# The guide in the Index: articles on how the game works. # # Written in the Ministry's voice where it helps and plainly where it # matters. Numbers are {placeholders} the sim fills # from the rest of content (index.rs `guide_values`), so the prose can't drift # from the game. An unknown placeholder fails content loading. # Paragraphs are separated by blank lines. [[article]] id = "start" title = "Getting started" body = """ The Ministry of Opportunity gives every entrepreneur a Basic: a small ship with a mining laser, a gun, a shield and a scanner. Lose it and the Ministry issues another. What was fitted to it is gone. Your Ministry objective sits in the top-left corner. Turn on Track and the map pulses where the next step happens, an arrow at the edge of the screen points at anything off it, and the hangar opens on the right section when the step happens there. Tap the gold hint to look at the place it means. Tap anywhere in space to fly there. Right-click (or long-press) anything for what you can do with it. """ [[article]] id = "mining" title = "Mining and selling" body = """ Ore lies in the asteroid belts. Right-click (or long-press) a field and choose Mine here; your ship mines until its hold is full. The outer belt carries Glimmerite, which the Workshop wants for higher levels. Fields run out. Each holds a set amount of ore and slowly grows it back once it's been mined; the map shows what's left in each. Fields marked ✦ are rich pockets: they mine twice as fast, but hold {pocket_reserve} ore and are gone once it's mined. Between them, the belts grow back about {belt_output} ore a minute, however many ships you send. Dock at Opportunity and your hold is unloaded into its hangar. Sell under Materials › Stored, or keep materials for repairs, forging and upgrades. Mining with your own ship teaches you a little, too. """ [[article]] id = "scanning" title = "Scanning" body = """ The system is full of signatures: belts, wrecks, {pirate} hideouts. Pulse your scanner and every signature in range comes into sharper focus; a stronger scanner resolves them faster, and signatures near the edge of its range resolve more slowly. Fly within {reveal_radius} of one and you'll see what it is without scanning. Unresolved signatures are drawn where the scanner thinks they are. The guess tightens as the scan progresses. """ [[article]] id = "estimates" title = "Fight estimates" body = """ Before you commit, the Ministry will replay a fight for you and say how it tends to go. Within {sensor_net} of Opportunity its sensor net gives a full read. Further out, the target has to be inside your scanner's range, and your scanner's strength decides how many replays the estimate rests on: a weak scanner gives a rough read, a strong one a sure read. The estimate counts every ship in your fleet. It doesn't count luck. """ [[article]] id = "gunnery" title = "Guns and range" body = """ A gun hits at its accuracy out to its best range, less and less past it, and not at all once the target is out of its reach. It also has a tracking speed: a target crossing its sights faster than that is hit less often. Small guns track anything that flies; big guns hit what is far away and miss what circles them up close. In a fight your ships close to about {hold}% of their guns' best range and circle. A ship whose guns reach further than the enemy's stays just out of the enemy's reach and shoots from there. Mining and hauling ships with a warship in their fleet keep out of the enemy's reach and let the warship do the fighting. """ [[article]] id = "repairs" title = "Repairs" body = """ Shields recharge on their own. Armor and structure are repaired at the pad when you dock: {armor_repair} cr for each point of armor and {structure_repair} cr for each point of structure, structure first. The Ministry pays the whole bill for a Basic; bought hulls pay their own way. Short on credits, you get what you can afford. Modules taken from {pirates} arrive broken. Repair them under Modules › Stored before you fit them. """ [[article]] id = "paint" title = "Paint" body = """ Any dock will paint any of your ships there, flying or parked. In the hangar, choose the ship under Ships › Fitting and pick a swatch under its picture: the picture shows the ship in that paint before you pay. The first swatch takes it back to its fleet's colors, for free. The paint stays with the ship when it's parked, flown, taken along as an escort or handed to a captain. An unpainted ship flies its fleet's colors: teal for yours, green for a captain's. Your empire paint, chosen at the top of Ships › Shipyard, is the color new hulls come in. Choosing it costs nothing. A yard adds the paint's price to every hull it sells you; a starbase slip of your own paints them for free. """ [[article]] id = "research" title = "Research and the Forge" body = """ Ministry blueprints are public: you can forge Ministry modules from the start. Ferrum and Helion keep theirs to themselves. Scrap one of their modules and you learn something about it; at {research_required} research points the blueprint is yours, and the Forge can make it. {Pirate} hulls work the same way: nobody sells them, but every one you destroy teaches you a little of how it's built. Once you've worked one out, pay to unlock its blueprint (half what a shipyard project of its class costs) and a starbase you own can build it. Forging takes credits and materials. Faction modules cost {faction_multiplier}× the material to upgrade. Scrapping always returns some materials, whether or not there's anything left to learn. Quick salvage, under Modules › Stored, sorts a hangar for you. By default it scraps the modules you're still researching and keeps the best module for each hardpoint it would improve on a ship docked there. Its rules add a choice per maker (keep, sell, scrap, or whichever pays more) with a level it keeps from, and can sort modules as they arrive. """ [[article]] id = "workshop" title = "Upgrades" body = """ The Workshop upgrades a module one level at a time, up to level {max_level}. Each level adds {level_bonus}% to its main stat, so a level {max_level} module does about as well as the same module a tier up at level 1. Range, tracking and rate of fire don't change. Upgrade a fitted module from its hardpoint in Fitting, or one in storage from Salvage & cargo. Your pilot's level counts too: each level adds {pilot_bonus}% to your ships' damage and mining, up to +{pilot_bonus_max}% at level {pilot_bonus_until}. """ [[article]] id = "fleets" title = "Hulls and fleets" body = """ Hulls are bought under Ships › Shipyard and park in that dock's hangar. Under Ships › Fleet you choose which ship you fly, who escorts you, and what stays parked. Industry hulls haul and mine; military hulls fight. Escorts fly with you, fight with you and dock with you. Each needs a pilot: {hire_fee} cr to hire, then {escort_wage} cr a minute, docked or not. Miss a payroll and they quit at the next dock. Every dock keeps its own hangar. To move things between docks, load them into your hold and stow them at the other end. """ [[article]] id = "crews" title = "Crews and standing orders" body = """ Right-click a field and choose Mine here on repeat: your ship mines, hauls each full hold home, and goes back for more until you stop it. Or choose Work the belt, and your ship picks a field each trip by what's left in it, what the ore is worth and how far it is. A spare ship with a mining laser can fly on its own. Hire a captain for it ({hire_fee} cr) and send the crew to a field or a whole belt. Captains keep {crew_share}% of every load they bring home as wages ({crew_share_own}% at a dock of your own, such as a starbase you took), and they run for home when {pirates} come close. The Crews panel shows where each one is. A crew working a belt picks its own fields, prefers ones nobody else is working, and keeps clear of {pirates} it can see. Without a scanner it has to fly out to find out what's left. A crew sent to one field moves on to the rest of its belt when the field runs out. When nothing in the belt is worth the trip, the crew waits at its dock until the belt has grown back. """ [[article]] id = "bounties" title = "Bounties" body = """ The Ministry posts bounties on {pirate} bands. The board is under Ministry in the hangar; Locate puts a band on your map. A bounty is paid in full when the band's hideout is cleared, on top of whatever the {pirates} were carrying. {Pirates} drop credits, materials and broken modules. Their gear is how most entrepreneurs first meet Ferrum and Helion tech. Not every band keeps a hideout. {Pirate} prospectors turn up at a quiet field of the Outer Belt now and then (and, past the gate, of Two Cradle's belts), mine it for a while and leave. Nobody posts bounties on them, but their wrecks give up whatever ore they had mined, and they're another source of {pirate} modules: theirs are the only Ferrum Drills you'll find to scrap. Through the warp gate, the Empire's miners work its systems' belts the same way, and their wrecks are where Imperial Bores come from. """ [[article]] id = "frontier" title = "The frontier" body = """ At the edge of the system, opposite Opportunity, the Ministry's starbase is held by {pirates}, and beside it a warp gate hums. Survey the starbase with your scanner, break its blockade with a fleet, then hold alongside while engineers board it. A reclaimed starbase is a second dock with its own hangar, and slow as it is, you can tow it. The gate only wakes for whoever holds the starbase, and what comes through it comes in waves. """ [[article]] id = "starbase" title = "Your starbase" body = """ A starbase you reclaim is a second dock with its own hangar. It comes with storage, a defense battery, tow engines and a repair bay, each at level 1. Everything else, and every level after, you buy in its Starbase tab: credits from your wallet, materials from that starbase's hangar. The forge works Ministry blueprints at level 1, every blueprint you know at level 2, and turns out modules a level higher at level 3. The shipyard sells hulls up to the largest class its slips take. A sensor array gives the starbase its own sensor net, so fights near it get full estimates without a scanner. A better repair bay patches hulls for less. Storage is the one to watch. A starbase's hangar holds only so much, and when a ship unloads more than fits, the dockmaster sells the rest at half price, cheapest first. Opportunity's hangar has no limit. HOME and H take you to Opportunity until you call another dock home: Make this home, in a starbase's menu or at the top of its hangar. If the starbase is lost, home is Opportunity again. """