Skip to content

Instantly share code, notes, and snippets.

@shmup
Last active September 19, 2016 14:39
Show Gist options
  • Save shmup/c3eb15aef4421867dd0b05bf68deffeb to your computer and use it in GitHub Desktop.
Save shmup/c3eb15aef4421867dd0b05bf68deffeb to your computer and use it in GitHub Desktop.
Introduction to Neptune's Pride
  • Win by controlling more than half of the star systems in the galaxy.
  • The game operates in ticks, every hour your ships move, things are generated, every 24 hours money is generated.
  • https://triton.ironhelmet.com/help/faq
  • Here is a short overview of how the game functions
  • Read the basic guide below possibly

Short Ass Description

You start off owning X stars and build carriers to explore new unowned stars, or fight the people on ones you want to control. Earn $ every 24 hours and use it to spend points in: Economy, Industry, or Science.

  • Economy: points spent here earn you more $ every 24 hours
  • Industry: points spent here build you X ships every 1 hour
  • Science: points spent here unlocks new tech you can use

Trade tech with other players, form alliances, whatever. Try to control +50% of the stars in the Universe.

(below is copy pasted from /r/neptrunespride's crash course)

Basic information

In Neptune's Pride the goal is to control more than half of the star systems in the galaxy. If any player at any point does this, the game immediately ends and that player is declared the winner. In trying to do this, you will upgrade the infrastructure on your star systems, construct super carriers to move your ships all over the galaxy, forge alliances, trade technologies and favours and mercilessly stab people in the back at the most opportune moment.

Star systems and infrastructure

Star systems are the units of real estate that exist in the game. Each star system has an associated value, the natural resources, that indicated how good that system is; the higher the natural resources, the less all infrastructure upgrades on that star system will cost. There are three types of infrastructure: Economy (E), Industry (I) and Science (S). Each Economy provides $10 each production cycle; each industry produces 2 ships per production cycle and each Science generates 6 Research Points (RP) per production cycle. By default a production cycle is 24 hours, but it may be changed to either 6, 12 or 48 hours when creating a game. The cost of upgrading infrastructure on a star system is based on three things: the natural resources of the system, the current level of the infrastructure in question and the type of infrastructure to be upgraded. By default, Economy and Industry cost the same amount to upgrade, while Science cost 10 times as much, given the same natural resources and level of existing infrastructure. So, in other words, upgrading one type of infrastructure on a system (e.g. Economy) won't make the other infrastructures become more expensive there (e.g. Industry).

Research

Upgrading Science will provide you with a higher rate of Research Points. These are used to research one of four different upgrades: Weapons, Speed, Range and Scanning. Each level of Weapons increases the damage you deal in combat. Each level of Speed increases the travelling speed of your ships. Each level of Range increases the maximum length your ships can jump between star systems. Each level of Scanning increases the view distance of your star systems (your ships have no scanning capabilities). See the respective sections below for more information

Industry, ships and ship movement

As mentioned in the infrastructure section, each point of Industry on a system will create 2 ships per production cycle. These ships, however, cannot move between systems on their own. To move ships between systems you need to buy Super Carriers (SC) for $25. These provide no additional benefit other than creating a fleet which can transport your ships over interstellar distances. Regardless of whether a ship is simply stationed on a system or is in a fleet that orbits a system, the ship will defend the system if it is attacked. A fleet may be assigned several jumps so that they can travel far without supervision. Fleets need to prepare their engines before jumping and as such there is a delay between giving a jump order and the jump commencing. Before the jump has commenced, the order can be cancelled. Once the jump has commenced it cannot be cancelled. This delay is 30 minutes in a standard speed game.

Combat and system control

A player automatically takes control of any system where the player has ships. The player will keep control until another player takes control of the system; it is not necessary to keep ships stationed on a system to maintain control as long as no other player attacks the system. If two (non-allied) players have ships in the same system combat is automatic and instantaneous. It is conducted in rounds where the defender attacks first. Each round the active player destroys a number of ships from the opponent equal to his Weapon Skill, which is based on the player's weapon tech level. The defender gets a bonus of +1 to his Weapon Skill throughout the entire combat. The combat continues until one side has lost all its ships. Two examples:

Player A sends a fleet of 29 ships to attack player B's system with 17 ships.
Player A has 5 Weapon skill. Player B has 6 Weapon Skill, adjusted to 7 since he is the defender.
Combat commences
Player B destroys 7 ships. Player A has 22 ships remaining.
Player A destroys 5 ships. Player B has 12 ships remaining.
Player B destroys 7 ships. Player A has 15 ships remaining.
Player A destroys 5 ships. Player B has 7 ships remaining.
Player B destroys 7 ships. Player A has 8 ships remaining.
Player A destroys 5 ships. Player B has 2 ships remaining.
Player B destroys 7 ships. Player A has 1 ship remaining.
Player A destroys 2 ships. Player B has 0 ships remaining.
Combat is over. Player A wins. 
Player A has 1 ship remaining and takes control of the system.

Player A sends a fleet of 4 ships to attack Player B's system with 2 ships.
Player A has 8 Weapon skill, Player B has 3 Weapon Skill, adjusted to 4since he is the defender.
Combat commences
Player B destroys 4 ships. Player A has 0 ships remaining.
Combat is over. Player B wins. 
Player B has 2 ship remaining and maintains control of the system.

When taking control of an enemy system, all Economy on the system is destroyed and the attacker gets $10 per Economy destroyed this way. All Industry and Science remains and immediately belongs to the attacker.

Trading technology and money

Players can trade technology and money with each other. For a fee of $25, a player can send any other player one level of one technology, provided that that player does not have that level of that technology yet. Likewise, a player may send money at no extra charge (other than the money being sent) although the minimum amount to transfer is $25.

Alliances

Alliances, or peace declarations, can be one-sided or mutual. For a fee of $50, a player can declare peace with another player. If player A declares peace with player B, player A will immediately share everything he sees with his scanning with player B. Unless player B declares peace with player A, player A will not gain the same benefit from player B. If two players have declared peace with each other, not only will they both share all their scanning, their ships can also be stationed at the same system without initiating combat. Note: I am uncertain how it works if player A and player B has ships in the same system and player A has declared peace with player B while player B has not declared peace with player A.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment