MOVE 2
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If you are not currently at one of the World screens for a newly discovered world, go there now. Once there, open up the Fleet screen of the Fleet that you sent to this world. Click on the CONVERT SCOUTS button to display the Covert Scouts screen illustrated below. |
As you can see, there are a number of things we could potentially do with our Scouts but we want to simply convert one of them to a Fortress for the world below. This Fortress will automatically Defend our world from accidental captures or from purposeful invasion. Click on the lit gold arrow that points to the Fortress icon. One click will convert one Scout. Clicking OK will put this command in your Orders Text area.
It is probable that you will find at least one Fleet engine that was previously un-owned at one of your new worlds. As mentioned above in Ownership, your fleet automatically captured it for you since it was Owned and Defended and the new one wasn’t. Transferring ships to a captured fleet not only allows that fleet to move but it also protects your ownership of the Fleet and since there are only 300 Fleets in a universe they are the very valuable objects in Imperial Wars.
Open up the Fleet screen of the Fleet that you originally sent to your new world and where at least one new fleet has been captured. This time, Left click on the Scout ship icon on the Fleet screen to display the Transfer Ships screen. Left clicking on any of the ship icons in the Fleet screen will bring up this transaction screen.
Look at the Transfer Ships transaction screen illustration. The left side of the screen represents, the fleet we are accessing this screen from. In the drop down box on the top right, select the fleet you wish to transfer ships to. The arrows light up in the boxes representing the ships that are available for transfer.
Left click on the arrow next to Scouts or any other available ship type that you wish to Transfer, in either direction. Each click will transfer one ship to the other fleet. Click on OK to complete the transfer. The transfer command is now reflected in the Order text area.
As mentioned earlier, there are very few Raw Materials being stockpiled at your homeworld each turn since you have so few Mines there. It may be that you want to transfer Raw Materials stockpiled at one of your outlying worlds onto a Fleet that will return to your homeworld (or another world) to offload it so that your world economy can turn it into an Imperial Credit. There may very likely not be any Raw Materials available on your second move but there will be on later moves so you can refer back to this action if there are no Raw Materials available yet. Look to see if there are any Raw Materials stockpiled on one of your new worlds. There will be a number underneath the Crates icon on the Planet screen if so.
While you can transfer items from either the fleet or the world, for this illustration let's open up the world’s Planet screen by Right clicking on the World’s name on a world where there is a Raw Material available.
Left clicking on the Raw Material icon will call the World’s Transfer Items & Artifacts transaction screen as illustrated below.
As in transferring ships, the World is represented on one side of the transaction screen and the fleet on the other. Clicking on the lit arrows moves Raw Materials from a Fleet or World to the other. You can also enter a number directly into one of the text boxes.
It should also be fairly obvious that on this screen you can also transfer Imperial Credits and artifacts, as you find them in the game, between worlds and fleets.
It would be impossible to have met another player so early in the game. However, there is another entity that can own objects in your universe besides other Starlords, the Rebels. While Rebels will not attack you, you will have to attack them if you intend to capture worlds or fleets that they have defended. You may run across a Rebel world or fleet this early in the game and it is good practice to know how to attack another fleet or world, if necessary.
In this example, you have run across a Rebel Fleet, which has one Scout on it.
Because there are two contending forces at this world and the world is un-defended, it is forced Un-owned. Rebel Fleets have a silver cap on their fleet engines.
Attack the Rebel Fleet by dragging your Fleet symbol over the Rebel Fleet symbol and dropping it. This displays the Fleet Attack/Defend Transaction screen. To Attack a world drag and drop your Fleet symbol over the World’s name. Note that there are other ways to access the Attack/Defend screens from Fleet and Planet screens. Using the Drag method, places the target Fleet or World directly into the first Target box, with the Attack button already chosen.
Note: Raiders should notice that this is also where the Raid world option is also. Raid is a Fleet-only command for Raiders.
Note: If you open the World Attack screen you will find the Ravage world command, available to any player but of most value to the Raider.
After you have transferred ships between Fleets, transferred any items necessary from or to a World and converted Scouts where necessary, you will want to be certain that your Fleets continue to Fly on to un-explored worlds where there are plenty of things to discover including your fellow Starlords. Moving Fleets from your new worlds is exactly the same as described in QS Move 1. Drag your Fleets to the Stargate and click on a world next to the world where the cursor is revolving until you have chosen a path to a world with a Question Mark in the Flight Plan window. You will do the same with fleets that you want to fly back to your Homeworld.
Flying Fleets from your homeworld in the Move 1 is very similar except that now the Flight Plan screen will let your fleets move through more than one world at a time, depending upon what kinds of ships make up your fleet. You can begin to see why it is important to build fleets that are flexible and fast as well as powerful. Only worlds that your fleet can legally fly to will show up in this window.
Buy ships for those fleets that were at your homeworld and move them from world to world in the Flight Plan screen to make certain that every un-explored world will be visited on this upcoming turn.
In this Move 2, continue to examine each fleet and each world. Make certain to take advantage of any situation offered that will let you Explore and own the objects you are finding. No matter what Character type you are playing, they will be useful for trade later on. We have accomplished the objectives set out for move 2 and it is time Save or Submit the Move.
To make certain that none of our orders are lost we can Save your move in the War Room. Right click to bring up the shortcut menu and click on GO TO WAR ROOM SCREEN. Click on the Save/Submit Move button and choose Save or if your move is compete, click on Submit Move and OK.
From here, you can return to the Quick Start Two page or to the Quick Start - Move 1 page.