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Jays Tutorials for Cluster wars
#3
Turn #3 basic concepts.

Advise from your economic counselors.

Continue to assemble all of your newly produced automation-3.
Continue to draft all of your free unskilled laborers into trainees.
Pick up all of your light structural units-2 from your orbiting colony.
Assemble all of your newly produced factories-1, producing such useful items as hyper engines – 2, space drives – 2, structural units-2, Sensors -1 or-2, robot probes-1.

Once again, Double the size of your orbiting colony, -from 200K fct-1 to 400K-
However this time we suggest using the more modern, Lfs-2, Lstu-1, and Aut-3. (We will upgrade our saved design of our original orbiter)
Don’t be hasty expending your research, it is very important that we save it and go to a higher level of laboratories in 2or3 turns, when our high-tech factories come into play. Our Min-1’s are really not very useful, and should be scrapped in the near future, However, until we have need our professionals for some other purpose, (like running, our factory – 5’s that’ll come out in 2 turns, or our higher-level laboratories that we will begin to manufacture in two turns, and will appear in 6 turns) we might as well use as them to run as many mine – 1’s as we can. So, figure out how many free professionals we have and use them to start up as many of your min-1’s as you can.—MCH- Startup order.

We have noticed that our population is using up more consumer goods per turn than we are currently producing. We will be able to easily address this once we have more high-level factories produced.--If we try to solve this problem with our factory-1’s we will undoubtedly industrialize our planet much too slowly--
In the meantime consider lowering our pay rates slightly. (Using the Pay order).

Hopefully all of our food shortage concerns have been addressed, if not, make sure that we attend to that.


Advice from your Military Counselors.

Carefully examine at the results of your system orbit probes,
(This will be under “System Data” in your home colony)

Perform an orbit probe of your home system again.
Perform a survey of your home world again. -- (add these to standing orders, so that we don’t have to write them each turn).

We should try to invade and capture the alien ruins colony in orbit 1, maybe we can pick up some useful artifacts. It might be a good idea to build a backup ship and send it with more invasion equipment , however we can do that next turn, after we see the results of this turns invasion.( so that we would know exactly what to send, if we were not successful on the 1st try).

Evaluate the results of the intensive probe we did last turn.
Use the ships that you have built, (and moved), to and survey the 9 other planets that you see in your home system. (Surveys occur before Moves, so you need to be over the planet and closed to 0/0/0 to perform a survey using transports)
Robot Probes -1 will come in very handy for this in the future.


Build more ships, (re design them), and jump them, to explore any stars that have been revealed to you, by your system -10, probe. You should see (or be at) as few as 1 or as many as 6 star systems, within range of your hyper engines – 2 (4.41 light-years).
Probe both systems and distance as best you can (since your ships have a limited number of sensors, it may take more than one turn to complete this in some cases)
Keep on mapping and exploring, and therefore expanding your horizons.


If you have arrived at, or are planning to arrive at, nearby star systems, use the Space Navigator, to see what systems are in jumping range from them, and send out more ships accordingly. -- Remember that if you had 11 sensor-1 or equivalents, on a single ship that arrived in a binary star system it would take several turns to probe both the A and B system, and then to do a distance 10 probe.

(Since both system probes and distance probes occur after jumps are made, you can write these probe orders for all the ships currently moving jumping).—{ These orders work from a stationary ship as well. However, you always get the results from wherever the ship is at the end of the processed turn}

Assemble another 50,000 factories building robot probes – 1.
Assemble more factories making Sen-1 or 2.


Let’s see how you can use the order writer to accomplish these tasks.

We will deal with the simplest problem 1st, which is solving our consumer goods shortage.

In the order writer, choose the order” Pay” in the upper left-hand dialog box, then use your home colony, as the actor. You should see 2 more dialog boxes open up, one of which is labeled enter, and the one on the far right has the different types of population in it, and also the selection for all. Pay order can work in 2 different ways.

1st, you can select a type of population, for instance, professionals. Professionals are currently being paid .375. You can lower this amount to .3 for instance, by entering .3 in the dialog box. Then hit the add button. And you should see the order written (Colony ) #,Pay,.3,Professionals. Repeat the process for soldiers and for unskilled, loading them respectively from .25, and from .125 to .2 and to .1.---. Please notice that we have kept the ratios in proportion as you should.
(Remember to use the decimal points.).

There is a 2nd way that you can use the pay order to reduce pay. And that is by choosing ALL, instead of a particular population type. The number that you place in the entry box in this case represents a percentage of the prior pay. This means that if you entered the whole number 80, you would be paying all types of population, 80% of what they were previously been paid. The order would appear Colony #, Pay, 80, All.

This is the preferred method of reducing pay since you only have to write 1 order (instead of 3—one for each types of population)

Remember, that by lowering your pay rates, you will begin to get rebels, and then you will need police and special agents to deal with them.

Now let’s take a look at the designer and see how we can use it to easily once again 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 instead of using the “Use Colony “button like we did last turn, choose and bring down the menu from the “Select Design” dialog box to your far right.
(Make sure the designer is expanded large enough so that you can see this box)
Once you have done that, you will see a list of all the orbiting colonies designs that you own. Presently, this list should consist of the one orbiting colony design that you own, which you named and saved last turn –“old orbiter” When you select it a copy of all the items in the orbiting colony will now list on the left. Structural – 1 should be the top.

+++ Always make sure your light structure is on top if it is not, make it so+++

Let’s make a few modernizing changes before you use this design.
First before we make any changes, let’s consider a few things.
We can always make changes and the save them with the design, however generally when we are using an existing design we will very often want to keep the old design too, (not particularly true in this case however you will need this exercise} so, the way you get to keep both the old and newly changed design, is as follows.

Now that you are looking at “old orbiter” hit the TEMP button on the top bar.
Temp stands for template, and what you are doing is using the old design (while keeping it intact) as a template for a new one.
Now moved to the top and click the Name button, once the dialog box appears, name this “Modern Orbiter” then, we can make our changes ,and once they are mare made, we can click on the save button, and this will save your new design, and keep the old one too.

Now for the changes—
We should have previously changed the structure-1 to light structure-1 (or to the equivalent amount of light structure-2) but just in case we haven’t,
---the structure-1 are far too heavy and are best used for scraping in the later turns as a source of raw materials.

Once that is done change the 360,000 Automation-1, to its equivalent of Aut-3 (which is 40,000 Aut-3) Here we have no choice since we are totally out of Aut-1.
And finally let’s change our 150,000 Lfs-1 to its 37500 Lfs-2 equivalent.

(To change an item in your design, Hi-light it, then hit the EDIT button (which will now become functional).
You should now notice that that line in the design that you have just hi-lighted has become blank, and the Item, TL level ,and quantity boxes on the far right contain whatever was in design line you just highlighted. Whatever changes you make to them will reappear in the blank line when you hit the change button.

--- Once these changes have been made you will notice that your ship is a bit lighter and you have some spare room to add more fuel (if you wish) which will give your ship greater range and lasting power--

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 (Add On\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 move 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 Modern Orbiter should be there. Highlight it with the cursor, in the quantity box, change the quantity to 2 (so that you can Add On two of this design, 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 .once again, doubled the size of your orbiter.

Next we should Survey (SUR) all of the planets in our home system.
When performing a Sur with a ship that has no RPV-1 to launch, it is necessary to be within 1 Distance unit (DU) of the ground. This mandates our using the Tactical Maneuver order (TMV) and to maneuver the co-ordinates of 0, 0, 0, and then do the survey.

Go to the order writer, select TMV, from the order list, on the actor list, pick ships, when you hit the ship circle, a list of all the ships you own appears.
You can the enter the co-ordinates to which you wish to maneuver to, in the three co-ordinate boxes above, (in this case 0, 0, 0).

Then you can select any ship (or by checking the ranged box any group of ships you highlight), and have them maneuver to 0, 0, 0. In this case pick & highlight all the ships you have moved to the inner orbits. When you hit the Add button, you should see all the highlighted ships TMVing to 0, 0, and 0. Next use the SUR order than have all of those ships perform a survey (SUR Order)

Please note that when you moved your ships to the inner orbits or anywhere for that matter and chose a distance modifier of “close” your ships appeared within 10 distance units of the ground. All the ships we will ever build therefore need a minimum speed of 10 so that they can always Dock to a ground colony or to an orbiter, to effect transfers, pickups or add-ons. All of these orders require you to be no farther than 1 DU from the target or actor.

Now let’s look at how we can build some more ships. I will go through basically the same process with the designer only this time we will select ships instead of orbiting colony.

To briefly repeat, go to ruler’s tools, then designer, then design types, menu opens, select designs, pick one of your existing ship designs (most likely you have only the one we saved last turn).

Repeat the TEMP, and Naming process like we did for the orbiter.
Let’s name this ship “Round 2”

Then use the designer to modernize this ship as best we can.—like making sure we are using the right # of sensors and that the Tech level of the ships sensors are the same as the Tech level of the sensors that we have available to us within our ground colony.

If everything went right last turn, you would have used up all your sensor -1, s, and therefore need to change your design to one containing at least two sensor-2. We might not want to have as much population or Life support on these ships, since we really don’t need more than about 15 Pros, or more than a few Police or special agents.(if any)

We will want to replace our SLS-1 with SLS-2. However the really important thing was the Sensors previously mentioned.

Build at least as many ships as necessary to Jump to whatever star systems were reveled to be within hyper engine range of your home system. (You might have been able to do this last turn)

For arguments sake, let us say that there were 2 star systems, within the range of your home world. One at -2, 0, 0. and one at 0, 3, 0.
The minimum we would do here, would be to build two ships, (using the order writer to create two temporary ship’s, and then to add-on 1 of the designs which we have previously named “round 2”) and then use the Jump order to have these “temporary” jump to those coordinates.

Ships go from star system to star systems using the jump order (JMP), (limited by the range of the hyper engines) or from orbit to orbit using the move (MOV) order.
The near maximum we would do here would be to use our space navigator to see how many star systems were within range of our hyper engines from -2, 0, 0, and from 0, 3, 0. Then for arguments sake, let us say that there were 3 new systems, within the range of each of these 2 systems; we would then jump out 6 ships, to each of the prior examples.


Our final effort should be to try to invade and capture the alien colony in orbit 1.
Your assault craft and /or your assault weapons must be within 1 distance unit of the colony which you are invading. Therefore it if you have an armed scout ship above the alien colony, you must either, dock to it, or maneuver to the coordinates of the colony (0, 0, 0.) -- Docking to the colony is the preferred method; you will get an explanation of why this is true in the new future but for the moment let’s just concern ourselves with executing the invasion—

Assault craft do not require transports to move them into combat, and assault weapons do. In theory you should have a ship above the colony that has assault craft on it.

The concept is to use the dock order to connect to the colony,(DOC) and then use the invasion (INV) order to begin your assault. Look up the invasion order, and invade the alien colony with all of your assault craft. Good luck, --however if our invasion fails, next time we will build a ship from scratch, which will be big enough to do the job.— We will get an invasion report next turn,(whether the invasion succeeds or fails) and then build our next ship accordingly.

The orders should look like this our ship#, Doc, Colony #.

our ship #, INV, Colony #.
All,Assault craft.
All,Soldiers-#
End

Here is how we accomplish this. In the order writer, choose the invasion order, then on actor side, choose ship, and a list of all your ships will appear, choose, of course, and highlight the ship that is doing the invasion. Then on the target side, choose colony, and a list of all the colonies below that ship will appear. In this case it should just be the sole alien colony that is there. Then click the order button to your middle left, and this will bring up the quantity and item dialog boxes. For the quantity choose ALL (or enter the number of assault craft that you are invading with in the quantity box) in the item box , scroll down to Assault Craft, and then enter the TL that you have (in this case 1), hit the Add item button , and all your assault craft will have been added to the order, then in the item box choose all your soldiers, Hit the ADD Item box .once you have added your last item, hit the END button and you are done.
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Messages In This Thread
Jays Tutorials for Cluster wars - by Roy Bean - 07-18-2013, 04:13 PM
RE: Jays Tutorials for Cluster Wars Turn 3 - by Roy Bean - 07-20-2013, 03:04 PM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 07-31-2013, 11:25 PM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 08-16-2013, 06:13 PM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 09-09-2013, 12:23 AM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 09-29-2013, 04:11 AM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 11-29-2013, 09:59 PM

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