The Population Overview section gives a graphical representation of your empire’s entire population. Each type of population (farmer, worker, miner, banker, scientist, and military) will bring up a tool-tip with even more in-depth information. The military section is further subdivided into stationed military (on planets) and crew members (on ships).
This section shows your empires reputation, corruption and science-wastage. All three of these items pop up a tool-tip with more information, when hovering the mouse over them. See Reputation, Corruption and Science Wastage and for more details.
This section gives a balance sheet for your empire’s credit production. Each line is either a credit or a debit indicated by a yellow or red coin respectively. At the bottom is your empire’s total credit balance per turn.
Provides an overview of all your empire’s ships. Each number gives a small tool-tip.
Unmanned Ship Count: The number of ships insufficiently manned.
Light/Heavy/Bombing Firepower: Number in parentheses is the amount of unused firepower due to unmanned ships.
Light/Heavy Units: Number in parentheses are the total number of units of all your light/heavy ships without shields. Numbers outside parentheses is the actual effective hitpoints (HP) of your ships, which is units strengthened by shields.
Civilization traits are bonuses (or penalties) that you as player can pick at the beginning of a galaxy, and further develop by researching doctrines. Among them are traits that influence the productivity of your citizens (food, production, mining, research, etc) as well as traits that improve your stealth ability, increase your planetary space, increase the strength of your ships, or even trigger a Golden Age era for your entire Civilization.
There are more than 20 technologies (so-called “doctrines”) available to further influence your civilization traits. Civilization traits are only available in Advanced Galaxies..
This box lists all available civilization traits and displays what sort of bonuses and penalties you have developed in the various categories.
This box lists all available ship-resources, and how many of them your empire has in stock. Ship-Resources are required to build ships, depending on their composition and amount of ship-components used. Five types of ship-resources can be found in the galaxy, of which there is only ever one per planet: Metal, Deuterium, Radioactives, Crystal and Exotics.
Metal and Deuterium are the most common resources, with Crystal and especially Exotics that can only be rarely found in the Galaxy. Also the concentration ranges widely, some planets have a rare ship-resource, but in such a low concentration that it’s not worth mining for. Other planets might have a high concentration, that’s where you should assign lots of Miners, and build Mines and Robo-Mines to further increase the productivity of your Miners.
If you are low on a particular ship-resource, you do have several options to react:
Assign more Miners: and/or build Mines and Robo-Mines on those planets with a high concentration of a particular resource.
Trade with other players: sometimes it makes sense to mine for more resources than your empire demands to build ships, and use those to trade with another empire that might just have another type of resource that your empire needs. You trade resources via the Diplomacy Screen, by proposing a treaty.
Conquer a planet with a specific resource: Of course you could go to war with another player and steal a valuable planet with a rare resource from him. Not only will this help you, but it will hurt him.
Buy/Sell on the Global Market: The least favorable option is to buy your resource on the global market. Note however that the prices are very high there to buy, and often too low to sell ship-resources for a profit. In addition the prices fluctuate depending on how many other players buy or sell on the market, so you would need to watch it closely - and maybe you are lucky and buy or sell at the right moment?
The Ship Resource box lists how many resources you currently have in stock, how many you gain per turn through mining and how many you gain (or lose) through trading treaties. The last two columns show the current price for buying and selling this resource. Click on the value in case you are interested in buying or selling. Another window pops up requesting you to enter the desired amount to sell. It will display the number of credits this deal is worth before you confirm it by pressing “Ok”.
In general a galaxy is decided (and an end turn is set) when the top player has created quite a gap (score-wise) between himself and his enemies. The code computes the end-turn by comparing scores of individual players with the score of all players combined. It also takes alliances into account and tries to determine if a single player (or a allied group of players) have accumulated enough power to not be pushed from the leading position.
So basically this process would end the galaxy fully automated all by itself. However, players can influence this process by casting their vote to end the galaxy, or not to end the galaxy just yet. As soon as this algorithm determines that the end is kind of near, it enables the “Vote to End the Galaxy” tickbox. The player can now either tick that box if he agrees that the galaxy should end (and by that accelerating the process), or he can chose to leave the box un-ticked, which will prolong the galaxy. Please note that the vote is weighted according to the players’ score.
If a critical number of players have voted to end the galaxy, this process is accelerated even more. Once the code determines that the Galaxy should end (influenced by votes), the end turn is set 100 turns from the current turn. So this means that at this point the galaxy will still run for another 100 turns, which gives the players a final chance to push a little harder and focus on turning the rankings around.
This box displays the overall scores of all the players in the galaxy along with their reputation and rank within the galaxy. The scores and reputation displayed here are used for calculating your score ratio and reputation gained or lost with each significant battle.
There are many things used to calculate a players score in a galaxy. It is balanced in such a way as to try to give an accurate representation of a players overall strength. Score points are rewarded for finishing a research, owning planets, growing your population and military, building facilities, ships and scans, and also for winning battles and conquering planets. All these aspects are weighted differently, and added up, representing your empires score and strength.
manual\overview-screen.txt · Last modified: 2012/02/26 22:17 by erwin-cs
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