OP's Guide

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Shores of Hazeron is a complicated game, but I have attempted to make it simpler. This guide is meant for players in our SB Empires - Iriki-In Dynasty and Medved Union - starting an Empire on your own is MUCH harder.

Helpful Links

User Manual
Wiki
Mega Tutorial PDF
Hazeron Forums
Spreadsheet for Doing Calculations

Making A Custom Race When Joining An Empire

Start by joining the game as an Emperor, or as a player in an empire who has a race you like. Then just contact Andronicus (Iriki-In Meren) or Silence (Vultan) so that you can switch empires. There is a button in the (F12) Policy Menu - use it to leave your current Empire and choose one you like. It is very strongly recommended that you avoid natural weapons and make sure to be able to jump or fly, as they are very, very useful. It is also important to look reasonably presentable, as all of the citizens in colonies you found will look like you. Flying is done with the Z and C buttons, and is currently broken.

Quality / Tech Level

The quality level, or QL, of an object is a measure of how pure/well refined/etc. that good is. A low QL will cause failures when attempting to fetch to a building. Higher QL goods are needed for production of higher tech level items, at a rate of 8 QL per TL (247 QL is required for TL 32, the current cap). Tech level is vital for building space craft, as all components must be of the spacecraft's tech level minimum to build the craft. Check the spreadsheet I provided for info on tech and QL.

Quality levels are expressed as both a number between 1 and 255, and a descriptor:

  • Flawed (1-34)
  • Bad (35-74)
  • Poor (75-114)
  • Fair (115-154)
  • Good (155-194)
  • Fine (195-224)
  • Superb (225-255)

Resource Zones

It should be noted that Planets and Large moons have 3 different "quality zones" while Moons only have one. These zones are N-S strips of land that will have different types of vegetation, and different abundance and quality for their resources.

The zone changes go as following (Press F7 in game to display your coordinates):

  • Zone 1: 180W-60W
  • Zone 2: 60W-60E
  • Zone 3: 60E-180E

On a ship scanner, resource quality will be ordered from zone 1 to 3.


Ringworlds have seven different resource zones, divided into 360 degrees means about a 51.5 degree difference between each zone.

  • Zone 1: 180W-128.57W
  • Zone 2: 128.56W-77.14W
  • Zone 3: 77.13W-25.70W
  • Zone 4: 25.69W-25.71E
  • Zone 5: 25.72E-77.15E
  • Zone 6: 77.16E-128.58E
  • Zone 7: 128.59E-180E

Colonization

So, you want to set up a colony. The first thing you need is a ship. I recommend using a basic design, but sensors are key. Good sensor coverage will give you the knowledge to plan your colony. There are three main types of colonies:

Garden Colony

Easiest to set up - you can build a colony like this with just a flag to start. On a habitable world (in the inner, habitable, or outer range, with a standard/tainted atmosphere) you need only build farms and a stone mine, and the rest can be built up naturally. Even power is something you can delay here. Hydroelectric is the best here, followed by nuclear if you have good radioactives.

Independent Colony

These are colonies meant to stand on their own without exterior support, despite a harsh environment. Harsh environments add 1 electronic part, 3 metal, and 2 plastic to the construction of every building level, and they have a dome over the flag square. These planets need access to water for farms on-site, as well as local resources for oil/plastic and metal. All of the farms need to be set on irrigation mode for production. It is highly recommended that you bring lots of resources, as these colonies require require power and mining operations to be set up right away.

Dependent Colony

These colonies are the basic moonbase or mining colony - no local production of necessities, meaning you have to rely on off-site production to supply the colony The colony needs to have on-site power generation and air production to provide life support. Bring stone, mechanical parts, textiles, plastic, metal, and electronic parts so you can build an airport terminal right away. This also requires a soldering iron and a hammer. This link has the full list of materials, though if you are using this with a starship, you only need to build one story of a broker from stuff you haul in a crate - the rest can be sold to the broker from your ship.

Resource Management

All colonists need the following resources to survive

  • Life Support - Power is needed in harsh environments to keep the vent fans blowing. Power can be generated a lot of ways - wind is best on frigid planets, solar is good on inferno planets but you need more backup to cover you at night. If you can make tongs and have good quality radioactives, nuclear is very good.
  • Air - Air needs to be refined if the atmosphere isn't breathable or does not exist. This requires a refinery, power, and either an atmosphere or a source of water. Water can be melted from ice mined on frozen areas or imported.
  • Food - Food needs to be available. Make a large variety available and you will receive a bonus to morale. Orchards and farms are good for this. Vegetarian cuisine is the safest approach, as infestations only eat animal products.

What this means is that every colony needs these needs met before you set up housing. Dependent colonies can rely on imported farming supplies and air to a lesser extent, but still need power for life support and on-site air refining.

Tools and Supplies

The first tool making building is the Carpenter, who makes hammers from mined stone, and shovels from logs made in an orchard or logging camp - logging camps are cheaper, but require trees, while orchards are flexible but inefficient.

The second tool making building is the Machine Shop, which moves your colony into the industrial era. Machine shops can make all kinds of things from metal, which is made in a smelter, which processes mined ore. Metal is one option for making mechanical parts, and it also builds heat sinks.

The third tool making building is the Plastics Factory, which not only makes tools from plastic, it is also the facility that makes plastic from petrochemicals, which are made in a refinery (needs power) from oil. I often like to have 8 stories of factory producing plastic, and another building producing tools from plastic.

The fourth tool making building is the Electronics Shop, which makes electric tools and electronic parts using a variety of materials, including metal from smelting ore, plastic from petrochemicals, and mined minerals and crystals. This also makes a number of technobabble components for spaceships.

Colony Design

Colonies are typically constructed with roads extending in a cross pattern from the town flag square. Generally, you want road branches with two spaces between them for optimal coverage - cross streets are not needed. Avoid using intersections for roads except where they are needed, and only use road slabs for airport/spacecraft manufacturing areas. Otherwise, you will glitch out the terrain system, resulting in sheer cliffs and other such craziness. File:Hazeron1.svg