Empire
Management For Dummies
- Sirian
Need help?
OK, forget the
game manual. You may want or need it later to fill in the gaps of
your understanding, but trying to read it for starters is asking
for trouble. You will be hit with a lot of information that will
seem disconnected. Don't waste your time. The first thing to do
is jump right in.
Secondly, the
"Master's Notes"? Forget those too. Turn them off. You
can turn them back on later to get into the details, but even these
are information overload.
I'm going to
simplify things for you, on getting started.
Thirdly, if
you've heard about how the "AI is supposed to be able to run
the minor details for you", forget that too, for the time being.
You need to get your hands dirty with a LITTLE BIT of manual labor
first, so you can gain some basic understanding of what the gameplay
is all about, and why these various numbers and sliders matter,
and what they control.
Step One: Your ships. You start the game with two scout ships
and one colony ship. These are "starships", which can
travel outside your home system, as opposed to "system ships"
and "orbitals" which cannot.
You need to
give orders to your starting ships. Here you have your first decision
to make: Do you, or don't you, risk sending out your colony ship
to as-yet uncharted systems. The up side: you might get your new
colony started sooner. The down side: there's a slight chance you
will run into a "guardian" in a nearby system. That means
your ship would be destroyed (it won't have time to run). Safest
would be send the scouts ahead first. (We'll have to learn more
to gauge the exact risks/rewards).
You issue orders
to ALREADY FORMED task forces (groups of ships) from the galactic
map level. Like this:
TF's that are
"idle", awaiting orders, sit on the right hand of the
star. Ships that have been issued orders to move sit on the left
side of the star. This is just like it was in MOO1, for those who
played it.
You click on
your TF stack (if more than one, you have to select which one you
want), then you point to another star and your ETA will be shown.
You need to travel along the visible star lanes, sending your two
scouts for sure. Send your colony ship to the "better"
looking star, or in a third direction, if you're feeling bold.
Now you have
sent your ships. They will take a couple turns to arrive.
Next you
want to check out your home system. At this point, you don't
actually want to play the game yet. You want to get used to opening
and closing the various interface modules. This part IS confusing,
so I recommend you just click on buttons, open stuff, close it,
open it again, close it again. I did this for TWENTY-FIVE MINUTES,
but once I got the hang of it, I knew how many screens that were
and what type of information was located on each. Doesn't yet matter
WHAT the info and options are for, you need to spend enough time
moving through the UI now, so that later you don't get stuck for
minutes on end trying to get to a specific screen.
The first major
problem I had was how to GET OUT of the main planet screen. I finally
figured it out, you can double-click on the star to go "up"
from planet level to system level, and from system to galaxy. The
white arrow below shows how to "get out of this damn planet
screen" and get to the galaxy level, where you command your
ships.
Once you have
some comfort in the UI, and can at least get from the galaxy level
to the system level to the planet level and back again, and have
opened up the windows at the bottom of the screen, etc, then you
are ready to survey your home system.
The most important
thing in the early game is compatible planets. You need to grow
your population in a hurry, just like Civ3. Well, how do you do
that? In Civ3, you don't rush off to found cities in the deep mountain
range with all hills/mountain tiles in range. You look for fresh
water and fertile tiles and food bonuses. Same principle here. You
want to find green worlds. Any kind of green will do.
IF you have
any additional green worlds (besides homeworld) in the home system,
then you may want to make a change to your "what to build"
list. I'll explain in a moment.
Here's a shot
of my home system in my first game. (This info is shown by clicking
the Planet button at the bottom, or the F7 key). My homeworld is
#4, there's a second green world at #5. The other six planets in
the system turned out to be hostile, yellow and red. I'll eventually
grab them, but they would be dead weight at this point.
The red-yellow-green
slider next to the little planet pics is the only relevant info
there for now.
You can quickly
determine if any worlds are green by using the filters at the bottom.
Click on "similar environment" to view only green worlds.
You'll spend a lot of time on the planet screen, so get used to
using these filters. They "overlap", so you can click
them on and off to check all sorts of things. The "blockaded"
option will eventually be VERY important, but more on that later.
Now we're going
to look closer at the planet info. In the shot below you see my
filtered list, showing only the two green worlds, including Home.
Fertility has
to do with the average quality of the land for farming. Minerals
has to do with the average quality for mining. Farming and Mining
are the only two "gathering of resources" that your planets
will do. These are approximately similar to "food" and
"shields" from Civ. Without food, your people will die.
Without minerals, you can't build anything. For some races, they
eat minerals, and some eat a combo of both minerals and food, and
these races have special concerns, playing differently from the
rest.
Now... in some
sense, none of this info matters, since if the world is green, you
want it. Period. It could be the dirt-pooriest barren mudhole in
the galaxy, if it's green you want it anyway. Although if you have
more than one green choice available to you, you want to settle
the better one first. This info is how you decide that.
The "size"
is also important. Each "size" of a planet holds two DEA's
(economic sectors). Deciding what you want your planets to be doing
is the MAIN THING you will do in playing this game, even when you
turn over day to day control to your viceroys (letting the game
play parts of itself for you).
You absolutely
MUST understand the DEA's, or you will be forever lost. And which
types of DEA's will do better on which planets is largely determined
by the info shown in the screenshot above: fertility, minerals,
gravity, compatibility with your species, and size/population totals,
plus any "specials" the planet may possess.
Ideally, you
can get the most out of your empire by having your planets specialize.
That is, you have your mineral-poor, highly fertile worlds produce
mostly food, while the barren mineral-rich worlds do lots of mining.
Planets with high biodiversity and certain specials are better for
research, while planets that suck at everything can concentrate
on manufacturing (importing the raw materials) or military training.
Problem is,
if you opt for specialized planets, you have to know more, do more.
You have to keep an eye out on the food supply, the mineral supply,
etc.
Or, you can
choose to have your planets "fend for themselves", with
each feeding itself. Your less fertile worlds might have to farm
the entire planet just to stay alive, though. And worlds with surplus
fertility might see it wasted on low-yield mining DEA's since there's
no need for the surplus food there. This method takes the least
intervention from you, but it can be a lot less productive on the
whole.
There is also
a middle ground, where the game tries to get more out of the planets,
but looks to local needs first.
For those of
you play Civ3, think of it as the difference between "connected
cities" and "unconnected cities". A connected city
can import resources not available locally, improving its production.
Also, the way the unit support works, the whole empire supports
the units. Well, in MOO3, the same happens with food and minerals.
If your total empire produces more than it consumes, no planets
go wanting.
Well, this is
a large part of how you play the game. You have to choose wisely
on which planets to settle. Then you have to set up the DEA's on
each planet, so that the COMBINED total of all DEA's on all planets
meets all of your empire's needs. You can do this manually. You
can also do it on the macro level by using the "Development
Plans" under the Empire button. This part is daunting in itself,
as there are a lot of ways to set up development plans. I don't
have a handle on that yet. I spent my first night micromanaging
ALL the DEA's on all my planets, to get a sense for how much of
this or that I would need. If you don't know what the DEA's do and
how many of each kind you need to get certain things done, there's
no sense "setting policy" yet. Only once you understand
how to make EFFECTIVE decisions about your DEA's and which kinds
you want more of, will you be ready to start figuring out how to
set the right policies to let the Viceroys take over the execution
of your policies.
OK, now that you have some sense of what matters, it's time to get
involved.
Before
we go to the planet level and start tinkering, there's one more
side of the game: diplomacy. The diplomacy is the one part of the
game for which there is no automation whatsoever. You as player
have to do this part, and if you are to be successful, you need
to be willing to look in on diplomatic matters almost every turn.
Well, this assuming you start in the Senate, as I did my first time
up. If you start out on the rim and don't know anybody, diplomacy
won't matter in the early game.
I decided to
give diplo a go, so I contacted my Sakkra neighbors and offered
a trade agreement.
Now the diplo
part is really cool. No more "real time" chats across
light years. No Civ-style haggling. You make your offer, send it,
and then you wait. In a turn or two, a reply will come back. There
ain't much haggling. You don't get to sit there and fiddle the price
to the max. I really, really like this. It's one of the brightest
spots in the game, IMO. A real step up, gives a good "empire"
feel to it, like you have real neighbors, not just AI's with different
faces but the same personality. Here's a shot of my first ever message
being sent.
Next
up: The Early Turns
Thread
posted - 27/02/02
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