ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Starting Neveron & Noob Island
#158599 - 04/25/10 09:51 AM (72.255.32.206)
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Please note that most links included in this post will only work if you are currently logged into your Neveron account.
Every new empire starts as a member of the "Neveron Newbies [N00b]" faction.
When every new empire is created it is currently located on Noob Island. Noob Island exists in the coordinates ranging from (400-650, 1000-1250). The entire 'edge' of the island is surrounded by water zones. This means that (400, 1000) is the NW corner, (400, 1250) is the SW corner, (650, 1000) is the NE corner and (650, 1250) is the SE corner of Noob Island. Everything in between these corners is considered "Noob Isle".
Every new empire starts with a few basic items:
- $5 Million NevCash [an additional $10M will be awarded if a promo code is used when creating your login]
- 1 'Buildable' zone, containg 50 'spaces' for buildings
- 1 Residential Building, providing 100 Civilian Population [CivPop]
(140 Construction Factor [CF]/ Level 4 / Yes {basement included})
- 9 Soldiers: 1 @ skill 3/3/3/3/3 and 8 @ skill 4/4/4/4/4*
- 4 'Newbie**' JEP-MG [1 at 3/4*** skill, and 3 at 4/4 skill], with a total 'Battle Value' [BV] of 100.
* All soldiers have a 'skill' set. In Neveron those skills are displayed as #/#/#/#/# with each number indicating a different skill level. I/D/VW/P/G are the specific skills that each number represents. - I = Infantry [This unit is currently disabled]
- D = Driver [This controls vehicle movement and placement for ABR]
- VW = Vehicle Weapons [This controls the vehicle weapons]
- P = Pilot [This controls your Mech movements]
- G = Gunner [This controls your Mech weapons]
** These Jeeps are actually a special edition Jeep, with sensors included on them [2/2/0/0]. Once these Jeeps are decomissioned [or destroyed], the sensors will disappear, and the unit will convert into the standard JEP-MG unit. *** The jeep with 3/4 skill can actually be improved to a 4/3 skill by simply using a feature called "Swap Crew". The soldier with the skills of 3/3/3/3/3 has a skill of 3 for both Driver [D] and Vehicle Weapons [VW], but is currently assigned to the D position. The second soldier in the VW position only has skills of 4/4/4/4/4, which means the Jeeps VW skill is currently a 4. Neveron will help you recognize when the soldier in the D position has a better VW skill than the soldier currently in the VW position, and will offer a "Swap Crew" button on that vehichles info page. Simply press that button and your unit will 'swap' the D soldier with the VW soldier, changing your units skill set from 3/4 to 4/3, resulting in a better skilled weapon for your unit.
An empire 'level' is determined by its point value of [CivPop + BV] at any given moment. When viewing the main page in Neveron, if you click the words "Empire Level" located in the left window, you will see a chart listing the various values needed to reach any particular level.
Current rules allow an empire to make a 'Declaration of War' [DoW] against any empire at their current level, or one level higher [emp level + 1]. So a level '0' [L0] can initially attack any other L0 or any other level 1 [L1] empire. There are exceptions to this rule: for example if you have previously fought with a specific empire, and one of the empires surrendered, then those two empires can not attack each other again for a full 'Neveron year' [NYear], which is approximately 36.5 'real days' [RDays].
Neveron time elapses at a rate 10x faster than real time:
- 1 NYear [365 NDays] = 36.5 RDays
- 1 NMonth [30 NDays] = 3.0 RDays
- 10 NDay = 1 RDay [24 RHours]
- 1 NDay = 2.4 RHours [144 RMinutes]
- 1 NHour = 6 RMinutes
- 10 NMinute = 1 RMinute
So for example, units can not be repaired until 6 NHours after its last battle, so it must wait 36 RMinutes before it will be allowed access to any Repair Bay. For more urgent demands, a 'Donation Point' [DP] can be used to do 'Instant Repairs' to a key unit during a critical phase of a DoW.
A new empire also receives a 'Small Empire Subsidy' to help you financially while you build your empire. The subsidy is currently providing $500,000 per NDay, or $5 million / RDay. This allows an empire to cover some of the basic costs associated with running an empire:
- Tax Income [produced by workers with any job - 1 of 4 CivPop will seek jobs]
- Commerce Income [produced specifically by 'Commercial' facility jobs]
- Morale Income Adjustment [produced by ({Tax + Commercial Income} * {Average Morale of -25 to +100%})]
- Small Empire Subsidy Income [provided to all empires with less than $1M produced income {$2 produced income = -$1 subsidy}]
- Alliance Costs [total cost of all existing treaties - Diplomatic Treaty [DR]and Trade Alliance [TA]]
- Faction Tax [cost paid to Faction Leader [FL] per NDay]
- Faction Tax Income [paid to FL only - produced by taxing faction memebers]
- Administrative Overhead [total land ownership costs - can be reduced by Land Managment research]
- Mines [total cost / NDay to operate 'Active' mines]
- Mineral Stockpiles [total cost to store all produced mineral units]
- Mobilization Costs [total cost of all units that are currently 'mobilized']
- Military Supply [total base cost to support your milall unit inventory - including the armory and commissioned units of all types]
- Military Maintenance [total additional cost to maintain all commissioned units]
- Training Rates [total cost to train all commissioned units every NDay - This rate can be changed by selecting a Training Rate]
THIS POST IS CURRENTLY INCOMPLETE BUT WILL HAVE ADDITIONAL INFORMATION ADDED PERIODICALLY. PLEASE STOP INTO CHAT FOR MORE INFORMATION >>> ShadowMasterCM
Edited by ShadowMasterCM (06/12/12 03:35 PM)
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