Sezoia starting guide
Introduction
Welcome to ZeroG Commander, and also thank you for reading this guide.
The purpose of this literature is to help you gain a solid footing in the beginning stages of the game as well as helping you decide your next paths in the future by granting some foresight into factors you normally may not consider.
When starting the game, you have 7 days of protection, and that clock starts ticking away once you create your faction.
While this guide is intended for Cassiopeia it can also be useful in Atlas as well, though some factors may change, such as time and tech multipliers.
Lets get started!
Capacity | In Use | Free | |
---|---|---|---|
Power | 400 | 20 | 380 |
Personnel | 490 | 180 | 310 |
Space | 4,000 | 150 | 3,850 |
Tutorial
Tutorial - Fleet Select 'fleet 1' go to 'Characteristics' (), select 'Split'. Divide the Escort into a seperate fleet.
- Tutorial - Life Support
Install Basic Beecell, do not use speedups.
- Tutorial - Power
Install the LWR Reactor, do not use speedups.
- Tutorial - Module Production
Produce a Planetary Mine, do not use speedups.
- Tutorial - Mine Installation
Install the Planetary Mine, do not use speedups.
- Tutorial - Research
Select 'Social I' under the SOCIAL tree, and then queue 'Advanced research'.
- Tutorial - Population
Set reserves from 1,000 to 1.
- Tutorial - Colonies
Intall the Habitat Module.
- Tutorial - Ship Design
Create a design with the following modules: -Microhauler -Cargo Hold Class 1 -Ion 500 (2) -LWR Reactor -Basic Beecell
- Tutorial - Ship Construction
Produce an Ion 500 from your factories. Once module is completed, go into your fleet window and find the Cargo I, modify the ship to the design you had just created. Do not use speedups. While the Ion500 is producing begin producing: 2 Basic Beecell 1 LWR Reactor 1 Recruitment Center 1 Technology Center 2 Basic Planetary Mine
-note- Technocrat, skip the Technology center, one will become available as a mission reward later.
Total time of the tutorial using this step-by-step guide would be about 3 hours from the time you create your account.
If you chose to not follow these step by step instructions, this is what you will see instead.
Capacity | In use | Free | |
---|---|---|---|
Power | 600 | 470 | 130 |
Personnel | 620 | 550 | 70 |
Space | 4,000 | 2,500 | 1,500 |
If you chose to follow these step by step instructions, this is what your base would look like in the end.
Capacity | In Use | Free | |
---|---|---|---|
Power | 800 | 720 | 80 |
Personnel | 880 | 830 | 50 |
Space | 4,000 | 3,475 | 525 |
The following is an example of what a base should look like, given some defences.
Capacity | In Use | Free | |
---|---|---|---|
Power | 1,000 | 820 | 180 |
Personnel | 1,010 | 910 | 100 |
Space | 4,000 | 3,650 | 350 |
File:Sezoia Base Example.png |
Starting technologies
Below are listed the technologies I suggest a new player should start off with. Taking into account what they later unlock, and the time it takes to research these would be the foundations of creating your new empire.
In some sections, there are multiple items listed. I do not suggest starting off by acquiring all of the items, but to compare them and start with the one you feel would best suit you in the beginning stages of the game. Your first week is the most critical point, its best to hit the ground running.
- Advanced calculus (1)
- Information processing (3)
- Quantum computing (4)
- Information processing (3)
- Microwarp drives (1)
- Deadalus program (5)
- Explorer program (3)
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.
- Weaponry improvements (1)
- Autocannons (3)
- 800mm autocannons (4)
- Energy weapons(3)
- Laser weapons (4)
- MK1 100 Laser cannon (5)
- Laser weapons (4)
- Autocannons (3)
- Projectile Turrets are a Kinetic type of weapon.
- Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
- Mini-Guns have a high accuracy and rate of fire, but their damage is minimal. Excellent as Anti-Fighter batteries.
- Laser Cannons are an Energy type of weapon which have a higher accuracy than Auto-Cannons and also ignores a portion of shields, dealing damage to Modules and Hulls before shields are depleted, but also have less initial damage than Auto-Cannons.
See Space weapon
- Energy I (1)
- Thor program (1)
- Thor I reactors (4)
- Industrial fusion (1)
- Internal confinement fusion (3)
- Fusion In MK1 reactors (4)
- Internal confinement fusion (3)
- Thor program (1)
Solar pannels produce power based on a planemos radiation - the closer to the sun the higher its radiation. Thor reactors take less time to research and produce more power, fusion reactors produce less power but are less costly on resources.
- Space colonies (1)
- colonial consumer goods (3)
- Hydroponic farms (3)
- colonial consumer goods (3)
- Improved life support (1)
- Life 001 systems (5)
Colonial consumer goods could aid with the happiness of your colonies, thus resulting in higher income from taxes and stricter recruiting doctrines without too severe of impacts on your people.
- Industry I (1)
- Recycling improvements I (3)
- Exocology I (1)
- Asteroids mining (3)
- Atmospheric processors (3)
- Storage optimization I (3)
- Cargo hold class 1A (4)
- Advanced manufacturing (3)
- Space shipyards (3)
- Ship construction I (3)
- Social I (1)
- Colonial administration I (3)
- Fleet logistics I (3)
- Advanced research (3)
- Labratory networks I (4)
- Bank networks I (3)
'Laboratory Networks I' Allows the use of an additional Research Center, this should be a priority tech to learn as fast as possible as it can aid in the growth rate of your Faction.
- Engineering I (1)
- -Combat chassis (3)
- Fighters (5)
- Light combat chassis (3)
- Corvettes (5)
- Base design (3)
- Planetary bases (4)
- Space stations (4)
- Reinforced bases (1)
- Advanced robotics (3)
- Autorepair syestems (4)
- Autorepair system R93 (5)
- Autorepair syestems (4)
- -Combat chassis (3)
- Advanced ionic propulsion (1)
- -Ion 1000 thusters (5)
- Systems I (1)
- Deep space tracking (1)
- Class 1 sensors (3)
- Ship deisgn database I (5)
- Control systems (5)
- Deep space tracking (1)
- Advaned Training (1)
- Space combat doctrine (3)
- Space assault (4)
- Planetary assault (4)
- Infantry training (5)
- Armored vehicles (6)
- Exploration (3)
- Exploration kit (5)
- Analyzers (5)
- Exploration kit (5)
- Troop transportation (5)
- Expanded troop hangar (6)
- Assault weaponry (3)
- Assault rifles (4)
- Tactical explosives (5)
- Personal armor (3)
- Armor deflector (4)
- Deflect vests I (5)
- Armor deflector (4)
- Space combat doctrine (3)
Unlocked Modules:
- Computador cuantigo
- Basic warp drive
- Daedalus L0
- Explorer 0
- AC 800mm
- Laser cannon 100-MK1
- Thor I
- Thor I XL
- Fusion-in MK1
- Fusion-in MK1 XL
- Fresh food
- Life 001
- Life 001 XL
- Microcargohold
- Cargo hold class 3
- Microassembly M1
- Recyling (+0.05%)
- Basic Asteroid Mine
- Gemeni processor
- Cargo hold 1A
- Basic space shipyard
- State centers I
- Colonial administration +5
- Max. fleets +2
- Max. labratories +1
- Basic cryptobank
- Single-seat cabin
- Fighter ministation
- Fighter station I
- Falcon MKI
- Gatling cannon
- Fighter hangar I
- Fighter hangar bay I
- F90
- Microreactor LWA
- Single-seat cabin
- Corvette
- Vangard station
- Outpost
- Base reinforcements
- Auto R93
- Ion 1000
- Sensor class 1
- Ship models +2
- Control system
- Magnetic Device
- Infantry
- Armored vehicle
- Analyzer
- Assault ship
- Troop hangars 1
- Assault rifle
- C8 explosive
- Deflect vest
In later sections, you may see items that arent liste above here. It is intended this way so you have a better focus on what you need and then look at what you want. When choosing technologies, I suggest you put yourself on a 14 day timer. You may have a shield for 7 days preventing you from being attacked but if you follow this guide to near perfect instructions you may have 2 labratories. This extends that 7 day timer to the equivelant to 14 days. I recommend you do start off with at least most of the items above before looking at some of the other modules that may appear later.
Below, modules are listed by a Tier system - this system does not exist in game I found it to be easier to catagorize them this way for more ease of use. Tier I, I feel is mandatory unless otherwise directed above (example, Thor I reactors aposed to Fusion-in reactors - Thor I is a tier I module while Fusion-in is a tier II. Here you can ignore Thor I if you chose to go with fusion-in.) Tier II is intended to be your backbone, now you have some general idea on what you want to do and where to go with your research trees. Tier III, I only suggest grabbing 2-3 of these techs due to their time to research.
Bases
Once youre done with the tutorial, you begin your struggles as a young empire in a vast galaxy that may already be conquered by many other empires. There are many ways to go about building or setting up a base, below I show one example of what a 'finished' base could look like.
Capacity | In Use | Free | |
---|---|---|---|
Power | 1,000 | 870 | 130 |
Personnel | 1,010 | 1,010 | 0 |
Space | 4,000 | 3,950 | 50 |
Several things I feel you should conciser:
- Purpose - One size does NOT fit all. I suggest having a production base, or a factory, whose soul focus is on module production/mining. Having another base for ship construction, and another for your colonials, taxes. You can work out ways to make a base have 2 of these 3 aspects, but early on this will prove rather difficult.
- Location - Not only where in the solar system you are, but where in the Galaxy. When you begin to produce your second base, or even 3rd and 4th, pay careful attention to all the planets resources in your star system. Focus on the ones that will offer the most 'general' production. Metals, Silicates, Water and carbon compounds appear to be the most used while the others are rarely required, and when they are theyre not in much quantity. Also, in this take note of where you are in space to other players. I strongly suggest moving around as much as you can, to prevent yourself from being picked off too fast if you have it all cluttered together.
- Consortium - You cant make it alone in this galaxy. Either join a large consortium, or at the very least try to establish diplomatic relations between yourself and your neighbors.
Below, are several charts that detail a few of the modules that can be made available to you within the first few weeks of game play. depending what your struggles are - whether it be income, production, or just needing better facilities in general, these can help you quickly pick out what youre missing.
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Computador cuantigo | Physics | 18h | ||
Laser cannon | Space Weapon | Armament | Null | |
LWR Reactor | Fission Reactor | Power | Null | |
Helios I | Power | 4h | ||
Thor I | Fission Reactor | Power | 20h | |
Thor I XL | Fission Reactor | Power | 20h | |
Basic beecell | Life Support | Habitability | Null | |
Hive habitat | Habitability | 10h | ||
Xeno hive habitat | Habitability | 10h | ||
Basic planetary mine | Planetary Mine | Industry | Null | |
M10 assembly plant | Assembly Plant | Industry | Null | |
Cargo hold class 1 | Cargo Hangar | Industry | Null | |
Microcargohold | Cargo Hangar | Industry | 2h | |
Cargo hold class 3 | Cargo Hangar | Industry | 2h | |
Microassembly M1 | Assembly Plant | Industry | 2h | |
Basic space shipyard | Shipyard | Industry | 10h | |
Gemeni processor | Industry | 12h | ||
Technology centre | Labratory | Social | Null | |
State centers I | Social | 10h | ||
Basic cryptobank | Social | 10h | ||
Base reinforcements | Fortification | Engineering | 4h | |
Trade microport | Engineering | 10 | ||
Basic space port | Engineering | 18 | ||
Sensor class 1 | Systems | Systems | 12h | |
Recruitment centre | Barracks | Troops | Null |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Trinity K1 | Physics | 1d9h | ||
AC 800mm | Space Weapon | Armament | 1d2h | |
Laser cannon 100-MK1 | Space Weapon | Armament | 2d10h | |
Fusion-in MK1 | Power | 1d4h | ||
Fusion-in MK1 XL | Power | 1d4h | ||
Cloning center I | Habitability | 1d10h | ||
Life 001 | Life Support | Habitability | 1d12h | |
Life 001 XL | Life Support | Habitability | 1d12h | |
Cargo hold 1A | Cargo Hangar | Industry | 1d4h | |
Cargo hold 2A | Cargo Hangar | Industry | 2d12h | |
State center II | Social | 1d18h | ||
Vanguard station | Planetary Base Core | Engineering | 1d2h | |
Outpost | Station Base Core | Engineering | 1d2h | |
Control system | Systems | 1d10h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 1000mm | Space Weapon | Armament | 3d2h | |
Gatling 1MG | Space Weapon | Armament | 3d18h | |
State centers III | Social | 4d10h | ||
Small trading spaceport | Engineering | 3d2h |
Fits
Legend
Catagory | Type | Technology | Description |
---|---|---|---|
Chassis | Engineering | The chassis is the most important module of a ship. It conforms all the basic structure and the most elementary systems like the bridge of command. The chassis determines some maximum characteristics of the ship as the maximum volume for modules and weapon systems that can be installed. Every chassis requires a basic crew and an amount of energy, which will be greater the larger the chassis. | |
Life support | Habitability | A life support module increases the maximum staff of the unit. More advanced life support modules increase capacity and consume less manufacturing resources. | |
Power plants | Power | Power plants are modules that provide the ships and bases with the energy needed for their operation | |
Fission reactor | Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy. | ||
Fusion reactor | Fusion reactors occupy a larger volume, but consume huge amounts of water. The fuel is deducted during the construction of the module, so it is not necessary to provide fuel to the rectors later. | ||
Thruster | Propulsion | ||
Primary | Propellers allow ships to move through a system. The greater the relationship between its thrust and the mass of the ship, the greater the speed of the ship. | ||
Auxiliary thruster | Auxiliary thrusters provide an extra thrust that increases the agility of the ship to perform evasive maneuvers. Ships with higher agility levels are harder to reach with one shot. | ||
Warp drive | Physics | Curvature engines provide hyperspace jump capability to a craft. Each motor has a maximum range and a quantum mass, which determines the amount of mass it can move per unit time, and therefore its hopping speed. |
Catagory | Type | Technology | Description |
---|---|---|---|
Projectile Turrets | Space weapon | Armament | Large-caliber projectiles |
Auto-Cannons | Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis. | ||
Miniguns | Thousands of projectiles per second of low caliber. Ideal against small and fast objects | ||
Mega-Cannons | Mega-cannons must be anchored to a large structure. It is said that their shots sometimes produce tremors several kilometers away. A direct impact of one of these guns can easily split a small type ship into two. | ||
Laser Turrets | Space weapon | Armament | Particle jets with very high temperature |
Plasma Turrets | Space weapon | Armament | Beams of concentrated photons |
Rail Turrets | Space weapon | Armament | Projectiles accelerated by a magnetic barrel at very high speeds |
Fighter hangar | Engineering | The fighter hangars provide a squadron of single-seater or two-seater ships capable of causing massive damage on bases or capital ships. Their mechanics of combat vary with respect to that of a space weapon. |
Catagory | Technology | Description |
---|---|---|
Shield generator | Systems | Shield generators produce a plasma field that absorbs or deflects shots. The generators increase the shield capacity of the ship. The shield of a base or ship has a total absorption capacity. Once exhausted, the damage begins to penetrate the armor and structure of the object. |
Armor Plates | Engineering | Armor modules cover the chassis of the ships increasing their resistance to the enemy fire. It covers a large area and has many structure points. It must be totally destroyed before the damage reaches the chassis of the ship. |
Repair system | Engineering | Repair systems are responsible for the basic maintenance of the unit repairing the damages in the structure of the modules. Some repair systems offer assistance to other units and will repair other ships if they are equipped in the support ships of a fleet. |
Catagory | Type | Technology | Description |
---|---|---|---|
Sensory | Systems | ||
Sensor | Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities. | ||
Cloaking device | Camouflage generators generate a field that dampens and distorts the electromagnetic emissions of an object, reducing the chances that it will be detected. Each installed device reduces the presence of the unit (base or ship). | ||
Troop hangar | Troops | Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops. | |
Cargo hangar | Industry | The cargo hangars are modules that once installed in bases or ships increase the capacity of the cargohold. | |
Asteroid mine | Mining Equipment | Industry | Asteroid mines are modules that can be installed as industrial buildings and that allow the spraying and processing of asteroids in order to extract planetary resources. |
Some fits have slots left open for support modules. Such modules would Include
- AUX thrusters
- Sensors
- Shields
- Armour
Laser cannons use more power than auto-cannons do, so using them in unison with modules that require a lot of power may not end very well with he ship.
Tier I
Trooper MKI - Combat
A basic transport ship with a trooper bay.
Cargo Rig MKI - Support
A basic cargo vessel that can carry an assortment of goods or items across a star system.
Item Name | Catagory | Technology | Research Time | Description | |
---|---|---|---|---|---|
Microhauler | Chassis | Engineering | Null | ||
Basic beecell | Life support | Habitability | Null | ||
LWR Reactor | Fission reactor | Power | Null | ||
Thor I | Fission reactor | Power | 20h | ||
Ion 500 | Primary | Propulsion | Null | ||
Basic warp drive | Warp Drive | Physics | 2h | ||
Explorer 0 | Warp Drive | Physics | 10h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Laser cannon | Space Weapon | Armament | Null |
Item Name | Catagory | Technology | Research Time | Description | |
---|---|---|---|---|---|
Cargo hold class 1 | Cargo hangar | Industry | Null | ||
Microcargohold | Cargo hangar | Industry | 2h | ||
Basic Asteroid Mine | Cargo hangar | Industry | 12h | ||
Sensor class 1 | Systems | 12h | |||
Basic troop hangar | Troop hangar | Troops | Null |
Tier II
Trooper MKII - Combat
Cargo Rig MKII - Support
Miner MKI - Support
Corvette MK I - Combat (Projectile)
Corvette MK I - Combat (Laser)
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Corvette | Chassis | Engineering | 2d2h | |
Life 001 | Life support | Habitability | 1d12h | |
Fusion-in MK1 | Fusion reactor | Power | 1d4h | |
Ion 1000 | Primary | Propulsion | 1d10h | |
Ion 1500 | Primary | Propulsion | 2d18h | |
Explorer I | Warp drive | Physics | 1d2h | |
Daedalus L0 | Warp drive | Physics | 1d10h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 800mm | Space Weapon | Armament | 1d2h | |
Laser cannon 100-MK1 | Space Weapon | Armament | 2d10h | |
Fighter hangar I [] | Fighter storage | Engineering | 1d18h | |
Fighter hangar bay I | Fighter storage | Engineering | 1d18h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Auto R93 | Repair system | Systems | 2d10h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Cargo hold 1A | Cargo hangar | Industry | 1d4h | |
Cargo hold 2A | Cargo hangar | Industry | 2d12h |
Tier III
Miner MKII - Support
Cargo Rig MKIII - Support
File:Sezoia Cargo Rig mkIII.png
Trooper MKIII - Combat
Frigate MK I - Combat (Projectile)
File:Sezoia Frigate mkI(P).png
Frigate MK I - Combat (Laser)
File:Sezoia Frigate mkI(L).png
- I didnt include updated fits for the 'Corvette' class hulls or the Microhauler because I feel by this time you should already have some idea on what you want to decide to do with your ships.
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 1000mm | Space Weapon | Armament | 3d2h | |
Gatling 1MG | Space Weapon | Armament | 3d18h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
5k auxiliary thruster | Propulsion | 4d2h | ||
50M shield | Systems | 3d10h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Troop hangars 1 | Troop hangar | Troops | 4d2h |
Fighters
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Falcon MKI | Chassis | Engineering | 1d18h | |
Single-seat cabin | Life support | Engineering | 1d18h | |
Microreactor LWA | Fission Reactor | Engineering | 1d18h | |
F90 | Propulsion | Engineering | 1d18h | |
Gatling cannon | Fighter weapon | Engineering | 1d18h | |
LWD I | Fission Reactor | Power | 1d18h |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 200mm | Fighter weapon | Armament | 3d18h | |
25C Shield | Systems | 3d10h |
Troops
Roles: Police - Police are the main body that maintains law and order amongst your faction. Having decent PLANETARY stats are nice, however you should focus your stats into SURVAILLENCE.
Infantry - The senturies that protect your cities from foreign invars or units that are being calle to action if the existing Police foces cannot handle the situation. Focus on having High PLANETARY stats.
Marines - Rock-Hopping since the dawn of FTL travel, the Marines are the troopers responsable for maintaining a safe an secure zone across space here traders can roam free without fearo of being intercepted by pirates. Mainres should have high SPACE stats.
Explorers - From walking into abandone complexes, drifting wreckage, or into an unstable cave network inside an astroid, these troopers are dedicate to recording the unknown, as well as observe the present. These troops should have a balance between SPACE an PLANEARY stats, while you focused on EXPLORATION stats.
See Troop
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Militia | 15 | 15 | 25 | 25 | 10 | 10 | Null | Militia is a unit of combat with little training but a time of very reduced deployment. |
Handguns | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic infantry armament: handguns and melee weapons. |
Tactical vest | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic infantry protection. |
Basic equipment | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic survival kit for the hard life of space. |
Support robot | 0 | 5 | 0 | 5 | 0 | 0 | Null | The support robot is a quadruped that is capable of carrying a huge load, freeing the soldiers from having to load it themselves. |
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Infantry | 30 | 30 | 30 | 30 | 5 | 10 | 2d10h | |
Assault rifle | 8 | 9 | 8 | 9 | 0 | 0 | 1d2h | |
Deflec vest | 8 | 8 | 8 | 8 | 0 | 0 | 2d10h | |
Magnetic device | 10 | 0 | 10 | 0 | 0 | 0 | 1d2h | |
C8 explosives | 10 | 10 | 5 | 5 | 5 | 0 | 2d10h | |
Analyzer | 0 | 0 | 0 | 0 | 2 | 0 | 2d16h | |
Assault ship | 15 | 0 | 0 | 0 | 0 | 0 | 1d10h | |
Armored vehicle | 0 | 20 | 0 | 20 | 0 | 0 | 2d10h |
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Jetpack | 10 | 10 | 10 | 10 | 0 | 0 | 3d18h |
Change Log
Last Updated: 27, March 2019