Crew Management – Settlers needed

The new version 3 of Mankind now enable the requirement of Crew for all units.
Until now it was not required to have settlers to build units (Cities/Stations/Vehicles) so they all need settlers to be built.

Build interface

The new version 3 now require Crew, settlers, to be able to build any kind of units. For that any new player start with a Vibz (full of 1750 settlers) and he is able to buy on imperials bases, a Vibz, a Shuttle, or a Fleet Factory Auxiliary that will be full of settlers.

Then the only way to have new settlers is to build cities that will have citizens and produce Workers.
For that we added 3 level of technology for the Cities, allowing to build from Town Village to Mega cities of hundreds millions citizens. Take care your citizens require to be happy, safe, heathly, employed, and you need to provide food on the base linked to the city. You will require to choice selling food to the Emperor or having Settlers for your own Empire.

It is under reflection to add into a further version the ability to train on Cities Academies the settlers for differents kinds of specialities (Enginners, Soldiers, Fleet Soldiers, Fleet Crews..) to increase the efficiency of your units.

For now only settlers can be set to units and are needed to build any kind of units.

Settlers needed to build a unit ingame

By the way all existing ships (not the stations/cities) built on the V0/V1/V2 versions, about 4 millions vehicles, got a status “dead crew”.

Status Dead Crew

All theses ships can be view, moved, loaded or refilled with crew by anybody, and have enough settlers to refill it.

Icon SubSystem Failure

None of the units with the status “dead crew” can receive an order different than “move” or “dock” into the current area. So the units stay on the current area until someone refill the crew.
It is the lost fleets on the galaxy, it create a new role for players willing to catch and dismantle or resell units abandonned by players.

As the sub system management handle the probability of failure during a battle, it is also possible that during a fight your ships got the dead crew status. Specifically if the Intertia Compensator stop to work. In that case the ship became un-usable as any unit without crew.
So we added a new class of ships, Auxiliary, where the specific design is to be able to repair, recrew or recycle units during campaigns.

A ship with a dead crew, have all theses guns disabled, it can move, but slowly, and it can also be dock into one of your ships or hanger.

Now the differents possibilities to recrew a vehicle that have a status Dead Crew:

The first possibility is using the Repair order from an other vehicle, class Builder or Auxiliary, to “repair From” or to “repair To”.

Repair From: If you have ships with crew on the current area, simply select one or many units having the status “Dead crew” (your or from any player), then clic the new icon “Repair/Add Crew”. All your repair class of ships will move to the selected ships and will first add crew then continue by repairing the unit. You can do it up to a selection of 500 units.

Repair From

Repair To: If you want to select specifically what unit to repair, you can then use the same classes of repair ships to give them an order “Repair/Add Crew TO”. Then clic the specific unit you want to repair. The selected ship will move to the target and then repair it.

Repair To

The Second possibility is using the Hanger of an unit able to have crew on it, like the new Class Auxiliary, or into a station linked to a base.
You then require to dock the units to repair in it, then open the Hangar interface, go to the detail or the hangar, select one ship or the global class of ships and clic on “Add Crew” icon.

Details from Base

You can also link your Constructors or Auxies to one of your bases (that now have ability to handle 150k settlers).

New Battle Management Design

On regard of the incoming Beta version it seem important to explain the changes made on the battle management.

First of all, the new design of units include different types of arms and different types of armors.

Each arm and missile is designed to a maximum level of Armor. So if a missile is shooting a higher level of Armor than this maximum value, the chance to pierce the hull is reduced by 50% for each level of armor missing.

So for exemple, the ShadowAmper is equiped with a Laser SL F.8, it shoot 2 lasers each 2.5 seconds of 15 power each (30 max) and it is able to pierce a hull Level 2 – Medium maximum.
So against a BattleShips the ShadowAmper will have in the fact an efficiency of 7.5 points of damage per shooting sequence (each 2.5 second) and not 30.

SL F.8 Laser

So each Station and Engine is equiped with a level of armor on regard of it s technology.
Armor Level 0 – Non armored unit – mean that the building is just using standard materials, Iron, Rock, (ie Planet Building like cities)
Armor Level 1 – Light Armored units – mean that the building require a titanium structure
Armor Level 2 – Medium Armored units – mean that the building require advanced structure on iridium
Armor Level 3 – Heavy Armored units – mean that the building require structure on bounatium and Iridium
Armor Level 4 – Super Armored units – mean that the building require structure on bounatium, iridium and tritium

As basic first implementation the level of Armor is currently set according the technology Level as describe here for the Stations and the Cities and will be shown into the game into a next version:

Universal – Level O
Terrestrian-T – Level 0
Space-S – Level 0
Terrestrian-T2 – Level 1
Space-S2 – Level 1
Space-S3 – Level 2
Space-HighTech – Level 2
Space-HF – Level 3
Urban – Level 1 for Stations – Level 0 for Cities
Urban-U2 – Level 2 for Stations – Level 0 for Cities
Hydrogen – Level 3
Refine – Level 3
Wonder – Level 4

As additional parameter each battle now include the Missile / Anti Missile concept and the SubSystems concept.

The anti missile defence is based on the concept of the battle wall. Bigs ships have to be equiped with small ships (ie Cruiser) that will enhance the anti missile defence. Each anti missile will first try to shoot incoming missiles that target the attached canon, but if no missiles are shooting him, it will try to shoot missile in range incoming to friend units.

The SubSystem concept is the idea that each canon, individually can be destroyed by an other arm that success to pierce the hull (Same or higher level).
So each time a missile is piercing the hull, it have a chance to destroy a subsystem. For example if the subsystem destroyed is a Inertia compensator, the engine will stop a as all the crew members will be dead.
An other example, if the Power Generator is destroyed, the ship will stop, but it have also a change to explode before that the protection system stop it.. On that case the ship will explode at all.
If an engine is destroyed, the ships will slow down and will be late on the squad… and then and then.

SubsSystem

The only way to enable back the subsystems is to repair the ship until 100%. Take care that if you send your damaged ships from one system to an other, it have a chance that the crew members success to repair the damaged subsystems, but it also have a change that an other subsystem fail during the travel… and maybe explode at destination.

Think to it if you move Troops or Resources ships from systems to systems. It is far better to repair your ships and do not take any risk.

Resources required for Stations

The last version allow to enable the required resources to build units.

So here is a first definition of how this definition got enabled.

The Game contain about 18 differents ressources, common(from the Sand to Iron), average (from Uranium to Larium) and rare (from Silver to Deuterium).

All the resources can be bought/sold to an imperial base, and since last version, all the resources can be stored into the differents carge/wharehouse or into the player “profil bucket”.

So here is the definition for the stations we made:

On planet, any station have a fixed concrete according his size, so it require, sand, rock, water and iron to be built.

With the same logic, each unit got a resource requirement based on his capacities, armor level, structure, hangar, cargo, radar, housing, generator, electronic…

So this is defined for the stations, and we will apply the same logic to vehicles and cities.

Current amount of resources defined is subject to be modified according returns from alpha/beta players and according size of units.

To allow new players to build the first stations required to start the game, we will add into the player “profil bucket” enough resources to start the game.

Version 2.4 – Resources Management and newDesign

Hello,


Here is the design of the new resources requirement concept.
Each players have a “profil” account where each player can handle up to 3M tons of resources (+1M/Headquarter built).


At the account creation, each player will receive into this bucket a certain amount of resources to allow him to build the first stations required to start the game.
Each build of station or unit will first check on the availables stock link, then if no available resources are found, it will check on the “profil” account.


So a player with a simple “Constructor” will be able to build anywhere according the “profil” bucket.

The only way to “full fill” the “Profil” bucket is to forward resources to it from an imperial base or a player headquarter.
The only way to “forward” resources from this “Profil bucket” to a cargo is from an owned Headquarter (but not a base) and from an Imperial Base (under reflexion)

Forwarding resources from the profil account to cargo into an imperial base allow players to fullfill the profil bucket into an owned Headquarter then entering an imperial system and then sell resources without space movements.
The point under reflexion is about the advantage provided to players having an Headquarter and the fact they no longer need to move ships to Imperial Systems.
But on the other side, the players Headquarters are shown to all other players into the galaxy map… so a light-house for ennemies.

On the other side, it is under reflexion to allow to sell resources to the empire directly from the Headquarters (and not only from Imperial Bases).

So execepted the points under reflexions, this concept and the first “required resources” are setup into the “prototype-dev” servers (you can switch into the account setting to have a look)

When the exact amount of resources to add to the profil bucket will be finalized, this values of resources required will be added to the alpha/beta server.
For now only Stations on Dev server got a properly defined amount of resources.

Jumpgates Status – How to exit starting area

Unity Space Conquest include more than 200k space systems that can be close to or at the other side of the galaxy.

The galaxy is defined by a square of ~50 000 parsec including sectors (region) of 100 parsec sides.

To travel of the differents systems you have 3 way of jumping your units to hyperspace.

  • First way is the engine of the unit itself that include a capability of Hyperspace:Yes into the technology.

A value describe the amount of parsecs that the ships can travel, for example 50 parsec for a system to system cargo or 200 parsecs for a war ship.

When you start the game, you are on a safe area of the galaxy including 2 region of 100 parsecs.
You can send your units to all the systems of that safe area with one or 2 jumps with the engine of your units.

To exit the safe area or simply to send your units over the galaxy to a long range (over than the unit engine capability) you need to use the Imperial Jumpgate Network.

  • Second way is the Imperial Jumpgates

Each Imperial system include a Jumpgate that allow you to send your units from/to any imperial system whatever the distance.
The Emperor will just take a tax according the current price of the Deuterium. And the Imperial Jumpgates do not allow war ships, only civils one (cargo, constructors…).
To use it, send your ship to an imperial system, then select it, then on the galaxy view select an other imperial system and clic on “send your selection to that system”.
If you have enough money and that your ships is a civil one, then your ships hyperspace capability will be extanded by the jumpgate to an infinite value (if at least the unit have an hypercapabily engine).

  • Third one is the players Jumpgates

A technology “Hydro” allow the players to extract and refine hydrogen from planets.

That technology also allow to build  players Jumpgates Networks.

A jumpgate require Deuterium to enhance the engine of your units, when you build your own Jumpgate you then have 2 way of work.

First is a simple jumpgate into a simple system. That jumpgate will be an arrival point of your network.

Second is a jumpgate into an headquarter system. That jumpgate will be an arrival and a start point of your nerwork.

A start point require that the Jumpgate got linked to your Headquarter and that enough Tank fullfill with Deuterium got linked to your Headquarter.

Take case that your network can be used by your friend and that an headquarter as a jumpgate is shown to all on the galaxy view.

On Alpha version it is possible to extract Hydrogen from Gazeous planets, but not to refine it to collect Deuterium. So only arrival point should be enabled (as extention of the Imperial Network)