Succession
Game Readiness Guide
- Sirian
When are you
ready to take part in a succession game?
Basically when you know enough to avoid hurting yourself and your
teammates. Others in the game might prefer more advanced strategy
than hittting the "Next Turn" button twenty times, so
being able to dig around a little bit and "help out" the
AI is a very good thing.
If this is your
first time here, I suggest you go through the SG
Readiness Quiz first and see if you know the answers on your
own. Then check back with the answers below.
INTERFACE
BASICS
----------------
1. How to move fleets from star to star.
Go to the galaxy
map, and click on a task force (TF). If it has no current orders,
it will sit idle to the right of a star. Also, it will list an ETA
of 0. You may now click on a star to pick a new destination (ETA
will be shown along with a dotted line of the quickest path to the
star.) If you want to send a single ship instead of the whole TF,
you may (after clicking on the TF and getting a list of ships) click
on a single ship, then click on a star to send it there.
2. How to
change the existing orders for a fleet.
Same as above.
A TF with existing orders will show up on the left side of a star.
Click on it to see its destination and turns left to get there (ETA).
Then click on a different star to change its orders.
3. How to
create a new Starship TF (TF = Task force)
VERY important
piece of information! The AI leaves this to your control, so it's
very important to know how to do this. Double click on a star (i.e.
go to the System view) and click the 'Forces' tab in the lower-left
corner. There should be two buttons, "Create Ground Transport"
(see next question) and "Go To Task Force Creation." If
you're allowed to create a task force these buttons will be white,
otherwise they're greyed out. Click the TF creation button, which
brings up a screen with many options. Choose the size you want with
the drop-down menu in the upper left corner. Then choose a Mission,
and if you like, hit "Auto-Build" for the AI to put together
a TF for you. Next step is usually "Clear All ships" because
it did a lousy job :P On the right of the screen is a full list
of all available ships, called the "Reserves". Click any
unit you want to add to the TF, and drag it to 'core', 'escort'
or 'picket'. The size and mission of the TF will dictate several
rules. If one is broken it's shown in red. Read those and follow
the rules. Name the new TF if you like, then hit "Create"
in the lower right corner. So now where is your TF? In Limbo. It
will show up NEXT Turn, fear not.
4. How to
create a new Gropo TF. (Ground Pounders, "dirtside troops")
Similar to the
creation of a Starship Taskforce. Go to the System view of a star,
and click "Create Ground Transport". Choose Size and Mission,
then pick your marines, infantry, experience level, etc. You first
create the Gropo's TF, then you're automatically thrown into a ship
TF creation screen to create the transport fleet needed to carry
them all at once. (Note each troop ship carries four units unless
you redesign it) (See below for making a Gropo army for planetary
self defense, via Planet -> Military Info -> Goto Ground Force
Creation)
5. How to
enable any owned system to create TF's.
A Mobilization
Center (MOB) is needed on one of the planets in the system for that
system to be able to create a TF and deploy forces.
6. How to
disband a TF.
From the galaxy
screen you can click on the TF and disband it. Or go to the system
screen where the TF is located, and hit the "Forces" tab.
Select a TF then you can hit "Disband TF". If it's a 'system'
TF you can only scrap it. Finally, from the planet screen, you can
click the Military tab, view Space forces, and disband anything
in orbit that you wish to return to reserves (starships) or dispose
of (system ships).
COLONIZATION
------------
1. How to order an existing colony ship to colonize.
Click on the
colony task force (usually just a colony ship) and send it to the
desired star. The *turn before* it arrives, zoom to the destination
system, click on the desired planet, click the Forces tab, and click
Send Colony. Between turns, the ship will arrive, and it will pick
up on the colonize order. It will take *another* turn to colonize,
but you can verify the orders by clicking on the colony task force.
If the "AI Orders" bar is lit up, it picked up the order.
If not, then it didn't and you'd have to try again.
IMPORTANT:
deployed colony ships will only pick up colonization orders if they
are already in the target system. That's why you want to issue the
order the turn before they arrive. They'll get the order on arrival
and take one extra turn to colonize. If you wait until they have
arrived, it will take a turn to get the orders, then another turn
to colonize, meaning two turns spent.
Once you have
verified that the colony ship has the correct orders, you want to
go back to the planet (in the system view), click Forces tab again,
and click "Cancel Colony". This will NOT cancel the orders
already issued to your ship. What it will do is halt the order for
any more ships newly produced to be sent to this planet.
Confused yet?
Yes, the process of colonization is poorly implemented. Unless and
until they improve the process, though, you need to know how to
operate it.
2. How to
use the planet screen to direct the AI where to colonize.
There are three
ways to colonize. One is to put the AI in charge. Another is to
do the job yourself. The third way is to try to do both. The third
way is a disaster. If you want to direct your colony ships yourself,
leave the colonization AI turned off. If you want to use the colonization
AI, then let it operate and you stay out of colonization.
Even when you
are directing the colonization, you still have to go through the
AI. You manually set planets as targets (in advance, preferably),
then when colony ships are built, they automatically head for the
nearest target planet. If you have no targets set, the colony ship
will go into your reserves.
To flag a planet
for colinzation manually, go to the system screen, hit the 'Forces'
tab, click "Send Colony", which will target the chosen
planet for colonization. When a colony ship is built anywhere in
your empire, it will be assigned a target planet and launched from
the nearest mobilization center.
If you have
only one planet flagged (one total, in the whole galaxy) then you
are guaranteed to have the planet of your choice selected as target
for the newest colony ship. If you flag multiple planets, the automation
will send ALL colony ships produced on the next turn (or the next
turn that any will be produced) to one of the flagged planets. All
the ships will go to the same planet. This is not a problem early
in the game, when you are only producing one colony ship at a time,
but it stops being useful later
in the game.
Immediately
after a colony ship is produced and sent out to your desired planet,
you need to go back to that planet and unflag it, then flag the
next one you want to settle.
Yes, this is
ungodly awkward. At least now you have instructions on how to make
it do what you want. If you end up with multiple ships targetting
one planet, they will all join together and settle when they arrive.
If you build a 5-pack of colony ships, for example, and they are
all sent to one planet, you'll get a world with five population
on it (all five ships colonizing on the same turn) unless you intervene.
Once you have to intervene, you have an "existing colony ship"
and have to use the procedure listed above to send it to a destination
and wait until it arrives, or one turn before it arrives, to issue
orders. (Yep, whoever came up with this scheme ought to be hung
by his thumbs). Once you actually understand what to do, though,
it's not as painful to
execute as it sounds.
If you turn
the automated colonization on, you'll avoid all these problems,
IF you stay out of the process. If you flag any worlds, this does
not "help" the automated colonization, it overrides it.
This can create a real mess. The automated colonization actually
works well (compared to the manual method, which is needlessly obtuse).
So here's what
we recommend. Early in the game, manual control of colonizing is
important. If you want to choose your colonization targets, leave
the automation off and flag target planets one at a time, in advance.
Ships sent out either by the full automation, or by you flagging
a world and the next ship built is sent out to it
automatically, both of these methods see the ship dispatched the
SAME turn it is finished being built, as well as see the ship colonize
the target world the SAME turn it arrives. If you have to manually
create a colony TF from a ship sent to the reserves, you lose a
turn. If you have a colony TF that you manually control, you have
to spend a turn at the target system to "pick up" the
orders. And then it takes
an extra turn to settle. So... you will lose one, two, or as many
as three turns, by using full manual control of colony ships, and
you STILL have to use the planet flags. So it's by far the best
to flag in advance in and let the next ship built pick up its orders
automatically.
At some point
in the game, you'll have settled all the strategicially vital planets
near your home world. When you are ready to relinquish control,
stop flagging planets and go to Empire and turn on AI colonization.
From there on, the AI will select the targets and dispatch ships
for you, and you should let it do so.
3. Which
situations will prevent you from colonizing.
Colonization
cannot take place if an ally (non-aggression pact or better) has
any ships in the target system, including system ships. If any non-ally
has a planet in the system and also has any ships, colonization
cannot take place. If a non-ally has ships in the system but no
planet, you can settle if you destroy his ships or if he chooses
to "hold position" instead of attacking you.
If you want
to settle in a system where another empire has planets, you must
do so before they build system ships there, and can only do it while
they don't have any starships there. Likewise, you can prevent any
AI from settling in your systems by building system ships or leaving
a task force there.
PLANET MANAGEMENT
-----------------
1. How to construct a DEA manually.
Go to the planet
screen and choose the "Planetary Infrastructure" tab.
On the left side of the screen is information about the several
'regions' on the planet. Each can support 2 DEA (Dominant Economic
Activity). (You can click on an existing DEA then hit 'Remove this
DEA' button. Next turn it will be gone, or you can cancel this order
before the turn is over.) There may be a DEA marked '-> Planned'
which you can change with the 'Change Type' button at the bottom,
after choosing the one you want. If there is nothing planned, just
hit the region, choose a DEA type, and hit "Add to Region."
2. How to
operate the Military Build Queue.
At Planet Screen,
pop open the "Economics tab". In the middle right are
two tabs, one for military queue, the other for the planetary queue.
Click the Military one (MBQ) then you can see what is being built
(and cancel it with "Scrap Item"), and add items by choosing
them on the right then "Build Item". You'll see when choosing
and item how many PP it will cost and min number of turns to build.
If there is a small black arrow you can expand the item to ask to
build 5 or 10 at once, taking longer to finish but at a discounted
price. Note the queues can only hold 3 choices. (Note at the System
screen you can see all 3 Mil queue items and 3 Planetary items.)
The planetary
queue is operated the same way, from the "Planetary" tab
off Economics.
3. How to
assign gropo's to defend a planet.
Click
Military Info tab, and "Goto Ground Force creation." There
you'll make an army that immediately shows up assigned to the planet's
self-defenses. You do not need a mob center to do this, like you
do with starships. Insta-army, any time you want one dirtside.
If you disband
an army on a planet (after invading and conquering, or setting up
defenses) the units will be sent to a delay box, the same as disbanded
starships. Once the delay is over, they will be sent back to the
reserves. So don't leave large armies on garrison after a major
invasion. Disband the extras, you can deploy them again (anywhere
you have a mob center) in a few turns.
4. How to
tell the local Viceroy to take a vacation, because you're assuming
command for a while.
At the Planet
screen, click "Planet Econ AI". With this off, the Viceroy
will cease fiddling with the sliders and cease adding items to the
build queues. Use this to disable AI control of the sliders when
you want all local economic development (DEA add-ons, etc) to halt.
This allows you to put all the planet's spending to the military
queue, if you like, to force key items to build faster. This is
a temporary measure. If you leave the viceroy disabled, he won't
be able to fiddle the sliders when it comes time to add new tech
items to your DEA's or to the planetary queue. You NEED the viceroy
to figure out when new techs have arrived and to micromanage adding
all the bits and pieces of new gadgets to your planet or to specific
regions or to add on to DEA's.
Basically,
if you've got a top priority "spend everything on building
this faster" item, you can force priority to the military queue
if you want. You have to disable the viceroy to make this happen,
though, or he'll only override your slider settings to prioritize
local improvements.
SHIP DESIGN
-----------
1. How to design starships. At all.
Choose "Shipyards"
tab from the bottom of the screen, and if needed hit the 'New Designs'
tab. Choose a 'size' (e.g. Frigate) and for class, pick "Starship".
Then choose a mission (e.g. Planet Destroyer). Auto-build is good
for a starting point, now edit, delete, add options as you like.
Weapons, Engines, Defense, and Specials tabs are available. On the
right shows how much 'stuff' you can add to a ship of that class
and size. The more goodies, or fancier the goodies, the higher the
cost. Choose a name (up to 12 letters), preferably one that describes
the ship's function and perhaps the warp speed as a number at the
end. Then choose "Confirm" to create a new design specification.
(Note this doesn't actually build the ship! You or the viceroy would
need to add one to a mil queue.)
2. How to
design picket ships.
Only 'recon' ships can go in the picket ring. Choose 'Recon' as
"Mission"
3. How to
design escort ships.
Only long-range
attack, short-range attack and point defense ships can be escorts.
LR and SR ships can also be put in the core ring, while PD ships
are "escort only".
The mission
of the ship does matter! PD ships will prioritize shooting down
incoming missiles and fighters, while attack ships will prioritize
enemy capital ships over incoming if both are present.
Effective point
defense requires beam weapons on lighter mounts for faster recharge.
Note that "autofire" options on beam weapons make them
shoot several times per recharge period. Also note that Heavy Mounts
are superior to Spinal Mounts in total damage, because of the recharge
rate. Use PD or Light mounts for defensive fire. Choose Point Defense
as the mission for any ship whose primary function is to escort
and defend capital ships. Use Standard or Heavy mounts for effective
gunships, choosing "Short Range Attack" as the mission
type. Use Spinal Mounts for Long Range Attack, but note that this
dramatically increases costs and reduces total firepower in exchange
for more range. Spinal Mounts should be used for long range support
fire, not as primary weaponry.
ECM and ECCM
are very useful, as are advanced scanners. Rather than build these
into each ship, it may pay to build one cruiser or battleship class
vessel, loaded to the gills with specials, shields and armor, with
few or no weapons, and assign one of these vessels to provide jamming
and detection for the whole task force, once you reach a point of
building mostly "pack" and "armada" size TF's.
4. How to render designs obsolete.
Galaxy ->
Shipyards, then choose the 'Current Designs' tab. Pick a ship design
and hit "Mark Obsolete". This is a reversible action,
you can uncheck 'Hide Obsolete' and hit the "Mark Obsolete"
button again to 'un-Obsolete' it.
5. When is
it useful to create a new design?
When exciting
new technology has been discovered. Or when you want to make tradeoffs
for an emphasis different than the current design. For example,
you may want to transport a whole Corps of troops rather than a
small division. So design one large ship at a lower cost than four
smaller ones with the same transport capability. Or you might like
a new design that's faster than a current design.
MIGRATION and OUTPOSTS
----------------------
1. How to set migration to new colonies.
2. How to set migration to new outposts.
For both, go
to the "Planets" screen (tab at bottom), select the planet
or outpost, go to the "Orders" tab (as opposed to "Information")
and hit "Set Migration". Folks on other planets thinking
of moving will help populate this world.
3. How to
identify a magnate civilization.
In System view
clicking on a planet will show in the lower-left info screen "Magnate
Civ". Also, you can pull up the planets list, select "uncontrolled",
then sort by population. All the magnate worlds you know about will
appear at the top of the list.
4. How to
take over a magnate civilization.
The same as colonizing
any world. The magnate population will accept your rule once you
assemble 1000 of your own population on their world and establish
a colony.
5. How to
tell a rival outpost from a rival colony.
World
name starts with a lowercase letter for any outpost.
MEETING THE ENEMY
-----------------
1. How to end an enemy blockade.
Bring a bigger
badder TF than the blockading one and defeat in space combat. Note
that you must "intercept fleet" or "assault planet".
If you "defend planet" or "hold position" the
enemy may choose not to engage, and the blockade will go on.
2. How to
impose a blockade.
Any Task Force
will automatically blockade everyone who is not your ally (non-aggression
pact or better). You don't even get the option of NOT blockading.
If you want to avoid blockades and hostilities, you have to persuade
your neighbors to sign treaties.
3. How to
survive entering a system with a guardian.
Click on "Blockade
Planet" instead of "Assault Planet", to take the
more defensive posture,
then as soon as the combat starts, hit general retreat. You can
make it out every time.
4. How to
zoom in and out during space combat.
Use the mouse
wheel to zoom in and out. Also works at the galaxy screen. Use +/-
keys if you
don't have a mouse wheel.
5. How to
identify targets during space combat.
One of the biggest
problems in space combat is FINDING the enemy. First zoom out to
the maximum extent. Next, realize that your task force will be "facing"
the enemy. If you have ten TF's, they'll show up in two lines of
five, all facing the enemy. Learn to read this factor, so you know
which direction to go looking. If you misread, come back to your
ships and try again. If you first highlight one of your TF's before
you scroll, you can hit the Tab key to have the camera pull you
back to it. Sometimes planets are very far away, so you get used
to tracking them down. It's possible to get completely lost and
not find your way back to your ships, which is no fun. This is another
area of the game that needs a little patching.
Note, scanners
help you locate the enemy sooner, and prevent them from vanishing
off your line of sight during combat.
6. How to
attack targets during space combat.
You must first
select a TF. Click on a TF to select them. Then click on the target,
then click the "Attack" order in the bottom panel. Please
note that fleets with attack orders MAY NOT stop to defend themselves
vs incoming. Click the Halt command to get them to stop and shoot
at incoming missiles and enemy fighters.
You can click
and drag a box to highlight a group of TF's, and you can use shift-click
to add or remove TF's from your "active" group.
7. How to
"unjam" task forces that have become entangled.
The pentagon
around each TF represents its "personal space". If these
overlap, TF's can become jammed and unresponsive, sitting there
like bumps on a log. This can be especially bad when controlling
larger fleets and issuing group orders, watching the whole lot of
them jam up instead of intelligently coordinating their moves.
To unjam TF's,
click on one at a time and issue a Move order to empty space. Preferably
have the jammed TF's move in different directions until they have
cleared one another's "personal space". Also helps if
you spread them out a little before issuing orders, especially if
you do not start in close proximity to your targets.
8. How to
retreat from a losing battle.
Hit the general
retreat button to have all your ships retreat. Select an individual
TF and issue a retreat order to have only that TF retreat. Sometimes
you may need to retreat transport units, or redlined ships. You
can, for example, fight scout to scout in the very early game, and
it's pure luck. If your scout is clearly going to lose, having fallen
behind, you can still save him by retreating quickly enough. With
really large TF's, some ships tend to be killed off while others
are unhurt, but if you see that many of ships are walking wounded,
you can get them out of there and leave healthier TF's to finish
the fight. You might preserve more of your ships.
Quiz questions by Sirian
(Edited by Sirian and Charis)
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