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Basic Tutorial for Noobs [Disharmony][Things I wish I had known]

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11 years ago
Dec 24, 2013, 11:32:09 PM
This is a much appreciated guide. I learned a lot. Thanks.



And I will say, the ES community has been very welcoming to newcomers, like me, with all our simple questions. ES is certainly not the easiest game to get a handle on but the willingness of the community to answer, sometimes the same things, over and over make it much more approachable.
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11 years ago
Nov 3, 2013, 2:11:17 PM
Stealth_Hawk wrote:
Thx smiley: biggrin



@DarkMeph. Sorry I didnt see your post about the bad attachment. It was just the auto explore icon, so Ill re upload it soon smiley: wink thx for the heads up.




Do not worry it it seems to be a lot of bad uploads at the moment. Not just your thread but also in T41 blog post too.



DarkMeph
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11 years ago
Nov 8, 2013, 5:22:15 PM
I might add something about frustration.





At times you will find there are things you cannot do but seem like you should be able to do and it can be frustrating, but there are some nice subtlties to the game which can result in advanced strategies, but can be very frustrating to folks first learning like:

--- Why can't I build the same ship I built last turn?

------- Because the strategic resource the ship needs has been blockaded. Create a new ship design that does not require that resource.

--- Why can't my ship move?

------- Because another race has blockaded the star system. The only way to move out of that system is to attack and either win, or retreat.

--- How did the AI get ships past my blockade? Remember when they attacked and retreated last time? (there is also a tech they will get eventually)

--- Why can't I attack that fleet that is blockading me. Be careful to get your fleets out of netral territory before signing a ceasefire otherwise you have just promised not to fire any shots in that player's territory, which means you can be blockaded until the cease fire ends.



Okay... so much for THIS noobs pain points. smiley: smile
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11 years ago
Nov 17, 2013, 5:50:20 PM
2 more things I wish I had known:



  • Ship upkeep = CP * 0.4 * Max CP





This means "Big fleets" trait increases ship maintenance cost and "Anarchists" trait reduces it.

For instance, Cravers pay every turn 1*0.4*8 = 3.2 Dust for each scout, defender and colony ship in the beginning of the game, while Automatons pay only 1*0.4*3=1.2 Dust.



  • Eden Incense monopoly provides +56% invasion military power on fleets and +56% ground defense on system.

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11 years ago
Nov 23, 2013, 10:05:39 PM
This is awesome, thanks Stealth_Hawk. Although I'm not a new player I'm definitely still a noob.



Hmm. Just a thought, has there ever been an interest in a 'coaching' style multiplayer game? Kind of like in TF2 where a more experienced player joins a friendly multiplayer game in order to teach a new player some of the intricacies of high level play?
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11 years ago
Nov 28, 2013, 12:54:33 AM
I would make setting your research choice as the first step on turn 1 so if the scout reaches the nearest system right away and hits one of the science boost events it puts that science into the first tech you want to complete.
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11 years ago
Nov 28, 2013, 1:00:47 AM
Monthar wrote:
I would make setting your research choice as the first step on turn 1 so if the scout reaches the nearest system right away and hits one of the science boost events it puts that science into the first tech you want to complete.




Really? I am pretty sure when I tested it (I did put some thought into this guide lol) that those research points are treated as though they are surplus from the last turn, so if you select a tech after getting that event, it will roll over onto the tech you select. Although if you or anyone else has tested it too and is dead sure of it, Ill double check it for clarity's sake
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11 years ago
Nov 28, 2013, 5:32:36 AM
It's more of a perception thing than a requirement. Think about it from the eyes of someone new to the game that doesn't know for sure if that +10 science they just got was actually applied or not. With the first tech already queued up, when the scout grabs a +10 science event they can see clearly that the number of turns to complete the tech decreased.



Edit: I just tested and yes the science is applied to whatever tech you pick first. You might want to at least mention this in the op to ensure new folks are informed of this. After all in some 4x games the overflow would be randomly assigned to a tech if none is selected.
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11 years ago
Dec 23, 2013, 9:14:09 AM
To OP



You get my first post cherry.



Just bought the game since its on Xmas sale. And this tutorial is just what I was looking for when I came to these forums.



Thank You for your time and effort. smiley: wink
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11 years ago
Nov 3, 2013, 1:17:54 PM
Stealth_Hawk wrote:
hmmmm, now that I think about the sandbox mod I think you are right. I seem to remember a dev/VIP making a point about a 1 pop per turn cap. Oh well, maybe Im wrong... again... smiley: stickouttongue




Yeah I've seen several people say there is a 1 pop / turn cap but if that was the case at one point it's not true in the latest release. Last game I played I had a system that said 237% growth when I moused over the population growth area and it went from 51 pop that turn to 54 the very next turn.
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11 years ago
Dec 26, 2013, 10:24:42 PM
What is the rationale for choosing between Kitchen Chemists/Entrepreneurs and Businessmen/Scientists when dealing with Custom Races?
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11 years ago
Dec 27, 2013, 3:30:48 PM
JIntegrity wrote:
What is the rationale for choosing between Kitchen Chemists/Entrepreneurs and Businessmen/Scientists when dealing with Custom Races?




[editthatsmyopinionnoideawhattheOPthinksaboutit]



Always Chemists cause of your Tax Slider you loose the most of your extra Dust from that trait except your Tax is at 100%.

From Chemists you always get the full extend of its bonus.







Thats why imo Entrepreneurs is a extrem overprized trait and not worth it to pick it at all.







Businessmen/Scientists



While Businessman suffers not as hard from your Tax slider as Entrepreneurs i would still go Scienctists cause of the big advantage it gives in mid and late game.

Exeptions are of course custom races where u would to want to buyout alot (Sheredyn affinity for example)
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11 years ago
Dec 28, 2013, 3:46:08 AM
I'm sorry. I was not clear. I wanted to know when to pick a 1(F, D, or S) per pop over the percentage based traits. In what situation would one choose Kitchen Chemists over Scientists (II), for example? Where can I find some math for this?
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11 years ago
Feb 13, 2014, 10:36:17 PM
Thank you so much for this guide! I'm restarting my first ever campaign because I now know exactly what I'm doing wrong.



Next up - figure out WTF this battle system is all about. Anyone know a newbie guide about battles?
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11 years ago
Feb 16, 2014, 9:59:05 PM
blOD8FOA wrote:
Thank you so much for this guide! I'm restarting my first ever campaign because I now know exactly what I'm doing wrong.



Next up - figure out WTF this battle system is all about. Anyone know a newbie guide about battles?
Do you want to know about the battle cards or about how modules work in battle?
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11 years ago
Feb 20, 2014, 2:25:28 PM
Thanks for the great guide, without it would probably still be sat here scratching my head smiley: confused
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10 years ago
Apr 24, 2015, 12:36:46 AM
Noob here. How do I get my colony ships (and defensive ships) to go to specific stars? It's not like Civ where I click whee I want them to end up.
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10 years ago
Apr 26, 2015, 1:17:58 AM
You select them, then you right click on a star system. If you haven't researched the wormhole tech or the free space travel tech you can only travel to systems connected with the white lines. Hope this helps.
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