Interbellum Turns

New Colonies

Survey Completed

Station Completed

Relocating Fleets

First Contact

Useful Hotkeys

After you hit end turn for your first turn and enter the next turn, a few things may have already happened. It will be different for every game so I will discuss and show things as they happen in my game. You may need to skip around the guide to some of the other sections if you get to them before I do.So the turn ends and voila! A new colony for the empire! Every time you get a new colony you will want to adjust the terraform and infrastructure sliders so it's about 90% terraforming and 10% infrastructure. This setup is usually good for a majority of worlds you colonize, there is more advanced ways to handle this and other percentages for different planets but that's beyond this guide.You may have noticed at the bottom right of the previous picture, the event section lit up with an event. As you remember, we now have a new colony. You can double click the event picture and it will focus on the location in the main map where it took place. Since that was the only event for this turn, I will just advance to the next turn.In the next turn, the colony I just founded has become self-sufficient. This is why you want to colonize low CH worlds as they can become self-sufficient extremely fast. When colonies become self-sufficient, they free up your colonization fleet so they can go colonize other worlds. When you get the pop up just hit 'Finish colonizing' and your colonizer will return home for new orders. Once they do just tell them go to the next lowest CH world.Now another thing about why we are going for low CH worlds is explained in this next picture.Every time you colonize a new world, the light blue section of your economy pie starts to get larger. You can confirm it by going to the empire screen (E) and notice on the far right section of the expenses area. This shows you how much you are paying each turn to maintain your underdeveloped colonies. When a colony's CH rating is very low you pay practically nothing, however when it is semi high to high, you start paying well over 100k a turn for a single colony. The light blue colony expenses on the economic pie should never be more then 1/4th of the pie otherwise you are probably spending way too much on colonizing.Now if you accidentally colonized a world that was too high in Climate hazard and need to get rid of it to normalize your economy, you can abandon the planet to stop paying maintenance for it every turn. However this will cost you the world until you decide to re-colonize it.So the survey fleets we sent out have finally returned some useful planetary information. You can overview the info and see if there is a new juicy world to colonize. Once they have finished surveying, they will return home awaiting new orders. You should resend them out to explore new systems as fast as you can. You can also cycle through and double click on the survey event to center in on the system you just explored.The naval station we told our construction ship to build has finished. After going through the new information, go to the station manager (Alt + S). You should see your new station on the list, it' going to be the one with no progress on its upgrade bar. Click on it and here, we can upgrade it. Click on 'automatic upgrade' then hit confirm. That's all there is to it. Near the confirmation button ,it will tell us how long it will take and how much money we need to invest until enough modules have been added for it to be upgraded.When your construction fleet returns home, you definitely want it to be building another station where there is a slot open or upgrading existing ones. When it returns the next best thing to build is a science station at your home world.Science stations are a great way to boost tech speed overall and will provide extra tech bonus for a specific field of your choice.It looks like my survey fleet has returned home from its duty, but there doesn't seem to be a lot of worlds left on this side of the galaxy for him to explore. Also I don't need two of them in the same area. On the other side of the galaxy, however, there are a lot of unexplored worlds but they are quite far. If we base the fleet closer to those worlds, the survey fleet can work faster and get more range in the region. Remember when we built a naval station at our furthest colony? Now that naval base is going come into play! Right click the system where you built the naval station then click on 'Relocate' then find your survey fleet and then hit confirm. There you have it! Now the fleet is en route to its new base of operations and is going to work more efficiently on that side of the galaxy.Now a quick note about relocating and how it works. When you zoom in on a system you'll see a small set of numbers near the name of the system. This is known as fleet space, the left number is how many ships are stationed here and the right number is how many can fit there. Each cruiser is equal to 1 ship but larger vessels such as dreadnoughts require more space than a cruiser and thus count as more than one ship. You can increase fleet space by upgrading or building naval stations.It appears we have made first contact with the other player according to an event which means we discovered one of his fleets. When you make first contact with any nation, it will start off neutral in relations to him. Since this is a 1 vs 1, we might as well kick his fishy ass by declaring war on him! Simply go to the diplomacy screen (L) click on the little arrow on the diplomacy card of his nation to go to the options for that nation then hit 'Declare War'. It will take a turn for the request to be processed. If the declare war button is grayed out, it is because you do not have 50 RDP. RDP stands for 'Race Diplomacy Points'. As RDP is for more advanced players, we'll use the GDP or 'General Diplomacy Points' which you see at the top of the diplomacy screen as shown earlier. You will earn free GDP at the end of every single turn and as our nation gets bigger and we build more stations, we will get more free GDP per turn. 2 GDP = 1 RDP so you will need 100 GDP to declare war. the alternative option if you do not wish to wait for GDP to form is to do a surprise attack. However this will lower your nations morale and that can lead to problems if the war doesn't go as smoothly as planned.Now that you get the gist of basic empire management, here are a few useful hotkeys to help you speed things up.I key = Center on idle fleetCTRL + N = Center on next fleetShift + N = Center on previous fleetCTRL + S = Center on next systemShift + S = Center on previous system