587 lines
27 KiB
Plaintext
587 lines
27 KiB
Plaintext
TUTORIAL: Tutorial
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TUT_PLAYER_EMP: Terran Empire
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TUT_ENEMY_EMP: Xu'sio
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TUT_FLAGSHIP_NAME: Superion
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TUT_INTRO_TITLE: 3876 CE: The Terran Empire
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TUT_INTRO_TEXT: <<|
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[i][/i]"A glorious age dawns in the empire's fourth millennium!
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The discovery and colonization of the New Galaxy is well underway and
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proceeding smoothly, attracting people from all over the empire to settle
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on rich frontier worlds and try to improve their lot.
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Or so the newslinks say..."
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>>
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TUT_INTRO2_TITLE: 3876 CE: The Terran Empire
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TUT_INTRO2_TEXT: <<|
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[i][/i]"In truth, the frontier is a cesspool of outlaws, petty criminals, and
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lawyers, and the empire is frequently forced to send fleets to maintain
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order - Fleets sent under the guise of protecting settlements in unclaimed
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space from the Xu'sio alien menace.
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Of course, this enforced lawfulness only lasts as long as the duration of
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the fleet's deployment, the colonies quickly reverting to their brutish
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ways of robbery, murder and class action lawsuits.
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Most EarthFleet commanders had given up on the prospect of reforming the
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frontier entirely..."
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>>
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TUT_INTRO3_TITLE: 3876 CE: The Terran Empire
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TUT_INTRO3_TEXT: <<|
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[i][/i]"But not Commodore Hople of the proud 119th fleet.
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No, our commander had wanted change and stability on the frontier, and was
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prepared to take a radical approach. The Commodore had flown a shuttle down
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to the planet's largest city to discuss plans and terms with the settlers.
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Commodore Hople had promptly died of dysentery.
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Unfortunately, this left me in charge of the fleet's mission."
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>>
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TUT_CAM_TITLE: Controlling the Camera
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TUT_CAM_TEXT: <<|
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Familiarize yourself with the command console's viewscreen. Commanding your
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forces might prove difficult if you cannot see them.
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[i]If the tutorial is in the way at any time, you may drag it around by its top bar.[/i]
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>>
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TUT_CAM_ACT1_TITLE: Look Around
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TUT_CAM_ACT1_TEXT: Move the cursor to the [color=#0f0]edge of the screen[/color] or use [color=#0f0]WASD[/color].
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TUT_CAM_ACT2_TITLE: Zoom In and Out
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TUT_CAM_ACT2_TEXT: Scroll with the [color=#0f0]mouse wheel[/color] or hold [b]both mouse buttons[/b] and [b]drag[/b].
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TUT_CAM_ACT3_TITLE: Rotate the View
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TUT_CAM_ACT3_TEXT: Hold the [color=#0f0]right mouse button[/color] and [color=#0f0]drag[/color].
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TUT_TIME_TITLE: Controlling Time
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TUT_TIME_TEXT: <<|
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In the top left corner of the screen while viewing the galaxy, there are time controls.
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You may slow or speed up the game from 1/10 to 10x normal speed.
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You may also pause and resume at any time.
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>>
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TUT_SCAN_TITLE: Driving them Out
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TUT_SCAN_TEXT: <<|
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The flagship's long-range sensors have picked up a Xu'sio FTL gate being
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flown into the system, protected by a two small defense fleets.
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Destroy the gate and prevent it from deploying more enemy assault fleets!
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>>
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TUT_SCAN_ACT1_TITLE: Select your Fleet
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TUT_SCAN_ACT1_TEXT: [color=#0f0]Left click[/color] the flagship to select the fleet.
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TUT_SCAN_ACT2_TITLE: Destroy the Enemy Fleet
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TUT_SCAN_ACT2_TEXT: [color=#0f0]Right click[/color] an enemy fleet and select [color=#0f0#]Attack[/color].
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TUT_SCAN_ACT3_TITLE: Destroy the Enemy Gate
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TUT_SCAN_ACT3_TEXT: [color=#0f0]Attack[/color] and destroy all enemy fleets and the enemy FTL Gate.
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TUT_FTL_TITLE: Returning to Base
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TUT_FTL_TEXT: <<|
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The colony we're protecting is situated in a neighbouring system, [b]Lihls[/b].
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It's about time we get over there and boss them around a little.
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We should use our flagship's hyperdrives to FTL there, rather than spending
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an eternity crossing the void in sublight.
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>>
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TUT_FTL2_TITLE: Returning to Base
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TUT_FTL2_TEXT: <<|
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Use of all methods of FTL travel is limited by the availability of
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[color=#00c0ff][img=ResourceIcon::3;20/] FTL Energy[/color]. This energy is
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harvested through use of special tuning crystals, found on only a few
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planets in the galaxy, and then superluminally transmitted to the ships
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authorized to use it.
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The further away you try to jump, the more energy it costs. Try ordering
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your fleet to use their hyperdrives, draining your stored ftl energy.
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>>
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TUT_FTL2_ACT1_TITLE: FTL to Lihls
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TUT_FTL2_ACT1_TEXT: <<|
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With your fleet selected, press the '$1' key or click the hyperdrive button
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in the bottom left to order an ftl jump.
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>>
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TUT_ARRIVE_TITLE: Captain's Log
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TUT_ARRIVE_TEXT: <<|
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"Arriving at the colony, we held a brief funeral ceremony for our commodore
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- now posthumously promoted to Rear Admiral. The local undertaker had done
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a good job covering the charred laser wound on his forehead.
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It was decided that the fleet would continue to support the settlement and
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its expansion into the local area of space until the Terran Empire
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officially claimed the region."
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>>
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TUT_RES_TITLE: Resources
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TUT_RES_TEXT: <<|
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Most planets in the galaxy contain the natural resources to produce
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a single particular type of resource in quantities large enough for
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a sustained export industry.
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Resources range from food and water, to supercarbons and uranium, to FTL
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crystals. Not every resource can be produced right away, and some resources
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require a higher [b]level[/b] planet in order to produce.
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>>
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TUT_LEVEL_TITLE: Expanding and Developing
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TUT_LEVEL_TEXT: <<|
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Every settled planet has a [b]level[/b], ranging from level 0 to level 5.
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Planet levels indicate the amount of infrastructure, population and
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development a planet possesses, and higher level planets are better in many
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ways.
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In order to level up a planet, it requires access to more and more
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resources, imported from different planets. For example, level 1 planets require [b][img=ResourceClassIcons::3;22/] Food and [img=ResourceClassIcons::4;22/] Water[/b].
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>>
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TUT_LEVEL2_TITLE: Expanding and Developing
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TUT_LEVEL2_TEXT: <<|
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When you export a resource, the original planet no longer has access to
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that resource for its own use.
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Because planets require resources from other planets to level up, not every
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planet can be a high-level powerhouse. It is important to carefully choose
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which planets to send resources to, and which higher level resources to
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start producing.
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In our case, we want to level up Spacewood to level 2 to gain extra income
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and population.
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>>
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TUT_EXPAND_TITLE: Colonizing and Exporting
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TUT_EXPAND_TEXT: <<|
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To reach [b]Level 2[/b], Spacewood requires a [b][img=ResourceClassIcons::0;22/] Tier 1 resource[/b]
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(such as [template=resource_ref;NativeGold/]) and another [b]Food[/b] (such as [template=resource_ref;Grain/]).
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[b]Select[/b] Spacewood and [b]right-click[/b] a planet you wish to colonize, and choose 'Colonize with Spacewood.'
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You may also [b]right-click[/b] the planet on its own and choose 'Colonize This,' which will automatically choose a planet to colonize with.
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>>
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TUT_EXPAND_ACT1_TITLE: Colonize a Food Resource
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TUT_EXPAND_ACT1_TEXT: <<
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Colonize a nearby [b][img=ResourceClassIcons::3;22/] Food[/b] planet.
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>>
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TUT_EXPAND_ACT2_TITLE: Export the Food to Spacewood
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TUT_EXPAND_ACT2_TEXT: <<
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Export the [b][img=ResourceClassIcons::3;22/] Food[/b] resource to spacewood by left clicking and dragging from the Food planet to spacewood.
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>>
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TUT_EXPAND_ACT3_TITLE: Colonize a Tier 1 Resource
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TUT_EXPAND_ACT3_TEXT: <<
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Colonize a nearby [b][img=ResourceClassIcons::0;22/] Tier 1 Resource[/b] planet.
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>>
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TUT_EXPAND_ACT4_TITLE: Export the Tier 1 Resource to Spacewood
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TUT_EXPAND_ACT4_TEXT: <<
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Queue the export of the [b][img=ResourceClassIcons::0;22/] Tier 1 Resource[/b] resource to spacewood by left clicking and dragging from the source planet to spacewood.
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>>
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TUT_LEVELREQS_TITLE: Planet Level Requirements
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TUT_LEVELREQS_TEXT: <<|
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Next, we'll need to upgrade two planets. Each planet level has a growing need for more resoures of different tiers. Every planet requires a source of [b][img=ResourceClassIcons::4;22/] Water[/b], and each level requires an additional [b][img=ResourceClassIcons::3;22/] Food[/b]. On top of these, higher levels have need of a number of [b][img=ResourceClassIcons::0;22/] Tier 1[/b] and [b][img=ResourceClassIcons::1;22/] Tier 2[/b] resources.
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At any time, you can check what types of resources a planet will need to upgrade by [b]selecting[/b] the planet and looking in the bottom left, or by [b]double-clicking[/b] a planet and checking the bottom left panel.
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>>
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TUT_IMPORT1_TITLE: Upgrading Planets
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TUT_IMPORT1_TEXT: <<|
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Your new planet must reach [b]Level 1[/b] to produce and export its [b][img=ResourceClassIcons::0;22/] Tier 1 Resource[/b]. To reach level 1 and use its resource, we must import a [b][img=ResourceClassIcons::3;22/] Food[/b] and a [b][img=ResourceClassIcons::4;22/] Water[/b] resource from other planets.
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Resources can be exported anywhere within your [b][color=#8888ff]Empire[/color][/b] border. Your [b][color=#999999]Trade[/color][/b] border shows systems that will become tradeable once colonized. [b][img=ResourceClassIcons::4;22/]Water[/b] is available nearby in [b]Odatak[/b].
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>>
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TUT_IMPORT1_ACT1_TITLE: Level up the Tier 1 resource planet
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TUT_IMPORT1_ACT1_TEXT: <<|
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Colonize a source of [b][img=ResourceClassIcons::3;22/] Food[/b] and [b][img=ResourceClassIcons::4;22/] Water[/b],
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and export them to the tier 1 resource planet.
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>>
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TUT_IMPORT2_TITLE: Colonizing and Exporting
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TUT_IMPORT2_TEXT: <<|
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Now that you've provided the resources for your planet to start becoming [b]Level 1[/b], its population will start growing. When the population level reaches the amount required for the level up, it will start producing its resource and export it to Spacewood per your earlier queued order.
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To reach Level 1, your planet needs to grow to [b][img=$Population;22/] 2 population[/b].
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>>
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TUT_IMPORT2_ACT1_TITLE: Level Spacewood to level 2
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TUT_IMPORT2_ACT1_TEXT: <<|
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Finish leveling up Spacewood to [b]Level 2[/b] by waiting for the population on your Tier 1 resource planet to grow.
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>>
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TUT_EXPAND_SUCC_TITLE: Success!
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TUT_EXPAND_SUCC_TEXT: <<|
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Congratulations! You provided Spacewood with the resources needed for it to
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become a Level 2 world.
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When you select a planet, you can see its current level and the required
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imports to level it up on the information panel in the bottom left.
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Many resources have particular [b]special effects[/b], separate to their contribution to planet levels. Be sure to read their short descriptions in the bottom left information panel, or hover over it to show a more detailed description.
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Decide carefully which planets and resources to invest in leveling up to gain their benefits!
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>>
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TUT_BUDGET_TITLE: Budget Cycles
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TUT_BUDGET_TEXT: <<|
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Building, purchasing and maintaining things costs
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[b][color=#d1cb6a][img=ResourceIcon::0;20/] Money[/color][/b].
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Money, like most resources, is produced by your civilian population and
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infrastructure. The higher a planet's population, the more money it makes.
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>>
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TUT_BUDGET2_TITLE: Budget Cycles
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TUT_BUDGET2_TEXT: <<|
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Your income is budgeted along 3-minute [b]Budget Cycles[/b]. Every cycle,
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your budget is re-calculated and you will gain use of any money you netted,
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to spend over the next 3 minutes.
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Any money not spent at the end of a budget cycle will instead be spent on
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one of the welfare options you can choose in the resource bar.
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It is not possible to save money from one budget cycle to the next, but
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borrowing money as an advance from an upcoming cycle is possible, at
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a hefty markup.
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>>
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TUT_BUILD_TITLE: Building a Scout
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TUT_BUILD_TEXT: <<|
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We should build a scout to check out what's going on in Xaste, another
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system neighbouring Spacewood. The enemy may be trying to sneak in another
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FTL gate.
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>>
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TUT_BUILD_ACT1_TITLE: Manage the Planet
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TUT_BUILD_ACT1_TEXT: <<|
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Open the planet management screen on Spacewood by [b]double-clicking[/b]
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it, or clicking the 'Manage Planet' button in the bottom left.
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>>
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TUT_BUILD_ACT2_TITLE: Construct a Scout
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TUT_BUILD_ACT2_TEXT: <<|
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Click the "Scout (16)" ship design from the ship construction list on the
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right to start construction.
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>>
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TUT_BUILD2_TITLE: Reinforcing a Fleet
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TUT_BUILD2_TEXT: <<|
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Note how the Scout design indicated it would cost [img=ResourceIcon::0;20/]
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§39k / §36k. The first number indicates its [b]Build Cost[/b] is §39k,
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which you will need to spend immediately from your available budget. The
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second number is its [b]Maintenance Cost[/b], the §36k will be subtracted
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as a maintenance cost from each subsequent budget.
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While we wait for our Scout to finish constructing, lets order some
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additional [b]Support Ships[/b] for our original Battleship's fleet.
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>>
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TUT_BUILD2_ACT1_TITLE: Exit Planet Management
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TUT_BUILD2_ACT1_TEXT: Close the planet management screen by [b]right-clicking[/b].
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TUT_BUILD2_ACT2_TITLE: Manage your Battleship Fleet
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TUT_BUILD2_ACT2_TEXT: Open the fleet management panel on your Battleship by [b]double-clicking[/b] it.
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TUT_BUILD2_ACT3_TITLE: Order Beamships
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TUT_BUILD2_ACT3_TEXT: Click [b]'Add Support Group'[/b] and order 10 Additional [b]Beamships[/b] to be added to the Battleship's fleet.
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TUT_BUILD2_ACT4_TITLE: Finish Scout Construction
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TUT_BUILD2_ACT4_TEXT: Wait for Spacewood to finish constructing a Scout. Support ships can be constructed at the same time as larger projects.
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TUT_SCOUT_TITLE: Scouting Xaste
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TUT_SCOUT_TEXT: <<|
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Great! The fleet will automatically order its queued support groups from
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any nearby planets with labor generation. Different flagships can support
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differing amounts of supports, as indicated by the [b]"Support Capacity"[/b]
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indicator above the supports list.
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While our fleet is being reinforced, we'll want to send our scout to take
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a peek at the enemy.
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>>
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TUT_SCOUT_ACT1_TITLE: Scout Xaste
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TUT_SCOUT_ACT1_TEXT: <<|
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Send your newly constructed scout to the Xaste system. Use its hyperdrive
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if you want to.
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>>
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TUT_CONQ_TITLE: Conquering Xaste
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TUT_CONQ_TEXT: <<|
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Our scout has detected an enemy colony in the Xaste system, occupying
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a Phasite planet. Phasite is a level 0 resource that gives Research.
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Since there don't seem to be any major defense fleets around, we should
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send in our fleet to take the planet by force: Kill the planet's own
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defense ships, then lay siege to it with your fleet to reduce its loyalty.
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When its loyalty is completely drained, the planet will be yours!
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>>
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TUT_CONQ_ACT1_TITLE: Jump Battleship into Xaste
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TUT_CONQ_ACT1_TEXT: Jump your Battleship fleet into the Xaste system using its hyperdrives.
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TUT_CONQ_ACT2_TITLE: Eliminate Defenses
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TUT_CONQ_ACT2_TEXT: Move your fleet to Xaste IV and eliminate the defense ships in orbit.
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TUT_CONQ_ACT3_TITLE: Capture Planet
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TUT_CONQ_ACT3_TEXT: Select your fleet, then [b]right-click[/b] Xaste IV and select the "Capture" option. Wait for your fleet to finish capturing the planet.
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TUT_CAPT_TITLE: Victory!
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TUT_CAPT_TEXT: <<|
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The enemy planet has succumbed to your fleet's siege! The colony is now yours to command.
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In order to use the Phasite it is producing and start generating research, export it to Spacewood.
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>>
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TUT_CAPT_ACT1_TITLE: Export Phasite
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TUT_CAPT_ACT1_TEXT: Export Xaste IV's Phasite to Spacewood.
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TUT_PRES_TITLE: Resources and Pressures
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TUT_PRES_TEXT: <<|
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In addition to planets requiring particular types of resources to level up,
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resources can provide their consuming planet with [b]Pressure[/b].
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Civilian population on the planet will automatically develop [b]Civilian
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Buildings[/b] on the planet's surface to produce the type of pressure being
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imported (one of Money, Influence, Energy, Research, Defense, or Labor).
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Planets can only support a limited amount of pressure, dependent on their
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total population. Importing more pressure than a planets capacity will
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result in lost production efficiency.
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>>
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TUT_BLD_TITLE: Imperial Buildings
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TUT_BLD_TEXT: <<|
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Although most of your production will be from civilian infrastructure, it
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is possible to spend parts of your budget on constructing [b]Imperial
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Buildings[/b] on planet surfaces.
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These buildings generally cost a lot of money to build and maintain, but
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can give benefits that you would not otherwise be able to get.
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>>
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TUT_BLD_ACT1_TITLE: Manage Spacewood
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TUT_BLD_ACT1_TEXT: [b]Double-click[/b] Spacewood in order to open its planet management screen.
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TUT_BLD_ACT2_TITLE: Open Buildings List
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TUT_BLD_ACT2_TEXT: Open the imperial buildings list by clicking the [b]Buildings[/b] button on the right.
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TUT_BLD_ACT3_TITLE: Construct a Research Complex
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TUT_BLD_ACT3_TEXT: Speed up your research by selecting [b]Research Complex[/b] and placing it on the surface on the left.
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TUT_RSC_TITLE: Researching Fields
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TUT_RSC_TEXT: <<|
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Resources that give [color=#8c4ec9][img=ResourceIcon::4;20/][b] Research Pressure[/b][/color] will produce research points over time.
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Research points are used to unlock technologies on the research grid, which have various effects and improvements.
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You can only research technologies adjacent to ones you already have. Technologies available for researching are indicated with a bright border.
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>>
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TUT_RSC_ACT1_TITLE: View Research
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TUT_RSC_ACT1_TEXT: Switch to the [b]Research Tab[/b] in the tab bar.
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TUT_RSC_ACT2_TITLE: Research Armoring
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TUT_RSC_ACT2_TEXT: Research the 'Armoring' technology accessible from your Science starting point.
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TUT_RSC_ACT3_TITLE: Research Bulkheads
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TUT_RSC_ACT3_TEXT: Research the 'Bulkhead' technology that is now accessible.
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TUT_DSG_TITLE: Ship Designs
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TUT_DSG_TEXT: <<|
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Every ship you build, flagship or support ship, is based on a design. In
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order to build ships equipped with our recently unlocked Bulkhead,
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we need to change one of our designs to use it.
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>>
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TUT_DSG_ACT1_TITLE: Open Heavy Carrier
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TUT_DSG_ACT1_TEXT: From the designs tab, [b]click[/b] the Heavy Carrier design in order to edit it.
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TUT_DSG2_TITLE: Subsystems
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TUT_DSG2_TEXT: <<|
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Every ship design consists of [b]subsystems[/b]. Subsystems can consist of
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any number of hexes, and can be painted in any shape on the design. The
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larger the size of a subsystem, the better it is relative to the other
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subsystems on the design.
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Some subsystems have 'core' hexes: gun turrets, engine exhausts, etc.
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If a core hex is destroyed in combat, the entire subsystem shuts off until it is repaired.
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>>
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TUT_DSG3_TITLE: Adding Armor
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TUT_DSG3_TEXT: <<|
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Let's make the Heavy Carrier a bit more heavily armored by adding some
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plate armor hexes to protect its core hexes.
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Select [b]Plate Armor[/b] from the subsystem list on the left by first clicking the "Defense" category, and then clicking the "Plate Armor" subsystem.
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>>
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TUT_DSG3_ACT1_TITLE: Add Plate Armor
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TUT_DSG3_ACT1_TEXT: Place at least [b]3 additional[/b] plate armor hexes by [b]left clicking[/b] on the design. You can remove any unwanted hexes by [b]right clicking[/b] them.
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TUT_DSG4_TITLE: Modifiers
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TUT_DSG4_TEXT: <<|
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In addition to adding subsytems, it is also possible to add [b]Subsystem Modifiers[/b] inside particular subsystems. These are things like bulkheads and targeting sensors, and can improve or alter the statistics of a subsystem.
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|
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Be wary though, adding multiple modifiers to a subsystem can make it extremely expensive to build.
|
|
>>
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TUT_DSG4_ACT1_TITLE: Add a Bulkhead
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TUT_DSG4_ACT1_TEXT: Add a bulkhead to at least one of the guns to increase its health.
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TUT_DSG4_ACT2_TITLE: Save the Design
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TUT_DSG4_ACT2_TEXT: Click the [b]Save[/b] button in the top right to save your changes to the "Heavy Carrier" design.
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|
|
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TUT_FLT_TITLE: Constructing a New Fleet
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TUT_FLT_TEXT: <<|
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|
We can deploy our newly modified flagship design by constructing a fleet
|
|
from Spacewood. We'll want to give it some support ships to increase the
|
|
fleet's firepower.
|
|
>>
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TUT_FLT_ACT1_TITLE: Manage Spacewood
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|
TUT_FLT_ACT1_TEXT: Return to the Galaxy Tab and [b]double-click[/b] Spacewood in order to open its planet management screen.
|
|
TUT_FLT_ACT2_TITLE: Build Heavy Carrier
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|
TUT_FLT_ACT2_TEXT: Click "Heavy Carrier" from the ships list on the right.
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TUT_FLT_ACT3_TITLE: Build Beamships
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|
TUT_FLT_ACT3_TEXT: Click the Heavy Carrier in the construction queue to highlight it, then click the [b]Beamship[/b] design to add 10 Beamships to the fleet.
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TUT_FLT_ACT4_TITLE: Build more Supports
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|
TUT_FLT_ACT4_TEXT: Add some more different types of support ships to the fleet under construction.
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TUT_FLT_ACT5_TITLE: Finish Construction
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TUT_FLT_ACT5_TEXT: Notice that support ships are constructed in parallel to the flagship while the fleet finishes constructing.
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|
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TUT_ENG_TITLE: Energy and Artifacts
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TUT_ENG_TEXT: <<|
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|
Particular resources in your empire will produce [b]Energy[/b]. This
|
|
represents massive quantities of stored energy that you can transmit and
|
|
use to activate ancient remnant devices, scattered across the galaxy.
|
|
|
|
We detected a [b]Power Cell[/b] in the Xaste system, which we can equip to
|
|
upgrade our new fleet by spending energy.
|
|
>>
|
|
TUT_ENG_ACT1_TITLE: Activate Artifact
|
|
TUT_ENG_ACT1_TEXT: Select the Power Cell and click the equip button on the bottom left, or select the artifact from the quickbar in the top right.
|
|
TUT_ENG_ACT2_TITLE: Equip to Fleet
|
|
TUT_ENG_ACT2_TEXT: Click your newly constructed fleet to spend 500 Energy and equip the Power Cell. This increases its combat strength.
|
|
|
|
TUT_INF_TITLE: Diplomatic Actions
|
|
TUT_INF_TEXT: <<|
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|
You can conduct diplomacy by spending [b]Influence[/b] points, generated on
|
|
your planets by particular resources found throughout the galaxy. These
|
|
points are used to purchase and activate [b]Diplomatic Actions[/b].
|
|
>>
|
|
TUT_INF2_TITLE: The Influence Stack
|
|
TUT_INF2_TEXT: <<|
|
|
All empires purchase their [b]Diplomatic Actions[/b] from a shared list on
|
|
the diplomacy tab, called the [b]"Influence Stack"[/b]. At regular
|
|
intervals, new cards are added to the right side of the stack, and cards
|
|
will drop off and disappear from the left side.
|
|
|
|
Diplomatic actions become cheaper to purchase the longer they spend in the
|
|
influence stack, but be careful of waiting too long to buy attractive cards
|
|
- other empires may snatch them up first!
|
|
>>
|
|
TUT_INF3_TITLE: Purchasing an Action
|
|
TUT_INF3_TEXT: <<|
|
|
We want to see what our enemy, the Xu'sio is up to in this region.
|
|
Fortunately, there is a [b]Spy[/b] card on the influence stack right now,
|
|
which we can use to gain vision over their activities.
|
|
>>
|
|
TUT_INF3_ACT1_TITLE: Purchase Spy
|
|
TUT_INF3_ACT1_TEXT: From the diplomacy tab, click the "Spy (Xu'sio)" action in the influence stack, then click the [b]Purchase[/b] button.
|
|
TUT_INF3_ACT2_TITLE: Activate Spy
|
|
TUT_INF3_ACT2_TEXT: Click the "Spy (Xu'sio)" action in your list of available actions, then click the [b]Activate[/b] button.
|
|
TUT_INF4_TITLE: Spying
|
|
TUT_INF4_TEXT: <<|
|
|
Notice how the "Spy" effect was added to the list of currently active
|
|
influence effects. Long-term diplomatic effects usually require an
|
|
[b]Influence Upkeep[/b].
|
|
|
|
In this case, your "Spy" effect is reducing your influence point generation
|
|
by 20% until it expires or is dismissed.
|
|
>>
|
|
|
|
TUT_SPY_TITLE: Enemy System Spotted!
|
|
TUT_SPY_TEXT: <<|
|
|
Our spying has spotted an enemy system nearby, we should take a look at it
|
|
on our galaxy screen.
|
|
>>
|
|
TUT_SPY_ACT1_TITLE: View Yingmow
|
|
TUT_SPY_ACT1_TEXT: Find the system our Spy action revealed on the map.
|
|
|
|
TUT_ANNEX_TITLE: Annex Yingmow
|
|
TUT_ANNEX_TEXT: <<|
|
|
The Terran Empire is a great empire, and has tremendous influence in the
|
|
galactic senate. This is good for us, as we can expend this influence to
|
|
[b]Annex[/b] the Yingmow system diplomatically.
|
|
>>
|
|
TUT_ANNEX_ACT1_TITLE: Activate Annex System
|
|
TUT_ANNEX_ACT1_TEXT: Activate the [b]Annex System[/b] card you have, then select the Yingmow system by clicking its star.
|
|
|
|
TUT_VOTE_TITLE: Influence Votes
|
|
TUT_VOTE_TEXT: <<|
|
|
Certain diplomatic actions require you to pass [b]Votes[/b] in the galactic
|
|
senate in order for them to take effect. Annexing a system is one of these votes.
|
|
|
|
All votes have a current [b]Support Level[/b], indicating the sum of all
|
|
their support reduced by their opposition. Most of the time, a vote will
|
|
start at +1 support.
|
|
|
|
Empires can pay influence to play [b]Support Cards[/b] into a vote,
|
|
increasing or reducing the support level or adding various special effects.
|
|
>>
|
|
TUT_VOTE2_TITLE: Passing a Vote
|
|
TUT_VOTE2_TEXT: <<|
|
|
While an influence vote, or "Proposition", has a positive support level,
|
|
its green bar will fill up and a remaining time to [b]Pass[/b] the proposition is shown.
|
|
|
|
When the support level is negative, any progress on the green bar is first
|
|
removed, then the red bar fills up. When the remaining time to fail hits
|
|
0 seconds, the vote will be [b]Rejected[/b].
|
|
|
|
Influence votes are a diplomatic tug-of-war that any empire in the galactic
|
|
senate can influence the result of.
|
|
>>
|
|
TUT_VOTE3_TITLE: Supporting a Vote
|
|
TUT_VOTE3_TEXT: <<|
|
|
The Xu'sio have used one of their "Rhetoric" actions to gather opposition
|
|
to your annex vote in the Senate. Quick, use one of your own actions to get
|
|
the [b]Support Level[/b] back in the green before the vote's red failure
|
|
bar fills up and the vote is rejected.
|
|
>>
|
|
TUT_VOTE3_ACT1_TITLE: Use "Negotiate"
|
|
TUT_VOTE3_ACT1_TEXT: Click one of your [b]Negotiate[/b] cards and press the [b]Play in Support[/b] button to influence the vote.
|
|
TUT_VOTE3_ACT2_TITLE: Win the Vote
|
|
TUT_VOTE3_ACT2_TEXT: Respond to enemy support cards by playing your own negotiates and win the vote by filling up the support bar.
|
|
|
|
TUT_ANNEX2_TITLE: Annexation Complete!
|
|
TUT_ANNEX2_TEXT: <<|
|
|
By convincing the Galactic Senate that the Yingmow system belongs to you,
|
|
you've successfully [b]Annexed[/b] it. The colonized planets in the system
|
|
are now yours!
|
|
|
|
Unfortunately, sources within the Terran Empire have informed us of a large
|
|
Xu'sio military movement towards the Yingmow system, so we should prepare
|
|
our defenses to repel them.
|
|
>>
|
|
|
|
TUT_DEFCORE_TITLE: Build Defense Station
|
|
TUT_DEFCORE_TEXT: <<|
|
|
We should construct a defense orbital in the Yingmow system as our first line of defense.
|
|
>>
|
|
TUT_DEFCORE_ACT1_TITLE: Manage Spacewood
|
|
TUT_DEFCORE_ACT1_TEXT: [b]Double-click[/b] Spacewood in order to open its planet management screen.
|
|
TUT_DEFCORE_ACT2_TITLE: Open Orbitals List
|
|
TUT_DEFCORE_ACT2_TEXT: Open the orbitals list by clicking the [b]Orbitals[/b] button on the right.
|
|
TUT_DEFCORE_ACT3_TITLE: Construct a Defense Platform
|
|
TUT_DEFCORE_ACT3_TEXT: Click "Defense Platform" in the orbitals list.
|
|
TUT_DEFCORE_ACT4_TITLE: Place Orbital
|
|
TUT_DEFCORE_ACT4_TEXT: Place the orbital by clicking on any location in the Yingmow system.
|
|
|
|
TUT_DEFPROJ_TITLE: Defense Generation
|
|
TUT_DEFPROJ_TEXT: <<|
|
|
The Spacewood locals have informed us that they've set up a means of
|
|
creating defense ships to protect themselves.
|
|
|
|
[b][color=#af7926][img=ResourceIcon::5;20/] Defense[/color][/b] can be used to produce free support ships over time, all around your empire.
|
|
|
|
To determine which systems or planets receive defense ships, you need to mark them to use defense.
|
|
>>
|
|
TUT_DEFPROJ_ACT1_TITLE: Build Defense for Yingmow
|
|
TUT_DEFPROJ_ACT1_TEXT: [b]Right-click[/b] the Yingmow Star, then select "Start using defense for Yingmow".
|
|
TUT_DEFPROJ_ACT2_TITLE: Move Heavy Carrier
|
|
TUT_DEFPROJ_ACT2_TEXT: While we wait for our defense orbital and ships to finish construction, move your Heavy Carrier fleet to Yingmow.
|
|
|
|
TUT_DEF_TITLE: Hold the Line!
|
|
TUT_DEF_TEXT: <<|
|
|
When you're ready to defend against the invading Xu'sio savages, press the "FIGHT!" button.
|
|
>>
|
|
ENTER_COMBAT: FIGHT!
|
|
TUT_DEF2_TITLE: War!
|
|
TUT_DEF2_TEXT: The enemy fleets have invaded our newly conquered system. We must repel them at all cost!
|
|
TUT_DEF2_ACT1_TITLE: Defend the Yingmow System
|
|
TUT_DEF2_ACT1_TEXT: Defeat all invading fleets.
|
|
|
|
TUT_FINAL_TITLE: Congratulations!
|
|
TUT_FINAL_TEXT: <<|
|
|
You've managed to drive the enemy out of this sector of space, and expanded
|
|
your own foothold into it at the same time, well done!
|
|
|
|
[i]This is the end of the tutorial, feel free to continue experimenting
|
|
with your empire before starting a real game against AI or Human
|
|
Opponents.[/i]
|
|
|
|
You can check the in-game [b]Wiki[/b] for more information on the game and
|
|
its mechanics, or feel free to join the in-game official Star Ruler [b]IRC
|
|
Channel[/b] to talk to fellow players or bug one of the resident SR Developers!
|
|
>>
|