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Overall Goal: Reach the third age.
Step one: Get fifty workers
Why do I need all my workers? Because the key to advancing ages and gaining worth is to pull in as many resources as you can. Here is how you should go about getting all your workers:
First tick you should build as many workers as you can, that's the most important thing. Then, build four farms so you can get more food ASAP. Now its just a waiting game, wait until you're farms and workers are done, make sure you are always using all your workers, and explore to find more farms so you can make more workers faster.
-Every time you get >25 food make another worker!
-If at anytime during this you have 300 gold, build a school and you can skip step two!
Step two: Get a School.
If your workers have already provided you with 300 gold, you can build it right away. As soon as it is built put 14 workers on learning, it is important that you only have 14, not 15. The 15th won't contribute because each worker gives .5 knowledge, and that extra .5 gets rounded down!
Step three: Build a University.
1. Research Electricity Production, Electricity Consumption, and Higher Education.
2. Get 700 gold and build the University.
Step four: Wait! (Or you can build some attack dogs while you're at it.)
Now that you have almost everything you need to advance to the next age, you just need to wait for enough of that most precious resource
Step five: Simple
Advance! ^-^"
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When you first begin the game, you will have a generic message awaiting you from...you...welcoming yourself to the game...weird...
The Planet Coordinates [1:1]-[xx:20] tell you 1. your galaxy [x:y], then 2. your planet number within that galaxy [x:y]. There are 20 members on every planet, 20 planets in every galaxy, and an unlimited number of galaxies determined only by the player base. Because it would ruin the balance of the system, empires are never deleted or removed from galaxies... ever. Go ahead, try and be the first, tough guy.
A Red background means they are unhappy, a Blue background means they are neutral/satisfied/not planning to kill you in your sleep and a Green background means they are ecstatic and think you are the coolest!!!!
Max Population
This number is solely determined by the number Houses you have built. Each House increases Max Population by five (5).
Population
This is the number of people in your empire, consisting of 1) Workers, 2) Workers that are currently in the 4-tick process of being trained and 3) your free population, or freeloaders.
No military entity ever counts toward the population, and since training military entities usually requires using free population, you can actually lower your population temporarily by training them as military.
Free Population (or Freeloaders)
This population is completely unused and can be done with as you please, so long as you can find use for them--they are used/required to train more Workers and build military Units, Tanks and Aircraft. Be careful, as they require Food to upkeep each tick, the dangers of such will be discussed immediately below.
Free Population enter and remain in your empire automatically if the conditions are right: 1) Max Population allows for more Population to arrive, 2) Food is in Surplus (discussed below) and 3) Power Usage is under 100% (also discussed below).
Food Consumed Per Tick
For every member of your total population, 1 Food will be consumed each tick.
The surplus tells you how much your Food stored will change the next tick; your Food will never go into the negatives. Please understand that having a negative surplus does not necessarily affect your population growth rate, but i will diminish your Food that you own if you have any listed in your resources (J).
NOTE: Though Workers, being a part of the total population, will consume Food if it is there, they do not need Food to survive and will never die or stop being Workers.
Silo Room/Usage
This tells you how much Food you can store. Any additional Food will either just not come in or will be lost the next tick. The usage bar tells you the percentage your current amount of Food listed in (J) uses of your total silo storage room. We will discuss increasing silo storage later, but if you want to know now... well, you just build more silos under the "Construct" page.
This is what determines whether or not free population will grow/remain at max or decrease/remain at zero (0). Simply have more Food in your possession than there is population and the population will grow/remain at max the next tick. Otherwise, it will decrease/remain at zero next tick. The surplus will affect how much Food you have the next tick, meaning that you may need to keep on eye on it if you are trying to maintain your freeloaders.
Power
Once you research electricity, the option (and need) to construct Coal Power Plants will appear. They will produce +30 each, and as you progress through the game, more efficient power plants will become available for construction. Ensure that you maintain operations well below 100%, just to be safe, since operating above 100% can limit resource bonuses received and will prevent any new free population from entering your empire.
Time
The time listed here is mostly inconsequential, except for one detail: Knowledge rate. Yes, your Knowledge gained per tick is affected by the time of day listed here. If you want to adjust your Workers according to the most efficient time of day, go right ahead, or just leave all fourteen (14) Learning 24/7. (Remember not to bother bumping it up to 15 Workers because odd numbers are evil in Learning.) One hour on this clock takes fifteen (15) minutes in real life to pass--though I am unsure if the time is less for Plus Players and their fancy 10 minute ticks.
Season/Weather
The season is merely an indicator of what kind of weather you might expect, but it is that weather specifically that is of interest.
If one type of weather remains long enough, then it becomes "extreme weather," like you might see on the Discovery Channel (which has also yet to be discovered in the Discovery Age, though the Weather Channel has apparently shown up already). All extreme weather is bad for all resources--Hurricanes, Blizzards (not the player, the weather) and Droughts are extreme weather conditions. The only good type of extreme weather is "Very Nice" weather, which gives you a phenomenal 50% increase to all resource production.
Otherwise, normal weather affects things as follows (if a resource is not mentioned, then the weather in question has a neutral effect on it): Snowy: Good for Iron and Knowledge, but bad for Food and Gold.Hot: Good for Food and Gold, but bad for Iron and Knowledge.Rainy: Good for Wood, but bad for Oil.Windy: Good for Oil, but bad for Wood.Stormy: Bad for everything, but not as bad as extreme weather.Nice: Good for everything, but not as good asVery Nice--note that a certain small amount of each resource must be produced to resource "Nice" bonuses. One (1) Worker on Wood will not be enough for Wood to qualify for the additional weather bonus.
Research
Build your School as soon as you can do so. You cannot gain any of the important resource "Knowledge" until you build a School and place Workers on Learning. You will need Knowledge to begin researching, which is the key to progressing through the game and gaining new options. Do not forget to go to your "My Empire" and assign as many Workers as you can spare to Learning.
The class of '08 is only 15 Workers large, but if you know what's good for you, you'll convince the 15[sup]th[/sup] one to drop out and become a Miner. Also, there's nothing wrong with encouraging your students play hooky every now and then if you can make use of their slave labor for a while, particularly during the night hours, when their Learning is drastically lower. Send 'em off exploring for a spell; they need to see the world before they spend "years" in School.
Required to build: N/A
The University allows you to research a number of new things, and it is also a requirement for age advancement. Since Seismic Surveying is highly useful and since you cannot research it until you have built your University, try to build your University quickly.
Required to build: Electricity and Higher Education
This will be addressed in detail in the "Market" Page Tutorial section. To summarize for now, the Market lets you begin buying and selling resources on the Market.
Required to build: Trade
The Siege Factory lets you build Artillery and Heavy Artillery. Heavy Artillery, though much more expensive than training Units, is one of the best troops for military building. To get help deciding which kind of military build is best for you, see the forthcoming "Military Handbook."
Required to build: Armed Forces
The Machine Factory lets you build Light Tanks, but more importantly, it lets you research Warfare and construct Tank Storage to house your tanks.
Required to build: Armoured Vehicles
The Airfield opens up numerous options, and as a necessary precursor to both a Command Centre and a Space Centre, it is a very useful building in that regard.
Additionally, this building allows you to build Jet Fighters and Helicopters, as well as to construct Hangars to hold your aircraft.
Required to build: Flight
Required to build: Warfare
For every Farm you have, you may assign one (1) Worker to the task of Farming in order to produce more Food.
Required to build: 1 Farming Land per Farm being constructed
For every Gold Mine you have, you may assign two (2) Workers to the task of Gold Mining in order to produce more Gold. Each Gold Mine Worker produces 2 Gold at the most basic level of production.
Required to build: 1 Gold Deposit per Gold Mine being constructed
For every Lumber Yard you have, you may assign two (2) Workers to the task of Wood Chopping in order to produce more Wood. Each Wood Chopper produces 2 Wood at the most basic level of production.
Required to build: 1 Forest per Lumber Yard being constructed
For every Iron Mine you have, you may assign two (2) Workers to the task of Iron Mining in order to produce more Iron. Each Iron Mine Worker produces 2 Iron at the most basic level of production.
Required to build: 1 Iron Deposit per Iron Mine being constructed
For every Oil Well you have, you may assign one (1) Worker to the task of Oil Pumping in order to produce more Oil. Each Oil Well Worker produces 5 Oil at the most basic level of production.
Required to build: 1 Oil Deposit per Oil Well being constructed and Seismic Surveying
Silos are very important. For every Silo you successfully construct, you may hold 100 more Food than you could before. If you try to produce or purchase more Food than your Silos have room to hold, then all excess Food will be lost the next tick.
I would recommend building up to between 16,000 and 40,000 Silo Storage space (160-400 Silos) by the time you advance to the next age. If you build even more, then that's fine, but you are not likely to experience a great need for such a large amount of storage space just yet.
Required to build: N/A
Houses hold your Workers and free population. Each House you construct will increase your Max Population by five (5). If you need free population to train Workers or military but have no free population because your Workers alone are equal to your Max Population, then construct more Houses. Ten (10) Houses should be sufficient if you do not build your military during this age, as Workers will be the only population that concerns you.
Required to build: N/A
You cannot trade on the Market without constructing at least one Cargo Warehouse. Each Cargo Warehouse allows you to buy or sell (or any combination of the two) 5,000 of any resources at a time. You can trade less if you like, but you cannot trade more without constructing more Cargo Warehouses. With just one, you could trade 1 Oil 5,000 times, trade 5,000 Food 1 time, trade 2,000 Iron one time and then 3,000 Wood the next... you get the idea.
After three ticks pass, any trades "clear" and you can reuse your Cargo Warehouse space once again. Build one of these right away after you finish construction of your Market. It is not uncommon to have thousands and thousands of these by the time you near the completion of a Round.
Required to build: Market
Required to build: Electricity or Seismic Surveying, respectively
Barracks hold a type of military force called Units. Each Barracks holds 30 Units. You cannot train any Units without at least one Barracks.
Required to build: Armed Forces
Tank Storage holds a type of military force called Tanks. Each Tanks Storage holds 10 Tanks. You cannot build any Tanks without at least one Tank Storage.
Required to build: Machine Factory
Hangars hold a type of military force called Aircraft. Each Hangar holds 10 Aircraft. You cannot build any Aircraft without at least one Hangar.
Required to build: Flight
They are: Guard Tower, Bunker, and Flak Cannon.
Do not build them, as they do not work properly. Next Round (Round 5), if there are Defensive Structures, they may work, but these do not work--so don't use 'em! Each also requires a specific unique building to construct, but let's be honest: it doesn't matter. Just ignore them, but you may want to research Defensive Capabilities sometime anyway for its other benefits.
Required to build: Defensive Capabilities
(Note: I have ordered them in the exact order in which I recommend you research them. The underlined entries are those that are highly-recommended to research before the next age or are necessary to research before the next age. In the end, however, I suggest you do whatever seems the most fun to you.)
Electricity is necessary for viewing your power usage, building Coal Power Plants, and constructing a University. Before you research Electricity, you do not need to be under 100% power usage for new free population to enter your empire, but afterward you must be under 100% power usage to receive any free population.
Required to research: N/A
Allows you to construct a University.
Required to research: N/A
Allows you to research Trade in this age and Communications in the next age.
Required to research: N/A
This research will allow you to construct Gas Power Plants and find Oil Deposits when exploring.
Required to research: University
Allows you to build a Market.
Required to research: Diplomacy
Allows you to construct a Research Facility in the next age. Consider researching this during the 25 tick waiting period to advance to the next age.
Required to research: University
Researching this gives a +15% bonus to Iron and Gold Mining production.
Required to research: University
Researching this gives a +15% bonus to Food production.
Required to research: University
Researching this gives a +15% bonus to Wood Chopping production.
Required to research: University
Allows you to build Barracks and a Siege Factory, as well as research Defensive Capabilities or Armoured Vehicles.
Required to research: N/A
Allows you to Construct Hangars and build Jet Fighters and Helicopters.
Required to research: Armed Forces
Allows you to construct Tank Storage and build Light Tanks.
Required to research: Armed Forces
Allow you to construct a Command Centre.
Required to research: Machine Factory and Airfield
To attack an empire, you must first build a Command Centre. At first, you will only be able to attack one of the 19 other empires on your planet, but during the next age you can gain the ability to attack one of the 139 other empires in your galaxy. In the final age, you can gain the ability to attack anyone in the universe.
Of course, that's purely in terms of distance. There are other restrictions on whom you are allowed to attack. You also may not attack an empire if its total Worth is less than 50% of your own Worth, though you can attack an empire regardless of how much bigger it is than you are. This means that if your Worth is 1,000, you may not attack any empire under 500 Worth.
You will also find yourself unable to initiate attacks on another empire if you are both in the same alliance.
If your attack is allowed, then all attacking forces and all defending forces will be compared, losses will occur, and either the defender will win (nothing happens) or the attacker will win (the attacker steals a percentage of resources determined by how powerful their victory was).
Attackers take a certain amount of time to reach their destination, and in that time the force sent to attack will not participate in the defense of the "home" empire if it is attacked while they are away. These attacks can be canceled, however, before they are halfway to their destination, but thereafter cannot be recalled.
When you are attacked, you will automatically defend the tick that the attack occurs. If you are in an alliance, however, there is a sort of "joint defense" where other alliance members send you some of their army to temporarily add it to yours in defense of your empire.
Unlike attacking jointly, defending armies sent to an empire remain for twelve ticks with no option to return early, and so long as the defense was sent even just one second before the attack lands, the defending army will take part in the battle. The defending army will participate in every battle that occurs while they are at the target empire.
You have five (5) Motherships and always will. Every time you send an army to defend or attack, it uses a Mothership. You may not send attacks or defense without a Mothership, but Motherships return with the army that was sent on them.
If you are in an alliance with someone (or many someones) who can attack the same empire as you, then you are permitted to launch "joint attacks," which effectively let you join your armies together for this one attack to from one larger army. Any number of allies are permitted to join in on the attack if they meet the requirements to attack the target empire, but all attackers must join the attack within the same tick if they want to join an attack.
Losses get exponentially less the more you outnumber your foe, and they get exponentially worse as your foe outnumbers you. Thus, if you lose thousands and thousands of troops, only to see that your enemy has lost little or nothing, then know that you have not been cheated, just ridiculously outnumbered . Counter this by getting more people to join you for defense/attacks.
Attack Dogs are your best bet Unit-wise for now, for reasons of cost, ease to train, and the fact that no free population is required to train them. Attack Dogs are the only military force that does not require free population to train. You may even stick with these pups throughout the game due to the ease in training mass quantities of them.
The three tanks are not very popular, but Heavy Artillery is highly "Worth Efficient." ←This means that it gives you high attack power while contributing little to your overall Worth. Why is this significant? It's significant because only empires twice as large as your Worth or smaller can attack you, meaning that the more bang you have in your Worth, the more likely you are to successfully attack and defend against other empires.
Neither of these choices (Jet Fighters or Helicopters) are particularly ideal, but if it will really make you overflow with glee, then go ahead and build a few aeroplanes.
Here's one of the biggest things to understand about the Market: the only things limiting you are your Cargo Warehouse space and your Trading Efficiency. Your Trade Efficiency starts out at 50% and increases +1% for each Mercantile Skill Rank you purchase or earn (I and most everyone would advise [u]earning[/u] every one of these ranks and doing so as quickly as possible).
Since all Skill Ranks max at 20, that means you can add an additional +20% to your Trade Efficiency, and with two buildings in later ages that offer +15% Trading Efficiency each, you will eventually be able to trade with 100% efficiency. Once you can do this, you can trade for profit on the Market by buying low and selling high--just make sure you have the Cargo Warehouse space for all your transactions, lest you be left with something you don't want for three ticks until its value has declined.
Of the four commodities to trade, Oil tends to be the most steady and valuable, while Wood and Iron are the easiest and most preferable with which to actually trade. Food is dangerous to buy too much of, since you must have the Silo room for it or you will lose your investment.
The cost to train your Workers is about to increase eightfold, and since you're going to want to train all 150 new Workers ASAP, having as much as Food as possible before advancing should be a priority among your resources. 30,000 Food or more is your goal, but 10,000 can get the job done until you get more Food. Less than that and you will find yourself waiting to reach the 200 Worker mark, which only limits you in the meantime.
Make sure you have done some exploring before advancing, as things are only going to get more expensive in the next age--exploring included. Get some Oil and Gold Deposits as well as Farming Lands, and make sure to build on them.
I already mentioned that I thought your Silo Storage should be around 30,000 preferably, but are other considerations as well, like whether or not you have completed a Market yet.
Cargo Warehouse space should reflect either your trading needs, your trade size to advance a Skill Rank, or both. Never get caught unable to trade when you really need to, and avoid wasting trades that could have been increased a little for a potential Skill Rank increase.
Do not forget to monitor your Houses closely in order to avoid needless free population, but begin construction on some as you near the completion of the 25-tick advancement process. This will allow you to have free population at the ready to train as new Workers.
I already highlighted my suggested research, in order: Electricity, Higher Education, Diplomacy (If you have not yet completed a University), Seismic Surveying (if you have the option to research this before diplomacy, then do it), and Trade. Then, during your 25-tick advancement period, save up Knowledge and begin researching Scientific Methods.
Most individuals will not need much military strength before advancing, but some planets and galaxies prove more hostile at times than others. If you need to build a military to survive, then by all means build the best military you can muster at this point. Even if you'd prefer to wait for different troops to come later, consider just training some Attack Dogs in the meantime to help you defend yourself.
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beeasyonme |
Latest page update: made by beeasyonme
, Nov 7 2008, 3:51 PM EST
(about this update
About This Update
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Keyword tags:
Beginners
Buildings
Discovery Age
Exploring
Introduction
Market
Military
Population
Rank
Resources
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More Info: links to this page
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| Started By | Thread Subject | Replies | Last Post | ||
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| beeasyonme | I'm Done | 2 | Jan 5 2008, 6:41 PM EST by beeasyonme | ||
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Thread started: Jan 4 2008, 8:36 PM EST
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I'm done editing, now its you guys with the grammar ;)
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