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Sign-up Walkthrough

Sign-up Walkthrough
Apologies if this ruins the surprise when it comes to signing up, but I thought it might be better to know what to expect before you start filling in details.

If you think that this might spoil the surprise, go back now, but remember this if you have any difficulties. We do not anticipate any but then by the same token I am sure there was a good reason makers of floor varnish started putting little images of a man in the opposite corner to the door with a paintbrush in one hand and a big red cross through it. So, first of all, presuming that you want to sign up, click on the Register Link at the bottom left of the screen or from the home page (might be handy to do it in another tab if you want to keep referring to this..
The Human Check
We do not ask too much of you in terms of discrete data - really just an email address and some names. You need to give a password. There is also a human check.
The human check is a simple count the icons and fill in the boxes. There was once incidence of a player also counting the icon next to box to be filled out though in is defence he admitted to a facepalm moment afterwards.

Please use a real email address as this will be required to send you replacement passwords if you forget yours.

Rules
This is just a simple tick screen that steals your soul, well, maybe not that, but does get you to agree to be nice to other players (even if you are destroying their ships). The usual stuff really.

Preferences
This is just a case of deciding on the dropdown preferences and giving some details about yourself and your gaming style. Don't worry if nothing comes to mind - there are plenty opportunities to write more about yourself later. This said, if you are really against even doing a few dropdowns and scribbling a quick comment along the lines of 'I want to run a warfleet and blow things up,' then you have to question if this is the game for you.




At this point you have finished the registering process, though it now moves you directly onto the first mission. It is very easy to click buttons as furiously as possible, though you may miss something such as 'next working day' or 'complete starter mission' etc. So I have done a little screen grab of the message.

1st Mission
This mission is very straightforward and consists of giving some names to your ship and captain, deciding on the species of crew and determining what sort of ship it is going to be. It is as easy just to see then in sequence. As you can see, I have gone for Gulag Fastus as the captain's name.

You will notice in the top menu that Missions is now selected.

This gives you a choice of what type of ship you want. This will also be used to determine which mission immediately follows this.


This is just a case of giving your ship a name. You can always change it later.


We have even highlighted the 'send your orders' for you.


You can see your ship listed here in the Turns tab of the Orders menu. You can click on the position to view its orders. In the future you could have hundreds listed here to send. Simply click the button in the bottom right of the screen. It will disappear from here, having been sent.


If you look, you will notice that the menu is in Turns > Find. When you have dozens of ships, this is where you will go to view them. Eventually you may prefer to use different sorting options, especially if they are in different star systems.


If you didn't view the orders you can still see them by going to the Sent Turns.


If you click view (the little eyeball), you can see the individual orders.


Now you have sent your orders, you can complete the mission. Returning to missions, you can simply press 'Complete'. With this done, you do not 'need' to do anything more until tomorrow after the game has processed. At that time you will be able to start your first voyage - the mission that will be assigned based on the ship design you chose.


If you return to the home page and see in the right section that your mission is still showing, it means that you have not completed it. Simply click 'Starter' and press complete. This will ensure that you move on to the next mission on the next processing day.


In the meantime however you might want to go to the forums > recruitment and say hi. You can recruitment at the bottom of the forums.


Scroll down, reading the recruitment adverts for various affiliations until you come to the forum. Go into any of the topics. Once there you will be able to select 'new topic'.


Use this to create a new post and say hi.


As your next step will be on the next processing day (the game does not run at weekends), you now have time to look at the ship and familiarise yourself with some of the rules as well as go through the various automated though important messages.
You can view the turn for your first ship by going to turns in the top menu.

Day 2

The next day you now have access to the mission appropriate to the ship you chose - in this case the Courier Mission. You can see the mission showing in the top right corner when you log in. Simply select it and it will detail the mission for you.



When you select a mission is gives you the option of assigning a ship to the mission. As you only have one ship, this is pretty obvious. As you get more ships and access to more missions however this becomes relevant. Assigning the appropriate ship can make the difference between success and failure.



The mission is again very straightforward, inserting orders for you in the editor. When you view the editor however you can modify them. The mission only generated the move to the orbit of Londinium in the Britannicus system. I have inserted a few more. I thought scanning the world and doing a little snooping could be interesting so first I issued the order to take off as most scans can only be done in orbit. I inserted a few more orders as you can see and then finally came the order inserted by the mission.



When you select an order it is best to read the description. This will tell you if the order can only be performed in specific locations such as orbit. Even after you have issued the order and it appears in the right hand column, you can double-click it to edit it.

 
News
GTT step forward to control protection and peace in the Stellar Empire.

With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.

With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
 
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  Star Date: 221.30.5

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RAGNAROK COMES

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A Forlorn Hope

The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.

Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.

The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.

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Newstart is lost

 
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  Star Date: 221.27.2

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RAGNAROK APPROACHES

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End Game Lost

A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.

While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.

Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.

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ARC Plasma weapons devastate End Game

 
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  Star Date: 221.22.5

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RAGNAROK BECKONS

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Assault on End Game

The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.

The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.

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ARC Planet Killer dwarves largest DEN warships

 
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  Star Date: 221.11.4

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Caste Apart

The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.

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Flagritz and Hexamon Hybrids - A hope for the Future?

 
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  Star Date: 221.3.3

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Meklanmania

Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.

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Artist's impression of a Meklanised Wimble

However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:

“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”

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Doomsday On Pause

At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.

 
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  Star Date: 220.50.5

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Veil Lifted on Flagritz Home Space

As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.

Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.

Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.

Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.

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When You stare into the Flagritz Periphery...

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Thete's Timey-Wimey Tease

Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.

What they found will shock you!

 
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  Star Date: 220.45.1

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Perfidion Reached

Long speculated by theoretical Stellar Cartographers, Perfidion Reach finally opened in the last few weeks. Immediately, the Detinus Republic boldly staked a claim on the first accessible system, Hellcadium. Only time will tell the true value of this strategic move but their much-taunted bureaucracy may have finally proved its worth.

Early reports from scans of the system reveal a wildly fluctuating ISR field. Rumours suggest that at least one ship was destroyed as it was forced into an asteroid belt chasing a stable jump field attempting to exit the system. Casual travellers are warned away from the system at this time for their own safety. Leave it to skilled explorers and navigation officers.

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Mathematical model of Hellcadium ISR Field.

We spoke to Captain Zakiyah Ummahi via subspace link. Zakiyah led the first DEN expedition into the Perfidion Reach. "Spirits remain high but this is largely down to the extended R&R we were all forced to take immediately prior to jumping into this hole. Initial scouting reports show at least one planet with plenty of forests and grasslands which might help if we're going to be stuck here for Folkvar knows how long waiting for this damned ISR field to stabilise."

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Valhalla Stargate Reopens

Dewiek engineers and scientists have finally managed to re-enable Stargate Valgrind this week and the protective Exclusion Zone is to be lifted. If DEN investigators discovered who caused the gate to malfunction, or why, they were not willing to share it with us. Military sources, however, have announced a project to provide a significant boost to the already formidable defence platform in the stargate’s orbit.

 
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*** Inter Galactic News ***

Empire - DEN action grinds to a halt

After months of tension relations between the Empire and the Dewiek Nation, which rose to several large scale fleet actions ending in the DEN losing over 60 Direwolf warships in Solo, things appear to have moved from antagonistic to unfriendly. With the Solo system being a particular issue an agreement has been reached between the Wolf Mother of the DEN and Xavier Fox of the GTT. Since this things have become very quiet, not just because the shooting has stopped, but also because my reporters have been on their summer holidays.
 
News For Discerning Naplians!
---- Special Galactic Edition ----



(The Host sits at his desk as the studio lights dim, and a single spotlight bathes him in light. He looks straight into the camera and begins to speak: )

Host: Naambta!
Good Greetings, and welcome to the show.

This is News for Discerning Naplians, and i’m sure you are all showing much impatience to see this week’s Panel Discussion. We will be discussing religion with the Lady Ghadir of the Temple of Ya Zoon, renowned neo-naplian spiritualist Chairman TonTon, and a very special guest from our imperial neighbours, Bishop Samantha Porteus of the Brotherhood. But before we get to that...

(Looks demonstratively at his digital wrist watch. )

... it is time for a word from our sponsor.
 

Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic