Difference between revisions of "Galaxy Ownership"

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* [[Capella]], [[Building Academy Entrance]], [[Blue Photon Processing]], [[Ring]], and regular AI stations sell the majority of the station blueprints/factories/extractors needed for basing.
 
* [[Capella]], [[Building Academy Entrance]], [[Blue Photon Processing]], [[Ring]], and regular AI stations sell the majority of the station blueprints/factories/extractors needed for basing.
 
* Credits are made by building and maintaining colonies, or selling industrial commodities, active commodities, or, colony commodities.
 
* Credits are made by building and maintaining colonies, or selling industrial commodities, active commodities, or, colony commodities.
 +
* Galaxies are initially revealed during reset in [[Wild Space]], then more reveals occur as time goes on. Being online during a reveal will give your map those galaxies automatically.
 
* When in doubt, join a team and shadow/pair with someone.
 
* When in doubt, join a team and shadow/pair with someone.
  

Revision as of 18:16, 22 March 2024

See Station Building for similar topics.


Players with an active subscription can stake and claim Wild Space galaxies. Unowned galaxies can have active PvP or PvE (if claiming AI empire galaxies), but once owned, only the threat of termites (which *will* eventually occur to any system) provides a real risk requiring kits to be properly geared/auged and players to be properly skilled.

This system is novel and different from the system of yesteryear with HQs and outposts and owned space does not have to be contiguous to a team's borders. However, it is recommended to route bots through protected (by any team) space.

Unowned systems can only have attached kits and unattached CnCs. Drones are only allowed in owned galaxies.

To claim a system, a T16 "CnC" ownership kit must be deployed within 2,000 distance of any sun by a player on a team. This special ownership kit is the Command and Conquer Kit and is purchased at Building Academy Entrance for 4,000,000,000 credits and is 5,000 size and quite heavy. It cannot be attached.

This will aggravate any AI empire station kits to be hostile to the kit and kit owner (but not to other team members).

Ensuring your Command and Conquer kit is fully healed/geared is often crucial when there are galaxy contests.

Deploying the kit then requires the player to successfully construct the Nullification Generator Build in the construction tab ideally as soon as possible. It requires 10,000 Sentient Chatbots and 10,000 Steel Girders so ensuring you have sufficient infrastructure via Extraction Expert kits is crucial.

There is an additional equipable Nullification Generator Construction Support that once equipped and fed 300 Fusion Cells every 10 minutes will speed up the ownership construction process, which spawns healing drones that heal the CnC and orbit 7,500 distance from the CnC. As long as they are not destroyed (by enemy players or enemy AI empire kits/drones) they will speedup the ownership process.

Although you cannot build unattached kits besides the CnC in an unowned galaxy, you can risk building attached kits to bootstrap your infrastructure that later will be protected from PvP once ownership is done and maintained. Alternatively, the resources may need to be garnered through diplomacy, the public market, or the team market.

Once the Nullification Generator Build is completed, ownership might be delayed until the server's next 10 minute tick fires. Once owned, the galaxy in the galaxy map will be circled by a white circle.

The quickest ownership can be done is around 100 minutes or 1 hour 40 minutes. Without the ownership booster drones, it takes 180 minutes or 3 hours. If failed to properly supply the required materials, it may never complete.

If there are multiple team's CnCs racing for ownership in a system, the first one past the post wins and any other non-teamed kit will be abandoned/destroyed.

After ownership is done, 100 Fusion Cells/10 Minutes or 14400 Fusion Cells a day to maintain ownership. This should not be done manually as a best practice, and any bot that feeds the CnC should take care to source from the same galaxy (all galaxies are guaranteed to have enough Nuclear Waste to support ownership) or another galaxy that does visit any unowned galaxy to avoid PvP. Additionally, it is recommended to lay a separate defense kit, and if the galaxy is high enough in rarity (Rare/Exotic) ensuring the kit is owned by a Station Mastery having character.

If at any point in time, the CnCs fusion cell tick occurs and there are not enough fusion cells or if the CnC kit is destroyed by termites/starvation, galaxy ownership will be lost (warnings will propagate in team chat), with a small safety cushion of time determined by how long the galaxy had previously been owned (up to 3 days, and initially an hour of buffer time).

Special "LACS" prefixed galaxies exist and cannot be owned, but provide a source of Goop which may be used to enhance extraction output in the galaxy by 25% if fed to a CnC with the properly equipped factories/industry or fed as inputs into special Colony Commodities.

While the End of the Universe event is active (the last 7 days of the universe) ownership within Wild Space can no longer be lost. Players at this time should pack anything they deem of value and worth keeping.

Introduction (WIP)

Galaxy Ownership is an endeavor that lets you stake a claim in the the Wild Space layer to reap great rewards at risk of Termites, other player hostility, and/or competition. Being well prepared for owning your first, or your hundredth galaxy is the task at hand, and whether or not you succeed or fail rests entirely on how well you have prepared space cadet.

First Time Station Building

If you are new to station building, it is always a good idea to first practice in the Earth Force layer, especially if you lack all the required materials, gear, augmenters or skills to take on Wild Space. For those completely new to station building, building a shop in Free Market is a recommended first step. Although the rewards are a fraction to Wild Space, you can practice:

  • Putting enough workers on your station and feeding your workers.
  • Familiarizing yourself with deploying a station kit to build stations and slot management.
  • Understanding the different trade skill roles and station specializations.
  • Managing a station through the unique construction, inventory, and management tabs
  • Audit station logs to understand docking/tradebay activity, starvation warnings, construction history, etc.
  • Properly setting permissions to avoid accidently leaking items in the tradebay to the open market or guarding against team sabotage.
  • Testing out your hauling ship, station building sphere ship, and tradebots feasability.
  • Constructing blueprints (below or equal to tech 20) and providing required materials.
  • Setting up a shop and earning shop income or items through player sales.
  • Practicing setting up tradebots, routing them through galaxies, and buying/selling items.
  • Understanding how to prevent kit issues such as starvation through improperly set makemaxs, lack of credits, rations or workers.
  • Dealing with decayables, calculating manhours, putting extra workers temporarily for demanding builds.
  • Gearing your kit to prevent roaming AI attacks (and later termite attacks in wild space).
  • Positioning and tractoring skills for movement of stations.

Returning Station Builders

If you have built many years ago, here are the major changes:

  • There is no academy system anymore.
  • Station ownership requires Command And Conquer kits now.
  • PvP is disabled once a galaxy is "owned" through the ownership process.
  • All stations can now be attached or unattached (the Command And Conquer can only be unattached)
  • There are Industrial Commodities that are core to be transported by trade bots, raw materials should not be transported unpacked.
  • Capella, Building Academy Entrance, Blue Photon Processing, Ring, and regular AI stations sell the majority of the station blueprints/factories/extractors needed for basing.
  • Credits are made by building and maintaining colonies, or selling industrial commodities, active commodities, or, colony commodities.
  • Galaxies are initially revealed during reset in Wild Space, then more reveals occur as time goes on. Being online during a reveal will give your map those galaxies automatically.
  • When in doubt, join a team and shadow/pair with someone.

Experienced Station Builders

If you have built recently or are currently building, and have succesfully lasted against termites in a recent universe, there is not much besides filling in the gaps or suggesting ways to scale up. Participating in team mass builds for crests, station kits, augmenters, gear, colony terraforms, colony boosters, etc. is a major source of discounts. Refining external excel/sheets documents to optimize how long it takes you to build is probally another task at hand:

  • Having a galaxy scan event log extractor and formatter
  • Having an external excel/sheet document that
    • categories all your galaxy scans
    • categories all your station/tradebot slots and their usage
    • auto generates tradebays so you can select all on your ship inventory and sell to quickly gear stations
    • collaborate with building partners
    • calculate return on investment on selling industrial commodities, colony tradebays prices, active & colony commodities.

A well oiled machine of tools takes a few days worth station building into a days work.

Station Building Checklist

Preparation is key, and here are some points you'll need to check off before being "ready" for station building in Wild Space.

Subscription

  • Each account that participates in Wild Space under the builder must have an active subscription for the entire duration of:
    • Having stations.
    • Having drones.
    • Having any tradebot that visits any galaxy in wild space.

A lapse of subscription can cause entire galaxies to abandon and have a hostile takeover occur by pirate players and a loss of all station inventory/credits if not remedied in time.

Hard Requirements

  1. Being a member of a team (either created yourself for your characters, or any active team)
    1. Being able to fend off pirate teams, borrow Industrial Commodities to bootstrap, utilize team production (which may be up to 196% faster due to Rovert, Depot Kit, Anatolia Efficiency Algorithms).
    2. Help have fellow healers (Shield Monkeys or Engineers) to bring up kits to max health so they can be transferred to their final kit owner.
  2. A galaxy scan, either provided to you or done yourself
    1. The "Goodness" of a galaxy is 50% determined by the galaxy rarity, with Common < Uncommon < Rare < Exotic being the order of amount of T0 Commodities in the galaxy. The other 50% is a uniform distribution.
      1. All galaxies have atleast enough Nuclear Waste to self sustain the CnC. Whether the resource density is all on one planet/moon or spread out many planets is a factor.
    2. Use Rapid ENIAC to scan entire galaxy than other ENIAC to scan individual planets, at highest power possible
  3. Station Kits
    1. todo
  4. Station Augmenters
    1. todo
  5. Station Gear
    1. todo
  6. Layout of kits
    1. Optimal Basing Slots
      1. table of slots per kit tech level
      2. table of optimal slot usage for T16/T20
    2. A kit dedicated to prod (or use your team prod) and close AI Station
      1. depack via limbo and spheres
      2. Promethium (either from asteroid ring or planet/moon) is required or a bank of Industrial Promethium Crates if doing any prod
      3. Enukes is recommended but can be enriched from promethium
    3. A kit for each CnC to defend
    4. A kit layout for each ExE/CA planned to be la
  7. T0 extractors (Metal, Silicon, Nuclear Waste, Baobabs, Space Oats)
  8. Workers, Hydroponics, Factories
  9. Colony gear
  10. A hauling ship with sufficient speed and hull
    1. e.g. Behemoth, Emperor's Behemoth, Divine Behemoth, Honey Badger
  11. A station building sphere ship with sufficient hull and docking speed
    1. Inventory should have stock to fully deploy kits
      1. Rations/Workers/Nuclear Waste/ICs
      2. Station Gear/Augmenters
      3. Station Extractors/Factories
    2. Tractoring planets/moons/asteroids/suns will help you move
    3. Having a friendly player or bot move to help you tractor yourself is recommended.
    4. e.g. Thatch, Singularity Sphere, or Merchant Navy Contriver.
    5. A Particle Brake, Singularity Brake, or Quantum Brake is recommended.
  12. Tradebots
    1. Priotize turning/speed/capacity stats.

Soft Requirements

  1. All accounts to have at least 3 basing characters and 2 Merchant Fleet Master characters
    1. todo
  2. Fully maxed trade skills (requires level 3,000) of either Merchant Fleet Mastery, Station Mastery, Colonial Administration, Extraction Expert
    1. todo
  3. 20 Station Management, 18 Station Tweaking 5 Station Research
    1. Crests can be massbuilt to save further.
      1. todo
    2. LSS/ESS
  4. A planning tool, such as excel/sheets to help track your characters and basing layout
    1. todo
  5. Warp beacon next to main prod/galaxy
    1. todo
  6. Drones
    1. todo

Claiming Process

pre

during

post

healing drones setting up prod and prod adjacent buildings (swaps, modules, open prod)