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Topic Summary

Posted by: mahks
« on: Yesterday at 07:50:58 PM »

The episode "Mercatus Volgus Ubivis" has begun.

New game features:

    Dogfights : Takes place during short range combat by fightercraft
    Thrusters, Generators and Ion Cannons : Only usable on Fighters & Interceptors
    Civil Markets : Similar to black markets but deal in legal goods
    Luxuries : Demand now based solely on each star, rather than realm
    Civil Defence Fleets : Replace tribute ship building. CDF's build automatically based on habitat level
    Monuments : May now be dedicated to science, fertility, productivity or shipping. This results in bonus output
Posted by: Nori
« on: November 16, 2019, 08:49:13 PM »

Started playing this after I found this post. It's super fun! I really like the mix of exploration, building, diplomacy, backstabbing etc..
Posted by: mahks
« on: September 28, 2019, 06:35:42 PM »

The episode "Cave Mercatura Furta" has begun.

New game features:
  • UTS Delivery Service : Send resources to remote stars and territories.
  • Sector Markets : Resource trade via UTS.
  • New ship components :
        - Engineer Unit : Required to capture transponders.
        - Supply Dock : Reduces support by 50% for system ships.
  • Checklist : Programmable reminders.
  • Jumpgate Agreement : Required for foreign jumpgate use.
  • Join Route Option : For new ship builds.
  • Dragable Map : The map is now dragable!
Posted by: dag0net
« on: February 08, 2019, 04:42:00 PM »

It really is a beautiful game imo, idky i felt the need to rush out of sandbox and land myself in a mp game with more potential decisions than I have to make irl =) Suppose somebody more organised could manage rational play in 30m a day, not me!

Admin is awesome too, hardly run into a problem/bug that wasn't answered, fixed or corrected before it's corrected, use teh feedback =)
Posted by: dag0net
« on: January 17, 2019, 09:44:58 PM »

srsly sexy, i <3 hitting buttons hoping i'm not bankrupting myself =)
Posted by: QuakeIV
« on: September 21, 2018, 11:20:17 PM »

This has started up again, for anyone who is interested.
Posted by: mahks
« on: October 02, 2017, 06:42:47 PM »

The new episode has begun.

Feel free to join up or ask questions here.
Posted by: mahks
« on: September 16, 2017, 07:47:47 PM »

The 2017 episode will begin in a few weeks.

Anyone that has not played before may want to join the current test game to get familiar with it all, before the real game starts
Posted by: alex_brunius
« on: October 22, 2016, 05:51:33 PM »

I meant this mostly as feedback, not personally. Most games / browser games I played that are a bit more advanced allow you an option to bypass the tutorial if you want.
Posted by: mahks
« on: October 22, 2016, 05:39:30 PM »

I set your account to bypass that first section.
Posted by: alex_brunius
« on: October 22, 2016, 03:35:05 PM »

So I guess that is a no to the question if it can be skipped?
Posted by: mahks
« on: October 21, 2016, 06:53:32 PM »

Just after the setup phase (that ends with the chat post), you will get to "How to build"  then "How fleets work"

Average time in the tutorial is eight minutes.  (so you were a quarter of the way though when you stopped)

The comm panel is used a lot in-game (for diplomacy and advisories) and your avatar is needed in that panel. 
So the first step is to get that set up and give you a glimpse of the comm panel.
Posted by: alex_brunius
« on: October 21, 2016, 05:41:01 AM »

I grew bored with having to go through the forced mandatory tutorial doing all sorts of unrelated things like selecting forum avatars and writing stuff in the chat client.

Is there a way to skip it and actually play the game?
Posted by: Thanatos
« on: September 29, 2016, 10:02:11 PM »

So far, I am really liking this game.

There's a fairly simple but interesting economic model in place which is very reminiscent of Aurora. In Aurora, you have accessibility thingamajigs that determine your mining capability for example, in SL3K you have mineral value, which combined with your mining Tech level for that mineral determines your output.

There's also crime and piracy modeled, insurgencies and rebellions, it's fairly interesting, yet it doesn't blow your brain up. I think it's exactly because of this simplicity, that makes the whole economic period of the game so complicated. Where to build mines, where to build habs, etc, etc.

But I think it's a game about diplomacy, where the relevant resource for influence is.. well, basically, your industry. Trading trade goods brings you money, and is beneficial for both sides, and on the other hand, giving someone with vastly more military power a 'good' deal could help you live longer.

I'll just make it clear here: I am not gonna make alliances for alliances sake. If I make an alliance, it will be as 'protection' which will of course come with it's own fees and taxes. See you in game!
Posted by: se5a
« on: September 28, 2016, 01:15:37 AM »

New game has started, if you're interested now is the time to jump in.
Starlords3k is such that jumping in a little late (or even a lot) won't particularly hurt you, as larger alliances will still try court you into joining with them.
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