http://aurorawiki.pentarch.org/api.php?action=feedcontributions&user=Brian&feedformat=atomAuroraWiki - User contributions [en]2024-03-29T06:32:44ZUser contributionsMediaWiki 1.35.0http://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Quickstart_for_Beginners&diff=1476VB6 Aurora:Quickstart for Beginners2010-01-02T17:10:59Z<p>Brian: Created page with 'This is a very basic quickstart for people trying the game out, or trying to learn the basics of how the game works. Start the game, and when the initial screen comes up (game d…'</p>
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<div>This is a very basic quickstart for people trying the game out, or trying to learn the basics of how the game works.<br />
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Start the game, and when the initial screen comes up (game details)click the new button on the bottom left. This brings up a very large screen. Most of the info we can leave alone for this tutorial. On the far right of the screen there are a couple of things to change. Under Commanders the second check box is for commander political bonuses. Uncheck this box, and the box below this for Inexperienced Fleets. They both add complexity that can confuse the begginner. The only other thing you should really change is on the far left. There is a section titled Species Tolerance. Put the Max deviation in oxygen pressure to 50%, the max deviant in gravity to 70% and leave the other two alone. The last thing to change is in the bottom middle of the screen is a box titled Starting Tech. Check the box for create starting systems and ships. This will create your initial ship designs. One warning, you may not be able to build them based on the size of your shipyard. An optional section to change is for the name of your empire. The second group of info on the left side allows you to customise the name of your empire, and the name theme that you will be using. This effects the names of the officers that are created. It is strictly cosmetic however. Now press Create. There will be a couple of things to click on while you wait, but you will get back to the game details screen. Press select to start your new game. This will give you a small menu bar with the name of your game (you did put a name in and not just the default "new game". If not you can bring up the game details screen under the game menu on the bar and change it then save it. When you make changes here it will ask for a password, unless you put one in the default is to leave it blank. This is for multi player games mostly. <br />
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To get started actually playing there is a bunch of stuff that you will need to do. Press F2 to bring up the Population and Production screen. This screen has a bunch of tabs on it to make it easier to navigate. The first thing to do is go to the Team/Acadamy tab. In the middle left is a button for Open officer window. click it then when it comes on click the check box in the upper left for automated assignements. This will have the game automatically assign officers to ships, and ground units. It will not assign leaders to colonies however, this is something you need to do. On the upper left is a pulldown for the type of leaders. It starts out showing naval officers. Choose Civilian Administrators. In the middle of the screen is a window that shows the Potential Assignments. There will be a list of colonies and to the left is A#. The number indicates what rank your administrator (A) needs to be for this colony. It will probably be an A3. On the far right of the screen there is a search function. On ability A pick Administrator rating. This will automatically sort all of your admin people by their relative seniority. Iff you click on the name of an administrator, thier abilities will be displayed at the top left (Ratings and bonuses). Pick an admin person that fits what you want your colony to do. For a starting game, I usually pick someone with a high mining bonus as it is very easy to run out of minerals to build things when you start. After picking your administrator, close the screen and go back to the Population and Production menu. <br />
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Go to the industrial tab. This is where you will build most things except for ships. On the far left is a list of Population Locations. Clicking on them will change which colony you are looking at for everything else on this screen. Under the row of tabs is a pulldown menu for different types of things to build. Choose installations. Most starting setups do not have enough mines for everything you want to do. Pick Mine under the list of things to build and then go to the area that says Create Industrial Project For ... Put the number to build at 200, and the percentage of industry at 20%. This will now use 20% of your industry to build a total of 200 mines. This is just to get you started. Next do the same thing for infrastructure. Put it at 1000 and 10%. This will help when you want to start a new colony. For the rest of your industry, pick what you want to build. If there is not enough industry left for the percentage that you put in, that build order will be qued up and will start once enough industry is available from projects that have been completed. <br />
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The next tab to go to is Manage Shipyards. This is where you will build your ships. If you let the computer design your first ships then you can go directly to assigning designs to different shipyards. It usually helps to open up the ship design screen (F5) to check what each ship does. Make sure that when you assign them that the biggest possible design is given to each shipyard. You do not want to have your largest shipyard capable of building 20000 ton ships working on 1000 ton gunboats. The first time you assign a design to a shipyard it happens immediately, afterwards it will take some time for the shipyard to retool to build the new design. While it is retooling you can continue to build ships that had already been started. You will not be able to start any new ships untill you finish retooling. You can build any ship you want in the military (naval) shipyards. Only civilian designs can be build in the commercial shipyards. Commercial/civilian designs tend to be much larger than military ships. Civilian shipyards start at 10,000 ton capacity and build up faster than military shipyards that start at 1,000 ton capacity. Play around with what you want to build. You will need one freighter design and one colonist design to start a new colony. To survey for warp points you will need a Gravitational Survey ship (this is going to be a military design). To survey for minerals on the planets, moons, and asteroids you will need a Geological Survey ship (this can be a civilian design). To transit a warp point you either need a ship with a jump engine, or you need an existing jump gate. To build a ship click on the shipyard and then go to the create task area. Choose which ship that this particular shipyard is capable of building and make sure that the task group the ship is being built in says shipyard tg. If a ship is being built in a TG that has ships in it the ships can not move without changing their TG(task group). Then click on the add task. Each shipyard has a number of slipways, each slipway can build one ship at a time.<br />
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The final thing to do before you can get started is to assign your scientists to different reasearch projects. Go to the Reasearch tab. <br />
The top of the screen has an empty area that you will be filling. On the right side is a list of scientists with their area, bonus and the max number of labs they can use. To assign a scientist to a project you will need to click on the scientist, a technology (center screen) and then above the scientist screen designated the number of labs to use. Then click create. This will start that reasearch project. A note about the scientists reasearch bonus. The listed percentage is used to boost the points produced, If the technology being reasearched is from the same field as the bonus, the percentage is instead x4. A 25% bonus for energy weapons will add 100% if you are reasearching a laser size. This makes a big difference in getting projects done quickly. To que up a project for a scientist that already is reasearching something you will need to click on the scientist up above, the technology you want him to reasearch, and then the queue button on the bottom right. Try to use all of your labs in the fewest possible technologies untill you get the hang of it.<br />
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At this point you will now have all of the very basic work set up to start playing. If you have any ships you will need to give them orders under the F12 (Task Group) screen.<br />
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This will be a seperate tutorial.</div>Brianhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=1475Main Page2010-01-02T15:06:28Z<p>Brian: /* Tutorial Information */</p>
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<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game.<br />
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==About Aurora==<br />
{{Infobox software<br />
| name = Aurora<br />
| author = Steve Walmsley<br />
| developer = Steve Walmsley<br />
| released = {{Start date|2004}}<br />
| latest release version = 4.77<br />
| latest release date = {{Start date and age|2009|12|09}}<br />
| operating system = Microsoft Windows<br />
| genre = Science-fiction 4x<br />
| website = [http://aurora.pentarch.org Aurora Forums]<br />
}}<br />
Aurora is a 4x (eXpand, eXplore, eXploit, and eXterminate) science fiction game. Players develop their interstellar empire from the humble beginnings on their home world to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
==Getting Aurora==<br />
Aurora may be obtained from the Aurora forums (most recent version), or may be obtained from the [[Aurora Download]] page.<br />
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==Tutorial Information==<br />
* [[Glossary]] - Common terms and acronyms used in Aurora.<br />
* [[Aurora Tutorial]] - Requirements and New Game setup. (4.77)<br />
* [[System Map]] - System Map tutorial. (4.77)<br />
* [[Population]] - Population and Production overview. (4.77)<br />
* [[Basic Ship Creation]]<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
* [[Quickstart for Beginners]]<br />
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==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
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==Examples==<br />
* [[Ships]]<br />
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=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]</div>Brianhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:New_Game&diff=1474VB6 Aurora:New Game2010-01-02T14:54:22Z<p>Brian: </p>
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<div>=Aurora Requirements=<br />
#If you are living in a country which uses the comma (,) for decimal separator, then while playing Aurora you have to switch the Regional Settings of your computer over to US or UK or another country that uses the period (.) as the decimal separator. In XP this is in the Control Panel. <br />
# The minimum resolution required is 1280x1024. A higher resolution or multiple monitors will allow you to see more windows at once. If your display doesn´t support this, there are ways around it, provided your video card supports a higher resolution than your monitor/display.<br />
# Scrolling desktop. A program that extends the desktop beyond your screen can be found at http://360desktop.com/<br />
# In XP, something similar is already built in but it does carry a warning from Microsoft so you will have to decide if this is worth trying. Go to the screen where you set your resolution. Select the Advanced button and then select the Monitor tab. There is a checkbox which reads "Hide modes that this monitor cannot display". If you uncheck this box, you can set resolution to anything your graphics card can handle. If this resolution is higher than what your monitor can display, whenever your mouse pointer reaches the edge of your screen, the whole screen will scroll in that direction. <br />
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=Part 1: New Game Creation=<br />
[[file:New_Game.PNG|right|200px|alt="New Game Setup"|New Game Setup]]<br />
When you start Aurora, the first thing you should see is a small window with Game Details in the title bar. Across the bottom are four buttons: New, Save, Delete Game and Select. In a moment we are going to be pressing New but a quick word on Select first. Select will choose the currently selected game and take you to the main menu bar (which is really just a window title bar and a menu in the centre of the screen). If you accidentally press Select and get to this menu bar before setting up a game, you can go back to the Game Details window by pressing Ctrl-I or choosing Game Info from the Game menu.<br />
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To start a new game, press the New button on the Game Details window, This will open a much larger window with the title "Create New Game". This may seem a little overwhelming at first but most of the standard options are already selected. I'll run through most of them so you can set up the type of game you want. <br />
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Game Name is self-explanatory. Perhaps "My First Game", or maybe "My First Rampage Through the Galaxy", depending on your style. Leave the SpaceMaster Password blank as that is really for refereed multi-player games.<br />
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Starting Year: Any number you like. Aurora keeps track of time using years, months, days and seconds. You will start at 00:00 on January 1st of whatever year you select.<br />
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Maximum Number of Systems: This isn't really the max number of systems that you can have in your universe as it can be changed at any time during the game. In effect, it is the highest system number that will be generated by the program in a random (not 'Real Stars') universe. Small numbers of systems means more chance of races being close together. So if you want a knife fight in a phone booth you can choose a low number of systems and if you want a slow leisurely build up before the carnage begins you can choose a high number. 1000 is in the middle of the range and is a reasonable number for a starting game.<br />
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Local System Generation Chance and Local System Generation Spread determines how much 'clustering' there is in a random game. This is something you don't need to worry about yet so you can skip this paragraph if you like. Still here? Well here we go then. In a 1000 system game, the program will select a number from 1-1000 when generating a new system. If the Local System Generation Chance is 50% then there is a 50% chance that instead the program will pick a number close to that of the current system. Just how close depends on the Local System Generation Spread. If your current system is number 100 and the Local System Generation Spread is 15, then if a local system is selected it will be between 85 and 115. Why does this make a difference? Well, if you pick a system that already exists when entering a jump point, you will create a link to a new system. If every system was generated randomly from 1-1000, the galactic map will probably comprise a large number of independent chains of systems stretching out form your start point. If the number range selected is small then there is a lot more chance of encountering nearby systems so you generate a far more inter-connected universe with a lot of connections between chains and loops of systems.<br />
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Construction Cycle Time: You get to build a lot of things in different things in Aurora and the actual construction takes place in what is commonly referred to as the 5-day increment. It would affect performance if Aurora updated construction times in every 5 second increment or sub-pulse so instead the game waits until an number of increments have passed that add up to about five days and then runs all the construction code after the normal movement/detection/combat phases. Because Aurora increments rarely add up to exactly five days between construction cycles, the program uses the actual amount of time that has passed, whether it is 5 days, 12 days or 6 days, 14 hours, 12 minutes and 45 seconds. This means that the amount of 'construction' carried out in each construction cycle may vary a little between cycles. You can choose to change the trigger time for a construction cycle from the standard 400,000 seconds if you want it to happen more or less often but I would suggest leaving it alone until you have a lot more experience with the game. Just for interest, here is a list of some of the things that happen during a construction cycle (jump to the next paragraph when you get bored )<br />
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#) Population Growth takes place<br />
#) Each population is checked to see if sufficient workers exist to man its factories, shipyards, etc, If there are too few then the planet's industry works at a lower capacity<br />
#) Orbital Motion takes place<br />
#) Lifepods are checked to see if they run out of air<br />
#) Comets move<br />
#) Transfers of Foreign Aid take place<br />
#) Wealth is calculated and added to the wealth balance for each Empire<br />
#) Each population calculates its trade goods production and supply and demand are set for civilian trade.<br />
#) Ships are checked for system failures. If failures occur, the affected ships will resolve the problem automatically if they have sufficient maintenance supplies.<br />
#) Maintenance is calculated for ground forces.<br />
#) If some form of disaster scenario is in play, such as the Sun gradually heating up, then planetary environments in the affected system are updated.<br />
#) Mining production for both player-owned and civilian-owned mines and asteroid mining ships. There are eleven different 'minerals' in Aurora and they are required as the raw materials for virtually everything you can build<br />
#) Fuel production for harvesters in orbit of gas giants<br />
#) Terraforming updated<br />
#) Fuel is refined at populations with fuel refineries and sufficient Sorium.<br />
#) Shipyard Activity takes place. This isn't shipbuilding but rather modification of shipyards. Increasing their size, adding new slipways or retooling to build a different ship<br />
#) Ship Construction<br />
#) Training of new Ground Forces<br />
#) Construction of new installations, such as factories, shipyards, research facilities and about two dozen other facilities<br />
#) Ordnance Production (building new missiles, sensor buoys, recon drones, mines, etc)<br />
#) Fighter Production (small spacecraft < 500 tons are built in factories rather than in shipyards)<br />
#) Research<br />
#) Survey of planets by geosurvey satellites. Geosurvey by ships takes place during normal movement<br />
#) Civilian Shipping Lines may build new ships if they have sufficient wealth. Rarely, new Shipping Lines may be formed<br />
#) Civilian Mining Colonies may be setup. You can tax these or buy their minerals.<br />
#) Crew Training takes place<br />
#) Mass Drivers (usually on mining colonies) create new mineral packets and fling them toward their targets (usually populated worlds in the same system). Important safety tip! If you tell one population to send minerals by mass driver to another, make sure the receiving population has a mass driver too to catch it. Otherwise, the planet gets bombarded with unfortunate results for both industry and civilians. <br />
#) Political Status of each planet in your Empire is checked. Those that have been conquered will move through several stages over time before they are eventually fully integrated into your Empire. This can take a number of years, depending on a number of factors including their species characteristics, the strength of the occupation forces and just how much damage you caused capturing the planet in the first place. It's hard to see your occupier in a good light when the planet is still in a nuclear winter and all the cows have two heads. 'Loyal' populations can suffer from unrest due to a number of factors, including radiation (due to alien bombardment), insufficient military protection, minority status (of their species within the Empire), etc. This can be quelled with sufficient ground forces. Garrison battalions are ideal as they are relatively cheap but effective in this role.<br />
#) Ruin Recovery: Xenology teams try to decipher ancient alien languages and symbology from ruins. Engineer Regiments try to recover alien installations from ruins where the Xeno teams have completed their work.<br />
#) Geology teams search planets for mineral deposits that may have been missed by an orbital survey<br />
#) Espionage Teams try to gain intelligence data from rival Empires.<br />
#) Radiation effects are reduced slightly<br />
#) Ground units recover readiness and morale. Readiness is recovered far more quickly if Replacement Battalions are available.<br />
#) Ground combat units loaded in combat drop modules potentially suffer loss of morale if they are held there too long.<br />
#) Ground Combat (Boarding combat takes place during regular movement/combat phase)<br />
#) Communication attempts with alien Empires. Diplomatic Rating are updated or those Empires with which comms have been established and the status of treaties is reviewed<br />
#) Commanders are checked for health problems and training accidents<br />
#) Commanders potentially gain experience<br />
#) If automated assignments are being used, the program review existing assignments and assigns new officers as appropriate.<br />
#) Warnings are generated for any ships that are low on fuel<br />
#) The Danger Status of systems is gradually reduced over time. This is used by civilian shipping lines to decide whether it is safe to operate in a given system.<br />
#) Industrial Reactivation is checked. Sectors of industry on a particular world (Ordnance Production, Shipyards, etc.) can be shut down in the case on a manpower shortage. Reactivation of a sector takes six months<br />
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OK, I did say I might digress . So back to the New Game window<br />
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The Non-player Race Generation Chance is the chance that an alien empire will be created if an eligible world is created during system generation. Eligible worlds are not that common but 30% is probably reasonable for your first game. A world may still be eligible even if it appears to be uninhabitable to your species.<br />
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The Non-player race Population Modifier is a difficulty modifier. The size of a new alien homeworld population is generated on a bell curve with the midpoint being equal to the average player race total population. If you change this value to less than 100 the midpoint of the bell curve will move below the average player race population. If you increase, the midpoint will be higher than the average player race population. This method of alien race generation also means that you can choose any starting population size and the game will scale appropriately<br />
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If you really like comets, you can set a minimum number per system. Comets are good in the sense that they usually have accessible mineral deposits, often in the ten of thousands of tons range, but bad in the sense they may disappear into the Oort cloud with your mining colony and come back in a few thousand years . Short period comets are much better for mining or you can make hay while the sun shines if a long period comet happens to be in the inner system for a while. We have completed the Basic Parameters section and I can see this tutorial is going to take a while to write if I don't starting getting a lot more concise <br />
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The next section is Setting Empire Parameters. Empire Title, Species Name and Homeworld Name are just text entry fields so you can be as imaginative as you like, or just leave the standard 'Terran Federation', 'Human' and 'Earth' entries.<br />
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Government Type includes some modifiers for Empire characteristics, such as Xenophobia, Militancy, Determination, etc. and affects the amount of industry and how it is divided at game start. For now, just leave it as a player race.<br />
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Main Empire Theme adds flavour to your race. Your starting ranks, random system names and auto-generated names for ship classes will be based on the theme. So for example if you chose United States for the theme, the ranks would be US Naval and Army ranks, the system names would be US cities and the class names would be Essex, Lexington, Spruance, Ticonderoga, etc.. All names can be overridden during the games if you prefer something else and you can change theme mod-game. There are currently over sixty different themes including such varieties as Canadian, Deutschland, Demonic Realm, Ancient Egypt, Knights Templar, Welsh, Barsoom, Swedish, ASEAN, etc.<br />
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Commander Theme affects the naming of your Commanders. For the US theme I imported the latest US Census data into the Aurora database. When you generate a Commander it will pick a random first name from 2000 possibles and a random surname from over 50,000. That provides about one hundred million names for the US theme alone. Different name themes will vary in how the names are generated are displayed. For example, the Roman name theme uses praenomen (given name), nomen and cognomen. The German theme will put the occasional 'von' in for flavour, etc. There are currently thirty-four name themes, including Russian, Japanese, Ancient Greek, Polish, Jewish, Arabic, Hobbit, Zulu, Norse, Indian, etc. Any name theme you need should in there somewhere. If you want to see more themes, I am always open to players creating themes and sending them to me for the next version. Let me know if you want more details.<br />
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The final part of this section is an option between a Trans-Newtonian Empire and a Conventional Empire. Stick with Trans-Newtonian for now, which is a standard Aurora Empire. A Conventional Empire starts with no space-age tech and you have to pretty much start from scratch, converting your conventional industry and researching all of the normal basic starting tech. This would be frustrating for a new player and this tutorial will assume a standard start.<br />
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Next is the Species Tolerance section. Each species in Aurora has environmental tolerances with their midpoint being their homeworld. The habitability of planets will vary considerably depending on the species tolerances so a world that is ideal for humans may be uninhabitable for some other species and vice versa. Even humans can be set with varying tolerances that can affect the difficulty of the game. For now, set the maximum deviation in oxygen pressure to 50%, the max deviation in gravity to 70%, the max deviation in temperature to 22 and the max atmospheric pressure to 4.<br />
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These settings will mean that an ideal habitable world will have a temperature between 0 and 44C, an oxygen pressure between 0.1 and 0.3 atm, a gravity between 0.3G and 0.7G and a maximum atmospheric pressure of 4.0 atm. In addition to the individual species tolerances, the ideal habitable world will also need to have no dangerous gases such as Chlorine and will need the oxygen to be no more than 30% of the total atmospheric pressure. A planet that doesn't meet those criteria may be uninhabitable (if it falls outside the gravity range) or may require infrastructure to support the population. Note that you can put ground bases, troops, sensors etc. on any world except a gas giant, regardless of the habitability. If you want an actual population though, which you will need to run shipyards, factories, etc,, then the planet has to be habitable or at least have enough infrastructure for the inhabitants.<br />
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Next is Starting Population. This lays out the parameters for your initial population on Earth. Somewhere between 500m and 1000m is a good amount for a new player. Lets leave it at 500m for now. The other boxes can be left alone as they are mainly for specialized scenarios. For example, you might set the Wealth Creation Rate and Industrial Percentage fields to be very low (perhaps 15-20%) to simulate a country like China that has a lot of population but a much lower per capita industrial output and per capita income than the USA. In games that feature multiple starting Empires on Earth this can be an important balancing factor for the SpaceMaster.<br />
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Moving swiftly on to the Starting System section. Set the number of Sol Jump Points to 6. and leave the other boxes unchecked, This will give us plenty of avenues for exploration<br />
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In the Starting Tech system, uncheck the Assign Starting tech points box so we can allocate our own tech at the start of the game. If the box is left checked, the game will randomly assign our starting tech points to background technologies. That can be fun if you want to create a more challenging start where you have to cope with whatever tech you are given. As we are learning at the moment, it's much more educational to choose them ourselves . Likewise, leave the Create Ship Systems box unchecked as we will be doing that ourselves as well.<br />
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Now we move to the second half of the Create New Game window. This is easier to explain as much of the information is already on the screen. Leave the Starting Race as it is so we can start on Earth. The other option is for SpaceMasters who are setting up their own universe and it is a LOT more complex.<br />
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Precursors, as the blurb states, are robot ships that guard some of the ruins in the game and small Precursor ship occasionally appear in non-ruin system. Leave this selected as Precursors provide valuable combat experience. Rather than a complete Empire similar to your own (which is what NPRs will be). Precursors are isolated groups of ships left over from an ancient Empire that dominated the galaxy until they were destroyed by a foe that is yet to be introduced to the game. All that remains are the few ships that guard the ruins of defeated foes waiting for new instructions that never arrive. Their mission is simply to eliminate all non-Precursor life. They have no real populations, although they may have small listening posts and weapon caches in the system. Although few in number and they don't have any survey ships for exploration, they are likely to be higher tech than your own Empire at game start and any starting NPRs. You will need to overwhelm, outsmart or simply avoid them until you are ready. <br />
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Leave the number of computer-controlled Empires (NPRs) as 1 and leave the two checkboxes in the section checked. One NPR is plenty for a starting game as new ones will be generated as the game progresses and new systems are found. An NPR is an Empire much like your own. It will be exploring the galaxy, encountering and fighting Precursors, setting up new colonies and improving its industry. When you finally encounter an NPR it may turn out to be friendly, depending on how diplomacy progresses, or it may be an implacable foe. Or it may change from one to the other at some point.<br />
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Don't bother with the optional simplifications for now. If you want to run a different style game in the future, you can always experiment with them. <br />
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Leave Realistic Commander Promotions on as it is one thing less to worry about and it does provide a good flavour to the Commander system. Turn off the Political Bonuses option as it adds an unnecessary complication at this point.<br />
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Leave Inexperienced Fleets on for now. You can turn it off later if you wish but the need to institute fleet training exercises adds a good degree of realism to the game. If you are a beginner then you should probably turn this off until you are ready to play a longer game. If you leave it on, you will need to train a fleet together for some time to get coordinated fire, and manuever. This is very important for missile combat.<br />
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Lets play with Real Star systems on as well. That takes care of system naming and it will add some familiarity to the universe. You can leave the Orbital Motion on as well. If you have a modern PC, you can turn on Orbital Motion for Asteroids as well.<br />
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Aha - the Moment of Truth! When you are ready click Create Game. This will take a minute or two and there will be a couple of popup messages. When all that is complete you will be back at the Game Details window with your new game selected. Press Enter to select the game and you will be at the main menu bar. Press F3 for the System Map.<br />
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* [[Main Page]]<br />
* [[System Map]]</div>Brian