Rules: Orders
This part is very important, so read carefully.
The orders consist in what you want to have your empire doing. You can guide your empire's research, industry and growth.
After the game is set up, i will send everyone the pool of scientists and officers of his empire, and the player can decide which officer appoint to a certain role, along with the role list.
When you receive the first message, save it somewhere, so you have your whole pool of officers in a place where you can read it.
The orders should be like this:
Research: Assign Scientist (x) n Research Facilities and research (example) Trans-Newtonian Tech. You can have more than one project, as long as there are available scientists.
Industry: Assign x% of industry to (example) produce 25 automated mines. You can assign different % of your industry to work on different tasks. My advice however is to have a production chain and have them work always at 100% on a single task.
Navy war plan (If at war): Trap the enemy navy in system x, harm civilian enemy lines, attack enemy HQ on Io, Start nuclear bombardment of earth PDCs, or population, attack the enemy navy istantly. Whatever your navy can do. Think that at war you have 15 days, so a fleet can do more than one action.
Ground war plan (If at war): Attack enemy units on (x), Remain on defence position on (x). GU have only two orders: attack or defend. So send orders for every space body you have units on.
Administration: Assign Officer (x) to Governor of Earth (for example). You can assign and fire/replace all the officers you want.
Shipbuilding: Build a Class Okinawa Cruiser in Osaka Shipyard, expand by 500 tons Surabaya Shipbuilding co., add a slipway to Osaka Shipyard. Everything related to shipyards. Note that you can build ships and expand/add slipways at the same time.
Ship/Component Design: Design a Commercial Engine based on Magneto-Plasma Drive, design a Heavy Laser Turret. Design a Missile Cruiser, design a Destroyer, etc. Also, give a name to the engine/class
You can also present your designs, and i'll copy-paste them in the game.
After you complete your order sheet, and the turn passes i'll send you any news, including, but not limiting at:
New officers.
New available ship components.
New facilities not in the sol system.
Fighting against unknown opponents, if you want to keep them secret.
If you researched a tech, the unlocked techs for research.
Mineral stockpile level, ordnance stockpile level, ship supplies/ordnance stockpile level.
Ship status (damaged/crew morale low/needs overhaul).
And after that you can send the new orders.
Some useful informations here:
Research:
Scientists have three attributes.
Ex: Kate Robinson, 10%, DS, 10.
The first number is the research bonus they give to every lab allocated to them. So if a lab generates 200 RP, with a 10% bonus it will generate 220.
The two letters are the specialization of the scientist. DS in this case is Defensive Systems. When they research a tech of their own specialization, the bonus is multiplied x4.
In the case above, a 10% bonus becomes a 40%, and so the lab generates 280 RP.
The last number is the max labs the scientist can handle.
So, be careful to combine all the bonus and choose the best scientist for your project.
5 Officers can be combined in teams:
Espionage: Once it's placed on a planet with another empire's population, the team will try to steal informations, blueprints for ships/missiles, techs, everything useful. The team can be caught by counter espionage and killed/captured.
Diplomacy: Useful with alien empires, to estabilish better relations.
Xenology: If you discover ruins on a planet, send a Xenology team to study the ruins. They will tell you the empire name and the number of the ruins.
Geology: The geologists can discover new deposits of minerals on a planet, or improve accessibility. Note that, if a planet results devoid of minerals by a survey with Geological Survey Sensors on a ship, it doesn't mean that a geological team won't find anything.
Only officers with some talent in that branch (the bonus is shown near the officer) can join teams.
Ship designing:
A tutorial is available
here, with all the infos you need. Note you have to research also the COMPONENTS, such as Engines and Fire Controls.
Battleships also need weapon turrets or missile launchers, but we will not build battleships for the first 3 years i believe, at most some small corvettes.
Industrial Production:
These are the basic installations you can build:
Financial Center: Increases Wealth of your empire. Useful if you're running low on money.
Infrastructure: This is necessary for your population to survive on hostile worlds, on Earth is useless. You'll probably not build infrastructure at the beginning.
Maintenance Facility: These facilities are necessary to increase the tonnage of the ships that can be overhauled on the planet. Big ships need big Maintenance bases, remember.
Military Academy: The military academy is where your officers and scientists are trained, every level increases the number of new recruits/year.
After the discovery of Trans-Newtonian Technology, you can build a lot more facilities:
Automated Mine: These mines are automated and do not need men to operate, so you can place them everywhere, apart from Gas Giants. However, these mines DON'T send the minerals to Earth/any other place. You'll need another facility, we'll talk about this later. Obviously you can also use cargo ships to bring to Earth the vital supplies.
Commercial Shipyard: Here you can build every ship Commerce-Related. Basically every unarmed ship, such as freighters, tankers, colony ships...after the CS is built, it has a single 10,000 ton slipway.
Construction Factory: The backbone of your industry, these provide the BP you need to build facilities.
Convert CI (Conv. Industries) to: You can convert your conventional industry at the beginning into Mines, Fighter Factories, Fuel Refineries, Ordnance Factories and Construction Factories. It's highly recommended that you do this, i usually keep a 3:2 proportion for CI to Construction Factories : Ci to Mines, and later i build the Fuel Refineries and Ordnance Factories. Fighter Factories are useless at the beginning.
Convert Mine to Automated: Useful if earth runs low in minerals and you want to use some mines in an uncolonizable place.
Deep Space Tracking Station (DSTS): This keeps track of all the movements around the earth, and can detect EM impulse and Thermal Signature. The higher the level, the better the range of the DSTS.
Fighter Factory (FF): The FF builds fighters (Ships which are smaller than 500 tons), but these require advanced technology.
Fuel Refinery (FR) The FR converts some of your Sorium into Fuel, to be used by your spaceships.
Ground Force Training Facility (GFTF): The Training Facility allows you to build new Ground Units. You can build more GFTF to build more than a unit at the same time.
Mass Driver: This useful facility is automated and can send mineral packets to a planet, where another mass driver is placed. The mass drivers are used together with Automated Mines to build automated mining colonies. Each mass driver has a 5000 ton/year capacity.
Mine: A simple, manned mine. Cheap, efficient, and useful. Only con: it needs manpower.
Naval Shipyard: Here you can build warships and survey ships. It starts with a single 1000 ton slipway.
Ordnance Factory: Where you can build your missiles. Keep track of your missile stockpiles, because these can run low in a blink of an eye.
Research Lab: Where you research new techs. More labs = more RP = technological advantage against your enemy.
Spaceport: A spaceport greatly reduces loading and unloading times for cargo ships. Can be expanded.
Terraforming Installation: This great facility can transform an icy, cold, barren planet or a volcanic hell-like world in a earth-like garden planet. It needs manpower, so you need to have a small colony to operate the Terraformers.
Minerals:
Duranium: Much like Steel. Used for almost everything, be sure to have always good supplies of duranium.
Neutronium: Used for armors and Shipyards. Important.
Corbomite: Where you need power, Corbomite is the answer. Nuclear Reactors use Corbomite.
Tritanium: Missiles need Tritanium. It may be a good idea to build short range weapons if you have little tritanium.
Boronide: Used by terraformers, and some other systems. Not that important.
Sorium: The Oil of Aurora. Used to refine it into fuel or to build jump engines.
Uridium: Used by Sensors and Fire Controls.
Corundium: Used by Lasers and energetic weapons.
Mercassium: Needed for Labs.
Vendarite: A secondary material, used to build some facilities, and mainly fighter factories.
Gallicite: Last but not least, this is important. No gallicite = no engines.
Tech Tree: Newtonian
Biology/Genetics:
Genome Sequence Research: This research allows the creation of Genetic Modification Labs, and further Genome research. Useless at the beginning, later a good choice.
Construction/Production:
Expand Civilian Economy: Increases taxes, wealth and profit by 20%.
Trans-Newtonian Technology: The door to the world of aurora. The obvious First Choice, everyone should achieve TN tech ASAP.
Logistics/Ground Combat:
Fuel Storage: Large/Fuel Storage: Tiny : Allows to build bigger/smaller fuel storages for ships.
Improved Command and Control: Allows to build sector command, and to appoint a sector governor.
Orbital Habitat Module: Provides life support for 50000 people, used to build fleet HQs on inhospitable places. Must be placed in a space station.
EDIT: On tolerances, i set them to 0.7G to 1.3G. This to add some realism, because humans couldn't live an entire life on mars without experiencing significative body weakening. However you can land teams, sensor bases or army units on Mars, Venus or wherever you want, apart Gas Giants and Stars, obviously.