Difference between revisions of "Sezoia starting guide"

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=Change Log=
 
=Change Log=
 
Last Updated:
 
Last Updated:
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08:01
 
[[Category:Game guides]]
 
[[Category:Game guides]]

Revision as of 08:02, 31 March 2019

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!

Starting Base
Capacity In Use Free
Power 400 20 380
Personnel 490 180 310
Space 4,000 150 3,850

Sezoia Base-Starting.png

Tutorial

Tutorial - Fleet Select 'fleet 1' go to 'Characteristics' (Sezoia Button Characteristics.png), 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.

End Tutorial
Capacity In use Free
Power 600 470 130
Personnel 620 550 70
Space 4,000 2,500 1,500

Sezoia Base Turorial.png

If you chose to follow these step by step instructions, this is what your base would look like in the end.

End Tutorial - Guided
Capacity In Use Free
Power 800 720 80
Personnel 880 830 50
Space 4,000 3,475 525
Sezoia Base Turorial Guided.png


The following is an example of what a base should look like, given some defences.

End Tutorial - Guided
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.

Sezoia Research 01 Physics.png

The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.

Sezoia Research 02 Armament.png

  • 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

Sezoia Research 03 Power.png Solar panels 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.

Sezoia Research 04 Habitability.png 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.

Sezoia Research 05 Industry.png

Sezoia Research 06 Social.png '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.

Sezoia Research 07 Engineering.png

Sezoia Research 08 Propulsion.png

Sezoia Research 09 Systems.png

Sezoia Research 10 Troops.png

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.

First Setup
Capacity In Use Free
Power 1,000 870 130
Personnel 1,010 1,010 0
Space 4,000 3,950 50
Sezoia First Setup.png
First Setup
Sezoia First Setup.png

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.

Tier I Modules (Null-1d research times)
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
Tier II Modules (1d-3d research times)
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
Tier III Modules (3d-5d research times)
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

Core
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.
Offence
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.
Defence
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.
Utility
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

Sezoia Fit Trooper mkI.png

A basic transport ship with a trooper bay.


Sezoia Fit Cargo Rig mkI.png

A basic cargo vessel that can carry an assortment of goods or items across a star system.


Sezoia Fit Mining Rig mkI.png

A basic mining vessel to harvest ores from off-world sources.

Tier I - Core
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
Tier I - Offence
Item Name Catagory Technology Research Time Description
Laser cannon Space Weapon Armament Null
Tier I - Utility
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

Sezoia Fit Trooper MKII.png


Sezoia Fit Cargo Rig MKII.png


Sezoia Fit Mining Rig MKII.png


Sezoia Fit Corvette MKI AC.png


Sezoia Fit Corvette MKI Explorer.png


Sezoia Fit Corvette MKI Laser.png


Tier II - Core
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
Tier II - Offence
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
Tier II - Defence
Item Name Catagory Technology Research Time Description
Auto R93 Repair system Systems 2d10h
Tier II - Utility
Item Name Catagory Technology Research Time Description
Cargo hold 1A Cargo hangar Industry 1d4h
Cargo hold 2A Cargo hangar Industry 2d12h

Tier III

Sezoia Fit Trooper MKIII.png


Sezoia Fit Corvette MKII AC.png


Sezoia Fit Corvette MKII Escort.png

Sezoia Fit Corvette MKII Laser.png


Tier III - Offence
Item Name Catagory Technology Research Time Description
AC 1000mm Space Weapon Armament 3d2h
Gatling 1MG Space Weapon Armament 3d18h
Tier III - Defence
Item Name Catagory Technology Research Time Description
5k auxiliary thruster Propulsion 4d2h
50M shield Systems 3d10h
Tier III - Utility
Item Name Catagory Technology Research Time Description
Troop hangars 1 Troop hangar Troops 4d2h

Fighters

Sezoia Fits FighterI.png

Sezoia Fits FighterII.png

Tier II
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
Tier III
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

Sezoia Basic Trooper.png

Tier I Troopers
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.
Tier II
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
Tier III
Item SA PA SD PD EXP SUR Research Time Description
Jetpack 10 10 10 10 0 0 3d18h

Change Log

Last Updated: 31, March 2019 08:01