Updated: 01.10.2023, 23:29 Uhr by Schatten EMPIRE (50) - URL: game.en.stne.net/Manual.aspx?id=102
In STNE you can regularly few Gane-Hints, that you can activate in the main menu under "Help" --> "Game-Hints".
Overview:
- Ships
- Colonies
- Mixed
- Game-Hints
1. Ships
- Make sure to always have Deuterium-Fuel on your ships: Every Cycle/Tick/Round the reaktor on your ships transforms a specific amount of Deuterium into Energy. Without energy your ships are "dead in the water!"
- Your Colonisation ship produces extra energy with solar collectors when it is positioned in a system with a planet. Depending on what kind of planet it is, you will gain different amounts of extra energy from those collectors. (More sun more energy > Desert Planets give you the most)
- Make sure you have sufficient Food: Every group of 5 Civilians/Crew = 1 food per cycle, 10 Crew = 2 food, etc.
- Several ship-types have a warp reactor/core (on the statistics of a ship you will always see those two bars next to the number by the reaktor power >>> {} <<<), To recharge a Warp reactor to the minimal, you need 2 Antimater, 1 Dilithium and 2 Deuterium. Each one of these loads fills up your reaktor by 50. Depending on room you can fill up it up in different quantities, for example 20 AM 10 Dilithium 20 Deuterium. Every ship type also has a different amount on maximum capacity, which you are able to look up in the ship stats under >>> Database >>> Ship Clases.
- Ships with a warp reaktor produce more energy then ships without one. Therefore its always advisable to always have the reaktor loaded.
- Undocked ships without crew lose per cycle 5% of its hull integrity. (usually 1 hull per cycle) - So saving these ships needs to be done at a fast pace.
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2. Colonies
- Especially watch out on your colonies, that you produce enough Food and Energy.
- If food isnt enough, your civilians will flee your colony.
- If food is present on your colony, only then will you receive new civilians.
- In an energy crisis some buildings will be automaticly shut down.
- Plasteel and Duranium are goods of importance, because they are used for building buildings and ships. Make sure for a high production for these goods.
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3. Mixed
- You can use Transmission-Drafts as Notes. In order to do that follow the path "Communications" --> "Write new message", write something and then click below that "Save as Draft". under "Inbox" --> "Drafts" you can select them, change them and/or send them. In order to save the transmission as draft, it is not required to have a receipiant in the "to" box.
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4. Game-Hints
Die Game-Hints are visible in a small browser window - The automatic appearance after login can be turned off under "Help":
The Game-Hints are visible in another smaller browser window, in which starter hints will only be displayed until to a specific level:
Tips so far:
- Deuterium to Fuel
Nearly all your ships need Deuterium in order to generate energy (only some ships have warp cores). A ship's reactor will convert one unit of Deuterium into one point of energy, whereat the amount of energy generated per tick depends on the reactor's capacity. Make sure to keep your ships supplied with Deuterium. Some of your ships are equipped with Bussard collectors and are therefore able to collect Deuterium in Nebulae or above desert planets. Some others even have Solar cells which generate 1 through 6 additional points of energy when stationed above a "sunny" planet.
See also: [Supplying Ships]
- Save from Attacking
Below Level 6, you can not attack or steal, nor be attacked or robbed. Your ship automatic prevents that you fly in sectors / orbits where alien spaceships are on red alert. Before (single) colonies on red is not be warned - this can be a deadly trap.
Flying Vidiianer fleets never penetrate into orbit.
See also: [Alert Conditions]
- Beaming (Transport)
"Beaming" is a well-known form of transportation featured in the StarTrek® series. The Colonisation ship can beam up to 20 units of goods (of the same type) or 4 crewmen at the expense of one point of energy. Please notice, that you can only transfer goods or crewmen to or from a colony if your ship orbits that planet resp. to or from another ship if both vessels are located in the same sector. Furthermore, your ship's SRS (short-range scanners) have to be activated for the "Beam..." buttons to be visible: .
See also: [Beaming (Transport [_] )]
- Food consumption on colonies
1 - 5 people consume 1 food per cycle (tick/round), 7 people consume 2 food, 11 people need 3 food, etc.
Be sure to have always food inventories on your colonies and spaceships for some cycles.
On colonies it makes sense to set an --> "Immigration limit" in the "Settings" to a multiple of 5, e.g. on "65" at 66 housing - else the additional inhabitant (the 66th) consumes 1 additional food.
See also: [Supplying Ships]
- Help from the Federation
When you reach colonization level 8, you cannot request anymore ships or goods from the Federation any more. Before you apply for the eighth and last level, you should be sure that you have requested all possible ships: 2 Ore collectors (Antares class) and 2 Deuterium tanker, 1 Long distance transporter (Whorfin class), 1 Short distance transporter (AntaresB class) and 1 Research ship (Oberth class). The same is essential for the goods you could need: Food, Iridium Ore and Plasteel cost 1 reputation across your empire per requested unit of good. Moreover you can load your reserve battery at a supply post of the Federation (NPC) until level 8.
You can also rechearche your Emergency Batteries on Supply posts from the Federation (NPC).
See also: [Request Ships]
- Internal Reputation
You need internal reputation to reach a new colonisation level, as well as your colonies get more immigrants. For each 1.000 internal reputation the attractiviness of your colonies increases by 1, this is especially important for asteroid-, desert-, ice-, rock- and lavacolonies.
See also: [Reputation (intern - extern)]
- Debris Fields
Debris fields belongs basically to nobody (managed by nobody NPC), so you can easily beam out present products and rescue capsules. If you submit a rescue capsule to an supply station of the Federation, you get +5 for internal viewing. From debris fields you can extract Duranium with a Tug-boat or an purchased Ortygia to max. 5 / 100. For the shooting away a debris field, you get +50 external reputation.
See also: [Reputation (intern - extern)]
- Posts in the official SCN Network
In contributions to the first 3 channels of the Subraum Communications Network (SCN) is role playing (RPG) required. Therefore, playing technical words are prohibited: "Game", "Player", "Tick", "Points", "Level", "Account", "Admin", "Multi", "Forum", "Bug" etc., as well as log entries and not pure RPG regular texts.
Use "settler" instead of Player, "cycle" instead of tick/round etc.
See also: [SCN (Channels)]
- Disassembling of Building"
If you build a new building and "disassemble" it again at the same time, you get all the raw materials used immediately back, but not the consumed energy. After a tick change you will receive just 50% of the used raw materials by "disassembling" a building.
See also: [Buildings]
- Alarm Conditions (Defensive Preperation)
There are three alert conditions: Green, Yellow and Red. Each condition affects how your ships & colonies will react upon (potentially) hostile actions:
Green: your ships & colonies will remain completely passive in the event of theft, towing or attack (even upon destuction).
Yellow: your ships are watchful and will defend themselves when they get robbed or attacked. Ships owned by players that you are at war with will be attacked automatically if your ships are combat-ready (i.e. ship is undocked, shields and SRS are activated). If they are not, they will prepare for combat immediately.
Red: your colonies and combat-ready ships will open fire on any ship whose owner did not enter into a contract with your empire. Non-combat-ready ships will immediately prepare for combat.
See also: [Alert Conditions]
- Contacts among Neighbors
It would be advisable to keep in close contact with your neighbours and to secure peace through peace treaties or least non-agression pacts. This way, you should be able to develop your colonies without ruffle or excitement. Neighbours may also recommend planets to you (which you can colonise once you reach level 6).
See also: [Schiffe versorgen]
- Route Planning
If you want to fly quickly with a spaceship from A to B, without finding out in a cumbersome way the optimal and shortest path in the star map, then you can look for it automatically. Click to:
"Database" --> "Stellar Cartography" --> "Route planner".
See also: [Stellar Cartography]
- Ferengi trade exchange
The commodities exchange is provided in the Delta Quadrant maintained by the Ferengi, a . The commodities exchange allows you to transfer goods to your goods account and stored there.
With these goods, you can take part in the commodity exchange to accept offers from other settlers and place own bids. Your goods account transactions are recorded in your logs.
The commodities exchange and your goods account can be found under:
"Communications" --> "Ferengi trade exchange".
See also: [Ferengi trade exchange]
- Larne - the currency of the Federation
n the Delta Quadrant there is, in addition to the Ferengi trade exchange, another exchange trading system of the Federation (NPC) with the special barter currency "Larne". At supply stations you can sell your own products against Larne or buy goods.
To use the trading system, you fly with some goods or Larne to a supply station and click at the SRS on the button ("Trade").
See also: [Larne]
- Credits - Game-Money
Credits are a STNE currency which you receive in 2 kinds:
- im In the Game through Trading and shooting of Vadwaur-probes,
- on your virtual player's account with every Tick and as well against Cash Euros, Dolars, Pounds etc.
Over your own Ferengi-[storage] you can transfer Credits from the game to your virtual player's account but not vice versa. With the transfer of Credits on your Ferengi - storage no payment taxes become due, indeed the normal everyday 15 % of storage fees. Under "Preferences" --> "My Account" you can buy with your Credits ships and raise your colony or ship limit.
Colonists under the [Colonisation Level] 8 and users of the "Feature Pack" receive with every Cycle +2 Credits on to their virtual account. Every other Colonist receives +1 Credit per cycle.
See also: [Credits]
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