 2 available ships. Highlight the 1st ship, under the distance box pick close, an under this star list, find the coordinates of the nearest system (revealed to you by the space navigator) highlight it, and hit the add button.
You should see the jump order for that ship written. Repeat with the 2nd ship to the 2nd nearest system, and then what your last ship, which is a temporary ship,-so you have to hit the temporary ship button ,then, jump it out to the 3rd remaining system.(This of course supposes that you had 3 systems, within 4.41 light years.
For each of the ships make sure you write the order which will have the ship probe the system in which it arrives.
At this point, let me remind you that there are 3 types of probe orders.
1) A ship or a colony can probe, system-this order will let you probe up to the distance of your highest TL, So a ship with a sensor 10 can probe 10 distance units, but any ship or colony can always probe up to 10 distance units as long as it has at least 10 sensor ones, or the equivalent or greater (such as 2 sensor fives, or 6 sensor twos).
2) A ship or a colony, can probe orbits.
3) A ship or a colony can probe other ships or colonies-- have your home world probe of all the colonies it can see.