Stellar Emperor (tm-Kesmai Corporation)
Solo Exercises
No Way is this any kind of official Kesmai/GameStorm
site!
revised 26 Oct 1999
Comments and corrections: Post to the Stellar Emperor Message Boards and/or
Email to monty@sprintmail.com
Practicing these exercises will help you develop the skills you
need to survive and conquer:
-
Probe-based scouting
-
Shooting down probes simulating incoming
missiles
-
Probing while farming
-
Probe-based surveillance and
stalking
-
Dumping and searching
-
Using probes to replenish energy under way
-
Building a Destroyer
Think of these as the "scales" of SE. (Or don't, if your memories of taking
piano lessons are too painful.)
Probe-based scouting
Choose any Province of the Galaxy.
Fly your Scout into that Province. Do not orbit a planet.
Alt-P to pull up the Province map.
Left-click a star -- call it 9999.
Game draws a circle around 9999 on the Province map
and
displays Science computer menu, including
4=Send probe to 9999
and
5=Probes.
Alt-4 to send a probe there.
Alt-5 to bring up the Probes menu.
Wair for the Game to
display "Probe entering 9999" in the Radio panel (lower left
of main Game window)
and turn the star number green on the Province map.
Alt-7 for System Scan.
Game displays system scan in upper-right panel, individual planet Geo-scan
buttons in middle left panel.
Mentally note which planets look worth evaluating more closely -- for
concreteness, suppose C.
Note that Planet C in the Geo-scan button menu corresponds to 4.
Alt-4 to bring up the Geo-scan for planet C in the upper-right panel.
Return to "Alt-P to pull up the Province map..." to continue probing.
Nuances and subtleties:
-
Once you have a probe out, you can drive it from one system to another
without bringing it back to your ship first.
-
For mass-production scouting, all you have to do is drive your ship or
probe to each system, then use the Survey.exe program from the Game distribution
to browse the se##.gxy file offline.
Questions to ponder:
-
Why use a probe, rather than visiting each system yourself, in your ship?
-
What use is the Alt-S/Alt-5/Alt-3 "Probe status" function?
-
What happens to your ship as you launch the probe?
-
Why might you want to use the command-line PRObe command, rather than the
menus?
-
What goes wrong when you try to do this from orbit?
-
What happens if you use the same probe too long, without recalling it and
relaunching?
Shooting down probes simulating
incoming missiles
Launch a probe to a nearby star system -- maybe even the one you're
in, if you're in one.
Alt-S to bring up the Science menu,
Alt-5 to bring up the Probes menu,
Alt-1 to Recall Probe.
A returning probe maneuvers to rendezvous with you exactly the same
way, and with the same performance characteristics, as an incoming missile.
(Well, not exactly -- if you run away, a probe will eventually run out
of energy, and slow to a crawl. A missile, as far as I know, will not.)
Run away, lock weapons, maneuver, fire on the probe.
Ways to replenish ammo on ship:
-
Drydock at a base where you have used Arms industry to make ammo.
-
Self-DEStruct and rebuild (Alt-C/Alt-4).
-
DRYdock at an Imperial Base and Change Ships to Scout (DRY SC command-line
command, or Alt-O(Operations)/Alt-3(Drydock)/Alt-8(Change Ships)/Alt-1(Scout)
using the menus).
Probing while farming
The key to this technique is that, although a TRansport cannot pick
up a Probe from a planet, it can control a Probe already in
flight.
A TRansport can recover a Probe, carry the recovered
probe around, and launch the Probe again.
[Thanks to Commander Cain for straightening me out on this probe-vs-transport
matter.]
In your SCout, orbit the base where you built your TRansport.
Have at least one Probe on board.
Launch a Probe to the first system you propose to farm.
Use the Alt-S/Alt-5/Alt-5 function to watch for hostile warships while
the probe is in flight.
When the probe enters the system you propose to farm,
Alt-S/Alt-5/Alt-1/Alt-x to SURvey planet "x" for farmability.
Shift to your TRansport.
Be about your farming.
Drive your probe ahead of you to assess farmabilities.
Questions to ponder:
-
How can you use the Probe to see if there's an ambush waiting for you in
hyper?
Probe-based surveillance
and stalking
Dumping and searching
Using probes to replenish energy
under way
Building a Destroyer
This one is a little different -- it's a Planetary Management exercise,
and you have to wait hours-to-days for results.
Find any planet with Habitability greater than zero and Metal greater
than 50. (Actually, for this exercise, a low-hab planet works best.)
In the Planetary Management menus, make the following settings:
-
Planetary Operations:
-
Annual Immigration Limit: 99999999
-
Conscription Rate (%): 0
-
Maximum Mercenaries: 0
-
Trade Surplus Rate (%): 0
-
Distress Radio Channel: doesn't matter
-
Alliance Access Code: doesn't matter
-
Colony Name: doesn't matter
-
Labor Assignments: Assigned % Population / % of Engineering Construction
Effort:
-
Hydroponics/Farming: 3.6
-
Services: 0/0
-
Mining: 17/0
-
Engineering: 5/0
-
Armaments: 0.01/0
-
Ship Yards: 9.49/100
-
Housing: 54.9
-
Commodities Stockpiles:
-
Metal Ore: 99999999
-
Consumer Goods: 0
-
Food: 1000
-
Probes: 4
-
Missiles: 25
-
Torpedo: 99999999
-
Ship Building Labor:
-
Destroyers: 100
-
all others: 0
The planet will produce a Destoyer in about 60 real-world hours in a War
with the standard growth rate. As of this writing (11 Oct 99), the Training
Galaxy "Gaia" uses a faster growth rate, and a planet configured like this
produces a Destroyer in about 18 hours.
Warning: These settings are not stable! Left untuned,
they will eventually ruin the planet!
Explanation for the settings:
-
Conscription and Troops are zero to maximize number of workers on the planet.
-
Mining at 17 is enough to produce enough metal on a met-50 planet. Higher-met
planets could get away with lower Mining.
-
Engineering is filled, and all assigned to Shipyard, to grow Shipyard as
much as possible -- more Shipyard workers build ships faster.
-
Armaments is set to 0.01 so that excess Shipyard workers will trickle down
into Arms to produce ammo for the Destroyer. (The planet grows faster than
the number of Shipyard jobs.)
-
The Probes/Missiles stock levels will just fill a Destroyer's magazines.
The Torps level will keep whatever torps the planet produces beyond the
40 needed to fill a Destroyer's magazines.
-
If you set Trade Surplus greater than zero, or set Probes and/or Missiles
higher than specified, the planet might not produce enough Torps to fill
the Destroyer's magazines by the time the Destroyer is ready -- the way
Arms works, it has to build all the specified Probes before it starts building
Missiles, and all the specified Probes and Missiles before it starts building
Torps.
-
All Shipyard effort is devoted to building Destroyers. If you allocate
any Shipyard effort to anything else, you will slow down the building of
the Destroyer.