Stellar Monarch was added by Ugotsta in Dec 2016 and the latest update was made in Dec 2016. The list of alternatives was updated Jan 2020. It's possible to update the information on Stellar Monarch or report it as discontinued, duplicated or spam.
I will also post it here.(manual version 1)TABLE OF CONTENT1. Audiences, imperial court, characters3. Galaxy and aliens4.
Fleets and squadrons5. Defence and conquest6.
Economy and populationINTRODUCTIONYou are the Emperor of the Terran Empire. Your goal is to keep the Empire from falling apart and possibly expand it and be crowned the Emperor of the Whole Galaxy (check Empire/Victory tab for details).The Empire faces many struggles and dangers.
From the outside the imperial borders are constantly pushed by civilized alien powers, vicious primitive aliens and even invaders from other dimensions. From the inside the Empire is eaten up by corruption, disloyal imperial officials, court intrigue, assassins, saboteurs, traitors and notorious rebels.You lead from your throne on Terra, by issuing high level orders, edicts and appointing proper people to imperial offices. You don't deal with low level stuff like building farms, so don't worry about these, just make an edict you want the governors to focus on food production and they will do it.
You also grant audiences, decide on numerous issues and meet with alien ambassadors.AUDIENCES, IMPERIAL COURT, CHARACTERSAudiences are granted on regular basis. During an audience various imperial officials, alien ambassadors, corporations representatives come to the Emperor with various issues, proposals, reports, announcements, etc.Court is a group of imperial officials working directly with the Emperor. They form a sort of central government and are divided into 6 departments (Defence, Treasury, Justice, Internal Affairs, Foreign Affairs and Protocol). Competence of courtiers assigned to a department determine how well the department is run which provide some bonuses and affects the chance of positive/negative department related events. It's vital to keep the most competent (and loyal and not too corrupted) as the high rank courtiers since how much they affect the department depends on their rank within the court.Factions are groups of interest, each courtier belongs to one faction. It's vital to keep those factions balanced (preferable each faction at around 20% influence) or the Empire will suffer penalties.
In addition, the Empire gets a specific bonus depending on which faction is the most influential (go to Empire/Court and mouse over the faction crests for details).Characters come into three main groups: officers (admirals, vice admirals, political officers, commodores), planetary governors and courtiers. Most have 3 stats (Competence, Loyalty, Corruption), also courtiers have a faction affiliation. The correct type of tutorial would be an in-game scenario which walked the user through all the basic mechanics of the game. This scenario should include:MECHANICS - How to do everythingUI TOUR - Where everything is located on the screen, and what it doesSTRATEGY - What a user should be trying to doRATIONALE - Why things should be doneTACTICS - How to implement various strategiesEXAMPLES - Allow the user to learn by doingWINNING THE GAME - Description & example of how to win the gameCAUTIONS - What pitfalls exist in the game for unwary playersA tutorial scenario that included the above elements would go a long way towards making players feel comfortable with the game. Chris, they are right. You really need a step by step tutorial spoon feeding this info.its standard on almost every game and you are going to get a lot of refunds if you don't. The average attention span is 8 seconds now.
Even strategy gamers aren't going to have a lot of patience without the tutorial.Take what the guy above me just said, and verbally walk people through 5 turns of gameplay. Touching on each different point, each turn. WIth a Big ♥♥♥ pointer showing people what to push and the reason they are pushing it.I know you have worked a long time on this game, but this is really really important, anyone who is going to take the time to learn to play really needs this entrance to the freeway that is your game. In other words, dont short change this, cause people arent patient and if they cant figure out the very basics within a few minutes they will quit and start giving u bad reviews for no tutorial, bad reviews will kill your game. I still do love manuals, and read every word of the manual for this game. Admittedly, it's quite sparse for this early stage in the game's development, but it does help a little. A Wiki should also be created for this game.I don't know if Chris is the only developer for this game.
I suspect so. Maybe there is someone to do the artwork.
If so, I hope Chris doesn't fall into the single-developer syndrome and get so burned out that he thinks the game is complete when it's only halfway done. I've seen this happen to many single-developers, and it invariably ruined their games.I am optimistic about the fact that he is involved with the forum. The forum gives him a steady supply of energy & ideas to make the game better, and avoid easily corrected pitfalls.
Sean Murray of NMS skipped this aspect of game development and it cost him incredible embarrassment, and hundreds of thousands of dollars. These days, it's very very difficult to design a game in the dark - especially for a single-developer.
I'll give you 3. They all have things to recommend themselves.1 Try Civilization V (Civ V). This is the ultimate 4X strategy game. This fifth version in the series knows how to do tutorials, and their game mechanics are excellent. A landmark game.2 Galactic Civilizations 3 (GalCiv3). IMHO this is the ultimate space strategy game. They have a good tutorial, and their star map graphics package goes far beyond what PSE has done.
You could learn a lot from taking a close look at the options in their star map. Worth emulating.
I believe that every space strategy game will be compared against this one.3 Democracy 3: Africa. This is a rather unusual game, with game mechanics far off the beaten path. It deals in abstract ideas, and uses an incredable screen display. The unusual mechanics that this game uses, and the way the tuturial introduces them, should give you some interesting ideas. Your game plays a lot like a board game (not necessarily a good thing) so there is much to learn from a game that uses a screen display like this one.Bonus Suggestion: Another tutorial to look at comes from the game Folk Tale. This fantasy game has extensive & complex game mechanics, and they do a good job in the tutorial walking the player through all the complexities.Hope these ideas will help.
Hi,I would like to second those before me asking for a tutorial. I have been playing strategy games since the late 80s / early 90s (SSI titles, Civ) and am currently having a hard time finding out what I have to do.
Fracture the flag song. Since your game takes a rather novel high level approach, I believe it is necessary to ease new players into it especially when you go for a full release and when you want to attract a more diverse player base.I'm not a hard-core grognard, but I believe that strategy players are still more willing to read manuals than fans of a lot of other genres. So in my opinion, a 'tutorial' could also take the shape of a written document in the beginning (in-game would of course be much appreciated, especially for a wider appeal of the game).Right now, I can find out a bit about how to do things reading the early manual and the in-game tips.
The tool tips by the way are very well done, but not all mechanics are covered in the text descriptions (communication range?). However, I have absolutely no idea when to do things or why to do everything I am supposed to do. Even a written description of what you are to actually do during a turn would be very helpful, especially if such a write-up would cover the time until after the first audience.Since you have asked for examples, I think the manual for Endless Space 2 is rather well done. It's also a TBS space strategy game in EA (I am of course aware that the development team is rather larger). It explains the different mechanics in a sequence that make sense (i.e.
In an order you are likely to encounter the diifferent screens in-game). For each mechanic, the manual starts by describing the appropriate GUI, followed by some descriptions about the reasons to use them and their implications on the rest of the game.I have also encountered a very well executed in-game tutorial in Legends of Eisenwald and its sequel Blood of November. They share the same tutorial scenario. It's a different genre (RPS with some strategic and tactical aspects), but it is also developed by a small-ish indie team.
I think I have a spare steam key if you want to have a look at it.Anyways, I am looking forward to your continued work on Pocket Space Empire, as a space strategy game with very high level decisions is exactly what I've been looking forward to for quite some time! Warhawk, any questions you have can be posted in a forum thread, preferably 1 or 2 questions per thread to keep the threads focused. That way you can get immediate answers to your questions.Regarding your tutorial comment, I'm not in too big a rush. The game is still evolving and it may be a bit premature to do the tutorial now. Things are still changing.
Lot of things.A good way to play the GAME TURN is to start with the reports. This information will let you know what you need to do during a turn. When people die, check out who replaces them.
Low quality officer replacements need to be invited to the next audience for review. Note any events. Exploration isn't too important, until it is improved. During battles, note your ship numbers, and make sure your have backups in the area.
If not, start building more squadrons.For the Audience, work through all the different reports, and act accordingly. Manage your courtier pts. There aren't many of them. The courtier screen should usually be checked every turn - especially when someone dies. When your courtier pts.
Gets to zero though, there's not much you can do until the next audience.Every few turns, check your 9 fleets. Review their competence & loyalty numbers. If they're below 7, then invite that officer to the next audience for review.Each turn, after you go through the reports, battles, and ship additions & redeployments, check the Audience screen to see the time remaining before the next audience. Be sure you spend your courtier pts.
Before the next audience. They don't carry over - yet.It's absolutely essential that your review the tax screen (F2) every turn.
You must be careful to learn everything on this screen. Note what things are causing your taxes to drain - and fix them.If you have any other questions, post them in threads. Don't simply wait for the tutorial to be improved. The game isn't finished yet. Ambermonk,Thanks for your reply!
Your hints certainly helped me over the first turns and I believe I now have a decent starting point for playing.For me, the tutorial question is not of prime importance. I love the 'space emperor simulation' approach of PSE.
Personally I rather like reading manuals and browsing forums to get answers to certain questions (especially as forums and wikis generally go much deeper than tutorials and manuals - see EUIV).My remarks regarding a tutorial were more intended as an encouragement for when the game is nearing its full release (when the game is supposed to appeal to as wide an audience as possible). Originally posted by:Thanks for your reply! Your hints certainly helped me over the first turns and I believe I now have a decent starting point for playing. I dot an idea, a small 'I'm lost' / 'What to do' button below reports (can be disabled), different coloured (orange?). Once you click it you get to a short summary/tips what to do (check audiences, balance court, queue research, expand borders, keep borders secured, keep an eye on finances, etc) something like what Ambermonk wrote OR 'What to do during your first 10 turns in the game'. I haven't bought or played the game so, take all of this with a grain of salt, was browsing the forums before deciding to purchase or not.
Most games, especially anything that's even remotely complicated have to have tutorials now. Otherwise yes, you lose playerbase because no one can be arsed to read a manual or google something and take that precious 30 seconds out of their day. You've already been pointed in the general direction of 'other games' that have tutorials so I won't re-hash that, however I can offer some pointers.If the computer/user has no saved games, bring a pop-up during their first game, something like 'We noticed this is your first time playing PSE, if you would like some pointers to avoid getting lost in your first few turns, let us know.' Yes/No this way people who want to crash course can do so, while others will get these 'pointers' Then you can just do simple things, have a big arrow point to a button, bring up a text box. 'This is W, it's used to check on X and Y, and it should be checked every Z turns' even something simple like that, and like the descriptions your players have already given you, will go along way in avoiding people getting lost and frustrated.Game will certainly be on my wishlist and followed, curious to see where it goes.
Protect Capital Ships needs to be equal to the value of capital ships (Crusiers and Battleships in your fleet) or capital ships recieve a penalty versus fighters (increased damage, increase critical hit chance). Example- if you have 200% PCC, you can have 2 capital ships without penalty.Command Bridge and Communication Array need to be equal to 1/10 the total value of ships or you recieve an accuracy penalty. It is for each squardron; it is what you put in the shipyard tab for each fleet.You need at least 1 squad for each border system. You probably shouldn't start with max size fleets to begin with- smaller ones good enough to deal with pirates are fine with those facing uncolonized space.Ships are built out of minerals by factories with minerals being the limiting factor in the early game. The ships I've mentioned cost 5 (Guardian) 8.75 (Space Templar) and 12 (Prometheus) so a fully reinforced squad will cost 584.25.