Welcome to Planetary Hoppers!
This is a tutorial mission. Your objectives are:
This document can be used as an instruction manual when playing the tutorial mission, or as a stand-alone guide to playing Planetary Hoppers.
First, launch a Host with given tutorial parameters. You will always need a Host, even if you are playing a "single player" game. The following command works for UNIX compatible systems, for other systems please see the README file. The host will require a terminal window to run in.
./rungame -host -Cmap tutorial -Crndtime 3000 -Cfirstrnd 3000 -Cmaxrndtime 3000
Then, launch two Clients. Every human or AI player will need a separate Client, and we need one for the player and one for the AI. Please use these commands (or the equivalents for your system). These will not require a terminal window.
./rungame -name Foundation& ./rungame -ai -name Empire&
At the terminal window you started the host in, you should see the text
New connection from /127.0.0.1twice. Press enter in the host window to start the game.
You should now see two windows (a chat window and a star map) for each player. Put the host terminal window and the windows belonging to the Empire to the background, you will not need them.
Begin by familiarizing yourself into the map. You can scroll the map using the scroll bars on the sides of the map. Try re-scaling the map by pressing Ctrl-1 through Ctrl-9.
You can see several planets on the map. Your Home World, Terminus, has its name written in blue. The light area around it is your current scanner range. Inside the range, you can see one enemy planet, its name written in red, and six uninhabited planets, their names written in gray. Outside the range, you have no information about the ownership of planets except the Empire's Home World Trantor, which is an objective planet and always shown.
The Control Panel is on the right hand side of the map. It is your main source of information and most important tool when giving orders to your fleets and planets. Currently the Control Panel displays the general statistics of your empire.
Select a planet from the map with the left mouse button. The Control Panel will change to display information about the currently selected planet. You receive very little information about uninhabited or enemy planets, and neither will they receive your commands.
Fortunately, there is still one planet in your command on this sector. Select Terminus.
This is Terminus, your Home World, ready to obey your orders. In the Control Panel, you can see the planet's vast pool of resources. However, the planet is low on Oil. While it produces some of its own, you will need much more than that to fight the Empire.
The first thing you need to do is to build a scout ship to re-colonize the neighboring worlds. Fortunately, your Engineers have already constructed all the necessary modules, all you need to do is to give the order to combine them into a ship.
Click "Build Ship" at the Control Panel.
Welcome to Terminus Shipyard. Here you will see all the hulls and components we have assembled for you to use.
Immediately below the Shipyard picture, you see the choice list of the hulls you have in storage. Click on it to see that you currently have one Scout (H1) and one Destroyer (H2) hull. Let us save the Destroyer for later, and build the Scout now.
Select the H1 hull from the choice list. The Shipyard picture will change to display a Scout.
Below the hull list, you see a check list of all components you have in storage. Check on the box next to E2 Ionic to assemble the Ionic Hyperdrive to your new hull.
As you check on the box, you see a green circle appear on the map. The circle indicates your ship's maximum range without refueling.
This is all you need to do to to build your scout. Click on OK on the lower left corner of the Control Panel to build the ship.
This is all you can do on this round. When ready, end your turn by either selecting Turn -> End from the Starmap Menu, or pressing Ctrl-E.
The next round now starts automatically. As you can see, Terminus has now completed building your scout. The new ship is launched into orbit and is waiting for your orders.
Your task now is to re-colonize the Ice Worlds near Terminus. Ice worlds usually have large reserves of Oil, which is badly needed in Terminus. All your ships have small built-in Colonization Modules on them, able to create an unlimited number of small, self-sustainable bases on virtually any kind of a world. All you have to do is to bring your ship into orbit.
Select your Scout from the map. You will receive the Captain's report in the Control Panel. Note that the Fuel tanks of the ship are initially empty. Use the Load Fuel button to fill 'er up.
A green circle will now appear, denoting the ship's maximum range with the current amount of fuel. As you can see, all the Oil worlds are within that range. You can expect to find some fuel on uninhabited worlds, so you will probably be able to colonize all of them using only this ship.
Select Set Waypoint, and click at Zeeland, the closest of the Ice Worlds. Alternatively, click at Zeeland directly with the middle button of your mouse. Your ship will now set sail at Zeeland. The Captain's report now shows that the Estimated Time of Arrival (ETA) in Zeeland is 2 rounds.
This is all you can do with your Scout this round. Do not yet press Ctrl-E, though. Your Home World is still waiting for your orders.
An investment to technology is an investment to the future. When you select Terminus, your Governor's report in the top of the Control Panel tells you, among other things, about planetary Technology levels. The string H:4 E:2 W:6 S:6 M:0 means that your Hulls are at Tech Level 4, Engines at 2, Weapons at 6, Shields at 6 and Misc at 0, respectively.
Your Engine Tech Level is dangerously low, at least compared with the other Tech levels. With Level 2 engines, all your ships, except Scouts, require at least two engines to move anywhere. To reach a reasonable speed, your ships should be half full with engines, leaving little room for anything else. Also, the relative fuel costs tend to be much higher when using low-tech engines.
To improve the Tech Level of your Engines, select Improve Tech from the Planet Control Panel. An Improve Tech Control Panel will appear. Select Engines. You will be informed about the cost of this decision. Fortunately, you have enough Oil on Terminus to proceed.
You can only improve Technology one level at a time. The operation will take an amount of turns equal to the target Tech Level, in this case, three turns. Click OK to confirm the decision.
This is all you can do on this round. End the turn when you are ready.
The next round appears. Your Scout is still en route and your Planet is busy improving its Engine Technology. Nothing to do, end the turn when you are ready.
The next round is more interesting. Your Scout has arrived in Zeeland and dropped a Colony Pod on the surface. The planet is under your control now. The Colony Pod you dropped has used surface materials to build an outpost, a mining facility, a troop garrison, a planetary scanner, a starport and a transfer driver. These are automatically present in all your colonies.
You can see the production statistics on this World by using the Mining Survey button on the Planetary Control Panel. As you can see, this world produces mostly Oil, which is exactly the reason you came to this freezing world in the first place.
Now that you have Oil, the next thing is to transport the Oil where you want it. If you had a freighter fleet, you could transport the Oil with them. While you do not have one, you still have a chance.
Autotransfer is a way to transport materials between planets without using ships or Fuel. Your transfer driver will send up to 50 units of Metals, Minerals and Oil per turn into subspace, ready to be picked up by an another planet with a similar driver. However, there is a considerable loss involved: even from a planet as close as Zeeland, you lose about one-third of all transferred material.
To start Autotransfering materials now, click the Autotransfer button in the Planetary Control Panel and click on Terminus, the destination planet, or click directly at the destination planet using the middle button. Note the gray line now connecting the two planets. The Transfer will be operational until you change its target or disable it by targeting the planet itself.
In practice, you must use Autotransfer in three different cases: in a game where the turns are so fast that you do not have time to fiddle with your freighters, early in any game when you do not have such freighters, and when transfering from an area so dangerous that you do not want to risk your freighters.
You may want to check Terminus for its production on different materials, including the new import. Use the Mining Survey, and check under Production + Import to see the new production numbers.
Now give your Scout new orders to load its tanks full of Fuel and head for the next Ice World. When finished, end your turn.
In the next turn, Terminus has improved its Engine Technology to an adequate level, for now. It is time to prepare for war.
Check the Shipyard (Build Ship Control Panel) in Terminus. You have a few components ready and waiting. You could already build a light Destroyer with those, but you could certainly use more mobility. One Tech 3 Engine is sufficient for a Destroyer to move at Warp 1.0, two will move it with about Warp 1.6.
To build another Engine, click Cancel at Shipyard, and Build Component when back in the Planet Control Panel. Use the button Build Component to open up the menu, select the Radio button Engine. Tech Level 3 will appear as a default in the drag-down box. Click OK to proceed building your Engine. The construction will take one turn.
End the turn when finished. Whenever your Scout colonizes a new planet, put the planet to Autotransfer its materials to Terminus, and continue the discovery journey with your Scout.
In the next turn, Terminus reports that an engine has been built. Now it is time to build your second ship.
Intelligence reports from Stronghold tell that the enemy fleet that captured it has gone away, probably back to Trantor. You can expect light resistance in your way to Stronghold, so a fast and light ship should be enough.
Select Build Ship, choose the H2 Destroyer Hull in the drag-down panel, and put both of the E3 Engines aboard. See "Building Your First Ship" if you do not remember how to do it.
The Destroyer you are building needs some weapons. The W5 Heavy Vulcan Cannon is an effective weapon of bombardment, so take it aboard. The S2 Mark II Heavy Shield "Screen" is not a very good shield, but it takes little space aboard your ship and improves the ship's chances of survival, so include it in your plan, too. Your ship should now have four components aboard. Click OK to proceed.
Terminus will now build the ship. End the turn when ready.
Your Destroyer is now ready for action! It is time to start the offensive. Load your fuel tanks full and set sail for Slylandro, your first target. You may still want to improve your Engine technology in Trantor, so set the planet to do it. Your scout may be used to capture more planets in the meantime. Play your turns until you reach Slylandro.
Being a gas giant, Slylandro is unable to build troops. Your Destroyer quickly annihilated the weak Empire resistance on the planet, making it yours. You may now do the same thing as with the other planets: start Autotransfering materials to your home world.
(Destroyer: Attack Slylandro, Blizzard and Stronghold)