Re: Presenting Master of Orion, a space strategy game

Firefly, I will try and write up something today or tomorrow to explain a bit in more detail. Basically, research and production are both based on a percentage system, you decide what proportion of your available resources to spend on each item, and the game automatically adjusts the percentages to match. Sometimes you can lock one form of production, so it will not be adjusted, if that helps make things a little more exact. The original game manual goes into a lot more detail about this, although it describes how to do this with a mouse, the text commands are basically similar, just a different way of doing the same thing.
In your example, to build a new colony ship, you could set the ship slider to 50% or so, with "s s 50," or similar, and than press "b," and "l," until you've selected a colony ship. Note that b will
not give any output but still changes the ship type. If I manage to work on improving the interface a bit, I will try and change this to make it a little more obvious what’s going on.

If you select a colony ship, the planet overview will say something like “build one colony ship,“ and give an estimate in the number of turns it will take. You can decrease that by upping the ship percentage. Note that you might want to lock your ecology slider with the SL command, just in case, because waste is a bad thing if left unchecked, as the manual explains.
Research is similar, the technology sliders are separate, and once you set your tech production slider, you can set them with the TS command. You’ll basically be working on up to six technology items at once, depending on how you allocate your sliders, and the more you work on one, the less you will be able to spend on another. I hope this at least helps a little bit, but really most of the explanation is in the Orion Manual rtf file.

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